TEXT: PAL6−05 
   
   
   
   
   
  Heart of Winter 
   
  A One-Round Dungeons & Dragons®  
  Living Greyhawk™  
  Theocracy of the Pale Regional Adventure 
  Version 1.0 
   
   
  by Donovan Hicks 
  Circle Reviewer: John Jenks 
  Triad Reviewer: Derek Schubert 
  Playtesters: Michael Arick, Michael Castilla, Christopher Colton, Jennifer Hicks, Donovan Hicks, Jr., Jesse Ochberg 
   
   
  The Troll King has been exposed and the myths of a Lord of Ice are no more; Winterwind lives and claims both titles. 
  The Troll Winter continues unabated and the planting season has come and gone. Starvation is proving a powerful 
  weapon, but out of the past comes an old enemy, bringing hope back to the Pale from a fallen ally. An adventure for 
  diplomatic PCs of levels 2 to 15 (APL 4-12) who can remember that sometimes the enemy of my enemy is my friend. 
  Part 4 of Winter Stalks the Pale. 
   
  Resources for this adventure [and the authors of those works] include “Arcane Lore: Greyhawk Grimoires II” in Dragon 
  #241 [Robert S. Mullin], COR3-12 Endgame [Jason Buhlman and David Christ], COR5-16 Here Comes the Sun! [Pierre van 
  Rooden], Dungeon Master’s Guide II [Jesse Decker, David Noonan, Chris Thomasson, James Jacobs, Robin D. Laws], 
  Frostburn [Wolfgang Baur, James Jacobs, George Strayton], Manual of the Planes [Jeff Grubb, David Noonan, and Bruce R. 
  Cordell], PAL1-02 Absence of Law [Bart Scott], PAL1-11 The Trouble with Trollops [Bart Scott], PAL2-05 The Heretic [Joe 
  Streeper], PAL3S-01 Attack of the Trolls [Joe Streeper], PAL4S-03 Twisting in the Wind [Jason Clark and George Rowland], 
  and PAL4-08 Winters Past [Donovan Hicks], PAL5-04 Seeds of Winter [Neil Harkins], PAL5-07 Troll Winter [Donovan 
  Hicks], and PAL6S-03 The Troll Throne [Donovan Hicks]. 
   
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, PLAYER’S HANDBOOK, DUNGEON 
  MASTER’S GUIDE, AND MONSTER MANUAL ARE TRADEMARKS OF WIZARDS OF THE COAST, INC, IN THE US AND OTHER 
  COUNTRIES. THIS MATERIAL IS PROTECTED UNDER THE COPYRIGHT LAWS OF THE UNITED STATES OF AMERICA. ANY 
  REPRODUCTION OR UNAUTHORIZED USE OF THE MATERIAL OR ARTWORK CONTAINED HEREIN IS PROHIBITED WITHOUT 
  THE EXPRESS WRITTEN PERMISSION OF WIZARDS OF THE COAST, INC. THIS PRODUCT IS A WORK OF FICTION. ANY 
  SIMILARITY TO ACTUAL PEOPLE, ORGANIZATIONS, PLACES, OR EVENTS IS PURELY COINCIDENTAL. © 2005 WIZARDS OF THE 
  COAST, INC. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix is split by APL. 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
   Living Greyhawk LEVELS OF 
  PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals’ Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  PAL6-05 Heart of Winter 
   
  Page 1 
  
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  the Theocracy of the Pale. Characters from the Pale pay 
  one (1) Time Unit per round, while all other characters 
  pay two (2) Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign Sourcebook. 
   
  PALE HOLY DAY 
  Some player characters may wish to give or attend 
  services in-game on Pholtan holy days. For adventures set 
  in the Theocracy of the Pale, a member of the Church of 
  the One True Path may ask the judge at the beginning of 
  an Adventure to determine how many days it is until the 
  next Pholtan Holy day. This is accomplished by rolling a 
  d8, rerolling if the result is 8. If a 7 is rolled, the first day 
  of the adventure is a Pholtan Holy Day. Otherwise, the 
  die result indicates the number of days until the next 
  Pholtan Holy Day. Due to the special nature of the 
  Theocracy of the Pale, on Holy Days, Judges are 
  encouraged (but not required) to work-in a brief scene 
  involving Pholtan worship, possibly including a brief 1-2 
  minute sermon by a PC if his or her level is at least fifth 
  level and the judge believes that there is time available. 
   
  SPECIAL RULES  
  FOR THE PALE 
  See DM Aid 1: Special Rules for the Pale. 
   
  ADVENTURE BACKGROUND 
  In CY 591, the wood elf druid Grumbtheen had created a 
  hybrid strain of wheat using his knowledge of plants and 
  Druidic powers. The grain was purported to be hardier 
  than normal and to be capable of standing up against the 
  harsh winters of the Pale. This would allow the Pale to 
  extend their growing season to a similar amount of time 
  as that of the rest of Oerth. 
   
  However, the white dragon, Winterwind, learned of 
  this wheat and contracted with a mercenary halfling fire-
  wizard named Sizmar to destroy most of the wheat and to 
  deliver the rest to him. Winterwind also asked Sizmar to 
  recover the notes for creating the wheat and to kill its 
  creator. Sizmar had no idea who he was working for at 
  the time, as he had been recruited by a young half-elven 
  woman (Shill from PAL4S-03 Twisting in the Wind) and 
  would have bristled to know he was actually serving a 
  creature devoted to cold.  
   
  At the same time, the trolls were scouting the Pale 
  for the troll invasion that Winterwind would order a year 
  and a half later, in his guise as the Troll King. The need to 
  defend Palish citizens from these troll scouts led to the 
  wheat being ill-protected against Sizmar’s attack. Sizmar 
  did his job very well, making it seem that the wheat and 
  any possibility of recreating it had been destroyed. 
   
  After the troll invasion of 593 failed, Winterwind 
  regrouped and advanced his new plans. In CY 594, he 
  faked his death, allowing the Pale to believe he had been 
  slain by the silver dragon, Brennan. 
   
  In late 595, Tristan Spencer was slain by the ice troll 
  Fraz’keldrak, the designated Troll Prince. The loss of the 
  Champion of Pholtus seemed to herald the onset of Troll 
  Winter and the loss of hope for the Pale. Adventurers 
  were sent into the Troll Fens to seek the murderer, but 
  without success. They were able, though, to recover 
  Tristan’s sword, as well as his journal and a map. 
   
  In early 596, the Pale Diplomatic Corps and the 
  Church of the One True Path, working together with a 
  few adventurers, were finally able to decipher Tristan’s 
  journal. The journal contained notes about the forces of 
  the Troll King and the location of his stronghold. 
   
  Winterwind, the Troll King, was unaware of the 
  information in Tristan’s journal, and he ordered his troll 
  forces to begin preparing for battle at his stronghold. He 
  then sent a demand to the Theocrat: surrender the Pale.  
   
  The response to the Troll King was swift and 
  purposeful. Using the information from Tristan’s journal, 
  PAL6-05 Heart of Winter 
   
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  the Pale Militia led by heroes and mercenaries of the Pale 
  stormed the stronghold of the Troll King deep within the 
  Troll Fens. The Pale was victorious in breaking the power 
  of the Troll King, but an even deeper secret was revealed: 
   Winterwind was still alive, was also the Troll King, and 
  had been plotting the subjugation of the Pale through 
  carefully orchestrated alliances. 
   
  In CY 594, a clan of Fruztii barbarians came down 
  from their northern homeland and settled in a former 
  Stonehold fort in the Rakers. They claimed to seek 
  peaceful trade with the Pale, but this was not completely 
  true. Only one among them has seemed honorable 
  enough to deal with the Pale as yet, the young barbarian 
  Falder. Falder warned PCs about the possibility of his 
  clan’s dark ambitions in late CY 595 on the same day that 
  Tristan Spencer’s corpse had been brought into 
  Rakervale. He said he only asked for honorable 
  adventurers to stand ready to speak on his clan’s behalf to 
  show that they were not all as dishonorable as he thought 
  some might be. He warned PCs to be wary of his clan’s 
  leadership, specifically the Chief and his shamans. The 
  events of the assault on the Troll King’s stronghold have 
  proven that he may well have been right. The trolls had 
  large numbers of Frigdrasil war dogs fighting for them 
  during the battle. The Pale now suspects that 
  Winterwind is behind the Frigdrasil clan too, so Falder 
  has been questioned by Major Garandeau of the Pale 
  Patrol. 
   
  All seems lost as heroes die and even new allies seem 
  to turn false, but hope comes from the past where 
  Winterwind first showed his scaly hand. The fire wizard, 
  Sizmar, has been busy in the last five years. After turning 
  over the remaining grain and the notes for its creation to 
  Shill, he left the Pale for the south-eastern arm of the 
  Rakers; he had heard of a clan of fire dragons rumored to 
  be living there and had hoped to make contact with them 
  and learn their fiery secrets. Whether he learned 
  anything from this journey, no one in the Pale knows.  
   
  During the year and a half that he traveled in the 
  Rakers, Sizmar heard rumors of Winterwind and his 
  machinations against the Pale. Sizmar considered the 
  influence of a white dragon in an area he dwelt in to be 
  ‘inconvenient’, at best. He then headed for southern 
  lands to avoid drawing Winterwind’s attention. 
   
  In CY 593 he learned about some adventurers having 
  journeyed to the City of Brass to halt the Ether Threat 
  opposing Tenh and the entire Flanaess. Thinking he 
  might be able to learn more about the power of fire from 
  the Efreet, he journeyed to the desolate land of Tenh to 
  look for a way into the City of Brass for himself. He 
  succeeded and returned from his journeys with greater 
  power. 
   
  Upon his return, he heard about the events 
  surrounding the Twist Silver Mines in early CY 594, in 
  which Winterwind’s disciple Shill poisoned Colonel 
  Kiana Gunnhild. Recognizing the name and the 
  description of Shill as the woman who had hired him 
  three years previously, Sizmar began to investigate. Upon 
  learning that Winterwind had been Shill’s master, Sizmar 
  regretted his decision to aid them as he did. Shortly after 
  this discovery, though, he heard of strange events in the 
  city of Hardby far to the south—events dealing with a 
  mysterious fire entity. He again set off to gain knowledge 
  of his first love, fire. 
   
  While journeying in the south, Sizmar heard about 
  the death of Winterwind and decided it might be safe to 
  return to the Pale and make up for his mistake of 
  working for the forces of cold all those years ago. He 
  returned to the Pale and began seeking clues as to what 
  happened to the grain and the notes for its creation. 
  Using some of Shill’s journals (which he had obtained 
  while searching for the truth about her master), Sizmar 
  learned that the notes for the creation of the grain had 
  been given to a Fruztii named Thurgen Sigurdson. The 
  journals also indicated the location of a cave deep in the 
  Rakers, where the grain was supposed to have been 
  hidden away. The grain has remained safe all these years 
  due to preservative magics placed on it by Grumbtheen. 
  Sizmar chose not to visit the cave himself, but to seek out 
  adventurers to help with his plan. 
   
  Sizmar now seeks revenge against Winterwind, who 
  has proven to be alive, and offers the Pale the cache of 
  Grumbtheen’s grain in return for amnesty for past 
  misdeeds. He offers an even greater secret as well, the 
  process by which Grumbtheen created the grain. 
   
  Meanwhile, Pale politics have been taking their toll 
  on the Theocrat and his chosen seer, Jarret Beak. Beak 
  has been revealed as a worshipper of Boccob, the 
  Uncaring One, while a new prophet—a true worshipper 
  of Pholtus—has stepped forward and predicted events 
  that Beak has failed to see. 
   
  In CY 595, the wandering prophet Jeremiah 
  predicted five “seeds” of winter being planted throughout 
  the Pale. This led adventurers to discover a white 
  dragon’s egg in the possession of a goblin in the Rakers. 
  Put together with the egg that had previously been found 
  in the Twist Silver Mines and the hatched young white 
  dragon previously discovered in Holdworthy in CY 592, 
  this revelation implied that there are still two more white 
  dragon eggs hidden in the Pale, waiting to hatch and 
  wreak havoc. 
   
  When the Troll King’s stronghold was taken earlier 
  this year, the Pale found a map that indicated the possible 
  locations of the eggs and something else. The Church is 
  investigating whether the eggs are truly out there and 
  what the other locations are. 
   
  Jeremiah’s predictions have led to other discoveries 
  not as widely publicized, while Beak continues to 
  produce no visions of value. Even the famed Lin Ying 
  Ruby does not aid his visions. Citizens of the Pale have 
  become more and more vocal in their demands for a 
  change in prophets over the last year and a half. And the 
  Prelates, including the more progressive-thinking ones, 
  believe it is time for the Theocrat to make a change. The 
  Theocrat has to make a decision, and it is not an easy one. 
   
  ADVENTURE SUMMARY 
  The Introduction finds the PCs relaxing in the Pious 
  Pilgrim, where those they have met in the past are also 
  PAL6-05 Heart of Winter 
   
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  present. At least two of them seem to have other things 
  on their minds. 
   
  In the first encounter, the PCs are approached by 
  Sizmar, a halfling pyromaniac wizard, who once attacked 
  the Pale. He has an offer for the PCs, who will have to 
  decide whether they can trust him. The first encounter 
  can lead to Encounter 2, 3, or 4, depending on how 
  observant the PCs are and their choices. 
   
  In Encounter 2, the PCs speak with Falder and learn 
  of his beliefs regarding his clan. This can lead to a 
  valuable ally for a future encounter. If the PCs rebuff 
  Falder, they find themselves with fewer allies than they 
  could have in the future. 
   
  In Encounter 3, the PCs travel to the cave where 
  Sizmar believes Grumbtheen’s grain to be hidden away. 
  They find the cave guarded by ice elementals loyal to 
  Winterwind who have grown bored after years without 
  any intrusion upon their location. 
   
  In Encounter 4, the PCs journey to the hold of the 
  Frigdrasil in search of the lost knowledge of 
  Grumbtheen. The knowledge is held by the sorcerer-
  shaman Thurgen Sigurdson, although the PCs will have 
  to discern this truth before they can gain the knowledge. 
   
  In Encounter 5, the PCs will experience an 
  avalanche while journeying back to Rakervale. The 
  avalanche may crush some of the PCs if they are not 
  quick or observant. 
   
  Encounter 6 occurs after the PCs get past the 
  avalanche. Winterwind has learned of the PCs’ actions 
  over the last few days and has sent some of his minions to 
  halt these adventurers once and for all. He is angry that 
  adventurers have disrupted many of his carefully laid 
  plans and continue to be a thorn in his side. 
   
  Finally, Encounter 7 allows PCs to decide who to 
  give the grain and the knowledge of how to reproduce it 
  to. They could give it to the Church (directly or to the 
  Shapers of Sun and Stone), the Natural Order, or the 
  Phostaldaron. The PCs’ choice will have repercussions for 
  the Pale’s future. 
   
  PREPARATION FOR PLAY 
  You should determine which PCs have a Bracelet of the 
  North from PAL4-08 Winters Past. Ask to see each PC’s AR 
  from PAL4-08 Winters Past. If the bracelet item on the AR 
  is not crossed out, the PC has the bracelet. Some players 
  chose to refuse the bracelet for their PCs, and if that was 
  the case it should be crossed out. 
   
  Next, get a Will save from each PC. This will be their 
  saving throw against the curse of the Bracelet, but you 
  should get saves even from those PCs who do not have 
  the bracelet, to keep the players from meta-gaming the 
  reason for the save. The DC for the Will save is 20 + APL, 
  to simulate more powerful magic; those failing the save 
  will be unable to use any fire-based attacks against the ice 
  paraelementals in Encounter 3 or against the cold 
  elemental creatures in Encounter 5. PCs that fail this save 
  also receive the AR item Bracelet of the North – Cursed 
  Magic.  
   
  Throughout this module, the Pale is undergoing the 
  effects of a Troll Winter and the Rakers are even worse. 
  In all combats, the battlefield is considered difficult 
  terrain (movement costs are doubled, no 5-foot steps) 
  unless they have a method to overcome the hindering 
  terrain of ice and snow. 
   
  Also, the winds in the Rakers are amazingly strong 
  due to the Troll Winter, coming to the level of Severe 
  Wind as detailed in the Dungeon Master’s Guide page 95. 
  Rocks and shrubs block the wind at ground level, but PCs 
  are subject to the wind if they are more than ten feet 
  above the ground. This effectively prohibits flying over 
  the avalanche in Encounter 5. 
   
  Encounter 2 Preparation: Have each PC roll a Spot 
  and Listen check for this encounter to determine if they 
  see or hear Falder and his companions. 
   
  Encounter 3 Preparation: Have each PC roll a Spot 
  check for this encounter to determine if they see 
  portions of the ice paraelementals sticking out from the 
  “snow-covered hills”. The curse of the Bracelet of the 
  North applies to this encounter. 
   
  Encounter 4 Preparation: Have each PC roll a Spot 
  check to notice the shamans scattered throughout the 
  crowd pulling out spell components and preparing to cast 
  spells to interfere with the duel. 
   
  Encounter 5 Preparation: Have each PC roll a Spot 
  check to notice the unstable face of the mountainside. 
  Dwarves and others with Stonecunning receive a +2 
  bonus to this Spot check. Rogues or others with the 
  trapfinding ability may use Search in place of Spot, since 
  this has similarities to a trap, but the player must choose 
  which skill to use before making the roll. 
   
  INTRODUCTION 
  The PCs start in the common room of the Pious Pilgrim. 
  They can be here for a variety of reasons, some of which 
  are that they have just returned from assaulting the Troll 
  King’s stronghold, they are still here following Tristan’s 
  memorial service, they are waiting to learn more 
  information about what the Pale will do against 
  Winterwind, or they are just keeping warm during this 
  frigid Troll Winter. Read or paraphrase the following: 
   
  Snow is falling, and the frigid air is held at bay by 
  the Pious Pilgrim’s sturdy walls, warm hearth, and 
  the large numbers of people massed inside. 
   
  A group of farmers and herdsmen discusses the 
  failed planting season, the frozen ground, and the 
  death of many cattle and sheep to the bitter cold 
  that has lasted the entire year. The men are 
  extremely worried about themselves, their families, 
  and the Pale in general. 
   
  At the bar, you see Milecia Garandeau, recently 
  promoted from captain to major, who nods as she 
  notices you, and then turns her attention back to 
  another section of the bar. As you follow her gaze to 
  the far corner of the common room, you see a group 
  of eight Fruztii barbarians. 
  PAL6-05 Heart of Winter 
   
  Page 4 
  
   
  You might expect to see the well-known Falder 
  among them, but you do not recognize any of these 
  Fruztii. Major Garandeau is obviously wary of this 
  group of barbarians in the tavern, but seems to be 
  satisfied they will not cause trouble this day as she 
  finishes her drink off and departs. 
   
  Allow the PCs a moment to introduce themselves and 
  then proceed to Encounter 1. 
   
  ENCOUNTER 1: ONCE BURNT, 
  TWICE FED 
  This encounter occurs in the Pious Pilgrim shortly after 
  Major Garandeau departs. Read or paraphrase the 
  following: 
   
  A lump of clothing near the fireplace rises, revealing 
  itself as a cloaked figure about three feet tall. It 
  approaches your table, dragging an empty chair 
  along the way. 
   
  This is Sizmar. If some PCs chose to sit apart, he 
  wordlessly motions for them to join him at the table 
  where the most PCs sit. 
   
  The figure pushes the chair up against the table, 
  climbs into it, and pauses for a moment before 
  speaking. “Greetings,” the figure says in a squeaky 
  male voice, “my name is Sizmar, but if you know my 
  name please wait before you react harshly. I have 
  something of import to say before you judge me.” He 
  pauses and tenses as if waiting to be attacked. 
   
   
   
   
  If Sizmar is attacked, go to “Combat with Sizmar” below. 
  If no one attacks him, continue. 
   
  “A few years ago, I was contracted to do some work 
  that put me on the wrong side of events. I fulfilled 
  my contract but have since found that I was not 
  working for who I thought I was. I now wish to 
  make amends for those events. I can provide the 
  Pale with what they lost due to my actions years ago, 
  but I am asking for amnesty. 
  “For those of you not aware of what I did, let me 
  enlighten you briefly. In CY 591, an elven druid 
  named Grumbtheen had produced a hybrid strain of 
  grain that would withstand the harsh Pale weather. I 
  destroyed most of his grain and took the rest of it, 
  along with his notes. Regrettably he died in the fire 
  at the warehouse. This was only a job for me, and I 
  never had any malice towards the elf or the Pale. 
  “Now I have learned that it was Winterwind was 
  the one who hired me, through an agent named 
  Shill. I did not know Shill worked for Winterwind 
  at the time, or I never would have taken the job. 
  Cold is, let’s say, not my element of choice.” 
   
  Sizmar puts his hands on the table. They bear 
  the marks of long-healed severe burns, and he wears 
  several rings of red gold or brass with flame motifs. 
   
  “I recently learned where Shill hid the 
  remaining grain and the elf’s notes. I offer this 
  information in exchange for amnesty from Palish 
  authorities. I have come to you to act as 
  intermediaries in helping me gain the grain and the 
  information from where I know it to be, so that I 
  can negotiate with the Pale for amnesty. Will you 
  help me?” 
  Through his entire speech, Sizmar is telling the truth. A 
  DC 10 Sense Motive check reveals that he is motivated 
  more by wounded pride and vengeance than by a guilty 
  conscience. 
   
  At this point, the PCs may proceed in a couple of 
  different directions. They might agree to help Sizmar 
  recover the grain and the notes. They might take Sizmar 
  into custody and turn him over to the Pale for his crimes 
  (if they do this, proceed to “Turning in Sizmar” below). 
  Or they might not get involved at all, which ends the 
  adventure. 
   
  If anyone questions what Sizmar has been doing 
  these past five years, he shares the information from the 
  Adventure 
  Background 
  section 
  about 
  his 
  past 
  whereabouts. He does not tell them what knowledge, if 
  any, he gained on his trip to the City of Brass. He does 
  tell them that although he searched for the red dragons 
  in the Rakers south of Ogburg, he never found any; the 
  red wyrm Harak disappeared more than 400 years ago. 
   
  (A DC 25 Knowledge (history) or bardic knowledge 
  check brings to mind the red dragon Harak col Hakul 
  Deshaun, who terrorized the southern Rakers about the 
  time the Oeridians first arrived, 1000 years ago, but 
  mysteriously 
  disappeared 
  before 
  some 
  would-be 
  dragonslayers went to his lair in CY 189. A DC 30 check 
  recalls that the dragon once owned the Pyronomicon of the 
  Flan archmage Keraptis.) 
   
  Proceed to “Development” if the PCs agree to work 
  for Sizmar. 
   
  COMBAT WITH SIZMAR 
  This part takes place if the PCs choose to engage in 
  combat with Sizmar either before he speaks or after they 
  learn of his past crimes. Read or paraphrase the 
  following: 
   
  S zmar immediately jumps from his chair and lies 
  on the floor, screaming, “I surrender! I surrender! 
  Please don’t kill me. I’ll go talk to more reasonable 
  people in the Palish government if that’s what you 
  want.” 
  i
   
  Sizmar is unarmed and does not want to fight. He is tired 
  of running after all these years and truly wishes to make 
  amends for his crimes and to atone on a personal level for 
  consorting with the forces of ice and cold. Proceed to 
  PAL6-05 Heart of Winter 
   
  Page 5 
  
  “Turning in Sizmar” below, or continue the conversation 
  if the PCs let him talk further. 
   
  Here are some possible answers to questions Sizmar may 
  be asked: 
  • The grain is in a cave in the Rakers, Sizmar has a 
  description for how to get there but has never been 
  there. 
  • The grain is still good because Grumbtheen had cast 
  preservative magics on it when he first bred it. 
  • The notes are with a Fruztii shaman named Thurgen 
  Sigurdson, who lives in a stronghold in the Rakers. 
  • Sizmar is willing to accompany them, but he will not 
  fight except to save his own life. 
   
  TURNING IN SIZMAR 
  If the PCs choose to not work for Sizmar and turn him 
  over to Palish authorities, read or paraphrase the 
  following: 
   
  You have taken Sizmar to the offices of the City 
  Guard to turn him in for his past misdeeds. The 
  Guard Sergeant has asked you to wait here for a 
  moment while he calls for a scribe to take your 
  statements. He ordered Sizmar escorted to a holding 
  cell in the back of the offices. After an hour, Major 
  Garandeau enters the waiting area. 
   
  She looks you over for a moment, her rank 
  insignia catching the light as she moves. “I have 
  spoken with this Sizmar fellow and although I am 
  unsure if he can be trusted, his story does warrant 
  investigation. However, I cannot expend any of my 
  troops on an errand into the Rakers with the current 
  situation. Would you be willing to go investigate 
  this cave he speaks of for me?” 
   
  If the PCs agree to pursue this for Major Garandeau, 
  Sizmar provides them with the information under 
  Development, but he will not accompany them. In 
  addition, Major Garandeau will add the caveat that if the 
  PCs investigate one half of the story and find it to be 
  false, she does not believe there is any reason to pursue 
  the tale further. 
   
  Creatures:  
   
  Sizmar: LN male halfling Wiz10. 
  • 
  Description: Sizmar is a lightfoot halfling, just 
  under three feet tall and slightly built.  He wears 
  his black hair long but braided tight to his head, 
  his hands are scarred from playing with fire too 
  much, and his brown eyes twinkle madly 
  whenever he talks about fire. 
  • 
  Personality: Sizmar is a pyromaniac, obsessed 
  with the abilities and permutations of fire. He 
  knows enough about religion to pass himself off 
  as a Pholtan scholar rather than a wizard. He is 
  somewhat vain and susceptible to flattery, but 
  holds terrible grudges against anyone that 
  deceives or cheats him, such as Winterwind. 
  • 
  Motives: Fire magic is his only real love—
  studying hard to gain further mastery of it—but 
  now he wants revenge against Winterwind. 
  Helping the Pale is just a byproduct of hurting 
  Winterwind. 
   
   
  Major 
  Milecia 
  Garandeau: 
  female 
  human 
  (Oeridian) Ftr8. 
  • 
  Description: Milecia Garandeau is an Oeridian 
  woman with naturally curly coal-black hair, cut 
  in a smart short style. Her bright hazel eyes give 
  her 
  otherwise 
  ordinary 
  face 
  a 
  cheery 
  appearance. She is lithe and agile, so the 
  beautiful rapier at her side suits her far better 
  than a heavy blade would. She speaks with a 
  stern voice but weighs her words before 
  speaking them. 
  • 
  Personality: Major Garandeau is a patient 
  person, a trait she cultivated waiting to advance 
  through the ranks of City Guard here in 
  Rakervale. She is the type of person to wait for 
  you to come around to her way of thinking 
  rather than forcing you to it. She is a devout 
  Pholtan but believes in redeeming pagans; they 
  should be given the opportunity to see the light 
  before being cast into darkness. She is also a 
  loyal Palite, believing in the power of her god, 
  her country, and the leaders of the Church and 
  the Pale. 
  • 
  Motives: Milecia wants only what is best for 
  the Pale and Rakervale. She hopes to rise to the 
  rank of Constable, which would give her full 
  authority over a small town. She does not seek 
  shortcuts to the upper ranks, but instead waits 
  for Pholtus to present her with opportunities to 
  show how well she can do. 
   
  Development: 
  Some PCs may realize that Thurgen is the shaman of the 
  Frigdrasil clan. This is okay and it is the same person; 
  Sizmar can confirm this if asked. This may allow the PCs 
  to use magics to journey directly to the Frigdrasil 
  stronghold if they choose to. 
   
  Wherever the PCs decide to go next—the cave 
  (Encounter 3) or the Frigdrasil stronghold (Encounter 
  4)—they should have the chance to talk with Falder and 
  his six warriors (Encounter 2). If the PCs travel overland 
  through the Rakers, they might see or hear Falder and his 
  men along the trail. If the PCs travel magically to the 
  stronghold, he will conveniently be near wherever they 
  arrive and will approach them openly before they enter 
  the stronghold. Try to keep them from teleporting 
  directly inside the stronghold with warnings about the 
  Fruztii natural superstition of arcane magic, etc. 
   
  PAL6-05 Heart of Winter 
   
  Page 6 
  
  ENCOUNTER 2: FRIEND OR 
  FOE 
  This encounter occurs when the PCs notice Falder or 
  Falder shows himself to the PCs. This meeting can occur 
  in one of three places, as explained below, but all of them 
  lead to the section called “Speaking with Falder”. 
   
  Important: 
  SOME 
  VERSION 
  OF 
  THIS 
  ENCOUNTER SHOULD TAKE PLACE BEFORE 
  ENCOUNTER FOUR!! The PCs must have the chance 
  to meet Falder and his men before entering the Frigdrasil 
  stronghold. 
   
  Noticing Falder 
  (Takes place along the trail, before the PCs arrive at either 
  Encounter 3 or Encounter 4.) 
   
  If the PCs are travelling overland, Falder and his six 
  barbarian comrades follow them. The PCs should have 
  the opportunity to hear or see the seven men. Assuming a 
  distance of 30 feet, the Spot DC is 14 (roll of 11 +3 for 
  distance) and the Listen DC is 17 (roll of 14 +3 for 
  distance).  
   
  Modify the text as necessary depending on if the PCs 
  succeed on their Spot check, Listen check, or both 
  checks, as well as the distance at which the PCs notice 
  the men: 
   
  As you are moving through the treacherous paths of 
  the Rakers, you notice several heavily cloaked 
  individuals moving nearby. You can hear the barely 
  audible crunch of the snow beneath their feet and 
  the snap of a brittle twig. The seven figures come to 
  a halt as you do and wait for you to move forward 
  again; the larger figure in the lead gives silent hand-
  signals to the rest of when to halt and when to move. 
   
  How the PCs choose to react is up to them. If the PCs 
  immediately attack, the Fruztii flee. They should be able 
  to outrun most PCs not using magic based on their 
  barbarian speeds; if forced into combat, they will use only 
  nonlethal attacks. If the PCs verbally challenge the band, 
  Falder comes forward cautiously, holding his hands up in 
  a non-aggressive fashion. If the situation is not a fight, 
  proceed to the section “Speaking with Falder”. 
   
  Frigdrasil Aid 
  (Takes place after the fight in Encounter 3 if the PCs did 
  not notice him along the trail. Falder and his men arrive 
  to fight some other ice paraelementals, and then have 
  time to talk with the PCs.) 
   
  As you finish battling the elementals, you see the 
  small band of Frigdrasil who came to your aid 
  cleaning their weapons. One of them approaches 
  you cautiously with his hands held forward in a 
  non-aggressive 
  fashion. 
  Falder 
  speaks 
  as 
  he 
  approaches, “Hail, honorable adventurers. I have 
  been trailing you in hopes that I could offer my aid 
  to you in some way to make up for the actions of my 
  chieftain and shaman. It seems it has been possible 
  to do so at least once now. I am unsure if I will be 
  able to further assist you though, perhaps you could 
  tell me if I might provide further assistance to you.” 
   
  If the PCs speak further with Falder, proceed to the 
  section Speaking with Falder. If the PCs attack Falder, he 
  and his band will attempt to retreat. If forced into 
  combat, they will use only nonlethal attacks. 
   
  Falder Approaches 
  (Takes place at the beginning of Encounter 4 if the PCs 
  did not notice him along the trail.) 
   
  As you near the Frigdrasil stronghold, you hear a 
  strong voice call out to you, “Hail, Palites!” A heavily 
  cloaked figure approaches you and you can see 
  another six Suel men standing behind him. Falder’s 
  snow-white hair is blowing in the wind as he has 
  pushed back his hood to reveal his face. He stares at 
  you with his ice-blue eyes as he approaches and 
  holds his hands out in a non-aggressive manner. 
   
  “I do not wish to fight if that is what you may 
  think. I only wonder why it is you approach my 
  people’s new home and if I might be of assistance to 
  you.” 
   
  Again, if the PCs attack Falder and his band, they will 
  retreat, this time towards the Frigdrasil stronghold. If the 
  PCs allow Falder to speak further, proceed to the section 
  Speaking with Falder. 
   
  SPEAKING WITH FALDER 
  If the PCs speak with Falder peacefully, the following 
  information should help you to answer their questions. 
  • 
  Falder can get the PCs into the stronghold 
  peacefully so they can speak to Fjorgens 
  Iceblood (the chief) and/or Thurgen Sigurdson 
  (the shaman). 
  • 
  Falder believes his chieftain is being dishonest 
  with the Pale. 
  • 
  Falder believes his chieftain has been seduced 
  by evil, which Thurgen brought to the 
  Frigdrasil Clan. 
  • 
  He can protect the PCs if the situation inside 
  the stronghold turns hostile; they only have to 
  trust him no matter what happens. 
  • 
  If Falder is slain, the PCs should do whatever is 
  necessary to ensure that the Pale knows the 
  threat is from Fjorgens Iceblood and Thurgen 
  Sigurdson, not the clan itself. 
  • 
  If the PCs enter the stronghold without Falder, 
  they might not be allowed to leave alive. 
  • 
  The PCs should still treat Fjorgens Iceblood 
  with respect while speaking to him no matter 
  how they feel about him. “If you wish to accuse 
  PAL6-05 Heart of Winter 
   
  Page 7 
  
  him 
  of 
  something 
  dishonorable, 
  do 
  it 
  appropriately and do not just call him a dog.” 
   
  Creatures:  
   
  � Falder: Male human (Suel) Bbn9. 
  • 
  Description: Falder stands over six feet tall and 
  is heavily muscled. Even though it is cold and 
  he is bundled in furs, he appears comfortable. 
  His hair is snow-white and his eyes are ice-blue, 
  with a stern gaze. His voice is normally loud and 
  booming. When he speaks Common it comes 
  out harsh to most people’s ears, due to his heavy 
  accent. 
  • 
  Personality: Falder is often more serious than 
  he should be at his relatively young age (twenty-
  seven). He rarely laughs and when he does, it is 
  only among trusted companions like the six 
  warriors he is always accompanied by. He 
  enjoys a good tankard of ale as much as any 
  Fruztii, but rarely drinks to excess. Always on 
  his guard for enemies of his clan, his friends, 
  and himself in that order. 
  • 
  Motives: Falder believes in his clan and the 
  culture of his people above all else. He is loyal to 
  his clan and the Fruztii code of honor, but does 
  not like the prominence the shamans have been 
  elevated to recently within his clan. He believes 
  only the magic of the Fruztii deities (primarily 
  Llerg and Vatun) should be trusted. He has 
  loyally followed his current clan chieftain but 
  believes Fjorgens has fallen under the spell of 
  evil. He wishes to redeem his clan in the eyes of 
  the Pale and is pondering a great decision. He 
  serves his clan first and foremost, not its 
  chieftain. 
   
   
  Falder’s Warriors (6): Male human (Suel) Bbn4. 
  • 
  Description: These six young men are typical 
  of the northern Suloise barbarians: blond to red 
  hair worn long, beards on some, eyes of blue or 
  grey, sharp noses and jawlines, and fair skin. 
  They wear light armor under their furs and 
  hides, and they carry battleaxes and spears. 
  • 
  Personality/Motives: The six defer to Falder 
  in all dealings with people outside the clan. 
  They are Falder’s trusted friends and his guards, 
  if needed. Only around them does Falder’s stern 
  demeanor soften. 
   
  Development: Falder is being honest with the PCs. 
  Everything he says is the truth as he knows it. It is up to 
  the PCs as to whether they wish to trust Falder and allow 
  him to accompany them. 
   
  Falder and his companions will remain with the 
  party until after Encounter 4 occurs. 
   
  Proceed to Encounter 3 or 4, as appropriate, but 
  remember to return to this encounter if the PCs did not 
  spot Falder’s band on the way to their destination. 
   
  ENCOUNTER 3: CAVE OF 
  HOPE 
  This encounter takes place when the PCs go to the cave 
  where Sizmar tells them the grain is hidden. Remember 
  that the Bracelet of the North’s curse may apply to some 
  PCs in this encounter. Read or paraphrase the following: 
   
  You have been journeying through the treacherous 
  Rakers for days now. In many places there have been 
  no paths to follow and you have had to make your 
  way through treacherously rough terrain covered 
  with snow and ice, sometimes only thin sheets over 
  crevasses. It would be easy for an inexperienced 
  traveller to fall to his death in this perilous frozen 
  landscape. 
   
  Up ahead you see several small snow-covered 
  hillocks and, beyond them, a cave opening. 
   
  Allow the PCs to decide how they wish to approach the 
  cave. Use Map 1 to draw out the area for the PCs. There is 
  a slight rise in front of the cave, so PCs on the ground 
  cannot see until they are fifty feet from the cave entrance. 
  Start the PCs at this distance unless there is a special 
  situation. 
   
  Remember that if Falder has not been noticed yet, he 
  and his companions will be seen fighting an extra ice 
  paraelemental during this encounter while the PCs fight 
  the ones listed below.  
   
  If Sizmar is with the party, he feels compelled not to 
  attack the ice paraelementals due to a geas cast on him 
  years ago by Winterwind, and he has only personal 
  defensive spells prepared today. 
   
  Creatures:  
   
  APL 4 (EL 7) 
   
  � Medium Ice Paraelemental (4): hp 26 each; 
  Appendix 1. 
   
  APL 6 (EL 9) 
   
  � Large Ice Paraelemental (4): hp 60 each; 
  Appendix 1. 
   
  APL 8 (EL 11) 
   
  � Huge Ice Paraelemental (4): hp 136 each; 
  Appendix 1. 
   
  APL 10 (EL 13) 
   
  � Greater Ice Paraelemental (4): hp 178 each; 
  Appendix 1. 
   
  APL 12 (EL 15) 
   
  � Elder Ice Paraelemental (4): hp 204 each; 
  Appendix 1. 
   
  Tactics: The ice paraelementals are some of the small 
  snow-covered “hills” that surround the cave. They have 
  PAL6-05 Heart of Winter 
   
  Page 8 
  
  stood here for so long, guarding the cave, that they have 
  been covered with snow. They stay hidden until someone 
  attacks them or there are at least two PCs between them.  
   
  It takes a DC 20 Spot check to notice the creatures. If 
  the PCs make their Spot checks, describe the hills as 
  having some jagged, icy ledges poking out of the snow 
  that look almost like an arm. If the paraelementals hear 
  the PCs approaching the cave, they shake off the snow as 
  their surprise round action. 
   
  On the first full round, they move to attack the 
  nearest opponent using their chill metal abilities and full 
  attacks if possible. 
   
  Remember that the Bracelet of the North’s curse 
  may apply to some PCs in this encounter. 
   
  � Treasure: The cave contains no treasure, but it does 
  contain a frost-covered sack containing the last 50 
  pounds of Grumbtheen’s cold-hardy wheat. 
   
  Development: Inside the cave is a sack with the 50 
  pounds of grain in it. 
   
  If the PCs did not notice Falder before this 
  encounter, he approaches them after the combat with the 
  elemental creatures. Go back to Encounter 2 to handle 
  this portion of the encounter. Otherwise, assuming the 
  PCs continue to the Frigdrasil stronghold, go to 
  Encounter 4. 
   
  ENCOUNTER 4: FROSTY 
  FRIENDS AND FOES 
  This encounter occurs when the PCs journey to the 
  Frigdrasil stronghold. If the PCs have not met with 
  Falder before this point, then they should meet with him 
  as they approach the stronghold (go to Encounter 2 
  before proceeding with this encounter). Modify the 
  following read-aloud text as necessary to reflect how the 
  PCs arrive at this location and whether they are visible to 
  the clan’s sentries (Spot +5, Listen +5). Read or paraphrase 
  the following: 
   
  The Frigdrasil stronghold stands before you. The 
  trail intersects a curving stone wall connecting at 
  both ends to a cliff face, encompassing a fort within 
  the half-circle. The trail is clear and well-maintained 
  leading up to the stout gates, made of the fused 
  bones of many large creatures. 
   
  A horn is blown from the fort, sounding a low 
  sustained tone ending with a higher note as you 
  approach.  
   
   
  Allow the PCs an opportunity to decide how they wish to 
  approach the fort. When they move closer, read or 
  paraphrase the following (modifying it as necessary based 
  on PCs’ actions): 
   
  As you move closer to the fortress, a voice calls in a 
  strange tongue. 
   
  PCs who understand Fruz (the Cold Tongue) understand 
  this as “Who comes to the home of the Frigdrasil and 
  why?” Those who understand Ancient Suloise may 
  attempt a DC 15 Sense Motive check to understand a few 
  similar words and the overall intent of the phrase. If 
  Falder is with the PCs, he translates for them, and either 
  responds for them (based on what he knows) or translates 
  what the PCs’ want to say. 
   
  Gaining entry into the Frigdrasil stronghold requires 
  a DC 25 Diplomacy check if Falder is not with the PCs 
  (changing an Unfriendly reaction to Friendly) or DC 15 
  if Falder is with them (changing an Indifferent reaction 
  to Friendly). The following circumstance modifiers 
  apply: 
   
  • 
  +2 if any of the PCs played PAL4-08 Winters Past and 
  are wearing the Bracelet of the North. 
  • 
  +2 if the PC speaking speaks Fruz (the Cold Tongue). 
  • 
  +2 if any of the PCs are Fruztii. 
  • 
  +2 if the PCs offer a gift to the Frigdrasil worth at 
  least 500 gp. 
  • 
  +2 if the PCs say they are emissaries of the Pale here 
  to speak on matters of honor. 
  • 
  -5 if any of the PCs accuse Chieftain Fjorgens 
  Iceblood 
  or 
  Thurgen 
  Sigurdson 
  of 
  being 
  dishonorable in any fashion. 
   
  All of the circumstance modifiers are cumulative. 
   
  If the PCs gain entry to the fortress, move to “Inside 
  the Fortress”. 
   
  If the PCs attack the fortress, move to “Fighting Your 
  Way Out” for the combatants in combination with the 
  statistics below for the walls and gates. 
   
   
  � Bone Gates: 1 ft. thick; hardness 5; hp 180; AC 
  5; Break DC 23. 
   
  � Stone Walls: 5 ft. thick; hardness 8; hp 1080; 
  AC 5; Break DC 100. 
   
  Trap: The gates are also trapped against any assault on 
  them: a cone of cold spell, set by Thurgen Sigurdson, is 
  released by any sudden impact on the gates. 
   
  � Cone of Cold Trap: CR 6; magic device; touch 
  trigger; no reset; spell effect (cone of cold, CL 10th, 10d6 
  cold, DC 17 Reflex half); Search DC 30; Disable Device 
  DC 30. 
   
  INSIDE THE FORTRESS 
  Once the PCs gain entry to the fortress, read or 
  paraphrase the following: 
   
  As you enter the fortress, you see three large 
  permanent structures and a multitude of tent-like 
  structures around the interior grounds. 
  PAL6-05 Heart of Winter 
   
  Page 9 
  
   
  The large permanent structure to the left is 
  made of stone with a wood roof. Two carved totems 
  flank the entrance to the building. The totems have 
  the image of a dragon perched on top with other 
  faces leading down the length until the bottom 
  where a great bear is carved. The entirety of the 
  totem has a great furred serpent coiled around it 
  from bottom to top. Hanging above this building are 
  two banners: one of a great bear and one of a sun 
  setting over a snowy plain. 
   
   
  A DC 15 Knowledge (religion) check identifies the 
  symbols on the banners as those of Llerg (Suel deity of 
  strength and beasts) and Vatun (Suel deity of winter), 
  respectively. This is the temple. 
  To the right is a squat stone structure with several 
  crates and barrels stacked haphazardly around the 
  door and along the sides of the building. 
   
  Directly in front of you is a long, low lodge 
  house with two more of the totems flanking its 
  doors. Hanging above the doors is a banner 
  depicting a great bear wielding two great axes with a 
  rising sun behind it. Moving toward you from under 
  the great banner is a towering man of about forty 
  years, with flowing golden-yellow hair and beard 
  and green eyes. His ice-blue tinted breastplate 
  shines in the winter sun, and he carries a great axe 
  as easily as most men would carry a hatchet. A 
  second man, with dirty blonde hair and dressed in 
  gauzy blue silks that must not keep any warmth on 
  his wiry frame, walks slightly in front of the 
  chieftain. From all around the encampment the 
  warriors of the Frigdrasil surround your party and 
  look 
  nervous, 
  as 
  if 
  they 
  know 
  something 
  monumental will happen here today. 
   
  The tall, bearded chief—Fjorgens Iceblood, no 
  doubt—stops ten feet from you and says in broken 
  Common, “Why are you here? What other blames do 
  you Pales make on me?” 
   
  At this point, allow the PCs to speak to Fjorgens and 
  Thurgen. The following points are given as a guide for 
  the conversation with Fjorgens and Thurgen (Thurgen 
  has a tongues spell up and could speak Common, but he 
  does not speak to the party at this time to say anything). 
   
  • 
  “We do not know anything about this Winterwind.” 
  Not true: Winterwind is the descendant of an 
  ancient white wyrm who originally enslaved the 
  Frigdrasil clan and is now controlling the clan 
  through Thurgen and Fjorgens. 
  • 
  “We did not train the dogs the trolls used.” Not true: 
  they gave the dogs to an emissary of the trolls a year 
  ago. 
  • 
  “We know nothing about this grain you speak of.” 
  True for Fjorgens, not true for Thurgen: only 
  Thurgen knows about the grain; Shill delivered the 
  grain and Grumbtheen’s notes to Thurgen. Thurgen 
  hid the grain in the cave. 
  • 
  “We do not have the information you speak of.” True 
  for Fjorgens, not true for Thurgen: Thurgen has the 
  information the PCs are looking for, hidden in the 
  basement of the temple. 
   
  DISHONOR AND THE DUEL 
   
  At any point that the PCs make an accusation or speak 
  dishonorably against/to Fjorgens Iceblood or Thurgen 
  Sigurdson, the chieftain turns hostile and orders his 
  warriors to capture the PCs. Even if a PC said, “Why don’t 
  you let your shaman speak to us directly?”, this would call 
  into question Fjorgens’s ability to speak for his shaman.  
   
  When this happens, read or paraphrase the 
  following if Falder is present. If Falder is not present, 
  move instead to “Fighting Your Way Out”. 
   
  As you finish speaking, the chieftain moves his axe 
  up as if to strike you. He opens his mouth to speak, 
  but before he can Falder steps forward and calls out 
  loudly, “I challenge you, Fjorgens Iceblood! In the 
  name of Llerg, Vatun, and my ancestors, I will not 
  allow your actions to dishonor me or my clan any 
  longer.” 
   
  Fjorgens hesitates a moment and the entire clan 
  begins to chant. Thurgen moves back to speak to the 
  small group of shamans nearby, looking nervous at 
  the events unfolding before him. In time, Fjorgens 
  calls for silence and speaks, “You are a young fool, 
  Falder, but I accept your challenge. You are not 
  worthy to lead the Frigdrasil and I will kill you for 
  thinking that you are.” 
   
  The clan surrounds the two combatants, 
  forming a circle around them as the combat begins. 
   
  The tribe is in a circle around the two combatants and the 
  PCs should move here too. The PCs should notice that 
  Thurgen moves to one side of the circle and Falder’s 
  companions move into the crowd near him. The other 
  five shamans are spread out evenly around the circle. 
   
  PCs may move to any position they choose during 
  the duel, but they are not allowed to interfere in the 
  combat. If they do so, the other warriors move to stop 
  them (use as many combatants as necessary from 
  “Fighting Your Way Out” until the PCs stop). You may 
  describe the combat as much or as little as you choose to, 
  but the combat should finish as described in the read-
  aloud text below. Read or paraphrase the following: 
   
  The duel has gone on for what seems like hours, 
  with 
  both 
  men 
  exchanging 
  advantage 
  for 
  disadvantage again and again. Finally, the chief 
  overextends and Falder strikes a telling blow to the 
  hamstring in passing, bringing him to the ground. 
  Falder yells at Fjorgens in a rage, “Yield or die!” 
   
  PAL6-05 Heart of Winter 
   
  Page 10 
  
  At this point, the shamans try to pull out their spell 
  components and interfere with the combat. Consult the 
  PCs’ prerolled Spot checks for this encounter. PCs who 
  succeed at a DC 22 Spot check see a nearby figure 
  (possibly even Thurgen on a DC 28 Spot check) pulling 
  some components slowly from his spell component 
  pouch as he watches the combat. (This situation uses 
  Bluff to oppose the PCs’ Spot checks.) Allow the PCs a 
  chance to react to what is going on. If they do nothing, 
  read or paraphrase the below: 
   
  As Falder calls for Fjorgens to yield, a commotion 
  erupts from near the shaman, Thurgen and in other 
  locations near his apprentices. He and the other 
  shamans dip their hands into pouches at their belts 
  and speak the first syllables of spells, but several 
  clan warriors tackle them and cover their mouths.  
   
  If the PCs react, allow them to do any single action that is 
  reasonable for them to do. They could warn the Fruztii 
  around them or grapple the shamans themselves (shaman 
  grapple modifier is +2, except for Thurgen who has a +5). 
  True combat should be discouraged, and any weapons 
  being drawn will alert the Fruztii, who will move to stop 
  the PC at first before another Fruztii points out the 
  shamans. Read or paraphrase the following after the PCs 
  have taken their single actions: 
   
  Fjorgens tries to rise and swing his axe again in the 
  commotion, but Falder drives his spear down 
  through Fjorgens’s chest. The clan is silent. Fjorgens 
  breathes his last. 
   
  One of Falder’s ever-present companions and a 
  heavily cloaked figure—the elusive one that some of 
  you recognize from before—step forward. The 
  warrior speaks in the Fruztii tongue, and the other 
  translates it into Common in a strong feminine 
  voice, “So the gods proclaimed that Fjorgens should 
  pass the Frigdrasil to Falder, son of Torgred, son of 
  Alfgeir.” 
   
  Falder bows his head slightly and responds, “I 
  Falder, son of Torgred, son of Alfgeir, son of the 
  Frigdrasil, swear to defend my clan and its honor to 
  the Great Bear and the North God.” 
   
  Falder then raises his head and speaks to you, 
  “Fjorgens was dishonorable and so is Thurgen, but 
  Thurgen has proven his dishonor to all by 
  attempting to interfere in the challenge for 
  chieftain. You may question him as you see fit and I 
  will have my honored companions escort you into 
  our temple to search for what you seek.” 
   
  Allow the PCs to respond briefly if they want. If PCs ask 
  about Thurgen’s condition, the following can be used to 
  answer their questions: 
  • Thurgen’s fingers on both hands have been broken. 
  • He is treated roughly by the Fruztii. 
  • The Fruztii will not stop the PCs from torturing 
  Thurgen or anything else they wish to do except 
  killing him. 
  • If the PCs wish to have Thurgen brought to the 
  temple with them, two of the barbarians will 
  roughly shove and drag him along. 
   
  Falder signs for four of his men to escort you. The 
  robed figure advances too, pulling back the hood of 
  the cloak to reveal a Fruztii woman who appears to 
  be nearing sixty winters. Her hair is stark white 
  with age, her eyes grey and piercing. The symbol of a 
  great bear hangs from her neck. “I am Inderalis [“in-
  DARE-ah-liss”], once of Clan Northwind, and 
  without a name to the Fruztii for some years. I have 
  been accepted as shaman of the Frigdrasil for my 
  bloodline and for my honest counsel to Falder. I am 
  a priestess of the Great Bear, whom my son opposed 
  but could not defeat. Come, let us search my temple 
  and see who Thurgen calls to in his prayers.” 
   
  Knowledge checks: 
  • 
  DC 15 Knowledge (religion) check: her bear symbol 
  and the title “Great Bear” are associated with Llerg, 
  the Suel deity of beasts and strength.  
  • 
  DC 20 Knowledge (local - Core) or DC 25 bardic 
  knowledge check: Clan Northwind is another clan 
  of Fruztii. 
  • 
  DC 30 Knowledge (local – Core) or DC 30 bardic 
  knowledge check: There is a tale of a young Fruztii 
  woman named Inderalis who had an affair with an 
  elven man and produced a weak son who could not 
  survive as a barbarian and brought great shame on 
  herself and her clan. She was exiled shortly after the 
  son failed his test of manhood. (The test of manhood 
  was to slay a polar bear single-handedly). 
   
  Inderalis will speak no more other than to provide 
  guidance if asked inside the temple. She speaks broken 
  Common and Elven. She will not confirm or deny any 
  questions about who her son is; stating only that he is “no 
  longer of the clans”. 
   
  When the PCs enter the temple, they find a stairwell 
  that leads into a basement. Once they go down the stairs, 
  read or paraphrase the following: 
   
  Your eyes need a moment to adjust to the strange 
  reddish-green lighting in the lower level. Across the 
  room stands an altar of stone, with five colored 
  draconic heads rising from the rear side of the altar: 
  a ruby head, an emerald head, a white marble head 
  in the center of the others, a sapphire head, and an 
  obsidian head. Flanking the altar are two great white 
  dragon statues of marble. 
   
  Behind the altar is an engraved circle that glows 
  a dull white. The circle has several arcane runes 
  engraved inside of it alternating with embedded 
  sapphires and is approximately ten feet in diameter. 
  PAL6-05 Heart of Winter 
   
  Page 11 
  
   
  Tapestries on the walls depict a great white 
  dragon ruling over a village of barbarians and 
  accepting their women as sacrifices. The dragon 
  takes the women into his cave in a subsequent 
  panel, and in the next image warriors of half-dragon 
  appearance are coming out of the cave. 
   
  The altar, of course, depicts Tiamat (DC 10 Knowledge 
  [religion] or Knowledge [arcana] check).  
   
  The circle is a teleportation circle; it is keyed to a 
  command word, which Winterwind sends to Thurgen via 
  a message spell when he requires him to use it. The PCs 
  may not use the teleportation circle to pursue Winterwind 
  in this adventure. 
   
  The 
  tapestries 
  depict 
  Winterwind’s 
  ancestor, 
  displaying how he dominated the clan. 
   
  The notes for the grain are hidden in a secret 
  compartment beneath the white dragon head, on the 
  back of the altar. The compartment can be found with a 
  DC 20 Search check. The four barbarians and the 
  priestess Inderalis confirm that it would not be 
  considered offensive to search this altar, since they do 
  not respect that power. 
   
  FIGHTING YOUR WAY OUT 
   
  If Falder is not present when the PCs insult Fjorgens 
  and/or Thurgen, read or paraphrase the following when 
  he moves to attack them: 
   
  As you finish speaking, the chieftain moves his axe 
  up as to strike you. He then yells out to his warriors, 
  who move to attack as well. 
   
  If any PCs understand the Cold Tongue, Fjorgens says, 
  “Take the deceivers alive!!” 
   
  The warriors attack in mobs but do not chase the PCs 
  beyond the walls of the fortress if the PCs make it out.  
   
  Fjorgens, Thurgen, and the shamans withdraw from 
  the fight and move into the temple. In the basement of 
  the temple is a teleportation circle that Fjorgens and 
  Thurgen will use to escape to Winterwind’s lair until the 
  situation in the fortress has been dealt with. Thurgen 
  takes the information on the grain with him. Under no 
  circumstances should the PCs be allowed to fight 
  Fjorgens or Thurgen themselves. 
   
  Creatures:  
   
  Non-Combatants: 
  � Fjorgens Iceblood: Male human (Suel) Bbn10; 
  hp 105; Appendix 2. 
  � Thurgen Sigurdson: Male human (Suel) 
  Sor10; hp 50; Appendix 2. 
  � Frigdrasil Shamans (5): Male human (Suel) 
  Sor6; hp 24; Appendix 2. 
   
  Combatants: 
  ALL APLs (EL 2 equivalent, based on tactics) 
   
  � Frigdrasil Mobs (4): hp 202 each; Appendix 2. 
   
  Tactics: The mobs attack the PCs until the PCs fall or 
  escape from the fortress. Fjorgens has instructed the 
  mobs to capture the PCs, so as long as no one is attacking 
  a mob when a PC falls, they stabilize the PC. They use 
  nonlethal tactics if the PCs do not use lethal tactics on 
  them. 
   
  If Sizmar is with the party, he casts invisibility on 
  himself and then dimension door in order to escape what 
  he believes to be certain death at the hands of 
  Winterwind. 
   
  � Treasure: If Falder is with the PCs, he rewards them 
  with some blue sapphires for holding back during the 
  events leading to the duel between himself and Fjorgens. 
   
  APL 4: Coin – 200 gp. 
   
  APL 6: Coin – 400 gp. 
   
  APL 8: Coin – 600 gp. 
   
  APL 10: Coin – 800 gp. 
   
  APL 12: Coin – 1,000 gp. 
  Unless the shaman Thurgen escaped, Falder also allows 
  the PCs to buy the mantle of hidden faith (from Frostburn) 
  that Thurgen wore. It belongs to the clan by right, so the 
  PCs do not gain gold as they normally would if they sold 
  it. 
   
  Development: If the PCs supported Falder and gave him 
  their trust, he asks them to relay the following message to 
  the Pale for him. He and his clan will remain in the 
  Rakers and uphold the original agreement with the Pale. 
  They will also search for more information about this 
  Winterwind. If they learn anything new, a member of his 
  clan will relay what they learn to the Pale. He promises 
  the PCs that he will also look for a way to remove the 
  curse of the bracelet without the great magics being 
  necessary. 
   
  Falder also asks the PCs to travel back to the Pale 
  using the trail, to make sure it would be safe for him or a 
  member of his clan to use in the future. 
   
  The PCs receive the Gratitude of the Frigdrasil and their 
  Deities if Falder has become chieftain of the Frigdrasil. 
   
  ENCOUNTER 5: MOUNTAINS 
  OF RESISTANCE 
  This encounter occurs when the PCs are on their way 
  back to Rakervale. If the PCs use magic to return to 
  Rakervale, they miss this encounter and the next one and 
  receive no experience for either one.  
   
  If any of the PCs made their Spot checks for this 
  encounter (as called for in “Preparation for Play”, and 
  using the DCs below), read the second and not the first 
  read-aloud texts. Remember that stonecunning grants a 
  +2 bonus on the Spot check, and rogues or others with 
  the trapfinding ability may use Search in place of Spot.  
  PAL6-05 Heart of Winter 
   
  Page 12 
  
   
  Failed Spot checks 
  The avalanche hits now: 
  Your journey back to Rakervale has been fairly 
  peaceful other than the treacherous snow and ice 
  impeding you. As one of your companions slips 
  again, you hear the rumble of rocks falling from 
  above you. An avalanche has caught you in a 
  precarious position and you have only moments to 
  brace for the impact. 
   
  Have the PCs roll Reflex saves to avoid the avalanche. 
  How much of the damage can be avoided depends on 
  where they are on the map for the avalanche. Those 
  within five feet of the edge of the avalanche area can 
  jump clear and take no damage. Those who are more than 
  five feet from the edge of the avalanche area can take 
  cover beneath shields and rock outcroppings along the 
  wall to receive only half damage from the avalanche. See 
  below under the Trap section for more details. 
   
  Made Spot checks 
  Two rounds before the avalanche hits: 
  As you journey back to Rakervale, your travel is 
  impeded by the ice and snow covering the trails 
  leading through the Rakers. Up ahead, as one of 
  your companions is about to move onto a narrow 
  section of the trail, you notice several minor 
  boulders tumbling down the mountain wall above. 
  The whole cliff face looks unstable. 
   
  At this point allow the PCs to decide what they want to 
  do. The avalanche will fall two rounds after the PCs 
  notice the unstable rock face. The PCs are ten feet from 
  the avalanche area when they notice it. Anyone in the 
  avalanche area when it occurs must save as described 
  above and in the Trap section below. If the PCs do not 
  cross the avalanche area before the avalanche, they are 
  trapped between the avalanche and the creatures for 
  Encounter 6. 
   
  There are reasonable ways in which the PCs might 
  circumnavigate the avalanche if they have noticed it. 
  Some of these methods might be to climb up above the 
  level of the unstable rock face and cross over above it, but 
  remember to apply the effects of the wind if they move 
  more than ten feet above the ground. 
   
  Trap: The avalanche area covers a twenty-foot-long 
  section of the cliff face, as shown on Map 3. Anyone 
  caught in the area of the avalanche must make a Reflex 
  save. If the PC saves and is within five feet of the edge of 
  the avalanche, she can jump clear of the avalanche and 
  takes no damage. Any PC more than five feet from the 
  edge of the avalanche zone will still take half damage 
  from the avalanche even if they save. Note that this is not 
  a real trap, but is statted as one for ease. The exact nature 
  of the avalanche varies based on the APL of the party as 
  larger rocks fall at the higher levels. Evasion applies to 
  the damage from the avalanche as normal for Reflex 
  saves. 
   
  Note that the CR is reduced by 1 because the PCs 
  automatically receive Spot checks to avoid the avalanche, 
  whereas most traps require active searching to detect. 
   
  APL 4 
   
  � Avalanche: CR 1; mechanical; automatic 
  trigger; no reset; Rock fall (2d6 bludgeoning damage 
  from rocks, DC 24 Reflex half); multiple targets (all 
  targets within a 20 foot long section of trail); Spot DC 24; 
  Disable Device DC n/a; Market value n/a. 
   
  APL 6 
   
  � Avalanche: CR 2; mechanical; automatic 
  trigger; no reset; Rock fall (2d6 bludgeoning damage 
  from rocks, DC 26 Reflex half); multiple targets (all 
  targets within a 20 foot long section of trail); Spot DC 26; 
  Disable Device DC n/a; Market value n/a. 
   
  APL 8 
   
  � Avalanche: CR 4; mechanical; automatic 
  trigger; no reset; Rock fall (6d6 bludgeoning damage 
  from rocks, DC 28 Reflex half); multiple targets (all 
  targets within a 20 foot long section of trail); Spot DC 28; 
  Disable Device DC n/a; Market value n/a. 
   
  APL 10 
   
  � Avalanche: CR 6; mechanical; automatic 
  trigger; no reset; Rock fall (6d6 bludgeoning damage 
  from rocks and 2d6 cold damage from ice, DC 30 Reflex 
  half); multiple targets (all targets within a 20 foot long 
  section of trail); Spot DC 30; Disable Device DC n/a; 
  Market value n/a. 
   
  APL 12 
   
  � Avalanche: CR 8; mechanical; automatic 
  trigger; no reset; Rock fall (6d6 bludgeoning damage 
  from rocks and 6d6 cold damage from ice boulders, DC 
  32 Reflex half); multiple targets (all targets within a 20 
  foot long section of trail); Spot DC 32; Disable Device DC 
  n/a; Market value n/a. 
   
  Development: It requires one person working for four 
  rounds to dig out any PCs caught in the avalanche area. 
  This amount can be reduced by one round for each PC 
  assisting the first, to a minimum of one round of effort 
  from four PCs. Buried PCs may dig themselves out as 
  well. (This assumes a Medium size character with a 
  Strength of 10 to 15. Apply the following circumstance 
  modifiers as necessary: -1 round if the PC is Large size, +1 
  round if Small size, -1 round if Strength is 16 or higher, 
  +1 round if Strength is 8 or lower). It is important to keep 
  track of the amount of time it takes to dig out the PCs, as 
  Encounter 6 begins six rounds after the avalanche strikes. 
   
  PAL6-05 Heart of Winter 
   
  Page 13 
  
  ENCOUNTER 6: CEASE AND 
  DESIST OR ELSE 
  On the seventh round after the avalanche strikes, this 
  encounter takes place. The creatures appear on 
  whichever side of the avalanche the majority of the PCs 
  are on. Remember that the Bracelet of the North’s curse 
  applies in this encounter. Read or paraphrase the 
  following: 
   
  Only a minute or two after the avalanche has fallen, 
  there is a strange popping in the air and you see (a) 
  strange creature(s) appearing as if from nowhere. A 
  booming voice resounds in your head, “You have 
  meddled in my affairs for the last time, fools! Today 
  you shall meet your gods.” 
   
  Describe the creatures appropriately based on the APL. 
  There is no surprise round as the creatures are getting 
  their bearings in the round in which they first appear.  
   
  Creatures:  
   
  APL 4 (EL 9) 
   
  � Cold Element Manticores (3): hp 54 each; 
  Appendix 1. 
   
  APL 6 (EL 11) 
   
  � Cold Element Warbound Impalers (Lesser 
  Battleice) (2): hp 126 each; Appendix 1. 
   
  APL 8 (EL 13) 
   
  � Cold Element Triceratops (2): hp 196 each; 
  Appendix 1. 
   
  APL 10 (EL 15) 
   
  � Cold Element Colossal Monstrous Scorpion 
  (1): hp 300; Appendix 1. 
   
  � Cold 
  Element 
  Gargantuan 
  Monstrous 
  Scorpion (1): hp 150; Appendix 1. 
   
  APL 12 (EL 17) 
   
  � Cold Element Battleice (1): hp 312; Appendix 
  1. 
   
  Tactics: This encounter occurs while the PCs are on a 
  mountain trail, as shown on Map 3. There is a mountain 
  wall on one side of the trail and a drop of APL x 5 ft. to 
  the other side of the trail. 
   
  The starting location for the creatures is indicated on 
  Map 3. 
   
  The manticores and battleices (battlebriars) release a 
  volley of spikes at the PCs if they are in range, or else 
  move closer and release their spikes the next round. The 
  manticores are unaffected by the severe winds due to 
  their size, so they fly if feasible for the combat.  
   
  The battleices (battlebriars) try to grapple and impale 
  any spellcasters they recognize. This allows the battleices 
  to continue to do battle normally while keeping the 
  spellcasters out of the combat. 
   
  The triceratops and scorpions simply rush to attack 
  the PCs after they appear. 
   
  Note this may be an incredibly difficult battle for the 
  PCs; it is meant to be such. Winterwind has grown tired 
  of adventurers continually derailing his plans and has 
  decided to throw a formidable force at the PCs. Do not 
  cheapen the combat or the intent of the module by 
  pulling punches on the PCs. 
   
  Development: Once this combat is over, proceed to 
  Encounter 7. 
   
  ENCOUNTER 7: MY GRAIN OR 
  PALE GRAIN 
  The following is actually a series of encounters as the PCs 
  approach and enter Rakervale. In all cases, if Sizmar is 
  with the party, he protests giving the grain to anyone 
  other than the Pale Patrol. Even if they give the grain to 
  one of the non-Church groups, Sizmar is appeased if the 
  PCs agree to vouch for him with the Church. 
   
  Read or paraphrase the following sequences in order: 
   
  7A: ELVEN GRAIN 
  Along the trails through the farmland around 
  Rakervale, you are hailed from off to the side of the 
  trail by a heavily cloaked elf. His blue-white furs 
  make him almost indistinguishable from the terrain 
  around him. His hazel eyes study you from beneath 
  his tussled auburn hair as you look towards him.  
   
  “Bare-branched blessings upon you, Palites. I am 
  Endestar, cousin of Grumbtheen. It was I who 
  planted a memorial grove for him several miles up, 
  off this trail, where he used to dwell.  
   
  “I am led to believe that you might have 
  recovered some hardy grains from the Rakers. I wish 
  to recover this grain and the nature of its creation 
  for my family as the rightful owners.  
   
  “The Palites have brought a horrible winter 
  upon my people with their lack of foresight and 
  their making of enemies, and this grain would be 
  valuable in helping my people to survive this winter. 
  We will share the knowledge with the Palites, but 
  there is no guarantee that they would share it with 
  us. What say you?” 
   
  Endestar has little else to say. He is a sylvan elf from the 
  Cemina (“KEMM-in-uh”) tribe in the Phostwood. He was 
  in Rakervale when he heard rumors of the adventurers 
  going out on this quest. He decided to make an attempt 
  to obtain the grain in order to feed his people. 
   
  If the PCs refuse to give Endestar the grain and/or 
  the information, he departs without further incident. If 
  the PCs react hostilely, other elves will come out from 
  their hiding areas and all of the elves will depart 
  immediately. If the PCs give the grain and/or knowledge 
  PAL6-05 Heart of Winter 
   
  Page 14 
  
  of how to create it to Endestar, they will receive the 
  Gratitude of the Cemina on the AR. 
   
   
  � Endestar: male elf Drd5. 
  • 
  Motives: Endestar just wants to obtain the 
  grain and/or the information to breed the grain 
  himself. He does not seek a fight as he thinks he 
  could obtain the grain through legal channels 
  eventually, but this would take too long and 
  allow others to benefit from the grain without 
  proper credit to his family. He will not engage 
  in combat to gain the grain, but he will try to 
  convince the PCs of his legal claim to it. 
   
  7B: DRUIDIC GRAIN 
  A couple of hundred yards before the gates of 
  Rakervale, a middle-aged farmer with a coppery Flan 
  complexion approaches the party as if to travel with 
  them. He speaks when he moves in close enough. 
  “You know that grain don’t belong to the Pale. 
  Druids made that grain and it rightfully belongs to 
  them.” 
   
  “A friend of mine, though he does not walk 
  Oerth anymore, created that grain and died trying to 
  protect it. Maybe you could see it in your heart to do 
  the right thing and give back what belongs to the 
  druids, instead of givin’ it to the church that claims 
  to run this land. Druids would share it with the 
  people and it’d maybe put us back in the Church’s 
  good graces.” 
   
  The man is Mendal, a druid of the Natural Order. He was 
  friends with Grumbtheen, the druid who actually crafted 
  the grain. He hopes to regain the grain and the way to 
  make it, in order to use it as a bargaining chip to gain a 
  pardon for those druids who were exiled in CY 594. If the 
  PCs react in a hostile fashion, he will shrug his shoulders 
  and leave. If the PCs refuse, he will state, “’Tis a shame, I 
  heard you was honorable men/women who would do the 
  right thing.” Mendal will wander off on his on shortly 
  after. If the PCs give Mendal the grain and/or knowledge 
  of its creation, they receive the Gratitude of the Natural 
  Order on the AR. 
   
   
  � Mendal: male human Drd3. 
  • 
  Motives: Mendal truly believes that if he 
  obtains the grain and/or the notes on its 
  creation he could negotiate for a pardon for the 
  exiled druids. He does not seek to fight over the 
  grain, but he does want to do the best he can to 
  obtain the grain to help the druids. He is not 
  deceitful and believes he has a legal claim to the 
  grain, since Grumbtheen was a member of the 
  Natural Order. 
   
  7C: GRAIN OF SUN AND STONE 
  Once inside Rakervale, the PCs are met by an acolyte of 
  the Shapers of Sun and Stone. Read or paraphrase the 
  following: 
   
  You hear a voice call out to you right after you enter 
  the city, “Hello, friends of the Pale!” The speaker is a 
  Flan man of about eighteen with shoulder-length 
  black curly hair, dressed warmly and wearing a 
  Pholtan holy symbol embellished with a holly leaf. 
  He talks quickly, his deep voice cracking from 
  nervousness a couple of times. “Perhaps you would 
  like to give me whatever it is you located in the 
  Rakers? I could convey it to the Church as I am a 
  member, and my order would be the best ones to 
  determine how to utilize it, if it is what I believe it 
  to be. Sorry, my manners—my name is Calum. What 
  do you say?” 
   
  Calum is a young druid whom the PCs may have met in 
  PAL6-01 Shapers of Sun and Stone. He is an acolyte of the 
  Shapers of Sun and Stone (the Pholtan druids), recently 
  returned from an assignment in the northwest, and he 
  speaks the truth. He only wishes to take the grain for his 
  order, since he believes they could put the grain to more 
  effective use than the priests of the Church proper. 
   
  If the PCs refuse to give the grain and/or the 
  information to him, he will leave peacefully. If the PCs 
  act hostilely towards him, he will threaten to call the 
  guard. If the PCs give him the grain and/or the 
  information, they receive the Gratitude of the Shapers of 
  Sun and Stone. 
   
   
  � Calum: male human Drd1. 
  • 
  Motives: He has the best interests of the Pale 
  and the Church at heart and wants to prove 
  himself to his superiors. He believes the 
  Shapers are the best members of the Church to 
  take custody of the grain and the notes. After 
  some debate, he believes the Church would turn 
  over the grain to the Shapers anyway, but the 
  bureaucracy could cause more delays than 
  necessary. 
   
  7D: PALISH GRAIN 
  Eventually, the PCs should find themselves in Major 
  Garandeau’s offices either with Sizmar or as agents of the 
  Pale. If Sizmar is with the PCs, he says he hired them to 
  help him make amends for his past misdeeds, by 
  recovering the grain and the notes, and he now seeks 
  leniency for stealing the grain and accidentally killing 
  Grumbtheen. The grain and/or information on how to 
  create the grain will be taken to the local official for the 
  Church to determine what to do with it. Read or 
  paraphrase the following: 
   
  Major Garandeau greets you with a nose red from 
  cold as she enters the office where you have been 
  PAL6-05 Heart of Winter 
   
  Page 15 
  
   
  seated. She takes off her snow-dusted cloak and fur 
  hat and shakes out the curls of her dark hair, 
  inquiring, “Friends, what have you to report? Was 
  the halfling telling the truth or was it a ruse to try 
  and gain something for nothing?” 
   
  She sits behind her desk and waits for you to 
  answer. 
   
  Allow the PCs to tell her whatever information they have 
  gained and are willing to share with her. If they do not 
  tell her everything, but tell her enough to formulate a 
  question to gain more information with, she will ask the 
  question in an attempt to gain more information. If she 
  learns that the PCs have given the grain and/or 
  information to anyone else on the way into the city, she 
  is disappointed, but as the grain did not belong to the 
  Pale, she can do nothing to punish the PCs for their 
  actions. 
   
  If the PCs return the grain and/or information to 
  Major Garandeau, they receive the Gratitude of the Church 
  of the One True Path on the AR.  
   
  All PCs who went on the quest receive a gold 
  payment for their services and the Favor of the Pale Patrol. 
   
   
  � Major Milecia Garandeau: female human 
  Ftr8. Sense Motive +5. (For more information on Major 
  Garandeau, see her entry in Encounter One). 
   
  � Treasure:  
   
  APL 4: Coin – 450 gp. 
   
  APL 6: Coin – 500 gp. 
   
  APL 8: Coin – 700 gp. 
   
  APL 10: Coin – 500 gp. 
   
  APL 12: Coin – 450 gp. 
   
  Development: No matter who the PCs give the grain to, 
  there are no legal repercussions for them. The grain 
  legally belonged to Grumbtheen and the only person 
  who would have any legal claim to it would be Endestar. 
  He would normally have to prove his claim through legal 
  channels, and the only truth is that the grain has been 
  missing for so long that it falls under laws for “treasure 
  recovery” now, and it would be hard to prove that the 
  grain is Grumbtheen’s anyway. As for the notes, the Pale 
  does not have intellectual property laws, per se, but the 
  notes fall similarly under the laws for “treasure recovery”. 
   
  CONCLUSION 
  Once the PCs have decided who to give the grain and/or 
  the notes to, read or paraphrase the following: 
   
  You have recovered the lost grain of Grumbtheen 
  and the notes for its creation. Many scholars are 
  now researching to recreate Grumbtheen’s work. 
  Some of the preserved seed is still viable and has 
  been planted in the south near Stradsett, in an 
  attempt to salvage even a fraction of this year’s lost 
  crop. 
  If these scholars are successful, the Pale may be 
  able to rebuild Tenh quicker and become self-
  sufficient for food in a few years. You have been 
  rewarded appropriately for your tasks. [You even 
  received a small reward from Falder and the 
  Frigdrasil as he promised.] 
   
  Do not read the sentence in brackets if the PCs bypassed 
  Encounters 5 or 6 by using magic to return to Rakervale. 
  In this case, the avalanche and Winterwind’s minions kill 
  the next group of Frigdrasil emissaries. Falder is 
  displeased that the PCs did not ensure a safe passage, so 
  they do not gain the “Gratitude of the Frigdrasil” favor 
  and they receive only half the coin reward listed below. 
   
  Continue:  
   
  Will Falder ever find a way to remove the cursed 
  bracelet from those afflicted with it? As you warm 
  up in the Pious Pilgrim once more before moving on 
  again, your musing is interrupted by Willigent, who 
  politely sets a large platter of sweet meats and a 
  pitcher of hot cider on your table. “All of the Pale 
  thanks you for what you have done,” he says with a 
  look of gratitude. 
   
  � Treasure: Reward from Falder and the Frigdrasil 
  clan. Halve this figure if the PCs did not participate in 
  Encounter 5 and 6. 
   
  APL 4: Coin – 450 gp. 
   
  APL 6: Coin – 500 gp. 
   
  APL 8: Coin – 700 gp. 
   
  APL 10: Coin – 1,000 gp. 
   
  APL 12: Coin – 1,800 gp. 
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 3 
  Defeating the ice paraelementals 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12 
  450 XP 
   
  Encounter 4 
  Escaping from the Frigdrasil stronghold (Combat or 
  through helping Falder) 
  APL 4  
  60 XP 
  APL 6  
  60 XP 
  APL 8  
  60 XP 
  PAL6-05 Heart of Winter 
   
  Page 16 
  
  APL 10  
  60 XP 
  APL 12 
  60 XP 
   
  Encounter 5 
  Surviving the avalanche 
  APL 4  
  30 XP 
  APL 6  
  60 XP 
  APL 8  
  120 XP 
  APL 10  
  180 XP 
  APL 12 
  240 XP 
   
  Encounter 6 
  Defeating the cold element creatures 
  APL 4  
  270 XP 
  APL 6  
  330 XP 
  APL 8  
  390 XP 
  APL 10  
  450 XP 
  APL 12 
  510 XP 
   
  Story Award 
  Recovering Grumbtheen’s grain and notes: 
  APL 4  
  70 XP 
  APL 6  
  90 XP 
  APL 8  
  115 XP 
  APL 10  
  135 XP 
  APL 12 
  160 XP 
   
  Discretionary roleplaying award 
  APL 4  
  65 XP 
  APL 6  
  90 XP 
  APL 8  
  110 XP 
  APL 10  
  135 XP 
  APL 12 
  155 XP 
   
  Total possible experience: 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12 
  1,575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 4: 
   
  APL 4: Coin – 200 gp. 
   
  APL 6: Coin – 400 gp. 
   
  APL 8: Coin – 600 gp. 
   
  APL 10: Coin – 800 gp. 
   
  APL 12: Coin – 1,000 gp. 
   
  Conclusion:   
   
  APL 4: Coin – 450 gp. 
   
  APL 6: Coin – 500 gp. 
   
  APL 8: Coin – 700 gp. 
   
  APL 10: Coin – 1,000 gp. 
   
  APL 12: Coin – 1,800 gp. 
   
  Total Possible Treasure 
   
  APL 4: Loot: 0 gp; Coin: 650 gp; Magic: 0 gp; Total: 
  650 gp 
   
  APL 6: Loot: 0 gp; Coin: 900 gp; Magic: 0 gp; Total: 
  900 gp 
   
  APL 8: Loot: 0 gp; Coin: 1,300 gp; Magic: 0 gp; Total: 
  1,300 gp 
   
  APL 10: Loot: 0 gp; Coin: 1,800 gp; Magic: 0 gp; 
  Total: 1,800 gp 
   
  APL 12: Loot: 0 gp; Coin: 2,800 gp; Magic: 0 gp; 
  Total: 2,800 gp 
   
  Special 
  Bracelet of the North – Cursed Magic: The bracelet 
  has changed again. You cannot bring yourself to use fire 
  (mundane or magical) against all creatures marked as 
  minions of Winterwind. PCs immune to compulsions are 
  immune to this effect. 
  PAL6-05 Heart of Winter 
   
  Page 17 
  
   
  Removing the Bracelet of the North still requires a 
  limited wish, wish, or miracle cast by at least a 17th-level 
  caster, as well as a remove curse cast by at least a 17th-level 
  caster. 
   
  If you do not play later parts of this series, please 
  check the Pale website (www.theocracyofthepale.com) in 
  January 2008 for an update on the effects of the bracelet. 
   
  Favor of the Pale Patrol: Regional access to a Crossbow 
  of Reloading (Miniatures Handbook) – An elegantly 
  designed weapon, this +1 light crossbow is decorated with 
  ancient symbols of wind and energy along its handle. 
  Reloading this weapon is a free action instead of a move 
  action. Moderate transmutation; CL 7th; Craft Magic 
  Arms and Armor, haste, Price 6,335 gp. 
   
  All PCs who successfully return to Major Milecia 
  Garandeau receive this favor. 
   
  Gratitude of the Frigdrasil: The Frigdrasil Clan will 
  train you in the use of the Frozen Berserker feat (access 
  to this feat) and to be a Frostrager (access to this Prestige 
  class). 
   
  All PCs receive this favor as long as they treated Falder 
  with respect and he became the chieftain of the Frigdrasil, and 
  the PCs ensured that the trail back to Rakervale would be safe to 
  travel. 
   
  Friends of Sizmar: For helping Sizmar to recover 
  Grumbtheen’s grain and notes, he has agreed to teach you 
  something that he learned during his travels. You now 
  have access to the following spells and feats (all from 
  Sandstorm): 
  parching 
  touch 
  (Sor/Wiz1), 
  body 
  blaze 
  (Sor/Wiz3), parboil (Sor/Wiz4), and wall of magma 
  (Sor/Wiz5); Fiery Magic and Searing Spell. 
   
  PCs receive this favor as long as they did not turn Sizmar 
  over to the Pale at the start, no matter who they gave the grain 
  to at the end. 
   
  Invisible Holy Symbol: For your continued work in 
  helping the Pale, despite their oppression of your faith, 
  the Council of Faith has made this item available to you. 
  This holy symbol acts as a normal holy symbol of the 
  appropriate deity in all regards except that it is invisible 
  (as if under a permanent invisibility) to those of a differing 
  faith than the wearer, and it cannot be used to turn 
  undead (since they cannot see it). Price: 2,500 gp. 
   
  Granted only to members of the Council of Faith who 
  recover the grain. 
   
  You may receive only one of the following three favors. 
  Check the appropriate box: 
  [  ] Gratitude of the Natural Order/Shapers of Sun 
  and Stone: The order (whichever was chosen) grants you 
  access to the following feats, spells, and item (all from 
  Frostburn): Beckon the Frozen, Cold Endurance, and 
  Frozen Wild Shape; conjure ice beast I-VIII; ring of floating 
  (Adventure access). You need not belong to the meta-org. 
   
  If you do belong to the meta-org that was chosen, 
  you gain access to the animal tricks Ambush, Bull Rush, 
  Disarm, Mark, and Overrun. 
   
  Granted only if the PCs gave the grain and notes to the 
  Natural Order or the Shapers of Sun and Stone. 
   
  [  ] Gratitude of the Cemina: Endestar was so 
  appreciative for receiving the grain, he arranged for the 
  Phostaldaron to provide you with Regional access to 
  serpentstongue arrows, swiftwing arrows, and the elven 
  courtblade, as well as Adventure access to tigerskin armor 
  and 5 safewing emblems. All items are from Races of the 
  Wild. 
   
  Granted only if the PCs gave the grain and notes to 
  Endestar. 
   
  [  ] Gratitude of the Church of the One True Path: For 
  returning the grain to the Church, you gain Adventure 
  access to one pearl of power (1st level) and one wand of cure 
  light wounds. 
   
  Granted only if the PCs gave the grain and notes to the 
  Church of the One True Path. 
   
  Scroll of Summon Familiar: This scroll was recovered 
  from Thurgen Sigurdson’s quarters. It gives you access to 
  summon an ice mephit as an Improved Familiar 
  (provided you take that feat) even though you do not 
  have the Cold subtype. 
   
  All PCs receive this favor as long as Falder became chieftain 
  of the Frigdrasil. 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
   
  Item Access 
  APL 4-12: 
  • 
  Mantle of Hidden Faith (Regional; Frostburn; 15,000 gp; 
  only one may ever be bought by this PC) 
   
  Special: 
   
  Favors and access as described above. 
   
  PAL6-05 Heart of Winter 
   
  Page 18 
  
  APPENDIX 1: APL 4
  ENCOUNTER 3: CAVE OF HOPE  
  Medium Ice Paraelemental: CR 3; Medium 
  elemental (air, cold); HD 4d8+8; hp 26; Init +3; Spd 30 
  ft.; AC 17, touch 13, flat-footed 14; Base Atk +3; Grp +4; 
  Atk or Full Atk +6 melee (1d6+1 and 1d6 cold, icicle); 
  SA chill metal; SQ elemental traits, immunity to cold, 
  vulnerability to fire; AL NE; SV Fort +3, Ref +7, Will 
  +1; Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11. 
   
  Skills and Feats: Listen +7, Spot +7; Combat 
  Reflexes (B), Dodge, Weapon Finesse (icicle). 
   
  Languages: Aquan, Auran. 
   
  Chill Metal (Su): The ice paraelemental’s chill 
  metal power functions like the druid spell of the same 
  name, except that it affects everything within a 10-foot 
  radius from the paraelemental. As with the spell, it 
  takes 3 rounds for affected metal to reach the freezing 
  stage. Once it does, it remains at that stage until the ice 
  paraelemental takes a standard action to end the effect. 
  The metal returns to its starting temperature 2 rounds 
  later, just as with the spell. Will DC 12 negates. 
   
  Physical Description: An ice paraelemental looks like 
  a roughly hewn, translucent statue of ice, covered head 
  to toe in sharpened icicles. The glint of reflected light 
  gives the appearance of capricious winking eyes. 
   
  (Reference: Manual of the Planes page 180 with 3.5 
  update applied.) 
   
  ENCOUNTER 6: CEASE AND DESIST 
  OR ELSE 
   
   
   
   
   
  Cold Elemental Manticore: CR 6; Large elemental 
  (cold); HD 6d8+24; hp 54; Init +2; Spd 30 ft., Fly 50 ft. 
  (clumsy); AC 20, touch 11, flat-footed 18;Base Atk +6; 
  Grp +15; Atk +10 melee (2d4+5 and 1d4 cold, claw) or 
  +8/+8/+8/+8/+8/+8 ranged (1d8+2 and 1d4 cold/19-20, 
  6 spikes); Full Atk +10/+10 melee (2d4+5 and 1d4 cold, 
  2 claws) and +8 melee (1d8+2 and 1d4 cold, bite) or 
  +8/+8/+8/+8/+8/+8 ranged (1d8+2 and 1d4 cold/19-20, 
  6 spikes); Space/Reach 10 ft./5 ft.; SA chill, spikes; SQ 
  darkvision 60 ft., elemental traits, icewalking, 
  immunity to cold, low-light vision, scent, vulnerability 
  to fire; AL LE; SV Fort +9, Ref +7, Will +3; Str 20, Dex 
  15, Con 19, Int 7, Wis 12, Cha 9.  
   
  Skills and Feats: Listen +5, Spot +9, Survival +1; 
  Flyby Attack, Multiattack, Track(B), Weapon Focus 
  (spikes). 
   
  Languages: Aquan, Common. 
   
  Chill (Ex): In addition to the damage from their 
  attacks, cold element creatures deal an additional 1d4 
  cold damage with their natural weapons (including 
  claw, bite, slams, or tail attack). 
   
  Elemental Traits: Immune to poison, sleep, 
  paralysis, and stunning. Not subject to critical hits. 
   
  Icewalking (Ex): This ability works like the spider 
  climb spell but applies to all icy surfaces. Within the 
  Elemental Plane of Cold, the cold element creature 
  may move normally. 
   
  Spikes (Ex): With a snap of its tail, a manticore 
  can loose a volley of six spikes as a standard action 
  (make an attack roll for each spike). This attack has a 
  range of 180 feet with no range increment. All targets 
  must be within 30 feet of each other. The creature can 
  launch only twenty-four spikes in any 24-hour period. 
   
  Skills: Manticores have a +4 racial bonus on Spot 
  checks. 
   
  Physical Description: This creature is a monster in 
  every sense of the word. It has the head of a vaguely 
  humanoid beast, the body of a lion, and the wings of a 
  dragon. The creature’s back is set with curved icicles, 
  and its long tail ends in a cluster of deadly ice spikes. 
  The creature is blue-white and appears to be made up 
  of snow and ice except for its eyes, which look like 
  glittering red ice. 
   
  (Reference: (cold element template) Manual of the 
  Planes page 195.) 
   
   
  PAL6-05 Heart of Winter 
   
  Page 19 
  
  APPENDIX 1: APL 6 
  ENCOUNTER 3: CAVE OF HOPE  
  Large Ice Paraelemental: CR 5; Large elemental (air, 
  cold); HD 8d8+24; hp 60; Init +5; Spd 30 ft.; AC 19, 
  touch 14, flat-footed 14; Base Atk +6; Grp +12; Atk +10 
  melee (2d6+2 and 2d6 cold, icicle); Full Atk +10/+10 
  melee (2d6+2 and 2d6 cold, 2 icicles); Space/Reach: 10 
  ft./10 ft.; SA chill metal; SQ elemental traits, damage 
  reduction 5/—, immunity to cold, vulnerability to fire; 
  AL NE; SV Fort +5, Ref +11, Will +2; Str 14, Dex 21, 
  Con 16, Int 4, Wis 11, Cha 11. 
   
  Skills and Feats: Listen +5, Spot +6; Combat 
  Reflexes (B), Dodge, Mobility, Weapon Finesse (icicle). 
   
  Languages: Aquan, Auran. 
   
  Chill Metal (Su): The ice paraelemental’s chill 
  metal power functions like the druid spell of the same 
  name, except that it affects everything within a 15-foot 
  radius from the paraelemental. As with the spell, it 
  takes 3 rounds for affected metal to reach the freezing 
  stage. Once it does, it remains at that stage until the ice 
  paraelemental takes a standard action to end the effect. 
  The metal returns to its starting temperature 2 rounds 
  later, just as with the spell. Will DC 14 negates. 
   
  Physical Description: An ice paraelemental looks like 
  a roughly hewn, translucent statue of ice, covered head 
  to toe in sharpened icicles. The glint of reflected light 
  gives the appearance of capricious winking eyes. 
   
  (Reference: Manual of the Planes p 180 with 3.5 
  update applied.) 
   
  ENCOUNTER 6: CEASE AND DESIST 
  OR ELSE 
   
   
   
   
   
  Cold 
  Element 
  Warbound 
  Impaler 
  (Lesser 
  Battleice/Battlebriar): CR 9; Large elemental (cold); 
  HD 12d8+72; hp 126; Init -2; Spd 30 ft.; AC 22, touch 7, 
  flat-footed 22;Base Atk +9; Grp +19; Atk +14 melee 
  (1d8+6 and 1d8 cold/19-20, slam); Full Atk +14/+14 
  melee 
  (1d8+6 
  and 
  1d8 
  cold/19-20, 
  2 
  slams); 
  Space/Reach 10 ft./5 ft.; SA chill, impale, improved 
  grab, thorn volley, trample 1d8+9 and 1d8 cold; SQ 
  darkvision 60 ft., DR 10/magic, elemental traits, 
  icewalking, immunity to cold, low-light vision, 
  resistance to electricity 10 and fire 10, scent, thorn 
  field, vulnerability to fire; AL N; SV Fort +14, Ref +2, 
  Will +4; Str 23, Dex 6, Con 22, Int 5, Wis 10, Cha 7. 
   
  Skills and Feats: Hide +11; Cleave, Improved Bull 
  Rush, Improved Critical (slam), Improved Natural 
  Attack (slam), Power Attack. 
   
  Languages: Aquan, Common. 
   
  Chill (Ex): In addition to the damage from their 
  attacks, cold element creatures deal an additional 1d8 
  cold damage with their natural weapons (including 
  claw, bite, slams, or tail attack). 
   
  Elemental Traits: Immune to poison, sleep, 
  paralysis, and stunning. Not subject to critical hits. 
   
  Icewalking (Ex): This ability works like the spider 
  climb spell but applies to all icy surfaces. Within the 
  Elemental Plane of Cold, the cold element creature 
  may move normally. 
   
  Impale (Ex): Whenever a battlebriar successfully 
  starts a grapple with a Medium or smaller creature, 
  there is a chance that the creature will become impaled 
  on one of the thorns (icicles). After the grapple has 
  begun, a battlebriar can attempt another grapple check 
  as a free action to impale a creature on its thorns 
  (icicles). 
   
  An impaled creature is helpless until it beats the 
  battlebriar in an opposed grapple check. As long as the 
  only creatures that it is grappling with are impaled, a 
  battlebriar is not considered grappled (the battlebriar 
  does not lose its Dexterity bonus to AC, still threatens 
  an area, and can use its remaining attacks against other 
  opponents). When making grapple checks against 
  impaled creatures, a battlebriar takes a -20 penalty on 
  grapple checks. 
   
  Improved Grab (Ex): To use this ability, a 
  battlebriar must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. 
   
  Thorn Volley (Ex): Battlebriars grow and shed 
  their thorns at an incredible rate, and by rearing upon 
  their hind legs and snapping their bodies forward, they 
  can launch a deadly volley. As a standard action, a 
  battlebriar can launch a volley of thorns, centering the 
  volley anywhere within 60 feet. The thorns deal 5d6 
  points of piercing damage to all creatures within a 10-
  foot radius (Reflex DC 22 half). The save DC is 
  Strength-based. 
   
  Trample (Ex): Reflex half DC 22. The save DC is 
  Strength-based. 
   
  Thorn Field (Ex): The thorns on a battlebriar’s 
  body protrude into the area surrounding the creature, 
  causing several effects on creatures moving through a 
  battle briar’s threatened area. A battlebriar can make up 
  to four attacks of opportunity each round. (Unlike the 
  Combat Reflexes feat, this ability does not allow a 
  battlebriar to make attacks of opportunity while flat-
  footed.) In addition, the DCs for Tumble checks to 
  move through a battlebriar’s threatened area or 
  through the squares that it occupies increases by 10. 
  Creatures three or more size categories smaller than a 
  battlebriar cannot freely move through the area that a 
  battlebriar occupies. 
   
  Skills: Despite its size, a battlebriar blends well 
  with its surroundings, and it gains a +8 racial bonus on 
  Hide checks in aboveground, natural environments. 
   
  Physical 
  Description: 
  This 
  six-legged 
  lionlike 
  creature has a body made of writhing ice floes and 
  icicles. Each of its gorillalike pairs of limbs is slightly 
  shorter than the pair in front of it—its forelimbs are 
  the longest, the middle pair of limbs slightly shorter, 
  and its rear pair of legs the shortest of all. Long icicles 
  protrude from every part of the creature’s body, 
  making it seem impossible to approach or move 
  PAL6-05 Heart of Winter 
   
  Page 20 
  
  around the creature without risking serious injury. Its 
  eyes are glittering red disks of ice. 
   
  (References: (cold element template) Manual of the 
  Planes page 195; (warbound impaler / battlebriar) 
  Monster Manual III page 15.) 
   
  PAL6-05 Heart of Winter 
   
  Page 21 
  
   
  APPENDIX 1: APL 8 
  ENCOUNTER 3: CAVE OF HOPE  
  Huge Ice Paraelemental: CR 7; Huge elemental (air, 
  cold); HD 16d8+64; hp 136; Init +7; Spd 30 ft.; AC 20, 
  touch 15, flat-footed 13; Base Atk +8; Grp +16; Atk +17 
  melee (2d8+4 and 2d8 cold, icicle); Full Atk +17/+17 
  melee (2d8+4 and 2d8 cold, 2 icicles); Space/Reach: 10 
  ft./15 ft.; SA chill metal; SQ elemental traits, damage 
  reduction 10/—, immunity to cold, vulnerability to 
  fire; AL NE; SV Fort +9, Ref +17, Will +5; Str 18, Dex 
  25, Con 18, Int 6, Wis 11, Cha 11. 
   
  Skills and Feats: Listen +18, Spot +18; Combat 
  Reflexes (B), Dodge, Mobility, Spring Attack, Weapon 
  Finesse (icicle). 
   
  Languages: Aquan, Auran. 
   
  Chill Metal (Su): The ice paraelemental’s chill 
  metal power functions like the druid spell of the same 
  name, except that it affects everything within a 20-foot 
  radius from the paraelemental. As with the spell, it 
  takes 3 rounds for affected metal to reach the freezing 
  stage. Once it does, it remains at that stage until the ice 
  paraelemental takes a standard action to end the effect. 
  The metal returns to its starting temperature 2 rounds 
  later, just as with the spell. Will DC 18 negates. 
   
  Physical Description: An ice paraelemental looks like 
  a roughly hewn, translucent statue of ice, covered head 
  to toe in sharpened icicles. The glint of reflected light 
  gives the appearance of capricious winking eyes. 
   
  (Reference: Manual of the Planes page 180 with 3.5 
  update applied.) 
   
  ENCOUNTER 6: CEASE AND DESIST 
  OR ELSE 
   
   
   
   
   
  Cold Element Triceratops: CR 11; Huge elemental 
  (cold); HD 16d8+124; hp 196; Init -1; Spd 30 ft.; AC 21, 
  touch 7, flat-footed 21;Base Atk +12; Grp +30; Atk or 
  Full Atk +20 melee (2d8+15 and 1d8 cold, gore); 
  Space/Reach 15 ft./10 ft.; SA chill, powerful charge, 
  trample 2d12+15 and 1d8 cold; SQ darkvision 60 ft., 
  DR 10/magic, elemental traits, icewalking, immunity 
  to cold, low-light vision, scent, vulnerability to fire; AL 
  N; SV Fort +19, Ref +9, Will +6; Str 30, Dex 9, Con 25, 
  Int 1, Wis 12, Cha 7. 
   
  Skills and Feats: Listen +13, Spot +12; Alertness, 
  Great Fortitude, Toughness (4). 
   
  Chill (Ex): In addition to the damage from their 
  attacks, cold element creatures deal an additional 1d8 
  cold damage with their natural weapons (including 
  claw, bite, slams, or tail attack). 
   
  Elemental Traits: Immune to poison, sleep, 
  paralysis, and stunning. Not subject to critical hits. 
   
  Icewalking (Ex): This ability works like the spider 
  climb spell but applies to all icy surfaces. Within the 
  Elemental Plane of Cold, the cold element creature 
  may move normally. 
   
  Powerful Charge (Ex): When a triceratops 
  charges, its gore attack deals 4d8+20 and 1d8 points of 
  cold damage. 
   
  Trample (Ex): Reflex half DC 28. The save DC is 
  Strength-based. 
   
  Physical Description: This massive beast appears 
  carved from a huge block of ice. A huge plate of ice 
  protects the front of its 6-foot-long head from which 
  project two great icicles, while a shorter icicle juts from 
  its nose. It has two glittering red slabs of ice for eyes. 
   
  (Reference: (cold element template) Manual of the 
  Planes page 195.) 
   
   
  PAL6-05 Heart of Winter 
   
  Page 22 
  
  APPENDIX 1: APL 10 
  ENCOUNTER 3: CAVE OF HOPE  
  Greater Ice Paraelemental: CR 9; Huge elemental 
  (air, cold); HD 21d8+84; hp 178; Init +8; Spd 30 ft.; AC 
  25, touch 16, flat-footed 17; Base Atk +15; Grp +28; Atk 
  +22 melee (2d8+5/19-20 and 2d8 cold, icicle); Full Atk 
  +22/+22 melee (2d8+5/19-20 and 2d8 cold, 2 icicles); 
  Space/Reach: 15 ft./15 ft.; SA chill metal; SQ elemental 
  traits, damage reduction 10/—, immunity to cold, 
  vulnerability to fire; AL NE; SV Fort +11, Ref +20, Will 
  +7; Str 20, Dex 27, Con 18, Int 6, Wis 11, Cha 11. 
   
  Skills and Feats: Listen +12, Spot +12; Ability Focus 
  (chill metal), Blind-Fight, Combat Reflexes (B), Dodge, 
  Improved Critical (icicle), Mobility, Spring Attack, 
  Weapon Finesse, Weapon Focus (icicle). 
   
  Languages: Aquan, Auran. 
   
  Chill Metal (Su): The ice paraelemental’s chill 
  metal power functions like the druid spell of the same 
  name, except that it affects everything within a 25-foot 
  radius from the paraelemental. As with the spell, it 
  takes 3 rounds for affected metal to reach the freezing 
  stage. Once it does, it remains at that stage until the ice 
  paraelemental takes a standard action to end the effect. 
  The metal returns to its starting temperature 2 rounds 
  later, just as with the spell. Will DC 22 negates. 
   
  Physical Description: An ice paraelemental looks like 
  a roughly hewn, translucent statue of ice, covered head 
  to toe in sharpened icicles. The glint of reflected light 
  gives the appearance of capricious winking eyes. 
   
  (Reference: Manual of the Planes page 180 with 3.5 
  update applied.) 
   
  ENCOUNTER 6: CEASE AND DESIST 
  OR ELSE 
   
   
   
   
   
  Cold Element Colossal Monstrous Scorpion: CR 
  14; Colossal elemental (cold); HD 40d8+120; hp 300; 
  Init +0; Spd 50 ft.; AC 29, touch 1, flat-footed 29;Base 
  Atk +30; Grp +58; Atk +34 melee (2d8+12 and 1d8 cold, 
  claw); Full Atk +34/+34 melee (2d8+12 and 1d8 cold, 2 
  claws) and +29 melee (2d8+6 plus poison and 1d8 cold, 
  sting); Space/Reach 40 ft./30 ft.; SA chill, constrict 
  2d8+12 and 1d8 cold, improved grab, poison; SQ 
  darkvision 60 ft., DR 10/magic, elemental, icewalking, 
  immunity to cold, low-light vision, tremorsense 60 ft., 
  vulnerability to fire; AL N; SV Fort +25, Ref +12, Will 
  +13; Str 35, Dex 8, Con 16, Int —, Wis 10, Cha 2. 
   
  Skills and Feats: Climb +16, Hide -12, Spot +4. 
   
  Chill (Ex): In addition to the damage from their 
  attacks, cold element creatures deal an additional 1d8 
  cold damage with their natural weapons (including 
  claw, bite, slams, or tail attack). 
   
  Constrict (Ex): A monstrous scorpion deals 
  automatic claw damage on a successful grapple check. 
   
  Elemental Traits: Immune to poison, sleep, 
  paralysis, and stunning. Not subject to critical hits. 
   
  Icewalking (Ex): This ability works like the spider 
  climb spell but applies to all icy surfaces. Within the 
  Elemental Plane of Cold, the cold element creature 
  may move normally. 
   
  Improved Grab (Ex): To use this ability, a 
  monstrous scorpion must hit with a claw attack. A 
  monstrous scorpion can use either its Strength 
  modifier or Dexterity modifier for grapple checks, 
  whichever is better. 
   
  Poison (Ex): A colossal monstrous scorpion has a 
  poisonous sting. Injury, Fortitude DC 33, initial and 
  secondary damage 1d10 Con. The save DC is 
  Constitution-based. 
   
  Skills: A monstrous scorpion has a +4 racial bonus 
  on Climb, Hide, and Spot checks.  
   
  Physical Description: This creature looks like a blue-
  white scorpion carved from ice, with glittering red ice 
  for eyes. 
   
  (Reference: (cold element template) Manual of the 
  Planes page 195.) 
   
  Cold Element Gargantuan Monstrous Scorpion: 
  CR 12; Gargantuan elemental (cold); HD 20d8+60; hp 
  150; Init +0; Spd 50 ft.; AC 27, touch 6, flat-footed 
  27;Base Atk +15; Grp +37; Atk +21 melee (2d6+10 and 
  1d8 cold, claw); Full Atk +21/+21 melee (2d6+10 and 
  1d8 cold, 2 claws) and +16 melee (2d6+6 plus poison 
  and 1d8 cold, sting); Space/Reach 25 ft./15 ft.; SA chill, 
  constrict 2d6+10 and 1d8 cold, improved grab, poison; 
  SQ darkvision 60 ft., DR 10/magic, elemental traits, 
  icewalking, immunity to cold, low-light vision, 
  tremorsense 60 ft., vulnerability to fire; AL N; SV Fort 
  +15, Ref +6, Will +6; Str 31, Dex 10, Con 16, Int --, Wis 
  10, Cha 2.  
   
  Skills and Feats: Climb +14, Hide -8, Spot +4. 
   
  Chill (Ex): In addition to the damage from their 
  attacks, cold element creatures deal an additional 1d8 
  cold damage with their natural weapons (including 
  claw, bite, slams, or tail attack). 
   
  Constrict (Ex): A monstrous scorpion deals 
  automatic claw damage on a successful grapple check. 
   
  Elemental: Immune to poison, sleep, paralysis, 
  and stunning. Not subject to critical hits. 
   
  Icewalking (Ex): This ability works like the spider 
  climb spell but applies to all icy surfaces. Within the 
  Elemental Plane of Cold, the cold element creature 
  may move normally. 
   
  Improved Grab (Ex): To use this ability, a 
  monstrous scorpion must hit with a claw attack. A 
  monstrous scorpion can use either its Strength 
  modifier or Dexterity modifier for grapple checks, 
  whichever is better. 
   
  Poison (Ex): A colossal monstrous scorpion has a 
  poisonous sting. Injury, Fortitude DC 23, initial and 
  secondary damage 1d8 Con. The save DC is 
  Constitution-based. 
   
  Skills: A monstrous scorpion has a +4 racial bonus 
  on Climb, Hide, and Spot checks.  
  PAL6-05 Heart of Winter 
   
  Page 23 
  
   
  Physical Description: This creature looks like a blue-
  white scorpion carved from ice, with glittering red ice 
  for eyes. 
   
  (Reference: (cold element template) Manual of the 
  Planes page 195.) 
  PAL6-05 Heart of Winter 
   
  Page 24 
  
  APPENDIX 1: APL 12 
  ENCOUNTER 3: CAVE OF HOPE  
  Elder Ice Paraelemental: CR 11; Huge elemental (air, 
  cold); HD 24d8+96; hp 204; Init +9; Spd 30 ft.; AC 26, 
  touch 17, flat-footed 17; Base Atk +18; Grp +32; Atk +26 
  melee (2d8+5/19-20 and 2d8 cold, icicle); Full Atk 
  +26/+26 melee (2d8+5/19-20 and 2d8 cold, icicle); 
  Space/Reach: 15 ft./15 ft.; SA chill metal; SQ elemental 
  traits, damage reduction 10/—, immunity to cold, 
  vulnerability to fire; AL NE; SV Fort +12, Ref +23, Will 
  +8; Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11. 
   
  Skills and Feats: Listen +13, Spot +14; Ability Focus 
  (chill metal), Blind-Fight, Combat Reflexes (B), Dodge, 
  Improved Critical (icicle), Mobility, Power Attack, 
  Spring Attack, Weapon Finesse, Weapon Focus (icicle). 
   
  Languages: Aquan, Auran. 
   
  Chill Metal (Su): The ice paraelemental’s chill 
  metal power functions like the druid spell of the same 
  name, except that it affects everything within a 30-foot 
  radius from the paraelemental. As with the spell, it 
  takes 3 rounds for affected metal to reach the freezing 
  stage. Once it does, it remains at that stage until the ice 
  paraelemental takes a standard action to end the effect. 
  The metal returns to its starting temperature 2 rounds 
  later, just as with the spell. Will DC 24 negates. 
   
  Physical Description: An ice paraelemental looks like 
  a roughly hewn, translucent statue of ice, covered head 
  to toe in sharpened icicles. The glint of reflected light 
  gives the appearance of capricious winking eyes. 
   
  (Reference: Manual of the Planes page 180 with 3.5 
  update applied.) 
   
  ENCOUNTER 6: CEASE AND DESIST 
  OR ELSE 
   
   
   
   
   
  Cold Element Battleice (Battlebriar): CR 17; Huge 
  elemental (cold); HD 25d8+200; hp 312; Init -2; Spd 30 
  ft.; AC 33, touch 6, flat-footed 33;Base Atk +18; Grp +37; 
  Atk +28 melee (2d6+11 and 1d8 cold/19-20, slam); Full 
  Atk +28/+28 melee (2d6+11 and 1d8 cold/19-20, 2 
  slams); Space/Reach 15 ft./10 ft.; SA chill, impale, 
  improved grab, thorn volley, trample 2d6+16 and 1d8 
  cold; SQ darkvision 60 ft., DR 10/magic, elemental 
  traits, icewalking, immunity to cold, low-light vision, 
  plant traits, resistance to electricity 10 and fire 10, 
  scent, thorn field, vulnerability to fire; AL N; SV Fort 
  +22, Ref +6, Will +10; Str 32, Dex 6, Con 27, Int 5, Wis 
  10, Cha 7.  
   
  Skills and Feats: Hide +18; Awesome Blow, Cleave, 
  Great Cleave, Improved Bull Rush, Improved Critical 
  (slam), Improved Natural Attack (slam), Iron Will, 
  Power Attack, Weapon Focus (slam). 
   
  Languages: Aquan, Common. 
   
  Chill (Ex): In addition to the damage from their 
  attacks, cold element creatures deal an additional 1d4 
  cold damage with their natural weapons (including 
  claw, bite, slams, or tail attack). 
   
  Elemental Traits: Immune to poison, sleep, 
  paralysis, and stunning. Not subject to critical hits. 
   
  Icewalking (Ex): This ability works like the spider 
  climb spell but applies to all icy surfaces. Within the 
  Elemental Plane of Cold, the cold element creature 
  may move normally. 
   
  Impale (Ex): Whenever a battlebriar successfully 
  starts a grapple with a Medium or smaller creature, 
  there is a chance that the creature will become impaled 
  on one of the thorns (icicles). After the grapple has 
  begun, a battlebriar can attempt another grapple check 
  as a free action to impale a creature on its thorns 
  (icicles). 
   
  An impaled creature is helpless until it beats the 
  battlebriar in an opposed grapple check. As long as the 
  only creatures that it is grappling with are impaled, a 
  battlebriar is not considered grappled (the battlebriar 
  does not lose its Dexterity bonus to AC, still threatens 
  an area, and can use its remaining attacks against other 
  opponents). When making grapple checks against 
  impaled creatures, a battlebriar takes a -20 penalty on 
  grapple checks. 
   
  Improved Grab (Ex): To use this ability, a 
  battlebriar must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. 
   
  Thorn Volley (Ex): Battlebriars grow and shed 
  their thorns at an incredible rate, and by rearing upon 
  their hind legs and snapping their bodies forward, they 
  can launch a deadly volley. As a standard action, a 
  battlebriar can launch a volley of thorns, centering the 
  volley anywhere within 60 feet. The thorns deal 8d6 
  points of piercing damage to all creatures within a 10-
  foot radius (Reflex DC 33 half). The save DC is 
  Strength-based. 
   
  Trample (Ex): Reflex half DC 33. The save DC is 
  Strength-based. 
   
  Thorn Field (Ex): The thorns on a battlebriar’s 
  body protrude into the area surrounding the creature, 
  causing several effects on creatures moving through a 
  battle briar’s threatened area. A battlebriar can make up 
  to four attacks of opportunity each round. (Unlike the 
  Combat Reflexes feat, this ability does not allow a 
  battlebriar to make attacks of opportunity while flat-
  footed.) In addition, the DCs for Tumble checks to 
  move through a battlebriar’s threatened area or 
  through the squares that it occupies increases by 10. 
  Creatures three or more size categories smaller than a 
  battlebriar cannot freely move through the area that a 
  battlebriar occupies. 
   
  Skills: Despite its size, a battlebriar blends well 
  with its surroundings, and it gains a +8 racial bonus on 
  Hide checks in aboveground, natural environments. 
   
  Physical 
  Description: 
  This 
  six-legged 
  lionlike 
  creature has a body made of writhing ice floes and 
  icicles. Each of its gorillalike pairs of limbs is slightly 
  shorter than the pair in front of it—its forelimbs are 
  PAL6-05 Heart of Winter 
   
  Page 25 
  
  the longest, the middle pair of limbs slightly shorter, 
  and its rear pair of legs the shortest of all. Long icicles 
  protrude from every part of the creature’s body, 
  making it seem impossible to approach or move 
  around the creature without risking serious injury. Its 
  eyes are glittering red disks of ice. 
   
  (References: (cold element template) Manual of the 
  Planes page 195; (battlebriar) Monster Manual III page 
  14.) 
   
  PAL6-05 Heart of Winter 
   
  Page 26 
  
  APPENDIX 2: ENCOUNTER 4 NPCS 
  Fjorgens Iceblood: Male human (Suel) Bbn10; CR 10; 
  Medium humanoid (human); HD 10d12+30; hp 113; 
  Init +2; Spd 40 ft.; AC 20, touch 12, flat-footed 20 
  (uncanny dodge); Base Atk +10; Grp +14; Atk +16 
  melee (1d12+8/x3, +2 greataxe) or +12 ranged 
  (1d8+4/x3, spear); Full Atk +16/+11 melee (1d12+8/x3, 
  +2 greataxe); SA —; SQ improved uncanny dodge (can’t 
  be flanked except by Rog14+), rage 3/day, trap sense 
  +3, uncanny dodge (Dex bonus to AC); AL CN; SV Fort 
  +10, Ref +5, Will +5; Str 18, Dex 14, Con 16, Int 12, Wis 
  14, Cha 14.  
   
  Skills and Feats: Climb +5, Handle Animal +15, 
  Intimidate +15, Jump +17, Listen +15, Survival +15; 
  Dodge, Extend Rage (see Appendix 3), Instantaneous 
  Rage (see Appendix 3), Mobility, Spring Attack. 
   
  Languages: Common, Cold Tongue. 
   
  Possessions: +2 breastplate, amulet of natural armor +1, 
  +2 greataxe, 5 spears. 
   
  Physical Description: Fjorgens has long golden-
  yellow hair and green eyes. He is a massive man, 
  standing almost 7 ft. tall. He speaks Common 
  competently but still has a slight accent. 
   
  He wears a heavy cloak of what appears to be sable 
  with many other furs augmenting his heavy leather 
  clothing. Beneath the furs you can barely make out an 
  ice-blue tinted breastplate. 
   
  He wears a necklace made up of many large claws 
  and teeth from unknown creatures.  
   
  His heavy beard hides the lower half of a scar, 
  which leads from beneath his hair across the left side 
  of his face. His crown is made up of a great white bear’s 
  upper head with sapphires in place of its eyes. 
   
  Motivation: Fjorgens wants the best for his clan 
  and believes this is the correct path. With Thurgen’s 
  advice, he believes, he will lead his clan to greatness. 
   
  Thurgen Sigurdson: Male human (Suel) Sor10; CR 
  10; Medium humanoid (human); HD 10d4+20; hp 50; 
  Init +6; Spd 30 ft.; AC 15, touch 13, flat-footed 13; Base 
  Atk +5; Grp +5; Atk or Full Atk +5 melee (1d6, 
  quarterstaff) or +7 ranged (1d8/19-20, light crossbow); 
  SA sorcerer spells; SQ —; AL CE; SV Fort +5, Ref +5, 
  Will +8; Str 10, Dex 14, Con 14, Int 10, Wis 12, Cha 20. 
   
  Skills and Feats: Bluff +18, Concentration +15, 
  Spellcraft +14; Energy Affinity (cold) (see Appendix 3), 
  Greater Spell Focus (Evocation), Improved Initiative, 
  Maximize Spell, Spell Focus (Evocation). 
   
  Language: Cold Tongue only. 
   
  Possessions: Bracers of armor +2, ring of protection +1, 
  quarterstaff, light crossbow, 10 bolts, ring of mind 
  shielding, brooch of shielding, mantle of hidden faith (see 
  Frostburn). 
   
  Physical Description: Thurgen is a small, wiry man. 
  He has dirty blonde hair with hazel eyes. He carries 
  himself with an air of confidence at all times. He does 
  not know Common and has no desire to sully himself 
  learning the language; his tongues spell lets him talk 
  with (or threaten) outlanders well enough. 
   
  Thurgen wears a cloak made of the skin of a white 
  tiger. His blue satin tunic seems somehow out of place 
  on a man who lives in such a frigid locale. His belt 
  appears to be made of silver scales. From his staff hangs 
  the skulls of many creatures and you’re not sure one of 
  them isn’t that of a small humanoid. 
   
  Motivation: Thurgen is loyal only to the gods of his 
  clan. He serves the clan chief to advise him only in the 
  best interests of the deities the clan follows. He wishes 
  his clan to gain a place of honor in service to their 
  deities. 
   
  Sorcerer Spells Known (6/8/7/7/6/4 per day; base 
  DC = 15 + spell level or 17 + spell level for evocation 
  spells): 0—acid splash, arcane mark, daze, detect magic, 
  disrupt undead, light, message, prestidigitation, read magic, 
  touch of fatigue; 1st—burning hands, comprehend 
  languages, enlarge person, identify, shocking grasp; 2nd—
  detect thoughts, flaming sphere, see invisibility, scorching ray; 
  3rd—arcane sight, lightning bolt, tongues; 4th—ice storm, 
  Otiluke’s resilient sphere; 5th—cone of cold. He usually 
  modifies his energy-damage spells to become cold 
  spells. 
   
  Frigdrasil Shaman: Male or female human (Suel) 
  Sor6; CR 6; Medium humanoid (human); HD 6d4+6; 
  hp 24; Init +2; Spd 30 ft.; AC 13, touch 12, flat-footed 
  11; Base Atk +3; Grp +2; Atk or Full Atk +2 melee (1d8-
  1/x3, spear) or +5 ranged (1d8-1/x3, spear); SA sorcerer 
  spells; SQ sorcerer’s familiar; AL CN; SV Fort +3, Ref 
  +4, Will +6; Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 
  16. 
   
  Skills and Feats: Bluff +12, Concentration +10, 
  Spellcraft 
  +9; 
  Brew 
  Potion, 
  Dodge, 
  Improved 
  Counterspell, Improved Initiative. 
   
  Language: Cold Tongue only. 
   
  Possessions: Bracers of armor +1, 5 spears, amulet of 
  natural armor +1, ring of protection +1, and a potion of cure 
  moderate wounds. 
   
  Sorcerer Spells Known (6/7/6/4 per day; base DC = 
  13 + spell level): 0—acid splash, detect magic, disrupt 
  undead, mage hand, message, prestidigitation, ray of frost; 
  1st—cause fear, color spray, grease, magic missile; 2nd— 
  glitterdust (appears like a flurry of ice crystals when 
  cast), touch of idiocy; 3rd—sleet storm. 
   
  Frigdrasil Warriors: Male human (Suel) War1; CR 1; 
  Medium humanoid (human); HD 1d8+1; hp 8; Init +2; 
  Spd 20 ft.; AC 16, touch 12, flat-footed 14; BAB +1; Grp 
  +3; Atk or Full Atk +1 melee (1d8+2 (+3 in two 
  hands)/x3, battleaxe) or +2 ranged (1d8+2/x3, spear); 
  SA —; SQ —; AL CN; SV Fort +3, Ref +2, Will +1; Str 
  15, Dex 14, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +6, Handle Animal +3, 
  Intimidate +3; Cleave, Power Attack. 
   
  Language: Cold Tongue only. 
   
  Possessions: Scale mail, battleaxe, 5 spears. 
   
  PAL6-05 Heart of Winter 
   
  Page 27 
  
  Frigdrasil Mob: mob of human War1s; CR 8; 
  Gargantuan humanoid (human); HD 30d8+30; hp 202; 
  Init +0; Spd 10 ft.; AC 12, touch 8, flat-footed 10;Base 
  Atk +22; Grp +36; Atk or Full Atk mob (5d6 
  bludgeoning, mob attack) Space/Reach 20 ft./0 ft.; SA 
  expert grappler; SQ mob anatomy; AL CN; SV Fort +18, 
  Ref +11, Will +9; Str 15, Dex 14, Con 13, Int 10, Wis 10, 
  Cha 8.  
   
  Skills and Feats: Climb +6, Handle Animal +3, 
  Intimidate +3; Cleave, Improved Bull Rush (B), 
  Improved Overrun (B), Power Attack. 
   
  Languages: Cold Tongue only. 
   
  Expert Grappler (Ex): A mob can maintain a 
  grapple without penalty and still make attacks against 
  other targets (normally, attacking other targets while 
  grappling imposes a -20 penalty on grapple checks). A 
  mob is never considered flat-footed while grappling. 
   
  Mob Anatomy (Ex): A mob has no clear front or 
  back and no discernible anatomy, so it is not subject to 
  critical hits or sneak attacks. A mob cannot be flanked, 
  tripped, grappled, or bull rushed. 
   
  Physical Description: This mob is made up of 
  Frigdrasil warriors. Typical of northern Suloise 
  barbarians, they are tall, pale-skinned, and fair-haired. 
  They wear scale mail and the furs of various beasts. 
   
  (Reference: Dungeon Master’s Guide II. See 
  Appendix 3 of this scenario.) 
   
   
  PAL6-05 Heart of Winter 
   
  Page 28 
  
  APPENDIX 3: NEW RULES ITEMS 
  New Template: 
   
  Mob  (from Dungeon Master’s Guide II) 
   
  An angry mob represents the most dangerous form of crowd. An angry mob might or might not be enraged at the PCs, 
  but as a general rule the mob mentality overrides the desires and goals of an individual in a mob, and PCs who happen 
  to get in the way could find themselves the focus of the mob's rage. 
   
  A mob is treated as a single entity similar to a swarm, except that it is made of larger creatures. A mob can be 
  composed of Small, Medium, or Large creatures, but all the individual creatures must be of the same type. A mob that 
  incorporates a crowd of goblins and a crowd of chokers is best modeled by two separate mobs. You can use the following 
  template to create specific types of mobs. 
   
  "Mob" is an acquired template that can be added to any Small, Medium, or Large creature. Generally, mobs are 
  transitory; after forming, a mob lasts for, at most, 1d4+1 hours before breaking up. Most mobs break up naturally far 
  sooner, once the condition that caused their formation is no longer a factor. A mob uses all the base creature's statistics 
  and special abilities except as noted here. 
   
  Size and Type: A mob is a Gargantuan creature composed of either forty-eight Small or Medium creatures or 
  twelve Large creatures. The mob's type remains unchanged from the base creature. 
   
  Hit Dice: A mob has a single pool of Hit Dice and hit points. All mobs have 30 Hit Dice; this number represents 
  the mob's mentality and physical mass rather than its race or class, since the individual members of a mob don't use 
  their own abilities or experience to aid the whole. The type of Hit Dice rolled is set by the mob's racial Hit Dice, not any 
  class levels the mob might have. Thus, a mob of commoners would roll d8s for hit points, not d4s. 
   
  Reducing a mob to 0 hit points or lower causes it to break up, though damage taken until that point does not 
  degrade its ability to attack or resist attack. Mobs are never staggered or reduced to a dying state by damage. 
   
  Initiative: A mob's initiative modifier is always +0.  
   
  Speed: A mob's speed is 10 feet slower than that of the base creature. 
   
  Armor Class: As the base creature, modified by -4 for the mob's Gargantuan size. 
   
  Base Attack: Since all mobs have 30 Hit Dice, their base attack bonuses are set depending upon their type. 
   
  Mob Type 
   
   
   
   
   
   
   
  Base Attack Bonus 
  Fey or undead 
   
   
   
   
   
   
   
  +15 
  Aberration, animal, construct, elemental, giant, humanoid, ooze, plant,  
  or vermin 
   
   
   
   
   
   
   
  +22 
  Dragon, magical beast, monstrous humanoid, or outsider 
   
   
  +30 
   
   
  Grapple: As base attack bonus, modified by +12 for its size, and as appropriate for its Strength modifier. 
   
  Attack/Full Attack: Mobs don't make standard attacks. Rather, they are treated similar to swarms in combat. A 
  mob deals 5d6 points of bludgeoning damage to any creature whose space it occupies at the end of its move, with no 
  attack roll needed. Mob attacks ignore concealment and cover. A mob's attacks are nonmagical, unless the base 
  creature's attacks are considered magical. Damage reduction applies to mob attacks. 
   
  Space/Reach: A mob occupies a square 20 feet on a side, but its reach is 0 feet. In order to attack, it moves into an 
  opponent's space, which provokes an attack of opportunity. It can occupy the same space as a creature, since it tramples 
  over and moves around its victim. A mob can move through squares occupied by enemies, and vice versa, without 
  impediment, although a mob provokes an attack of opportunity if it does so. A mob can move through openings large 
  enough for its component creatures. 
   
  Larger mobs are represented by multiples of single mobs. The area occupied by larger mobs is completely 
  shapeable, though the mob usually remains in contiguous squares. 
   
  Attack Options: A mob's mentality is fueled by emotion; as a result, the individual creatures that make up the mob 
  are unable to use any attack options that require actions, such as breath weapons, spell-like abilities, and the like. If the 
  base creature has attack options that affect the damage it deals (such as poison, energy drain, ability damage, improved 
  grab, constrict, rend, or swallow whole), those special attacks function normally on any creature damaged by the mob. 
  Attack options such as gaze weapons that function constantly continue to function normally. The save DCs for any of 
  these attacks should be recalculated based on the mob's 30 Hit Dice. 
   
  In addition, mobs gain one or both of the following attack options. 
  Expert Grappler (Ex): A mob can maintain a grapple without penalty and still make attacks against other 
  targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). A mob is 
  never considered flat-footed while grappling. 
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  Trample (Ex): A mob that simply moves over a creature and doesn't end its movement with that creature in 
  one of its occupied squares can trample the creature. A trampled creature takes damage equal to 2d6 points + 1-
  1/2 times the mob's Strength modifier. The victim can either make an attack of opportunity against the mob or 
  make a Reflex save (DC 25 + the mob's Str modifier) to take half damage. 
   
  Special Qualities: A mob retains all the special qualities of the base creature. In addition, it gains the following 
  special quality. 
  Mob Anatomy (Ex): A mob has no clear front or back and no discernible anatomy, so it is not subject to 
  critical hits or sneak attacks. A mob cannot be flanked, tripped, grappled, or bull rushed. 
   
  Unlike standard swarms, mobs are made up of relatively small numbers of individual creatures, so spells or effects 
  that target specific numbers of creatures can have an effect on a mob. Each specific creature that is slain, disabled, or 
  otherwise incapacitated by spells or effects that target specific creatures bestows two negative levels on the mob. A mob 
  that gains negative levels equal to its Hit Dice breaks up as if reduced to 0 hit points. Negative levels gained in this 
  manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but 
  never result in permanent level loss. A mob takes half again as much damage (+50%) from spells or effects that affect an 
  area, such as splash weapons and evocation spells. 
   
  Although mobs are treated as one creature, it sometimes becomes necessary to determine the fate of a specific 
  individual caught up in the mob. If a mob is dispersed by nonlethal attacks, there are no casualties. If the mob is 
  dispersed by lethal attacks, assume that 30% of its number are slain and 30% are reduced to 0 hit points. To determine a 
  specific individual's fate, simply roll d%: a result of 01-30 indicates death, 31-60 indicates the victim is reduced to 0 hit 
  points, and a roll of 61-100 indicates the victim escapes relatively unscathed. 
   
  Saves: A mob's saving throws are calculated as for a 30 HD creature of its type. A mob's base good save is +17, and 
  its base bad save is +9. 
   
  Abilities: A mob's abilities are the same as the base creature, except that its Intelligence, Wisdom, and Charisma 
  scores drop to 10. If the base creature's intelligence, Wisdom, or Charisma scores are already lower than 10, they do not 
  change. 
   
  Skills: Same as the base creature; do not recalculate based on the mob's 30 Hit Dice. The mob's new Intelligence, 
  Wisdom, or Charisma scores might grant some skills different modifiers. 
   
  Feats: Same as the base creature; all mobs gain Improved Bull Rush and Improved Overrun as bonus feats. 
   
  Organization: Solitary, pair, or gang (3-12 mobs).  
   
  Challenge Rating: 8, or +2 if the base creature's CR is 7 or higher. 
   
  Advancement: —. 
   
  Level Adjustment: —. 
   
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  New Feats: 
   
  Energy Affinity [Metamagic] (from Miniatures Handbook) 
  You can modify a spell that uses one type of energy to use another type (acid, cold, electricity, or fire) instead. 
   
  Prerequisites: Knowledge (arcana) 5 ranks, able to cast at least one spell of each of these energy types: acid, cold, 
  electricity, or fire. 
   
  Benefit: Choose acid, cold, electricity, or fire. You can modify any spell with an energy descriptor to use the 
  chosen type of energy instead. A spell so modified works normally in all respects except the type of damage dealt. 
   
  A modified spell uses a spell slot of the spell’s normal level, modified by any other metamagic feats. 
   
  Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different type of energy. 
   
  Extend Rage [General] (from Complete Warrior) 
   
  You are able to maintain your rage longer than most. 
   
  Prerequisites: Rage or frenzy ability. 
   
  Benefit: Each of the uses of your rage or frenzy ability lasts an additional 5 rounds beyond its normal duration. 
   
  Special: You can take this feat multiple times. Its effects stack. 
   
  Instantaneous Rage [General] (from Complete Warrior) 
   
  You activate your rage instantly. 
   
  Prerequisites: Rage or frenzy ability. 
   
  Benefit: Your rage begins at any time you wish, even when it’s not your turn or when you’re surprised. You can 
  activate your rage as a free action in response to another’s action. Thus, you can gain the benefits of rage in time to 
  prevent or ameliorate an undesirable event. For example, you can choose to enter a rage when an enemy attacks you, or 
  casts a spell at you (to gain the benefits of a higher Constitution or your bonus on Will saves) before you know the 
  results of the attack. You must be aware of the attack, but you may be flat-footed. 
   
  Normal: You enter a rage only during your turn. 
   
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  MAP 1: CAVE OF HOPE 
  Used for Encounter 3: Cave of Hope 
   
   
   
  One square = 5 ft. 
   
   
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  MAP 2: FRIGDRASIL STRONGHOLD 
  Used for Encounter 4: Frosty Friends and Foes 
   
   
   
  One square = 5 ft. 
   
   
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  MAP 3: AVALANCHE AREA 
  Used for Encounter 5: Mountains of Resistance and Encounter 6: Cease and Desist or Else 
   
   
   
  One Square = 5 ft. 
   
  The avalanche should come down in the center of the party unless they have noticed it and chosen not to enter the 
  avalanche zone. 
   
  The area at the bottom (below the lower boulder line) is a sheer drop from the mountain trail. The area at the top (above 
  the upper boulder line) is a mountain face with about a 70 degree incline. 
   
  For Encounter 6, the monsters will start at fifty feet from the avalanche zone on the right side normally. If the PCs did 
  not enter the avalanche zone before the avalanche struck, though, they will start on the left side of the map, thirty feet 
  from the PCs. 
   
   
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  DM AID 1: SPECIAL RULES FOR THE PALE 
  Non-Pholtan Holy Symbols 
   
  It is illegal for adventurers to display a human holy symbol other than that of Pholtus in the Pale. 
   
  The intent of this rule is to properly depict the flavor of the Pale as a single religion theocracy ruled over by the 
  Church of the One True Path and not to create player-vs.-player conflict. It is meant to enhance the role-playing of 
  living under a religious government that does not allow freedom of religion. 
   
  PCs displaying the holy symbol of any human deity other than that of Pholtus should be fined and their holy 
  symbol should be confiscated for destruction by the Palish authorities. The amount of the fine varies by APL: APL 2—
  90gp. APL 4—130gp. APL 6—180gp, APL 8—260gp, APL 10—460gp, APL 12—660gp. The confiscation and fine 
  should take place as soon as any Palish authorities notice the holy symbol. This may leave a non-Pholtan cleric without 
  his holy symbol for the adventure, as non-Pholtan holy symbols may not be purchased in the Pale without taking special 
  actions. Non-human PCs are exempt from this law when displaying their racial deities’ holy symbol(s). Non-humans 
  are heathens who cannot even recognize the glory of Pholtus due to their beliefs in their own racial deities. If they can 
  be brought to the light of Pholtus, this is good and perhaps they can be redeemed, but if they do not, it is of no 
  consequence. Non-humans wearing the holy symbols of a human deity are treated the same as a human wearing a non-
  Pholtan holy symbol as they have shown that their souls have chosen to acknowledge human beliefs and culture, and 
  they should, therefore, be brought to the truth of Pholtus. 
   
  Some deities require special adjudication for this rule due to their positions within non-human cultures as well as 
  within human cultures. 
   
  • 
  Bleredd – Considered a human deity due to his origins as an Oeridian deity and continued worship by Oeridians. 
  • 
  Ehlonna – Considered an elven deity when worn as a holy symbol by elves only. This is due to special dispensation 
  and negotiations with the Phostaldaron to allow for continued use of the Treaty Road through the Phostwood and 
  into Tenh for the liberation and relief efforts in that region. All non-elves will be penalized as if violating the law 
  even if they are not human as Ehlonna is considered to be a human deity. 
  • 
  Fortubo – Considered a dwarven deity as he has withdrawn his support from the Suel, where his origins lie, in 
  favor of fighting against the derro and their evil deity. 
  • 
  Jascar – Considered a human deity, his origins are Suel and his primary worshippers still include many Suel. 
  • 
  Nazarn – Considered a half-orc deity, since even though his origin is Suel, he was a half-orc himself and is 
  venerated primarily by half-orcs 
  • 
  Ulaa – Considered a human deity due to her position as the wife of the Oeridian god, Bleredd, and her worship by 
  humans 
   
  Deities with Special Consideration due to their status: 
   
  • 
  St. Cuthbert – Clergy loyal to St. Cuthbert were found to be working with clergy loyal to an infernal deity in the 
  past. Displaying the holy symbol of St. Cuthbert is as offensive as displaying the holy symbol of a force of Chaos. 
  See the next entry for worshippers of Chaotic deities. 
  • 
  Chaotic Deities – Worshippers of Chaotic deities are fined double the usual fine, for being Agents of Chaos. 
  • 
  Evil Deities – If a PC is found to be carrying the unholy symbol of an evil deity, all normal actions will be taken, 
  and a geas/quest is cast on the PC to keep him from touching the unholy symbols of evil deities in the future. (The 
  above assumes that the PC is not actually a cleric of the evil deity, since that is prohibited in the Living Greyhawk 
  Campaign.) 
   
  No PC may enforce this rule through combat or offensive physical actions. Player-vs-player conflict will be adjudicated 
  as a violation of the RPGA General Rules, as always. If one PC chooses to report another PC to the authorities for a 
  violation of this law, he will also be questioned and detained as to why he was associating with such a heathen, but will 
  not be penalized. 
   
  For fair adjudication of this rule in the Theocracy of the Pale, some in-game rules are required for skills like Bluff 
  and the hiding of non-Pholtan holy symbols: 
   
  1. 
  To locate a non-Pholtan holy symbol in the Pale requires a DC 25 Gather Information check and the holy symbol 
  will cost twice the standard price listed in the Player’s Handbook price. 
  2. 
  To craft a new wooden holy symbol requires a DC 15 Craft (jewelrymaking) or (woodcarving) check. 
  3. 
  Seeing a holy symbol in its normal location around the neck as a necklace unless engaged in conversation or within 
  a normal conversational distance from someone is a DC 10 (the average Pale legal authority has an average Spot 
  PAL6-05 Heart of Winter 
   
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  skill of +2). Holy symbols worn as other pieces of jewelry are not readily recognized as holy symbols at this time 
  and require a DC 20 Spot check to notice followed by a DC 15 Knowledge (religion) check to identify the holy 
  symbol since it is a non-standard holy symbol; it is the same Spot check even if engaged in conversation as most 
  people look to the neck to notice holy symbols. 
  4. 
  It is a Bluff check or Sleight of Hand check (player’s choice) opposed by Spot checks may be used to cast a spell 
  using a holy symbol without the other person being able to see the holy symbol being used to cast the spell. The 
  person attempting this has a -5 circumstance penalty due to the requirement of forceful presentation of holy 
  symbols to cast spells where they are required as the divine focus. 
  5. 
  It is a DC 10 Knowledge (religion) check to identify the holy symbol of most deities. Some more obscure deities 
  require a DC 15 and some extremely obscure deities may require a higher check to identify their holy symbols. 
  Judges should use their best judgement on this, but a simple guide is if the deity is listed in the Player’s Handbook or 
  is a greater deity according to the LG deities’ document, it is probably only a DC 10 check. If you haven’t heard of 
  the deity before, the deity is probably obscure. 
   
  Arcane Registration by Arcane Spellcasters 
   
  Arcane magic is distrusted in the Theocracy of the Pale. Thus, the law requires all arcane spellcasters to register with the 
  government. (Registry with the government is not the same as membership in the Arcanist Guild, which is a meta-game 
  organization.) The Church is very diligent about informing foreigners of this law, so most traveling spellcasters are 
  promptly registered as well.  
   
  Any PC who is found not to be registered as an arcane spellcaster within the Pale will be arrested and confined to 
  service within a New Dawn Camp for a period of 4 TU (one month in game terms). The arcanist will immediately be 
  registered as such in the Pale as a part of his arrest.  
   
  In Pale Regional scenarios, city guards or other officials may ask any known arcane casters to show proof of 
  registration. As the player of an arcane caster, you may download and print the Arcane Registration Certificate from the 
  Pale regional website (http://www.theocracyofthepale.com/downloads/ arcane_registration.pdf). If you are judging a 
  scenario, you might want to print some certificates, in case any players with arcanist PCs have not done so for 
  themselves. Just because a player has failed to print this certificate for his character is not a reason to punish his PC; if 
  the player just did not have the opportunity or means to print a certificate, you may assume he is registered if he says he 
  is though you may wish to document this on his AR. Once an arcanist has been arrested, he is registered in the Pale and 
  this should be documented on his AR. It does not matter if he destroys his certificate or not as the Pale keeps diligent 
  records of the registered arcanists and this information is transcribed to the registration books throughout the Pale once 
  a month. 
   
  Arcane spellcaster characters may attempt to utilize forged documents if they so choose. It requires a Bluff check 
  opposed by the Sense Motive check of the authorities attempting to verify the PCs registration paperwork to succeed at 
  this ruse. Failure results in arrest for not being registered and an additional 500 gp fine for forging official Pale 
  documents. (If the PC has the ability to forge documents, this check may be used in lieu of his Bluff check.) 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/PAL (Theocracy of the Pale)/PAL6-05 Heart of Winter (3E).pdf