TEXT: 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 the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  PAL5-04 
   
   
   
   
   
  Seeds of Winter 
   
  A One-Round D&D LIVING GREYHAWK®  
  Theocracy of the Pale Regional Adventure 
  Version 1.0 
  By Neil Harkins 
  Triad Reviewer: Donovan Hicks 
   
   
  Growfest has arrived, but frost remains on the ground, delaying the planting and its celebration. Although the nearby 
  Rakers are free of the mysterious Winterwind, plans from years ago are incubating—hardly a reason for the Pale to 
  rejoice. An adventure for characters of Average Party Level 6-10 who remember the taproom tales of veteran Palish 
  adventurers. 
  
  PAL5-04 Seeds of Winter 
   
  Page 1 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Playing the Game 
   
   
   
   
   
  Instruct the players either to prepare their characters 
  to participate in the adventure before the session begins, or 
  wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out the RPGA Tracking Sheet.  The DM should 
  complete the top of the form and list his name and RPGA 
  number.  The players should each list their name and 
  RPGA number.  After the form is filled out it should be 
  given to the Event Coordinator. 
  Living Greyhawk 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to have in 
  order to run a D&D game, it is also recommended that 
  you have a copy of the LIVING GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  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 being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc.) use the sidebar chart to determine the 
  number of levels you add to the sum above. 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.  
  Nevertheless, if a character has the Mounted 
  Combat feat, he may bring a single warhorse, light or 
  heavy, with him in the adventure and it will not 
  count toward the APL calculation. 
  
  PAL5-04 Seeds of Winter 
   
  Page 2 
  # 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 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six 
  PCs, add one to that average. 
  By following these four steps, you 
  will have determined the APL. 
  Throughout this adventure, APLs 
  categorize the level of challenge the 
  PCs will 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 
  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 may 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 will receive only one-half of 
  the experience points for the adventure.  Further, if the 
  PC is three character levels or more lower than the APL 
  at which this adventure is being played, that PC will 
  receive one-half gold for the adventure as well.  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. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not 
  play the scenario unless the highest APL supported by 
  the adventure is APL 12. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Four or five 1st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If a group is APL 1 
  there are two things that the group can do to help even 
  the score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round 
  Regional adventure, set in the 
  Theocracy 
  of 
  the 
  Pale.  
  Characters 
  native 
  to 
  the 
  Theocracy of the Pale pay one 
  Time Unit per round, all others 
  pay two Time Units per round.  
  Adventurer’s Standard Upkeep 
  costs 12gp per Time Unit.  Rich 
  Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 
  100gp per Time Unit. 
  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 
   
   
   
  It is illegal for adventurers to display a human holy 
  symbol other than that of Pholtus in the Pale as of 
  September 1, 2005. Even before that time, Judges should 
  begin to discourage the display of non-Pholtan holy 
  symbols by having Priests of the Church of the One True 
  Path or other authorities of the Pale question the wearing 
  of the holy symbols of false deities.  
   
  After September 1, 2005, PCs displaying the holy 
  symbol of any human deity other than that of Pholtus 
  should be fined 200 gp and their holy symbol should be 
  confiscated for destruction by the Palish authorities. This 
  action 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 a Gather Information check DC 25 to locate a 
  merchant who can sell him one. 
   
  Non-human PCs are exempt from this law when 
  displaying their racial deities’ holy symbol(s). Non-
  humans are heathens beyond redemption and do not 
  
  PAL5-04 Seeds of Winter 
   
  Page 3 
  matter in the greater scheme of Pholtus. 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. 
  Adventure Background 
  This scenario draws on several Pale Regional scenarios of 
  the past four years. 
   
  In late CY 591, the Bloodtooth tribe of goblins cut 
  off supply routes to the Palish mining town of Copper 
  Gorge, high in the Rakers. The chieftain, Targh, reasoned 
  that they were reclaiming goblin lands stolen by Palish 
  settlers. When the goblins attacked in force, they did not 
  expect a group of adventurers on a mission of mercy to 
  have arrived and organized some defenses. As a result, 
  the Bloodtooth tribe was decimated. (These events 
  happened in PAL1-08 Cold Comfort by Gareth Hughes.) 
   
  A few survivors of the goblin warband escaped back 
  to their caves, bringing word of the demise of Targh, his 
  shaman, Grod the Wailer (a bard), and most of their 
  warriors. Ironically, their prospects of survival had now 
  become bleak as a result of their failed conquest.  
   
  A young apprentice to Grod, named Slag, set out to 
  find other tribes of goblins willing to help them. A week 
  later, many miles from his caves, frozen and near death, 
  Slag was discovered by a huge white dragon calling 
  himself* "Winterwind". A deal was quickly struck: the 
  goblin's servitude in exchange for saving his life. (*Not 
  being familiar enough with Draconic anatomy, Slag 
  asked the dragon if it was male or female, to which it 
  replied that it was male, thanks for asking. Apparently 
  observing the shape of the crest is how one determines 
  the gender of a dragon from a polite distance.) 
   
  The dragon already had a purpose in mind for 
  someone small and cunning with the ability to disguise 
  himself (one of the few tricks Grod had taught Slag). It 
  involved a clutch of five white dragon eggs that 
  Winterwind's mate had laid about a year prior. 
   
  One of these eggs had hatched early in CY 591, but 
  the wyrmling was slain soon after, by adventurers from 
  the Pale exploring the Rakers. (These events happened in 
  PAL1-02 Absence of Law by Bart Scott.) Fearing further 
  hunting, Winterwind decided that his brood's best 
  chance for survival was to designate a guardian for each 
  egg.  The guardians would transport the eggs to secret 
  and safe locations, to hatch and mature without the 
  attention of the Pale.  
   
  Conveniently, the dragon had obtained a tome of 
  Draconic magicks which described a spell to keep an egg 
  protected in stasis for an indefinite period of time until 
  actively incubated by dragon’s breath. The tome also told 
  how to make a magical ring from a dragon's claw, which 
  could slowly transform a humanoid or giant into a half-
  dragon of the type that donated the claw and, thus, 
  capable of incubating an egg of the same type. The rings 
  would also provide several defenses and incentives to 
  protecting the egg and the wyrmling it would yield.  
   
  Being inclined to the dramatic, Winterwind likened 
  these guardians to gardeners, planting his seeds 
  throughout the Pale, so that one day, they might grow to 
  assist him in making the lands occupied by the 
  Theocracy inhospitable to these despicably lawful 
  humans. The dragon insisted to Slag that these minions 
  be referred to as such, and even spelled "guardeners", if 
  the need arose to ever commit it to script, although that 
  would certainly compromise the secrecy of his plot. 
   
  Disguised as a halfling with the name "Mikkos 
  Cassadine", Slag entered the Pale and began searching for 
  a ring-forger capable of constructing four of these 
  complex rings (one for each remaining egg).  
   
  This led him to the greatest ring-forger the Pale has 
  ever known, the reclusive Zambaric III, to whom he 
  presented the relevant pages from the draconic tome and 
  a white dragon's claw from which to carve the rings. 
  (Zambaric was met by PCs much later, in PAL4-01 Lost 
  Soul by Frank Bayer.) As payment, he offered a good deal 
  of gold (from Winterwind's hoard) and some scrolls of 
  cold magic, and promised some of the rare material 
  component “coldfire”, which the spells require, upon 
  completion of the rings.  
   
  Zambaric was fascinated by the notes alone and 
  accepted immediately, as a personal challenge, without 
  much thought as to how they could be used. Each ring 
  would require one full year to complete, though, which 
  would provide plenty of time to ponder its uses and real 
  purpose.  
   
  Winterwind 
  had 
  already 
  selected 
  his 
  first 
  “guardener”: a female half-elf sorceress by the name of 
  Shill, but she would actually get the second ring. (She 
  was encountered and slain in PAL4S-03 Twisting In the 
  Wind, an interactive event at Kublacon 2004. The 
  existence of the dragon egg in her care was unknown at 
  the time.)  
   
  As Zambaric made the rings, Slag travelled the Pale's 
  underbelly, searching for two other guardians for the last 
  two eggs. If Slag completed all these tasks successfully, 
  he himself would be given the final egg and ring.  
   
  Nervous at the prospect of being discovered, Slag 
  quickly unloaded two eggs at a black market outside 
  Holdworthy, to an ogre named Mosk and a mysterious 
  female tiefling poison-merchant named Umar. Umar 
  agreed only under the condition that Slag obtain some 
  dragon bile from Winterwind, as it can be used as an 
  extremely potent contact poison. Slag agreed to deliver 
  the poison when he delivered her completed ring. 
   
  Mosk hid in a cave in the hills west of Holdworthy, 
  and hatched his egg soon after receiving the first ring, 
  but the wyrmling was feisty and dug through to another 
  
  PAL5-04 Seeds of Winter 
   
  Page 4 
  cave used by cultists of Hextor. Both Mosk, now 
  transformed into a half-dragon, and his wyrmling were 
  discovered and slain when the Theocracy cracked down 
  on heathen activities in the area. (These events happened 
  in PAL2-05 The Heretic by Joe Streeper.)  
   
  The second ring was brought to Shill, who began her 
  transformation immediately, but hesitated to hatch her 
  egg, instead hiding it in the Twist mines before she was 
  slain by adventurers. 
   
  During this time, long-sealed rifts to the fiendish 
  planes called the ‘Scars of Nerull’ began to reopen in the 
  landscape of the Pale (These events began in PAL2-03 
  Stitch in Time by Derek Schubert.) Instead of assisting the 
  local Old Faith druids to re-establish their seals, the 
  Theocracy decided to punish the druids involved with 
  the seals for their secrecy as if they were complicit. 
  (These events happened in PAL3S-04 Dark Scars Against 
  the Light and PAL4S-02 Unnatural Law, which many Pale 
  authors collaborated on.)  
   
  Some of the druids found themselves at the black 
  market outside Holdworthy, looking for assistance in 
  smuggling them out of the Pale to avoid persecution. Slag 
  agreed to help them in exchange for some druidic 
  training, 
  instead 
  of 
  monetary 
  payment. 
  Having 
  accumulated many contacts in the black market, he 
  organized an ‘underground railroad’ to help them flee.  
   
  When Slag came to Zambaric for the third ring, the 
  old wizard had begun to get suspicious of the mysterious 
  halfling and his interest in these rings. Somehow, 
  Zambaric suspected, the legendary Winterwind might be 
  involved. Although he had completed the third ring, he 
  told Slag that unforeseen delays had prevented him from 
  completing it on time, and that both the third and fourth 
  rings could be picked up together, in one year’s time. Slag 
  was greatly annoyed by this, but was subject to 
  Zambaric’s whim. He returned to the caves that his 
  newly formed goblin warband, the Ice Claw Tribe, had 
  claimed. Little did he know, Zambaric had an arcane eye 
  following him to the caves, and observed him transform 
  back to his goblin appearance.  
   
  Now aware of Slag’s true identity, but still unsure of 
  the goblin’s motives, Zambaric decided to finish the 
  fourth ring, but confront this goblin about the deception 
  before deciding whether or not to give him the rings. 
  However, in the event of a mishap, just before his final 
  meeting with Slag, he encoded a message of what he 
  knew and suspected into a word chain puzzle, which he 
  intended to send to his longtime friend, Father Bartok. 
   
  Over the next year, Slag established peaceful trade 
  contact with the Frigdrasil tribe (Frost Barbarians) that 
  now inhabits the northern Rakers (featured in PAL4-08 
  Winters Past by Donovan Hicks). Although Chief 
  Fjorgens Iceblood was unimpressed by this goblin, the 
  shamans were extremely interested in the rare scrolls and 
  spell components being offered. The shamans gave Slag a 
  Bracelet of the North and a Frigdrasil war hound in trade. 
  Fjorgens thought that Slag was weak and useless, but the 
  shamans were willing to trade with him for his cold 
  magic. 
   
  The Ice Claw tribe also got help from a diabolical 
  caribou-like creature called a rejkar (see the Monster 
  Manual III), which was roaming the Rakers looking for 
  new thralls. It transformed their raw wood and steel into 
  masterwork weapons. The goblins owe it a favor, which it 
  has not yet come to collect.  
   
  Shortly after that, news of Winterwind’s death began 
  spreading across the Pale. Slag still refuses to believe that 
  his powerful master could have been slain, though his 
  master no longer contacts him. But the goblin continues 
  his mission, now with renewed sense of importance, that 
  the unhatched wyrmling he carries might be the last of 
  its lineage. 
   
  Slag finally returned to Zambaric and was surprised 
  by his direct questions. The wizard did not let on that he 
  knew where Slag called home but confronted him about 
  being a goblin, and then accused him of carrying on some 
  foul plan devised by Winterwind. In a panic, the goblin 
  used the dragon's bile he had obtained some time ago for 
  Umar and paralyzed Zambaric. In the moment before the 
  poison took effect, the old wizard grasped the parchment 
  with his special puzzle. Slag examined the parchment but 
  was not smart enough to tell it apart from the hundreds 
  of other parchments with puzzles scrawled upon them. 
   
  After tearing apart the cottage and finding the two 
  remaining rings, Slag took back the notes on their 
  construction 
  and 
  unleashed 
  a 
  snowflake 
  ooze. 
  (Winterwind had given him the ooze in a special jar, for 
  dealing with a situation where he needed to ‘cover his 
  escape’.) He didn’t want to kill the old wizard, but 
  Zambaric knew too much and would surely send the Pale 
  looking for him and destroy the Ice Claw tribe just like 
  the Bloodtooth was slain. Or at least this is how it seemed 
  to Slag at the time. The ooze finished off the helpless 
  Zambaric and would remain to prevent anyone else from 
  finding out what the old wizard knew. 
   
  Slag then set out to Holdworthy, where he gave the 
  other ring to Umar and suggested she go into hiding. 
   
  And that brings us to the present… 
   
  (DM Aid #1 contains a timeline of these background 
  events.) 
  Adventure Summary 
  At the start of this adventure, Slag is in Holdworthy, 
  having just presented one of the final two rings to Umar. 
  They have each put on their ring, which has begun their 
  transformations, and is now protecting them from 
  scrying. 
   
  Encounter One opens in Wintershiven at a 
  dimensional anchoring ceremony at the Pious Pilgrim. 
  The date is that of the Growfest celebration, although 
  
  PAL5-04 Seeds of Winter 
   
  Page 5 
  with a late frost still upon the ground and a bitter chill in 
  the air, no planting has begun, thus there is little to 
  celebrate. The winter of CY 594/595 has been unusually 
  harsh, and the longest in many generations of records.  
   
  At the anchoring ceremony, an old priest named 
  Father Bartok asks the party to check in on his old friend 
  Zambaric. They usually keep in touch by sending puzzles 
  to each other via magical means (the spell sending), but 
  Zambaric stopped sending puzzles a few days ago. 
   
  In Encounter Two, the party witnesses some 
  political turmoil, in which a poor, blind Pholtan seer 
  warns of obscure portents. 
   
  Shortly after the party passes through Holdworthy, 
  Slag sets out from there for Ogburg, actually following 
  them on the road, unbeknownst to either him or the 
  party. 
   
  Zambaric’s cottage lies two miles south of Ogburg; 
  however, the cold has damaged the mechanism of the 
  city’s south gate. The adventurers are directed to the east 
  gate, where a ranger named Bryanna practices archery. 
  She has information about geography in the Rakers 
  should the party think to come back and ask her later.  
   
  Slag passes through Ogburg at about exactly the 
  same time the PCs reach Zambaric’s cottage. He rejoins 
  his dog Mush at the foot of the Howling Mist Pass and 
  begins to ascend it, leaving no trace, but traveling slower 
  once he feels confident that the guards Winterwind 
  assigned to this pass many years ago (the belkers in 
  Encounter Five) will prevent anyone from following 
  him.  
   
  Encounter Three takes place at Zambaric’s cottage, 
  where the party finds a bizarre sight. Drifts of snow 
  inside the cottage cover the old wizard’s body and the 
  contents of his library, which have been scattered about 
  as if someone had been searching for something. 
   
  The snow is actually the snowflake ooze left by Slag. 
  After dispatching it, the party can find clues. If the party 
  uses energy attacks, they might damage the papers and 
  accidentally destroy an important clue. 
   
  This most important clue is a sheet of what appear to 
  be word chains (also called ‘doublets’), which were 
  Zambaric’s favorite type of puzzle. The puzzles are 
  actually an encoded message, mentioning Winterwind, 
  “The Howling Mist Pass” (a steep chasm ascent into the 
  Rakers, east of Ogburg), and “The Anvil” (a geographic 
  formation above some caves which Slag’s warband 
  currently calls home). 
   
  Encounter Four explains many ways in which the 
  adventurers can piece together where the murderer can 
  be found. Here, the adventure branches; there are two 
  ways to go: the Howling Mist Pass, which is short but too 
  steep for horses (Encounter Five), or the much longer 
  northern route, east of Eltison, which can accommodate 
  horses (Encounter Seven). The former involves a combat 
  with belker guardians placed there by Winterwind many 
  years ago, while the latter has an NPC encounter which 
  gives insight into Slag’s complex character. As Slag is 
  currently in transit, time is significant. These factors 
  determine which encounters the PCs will face. 
   
  If the party makes all haste up the pass, they will 
  catch up with Slag on the tundra the next morning in 
  Encounter Six. Unless the party gives him an immediate 
  sense of danger, he will be friendly, as he would to other 
  potential allies. If confronted with his crime, and 
  association with Winterwind, he will do whatever he can 
  to escape, and protect his unhatched wyrmling. 
   
  Slag is on the way to rejoin his warband at the base of 
  a natural geographic formation called ‘the Anvil’, where 
  Slag has used cold magic he learned from Winterwind to 
  build fortified defenses. If the party fails to catch up with 
  Slag or he escapes from them, he will be guarded by the 
  Ice Claw Tribe (Encounter Eight), which are significantly 
  more dangerous with his leadership. This will also be the 
  case if the party takes the longer route east of Eltison. 
   
  Whether Slag is faced alone, or after/with his 
  warband (possibly encountering him again after he 
  escapes the first time), the party is faced with a moral 
  dilemma: should Slag go free and should he keep the 
  egg? 
   
  The party may then face minions of Winterwind on 
  the return journey (Encounter Nine or Encounter Five in 
  reverse if they didn’t ascend the Howling Mist Pass) 
  unless they left on good terms with Slag, in which case 
  they run into a deadly collapsing crevasse (Encounter 
  Ten). 
   
  A diagram of the possible paths is provided as DM 
  Aid #2.  
   
  The conclusion depends on the party’s actions. 
  Regardless of whether they bring Slag and/or his white 
  dragon egg to the Theocracy, Shill’s egg is found in the 
  Twist Mines and turned over to the Church, making 
  them aware of this development. 
   
  A critical events summary at the end tracks how 
  things were left by the PCs. 
  Preparation for Play 
  It is recommended that the judge obtain each PC’s Will 
  save, Spot and Listen check modifiers, and record several 
  d20 rolls from each player for secretly determining if 
  they can prevent Slag’s escape in either Encounter Six or 
  Encounter Eight. 
  Introduction 
  Growfest of CY 595 has arrived, but there is no 
  celebration of planting in Wintershiven today, as 
  the harsh winter of CY 594-595 has persisted longer 
  than ever before in the 350-year history of the Pale. 
  You find yourself in the capital city, shivering in the 
  
  PAL5-04 Seeds of Winter 
   
  Page 6 
  brisk air along with other observers of the 
  anchoring 
  ceremony 
  of 
  the 
  Pious 
  Pilgrim. 
  Gouvernail, the proprietor, had planned to throw a 
  great Growfest celebration anyway, but he also 
  wanted his establishment to be the first to receive 
  wards 
  against 
  extradimensional 
  attacks. 
  The 
  wholesale shifting of an inn to Acheron, as 
  happened here two years ago, will never happen 
  again in the Pale! (This was in PAL3-06 Fog of War by 
  Brian Moseley and Nick Tulach.) 
   
  A few months ago, some adventurers, guided by 
  the divinations of Jarret Beak, obtained the secrets 
  of permanently anchoring large areas to the 
  Material Plane in such a way that would not 
  bankrupt the Theocracy.  
   
  Members of the Clergy and the Arcanist Guild 
  are present, as well as some of the adventurers, but 
  few of the public turned out. Most chose instead to 
  stay inside by their hearths, waiting expectantly for 
  the soil to thaw. 
  The PCs may introduce themselves to each other, since 
  they are probably among the more colorful or 
  noteworthy members of the crowd. 
  Encounter One 
  The party is approached by an old cleric with a request.  
  An older member of the clergy, bundled well in a 
  fur-lined white robe, seems to notice you and 
  wanders over through the onlookers to ask, “Be you 
  adventurers?”  
  Give the players a chance to respond before continuing. 
  He strokes his thick, grey beard with a gloved hand 
  as he goes on. “I thought you might be. My name is 
  Father Bartok, and I was once a young adventurer 
  myself, but, eventually, we all retire. If you don’t 
  mind a word from a reasonably wise old man, it’s 
  good to figure out your real passion—what you like 
  to do, aside from adventuring, and use adventuring 
  to achieve that goal. Adventuring only for its own 
  sake 
  is 
  merely 
  pursuit 
  of 
  power, 
  which 
  unfortunately always leads to evil. Luckily, we 
  clerics live to serve, thus, I will always have work to 
  do. Something comes to mind about idle hands 
  being the playground of fiends, but forgive me, I 
  didn’t mean to preach at you on such a day of 
  celebration. I actually wanted to ask if you were 
  going south near Ogburg anytime soon…?  
   
  “You see, I have a friend, also an old and retired 
  adventurer like myself. His name is Zambaric, a very 
  talented wizard, although he’s gotten a little bit 
  funny in his old age. He lives just outside Ogburg, a 
  bit of a recluse, but every day we keep in touch by 
  casting a sending spell to each other to exchange 
  puzzles. Except, I haven’t heard from him in a few 
  days, which has me a bit worried. Although not an 
  avid Pholtan like me, he is religious about those 
  puzzles! I would scry to make sure he’s alright, 
  except his cottage is warded to prevent those and 
  other unwanted magical intrusions. Would you 
  mind dropping in to see if he’s OK?” 
  This is the obvious “hook”, and you should try to entice 
  the party to “bite”. If you’ve got time for some role-
  playing, there are some details of the other NPCs present 
  at the ceremony at the end of this section. 
   
  Father Bartok is a bearded Oeridian, about 60 
  winters old, who grew up in Ahlissa near Kalstrand. He 
  was one of the last remaining Pholtans in the area, but 
  was unable to compete with the rise of Hextorism over 
  the past few hundred years. One day, a party of 
  adventurers approached him for healing services while 
  they were exploring nearby crypts. He joined them, and 
  befriended the party wizard, Zambaric, as they both had a 
  passion for puzzles (it was actually Bartok that introduced 
  Zambaric to the “word chain” puzzles that he grew to 
  love!). After many years of adventuring around the 
  Glorioles, Bartok decided to finally follow the other 
  pilgrims to the Theocracy and convinced Zambaric to 
  settle there as well. Bartok was stationed by the Church 
  in Wintershiven, but Zambaric disliked the extreme cold 
  that far north, thus had a cottage built south of Ogburg. 
   
  Every few years, Zambaric would travel to 
  Wintershiven to buy rings that he would later enchant. 
  Bartok always took advantage of this opportunity to catch 
  up with his old friend. The last such meeting was two 
  years ago. Zambaric was working on a lengthy 
  commission to make four complex magical rings for a 
  halfling named Mikkos Cassadine. The instructions for 
  the rings were in an ancient tome written in Draconic, 
  which the halfling had acquired from a bookseller 
  somewhere. Zambaric wasn’t completely sure of the 
  features of the end result, but the process itself was 
  fascinating to him. Unlike most of his rings, which are 
  forged metal, these four rings were to be carved from a 
  great claw, which the halfling also provided. Bartok told 
  Zambaric to be careful when fiddling with the unknown 
  but was not overly concerned for his competent friend. 
  “He can take care of himself,” he thought. 
   
  Zambaric is a reluctantly registered Arcanist in the 
  Pale. Bartok will explain that his friend is extremely 
  reclusive and paranoid, and very much dislikes the 
  bureaucracy of the Arcanist Guild and the Church 
  (especially the tithe/tax collectors). He has never been a 
  member of the Arcanist Guild, although many members 
  are certainly familiar with his reputation and handiwork. 
  He looks favorably on their apprentice program that 
  teaches the arcane arts to the next generation; he himself, 
  though, has little patience for teaching. 
   
  Bartok believes that Zambaric’s cottage is protected 
  to prevent scrying, as well as extra-dimensional travel (a 
  very costly abjuration of his own invention, not similar to 
  
  PAL5-04 Seeds of Winter 
   
  Page 7 
  that which is currently being employed throughout The 
  Pale). 
   
  The PCs may also talk with Gouvernail (male human 
  Com2/Exp2), the proprietor of the Pious Pilgrim in 
  Wintershiven. He originally scheduled the ceremony to 
  happen in spring with a great outdoor festival. The late 
  winter has unfortunately ruined those plans, although he 
  is still relieved that his prized establishment is no longer 
  in danger of being transported to another plane again! 
  “Gouver” is a friendly fellow with an ample belly, a beet-
  red nose, and large clear eyes. He recently gave up 
  smoking, so he seems nervous and fidgety.  
   
  Encounter Two 
  Later in Wintershiven, the party observes tensions in the 
  current political climate. 
  As you prepare to leave the capital of the Pale for 
  Ogburg, you hear a great commotion coming from 
  the center of the city.  
   
  Despite the cold weather, the Basilica of 
  Wintershiven is full of citizens clamoring loudly 
  that the Theocrat open the central grain reserve to 
  them. Many are farmers from smaller towns, hoping 
  to go home with some grain for their families.  
   
  They gave grain to their local stores last harvest 
  and every harvest before that, and now, during this 
  hardship, expect to withdraw their grain, but are 
  finding that they are being rationed! 
  Each city in the Theocracy has its own grain stores. The 
  local farmers contribute to these stores during harvests 
  and withdraw during long winters. These local grain 
  stores are only built to hold a few months’ worth of grain 
  for the surrounding area, so any excess is sent to the 
  larger central grain repository in Wintershiven, which is 
  for emergency purposes only. 
  You can hear many saying that the central grain 
  reserve has diminished over the past two years. It 
  seems Theocrat Baslett has been continually 
  approving the requests of the Provisional Governor 
  of Atherstone to feed the Tenha refugees, in an 
  attempt to maintain order there. The recent 
  invasion of Tenh has also cost the Pale, as its war 
  machine requires a great deal of food. The conquest 
  was easier because Tenh—now the Stonelands—is 
  still barren, but its reward does little to replenish 
  resources in the short term.   
   
  Because of this, the attitude of the majority is 
  distinctly conservative and xenophobic, to the point 
  that some Oeridians insist the Tenha be forcibly 
  driven out of the Pale. Some Flan farmers in 
  attendance are offended by these remarks, but all 
  share the disapproval of the current Theocrat’s 
  judgement in this matter. All are angry and 
  frustrated. 
   
  Eventually, some quiet to hear a burly farmer up 
  on a wall. Although his words don’t promise 
  deliverance, they bring a prophetic focus to the 
  anger of the crowd.  
   
  “All ye faithful!!! Hear me! We are all angered by 
  these events, but know that Pholtus has not 
  abandoned us! He has given us warnings, but he 
  chose one of his faithful, a lowly blind beggar, to be 
  his vehicle, instead of a heathen! For the past year, 
  Brother Jeremiah has traveled the Pale, preaching of 
  his vision, and none of us listened. We put our trust 
  in our leaders, who in turn put their trust in a 
  heathen! Listen now to Brother Jeremiah recount 
  his visions, and tell me that it is not Pholtus 
  warning us!”  
   
  He then pulls onto the wall a shabbily dressed 
  man with a walking staff. He is not old but has 
  endured hardship beyond his years. His broad frame 
  is gaunt, his posture stooped. Even from this 
  distance, you notice his eye sockets are empty and 
  blackened. Although obviously overwhelmed by the 
  noise, he begins to speak. 
   
  “One year ago, I was blinded. But where Pholtus 
  hath taken away, he hath also given! My vision was 
  replaced with the sight beyond sight, through which 
  I see a large clawed talon, reaching down from the 
  sky, to dig into the beloved fields of our sacred 
  homeland, as if to plow the soil! I watched this claw 
  then bury several big white globes. But no plant 
  grew from these seeds! Oh no, a field of ice spread 
  from that very spot, to cover our land! All the 
  farmers tried to break the ice with picks and plows, 
  but it was so strong their implements broke instead! 
  And we were starving, my dear people! Every night, I 
  have seen these events unfold, and awoke to tears 
  from my sightless eyes. I knew this winter would be 
  the hardest we have ever faced due to some as yet 
  unknown force. I travelled to your cities and shared 
  this vision. But now, the portents of my visions are 
  upon us as I have feared.” 
   
  As he pauses for a moment, the farmer quickly 
  seizes the attention of the crowd back from 
  Jeremiah.  
   
  “Many of us heard Jeremiah, none of us took it 
  to heart. But this is not our fault, good people! 
  Should the weight of prophecy and grain accounting 
  fall on us? These are the duties of our government!” 
   
  The blind prophet attempts to speak words of 
  encouragement 
  that 
  counter 
  this 
  rebellious 
  interpretation of his vision, but is drowned out by 
  the loud farmer. 
   
  “I ask, how did the Theocrat and his Council of 
  Nine Prelates not see this coming? Were they 
  
  PAL5-04 Seeds of Winter 
   
  Page 8 
  distracted by this constant infighting between the 
  progressives and conservatives? Do they not have a 
  seer with access to the fabled Yin Ling Ruby, much 
  more powerful than this pilgrim here? Perhaps if we 
  ask the right questions, we will get answers!” 
   
  Having lost the crowd’s ear, Jeremiah feels his 
  way down from the wall. The crowd parts to allow 
  him to leave, some touching him as he passes, in 
  case he is really blessed by Pholtus. The rest resume 
  their shouting, taking this new direction with vigor.  
   
  “Why, I hear that the Theocrat’s advisor, Jarret 
  Beak, isn’t even a Pholtan!” 
   
  “It’s 
  true! 
  He 
  worships 
  BOCCOB, 
  the 
  UNCARING one! He is more concerned with 
  furthering his powers of sorcery than helping the 
  common man!” 
   
  “Beak sent adventurers out to find means of 
  protecting taverns from disappearing! An imaginary 
  threat! While we all face real starvation!” 
   
  “We kicked the druids out of the Pale, but they 
  could’ve predicted the weather at least!” 
   
  “Pholtus himself chose the child Garreth to be 
  the Champion of the Pale instead of Governor 
  Gaston or Tristan Spencer, over the votes of the 
  council; surely this is another sign from on high! 
  Brother Jeremiah should be the high seer of the 
  Pale!” 
   
  “Beak is a heretic!”  
   
  “Beak must go!” 
   
  The shouts continue as the crowd waits for a 
  statement from the Theocrat, which instead comes 
  in the form of a regiment of Marchmen.  The 
  soldiers sweep across the basilica, pushing the 
  farmers to disperse. At the first sign of their 
  presence, the previously outspoken burly farmer 
  blends back into the crowd, obviously not eager to 
  spend time in Wintershiven’s New Dawn Camp. 
   
  All the farmers seem to know better than to 
  hurl rocks at these armored soldiers, and as food is 
  simply too scarce, they rely on words, which fail to 
  slow their approach. Eventually, the crowds all leave 
  without further incident, but their anger still 
  simmers.  
  If the party uses magical means or takes a couple hours to 
  track him down, the outspoken farmer can be found in a 
  tavern, grumbling and drinking himself into a stupor. 
  His name is Farrell Sureplow (“…of the Eltison 
  Sureplows”), and he has little more to say than what he 
  already has. He is a frustrated farmer who heard other 
  people saying things about Jeremiah, and he chose to 
  shout them, being a career loudmouth. If questioned 
  extensively, he believes the Theocrat is being misled by a 
  heathen advisor, and that their fortune will improve once 
  Jarret Beak is removed. 
   
  The party can also attempt to follow Brother 
  Jeremiah. They can find him at a different nearby inn, 
  where some pilgrims have paid for his food and lodgings. 
  He is indeed blind, and truly believes he has seen a vision 
  exactly as he has told it, and that it was sent to him by 
  Pholtus.  
   
  Jeremiah was a member of the Prelatal army unit 
  that eradicated the faranth (aberrations from PAL1-02 
  Absence of Law and PAL2-07 Appetites). On the return from 
  this mission, he barely managed to survive an avalanche 
  that slew all his fellow soldiers. Then, frostbite from a 
  sudden snowstorm took his eyes. As his sight faded, all 
  he saw was the sun reflecting off the snow, a blinding 
  light. After a few days of hallucinating, he eventually 
  stumbled downhill and was rescued by adventurers. His 
  military pension would have afforded him a regeneration 
  of his eyes, but he refused, saying that his blindness was a 
  gift from Pholtus, and he would not be ungrateful and 
  exchange it for the weaker sight of those unblessed by 
  Pholtus. 
   
  Any attempts to check out his story with Bardic 
  Lore, Sense Motive, Gather Information, or Knowledge 
  (local – Nyrond and her environs) verify Jeremiah’s story 
  as he tells it.  
   
  The white dragon eggs are indeed the “Seeds of 
  Winter” in his vision, although Jeremiah has no 
  knowledge of this, nor should the players have any in-
  game indication of that at this point.  
   
  If one of the PCs casts a divination in an attempt to 
  ascertain Jeremiah’s motivations, the response will be 
  vague: “Time will reveal the true threat to the Pale 
  through this new Seer.” 
  Encounter Three 
  Ogburg lies about 300 miles southeast of Wintershiven. 
  The city of Holdworthy is 75 miles along the way but is 
  not detailed here. Passing through Ogburg, the party has 
  a chance to (re)meet a valuable resource and discover 
  Zambaric’s fate.  
  A Lonely Archer 
  After stopping to refresh your provisions, and for a 
  warm meal in Ogburg, you notice that even the city-
  dwellers who don’t make their living off the land are 
  inconvenienced by this unusually long and cold 
  winter; the gears that operate the South Gate 
  apparently froze and broke during the course of the 
  night! As such, the guards direct you, along with 
  many other annoyed travelers, to the East Gate 
  instead, to get back on the southern road. 
  The party may decide to gather some information about 
  Zambaric in Ogburg. With a DC 15 Gather Information 
  
  PAL5-04 Seeds of Winter 
   
  Page 9 
  check, they learn that once a month, the old wizard uses 
  the sending spell to send a local store a list of provisions 
  he wants delivered to his cottage. An errand boy leaves 
  the foodstuffs and occasionally some other mundane 
  items requested upon his doorstep, and takes a pouch of 
  coins. They have not heard from him in about three 
  weeks now, but expect he’ll be needing fresh provisions 
  again soon. Several months back, Zambaric requested a 
  book about the geography of the Rakers.  
  Outside the East Gate are the archery ranges, empty, 
  save for one rugged young woman practicing, 
  apparently undeterred by the cold air. She is long-
  limbed and lean, wearing clothing more suited for 
  summer—not even a hat or hood. Her head is bare, 
  with dark hair pulled back to stay out of her brown 
  eyes. Nearby, a large white horse with a thick mane 
  and tail snorts quietly. 
  The woman is Bryanna (female human Rgr4), a former 
  member of the Trailblazers. (PCs may have met her in 
  PAL3-04 Full Circle by David Baker or in PAL4S-02 
  Unnatural Law.) Her mount, named Colin, is an 
  intelligent magical beast called an asperi and is currently 
  giving commentary on her shooting via telepathy. If no 
  PCs have met her previously, a Knowledge (local – 
  Nyrond and her environs) or Bardic Knowledge check of 
  DC 20 will allow the PCs to recognize her based on what 
  they might have heard about her (the information here). 
   
  The Trailblazers was a loose organization of rangers 
  who explored the Palish borders, mapping routes and 
  reporting to the Theocracy what they saw. About a year 
  ago, the Trailblazers were incorporated into the Prelatal 
  Army Scout Corps, which has too much structure (i.e. 
  paperwork!) for Bryanna’s taste, so she left to teach 
  archery to young students here, mostly girls, for the time 
  being. Unfortunately, classes have been slow all winter 
  because it is too cold. She has cast endure elements on 
  herself today and therefore feels comfortable despite her 
  light clothing. 
   
  She may be a useful resource to the party after they 
  discover the clues from Zambaric’s cottage as well. 
  Zambaric’s Cottage  
   
   
   
  When the PCs proceed from the city to Zambaric’s place, 
  read or paraphrase the following: 
  It’s about a half-hour walk to Zambaric’s cottage, 
  and the last bit is a dirt track off the main road, 
  where the ground crunches monotonously under 
  each frosty step. 
   
  Some old signs adorn the front yard; one 
  demands “No trespassing!” while the others contain 
  threats that have been weathered to the point of 
  being illegible. 
  Ask the PCs for a Spot check (DC 10) to notice that there 
  is no smoke coming from the chimney, which is 
  disconcerting, given the cold. At this point, the PCs will 
  probably suspect something is amiss. The cottage is 30 ft. 
  x 30 ft. with front and back doors; a bedroom and privy 
  are at the back and the front half is one large area, 
  complete with a stove, several crammed bookcases, and a 
  large desk/worktable. There are windows on either side 
  of the front door, both open very slightly. If the PCs look 
  through the windows, read or paraphrase the following: 
  You look inside the window to a very odd sight; 
  large drifts of snow cover the floor! There is no snow 
  on the ground outside the cottage, and it doesn’t 
  look like there has been any recently. Loose papers 
  and snow flutter about in the draft from the 
  window.  
   
  Lying in the corner is an elderly male human 
  dressed in a deep blue robe. He clutches some 
  papers in a black-fingered fist. Icicles hang from his 
  nose, making slanting bars across his gaping mouth; 
  rime rings his horror-filled eyes, which stare out the 
  window. 
  Make sure to describe the scene inside as extremely 
  bizarre and creepy! It is quite obvious that the room was 
  searched extensively before all the snow was unnaturally 
  deposited inside.  
   
  The body is that of Zambaric III. He is dead, from 
  the cold aura of a snowflake ooze hiding in the room. 
  Some dragon bile contact poison still remains in his 
  system. It damaged his strength such that he could not 
  defend himself. 
   
  When the ooze attacks, read or paraphrase this 
  description (verbatim from the Monster Manual III): 
  What at first appeared to be just a bank of snow is in 
  fact a lacy, delicate-looking creature resembling an 
  enormous snowflake with a complex structure. 
  Creatures:  
  APL 6 (EL 6 with circumstance) 
  � Snowflake Ooze (1): hp 63; see Combat Appendix 
  APL 6. 
  APL 8 (EL 8 with circumstance) 
  � Advanced Snowflake Ooze (1): hp 125; see 
  Combat Appendix APL 8. 
  APL 10 (EL 10 with circumstance) 
  � Advanced Snowflake Oozes (2): hp 125, 125; see 
  Combat Appendix APL 10. 
  Tactics: The snowflake ooze is mindless. It attacks 
  whoever comes into the room first. It grabs and 
  constricts whatever it can.  
   
  Note that any use of fire, acid, or electricity inside 
  the cottage is likely to ruin some of the papers. A wizard 
  in the party is likely to understand the significance of the 
  knowledge that could be lost. Ask for an Intelligence 
  check DC 10 from any party members who seem 
  
  PAL5-04 Seeds of Winter 
   
  Page 10 
  oblivious to this fact. Destruction of the papers result in 
  some scroll/spell access lost on the AR, and they lose a 
  puzzle clue as to who slew Zambaric, and where the 
  murderer can be found. For every such splash/area effect 
  used in the room, rip a random corner off Player 
  Handout #1 (after 4 such tears, only a diamond-shaped 
  piece of paper will remain), and cross off one of the four 
  rare scrolls mentioned below to represent it being 
  destroyed.   
  The Evidence 
  Once the ooze has been dispatched, the party may 
  investigate the scene. 
  Zambaric and the Word-Puzzle Clue 
  Zambaric is quite dead and has been for a few days. Some 
  residual poison remains in his system if a party member 
  casts detect poison for it. A Heal check of DC 20 reveals he 
  was rendered immobile by poison. A DC 30 check 
  identifies the poison as dragon bile. 
   
  Zambaric’s fist grips whatever remains of a 
  parchment (Player Handout #1), upon which appear to be 
  several completed “word chain” puzzles (also called 
  “doublets”) that Zambaric enjoyed in life (PAL4-01 Lost 
  Soul by Frank Bayer). Closer investigation should reveal 
  there are quite obvious simpler solutions to several of the 
  puzzles than what Zambaric scribbled down. Surely one 
  as intelligent as Zambaric would have caught that! The 
  puzzles are, in fact, an encoded message.  
   
  Between each line of a word chain, one letter is 
  changed to something new. Those new letters from each 
  word chain can be strung together to spell words, which 
  once combined, are clues to the trail of his murderer. The 
  solution to the encoded message puzzle is shown on DM 
  Handout #2. The message is as follows: WINTER WIND 
  RINGS GOBLIN RAKERS HOWL MIST PASS ANVIL. 
   
  If the party is not familiar with word chain puzzles, 
  either Father Bartok or anyone at an Arcanist Guildhouse 
  would recognize these puzzles as such and explain them. 
  This is described in the next encounter. 
  Scrolls and Spellbooks 
  The other papers about the room appear to be scrolls of 
  arcane spells, which are most probably unlike any they’ve 
  ever seen. They are from the Frostburn expansion book:  
  • 
  ice web (Sor/Wiz4)  
  • 
  suppress flame (Sor/Wiz5)  
  • 
  wall of coldfire (Sor/Wiz4)  
  • 
  waves of cold (Sor/Wiz6)  
   
  If a PC uses read magic, an appropriate Knowledge 
  (arcana) or Spellcraft skill check (DC 15 + spell level) 
  reveals that these spells require a special material 
  component called “coldfire”. Although activating the 
  scroll does not require the component, if one were to 
  scribe the spell to their spellbook and prepare it, they 
  could not cast it without the rare material component. 
   
  The Draconic tome with the instructions on forging 
  the rings is not here. Slag/Mikkos took it when he left. 
   
  Several of Zambaric’s old spellbooks are here, 
  although they only have low-level spells (all 3rd-level and 
  lower Wizard spells listed as “core” in the LGCS). 
  Zambaric committed all his higher-level spells to 
  memory with his Spell Mastery feats.  
  Last Will and Testament 
  Zambaric has written that the spellbooks be given to the 
  Pale’s Arcanist Guild, although PCs can spend additional 
  TUs scribing spells from these books before handing 
  them over. This is covered in the Conclusion section. 
  Other Books 
  There are many other books here on various topics. If a 
  PC spends a few minutes looking explicitly for a book on 
  Geography of the Rakers, they may find one. It mentions 
  the Howling Mist Pass: a steep and narrow ascent to the 
  icy plateaus, east of Ogburg, where a geothermally-heated 
  stream creates a constant fog, while the wind through the 
  narrowness of the chasm creates an unsettling howl. 
  With the maps in the book, the party can easily locate the 
  pass. There is also a brief mention of a landmark called 
  the “Anvil” because of a resemblance to one, and the 
  irony of it being the exact opposite of the high 
  temperatures in a forge. The formation is a day’s travel 
  west from the top of the pass, across the tundra. 
  Speak with Dead 
  If the party wishes to cast speak with dead on Zambaric’s 
  body, they may certainly do so. Here are answers to the 
  questions most likely to be asked:  
  • 
  Who killed you? A goblin disguised as a halfling. 
  • 
  What was his name? The name he told me was 
  Mikkos Cassadine. 
  • 
  How do you know he was a goblin in disguise? I 
  used an arcane eye to follow him from my cottage and 
  saw him change back to his normal appearance. 
  • 
  Why did he kill you? To keep me from informing 
  the Theocracy about him. 
  • 
  What did you know about him? I made four rings 
  for him over the past few years. 
  • 
  How did you learn to make these rings? The 
  goblin provided excerpts from an ancient Draconic 
  tome which described them.   
  • 
  What did the rings do? They transform the wearer, 
  granting them features as if they were born of 
  draconic blood.  
  
  PAL5-04 Seeds of Winter 
   
  Page 11 
  • 
  What did he plan to do with the rings? I assumed 
  he intended to continue some plans set in motion by 
  Winterwind before the latter was slain, although I 
  did not know how. 
  • 
  What is the purpose of the puzzle? I encoded 
  some information mentioning the goblin and where 
  he lives. 
  • 
  How do you know where he lives? I used an 
  arcane eye to follow him from my cottage once.  
  • 
  What is the encoded message in the puzzle? 
  (Zambaric’s body answers with the solution, 
  mentioned above).  
  • 
  Do you wish to be raised from the dead? No, I 
  have lived a full life, and have probably caused 
  enough trouble by my carelessness. 
  • 
  Where is the “Howl(ing) Mist Pass”? East of 
  Ogburg. There is a Geography book on my shelf, 
  which describes its location and features. 
  • 
  What is “The Anvil”? A natural landmark up in the 
  Rakers, about a day’s travel east of the Howling Mist 
  Pass. It is (also) mentioned in the Geography book 
  on my shelf. 
  Development: Move on to Encounter Four when the 
  PCs leave Zambaric’s place. 
  Encounter Four 
  This encounter is meant to be somewhat freeform role-
  playing. The PCs should feel free to utilize any resources 
  they have available to them, including knowledgeable 
  local Pale NPCs, libraries, etc. You should be able to 
  accommodate any of their ideas, while also steering them 
  in the right direction if necessary, although try to do so 
  without it being obvious. 
   
  Barring any magical means of transportation, any 
  route that does not take the party to the Howling Mist 
  Pass before nightfall will not result in catching up with 
  Slag by himself on the tundra the next day. Instead, he 
  will only be encountered after the party has dealt with his 
  warband, reinforced by his presence. 
  Reporting the Murder 
   
   
   
  Knowledge (Local – Nyrond and her environs) or even a 
  basic Intelligence check of DC 5 should bring to mind 
  that the Pale is an extremely lawful society, and a murder 
  must be reported to the authorities immediately. In this 
  case, Zambaric’s property is the jurisdiction of the Pale 
  Patrol assigned to the Prelacy of Dawn and operating out 
  of Ogburg. Upon reporting a murder, the party will meet 
  one Master Sergeant Roderick (Clr7/Rog1), a gruff 
  detective who will first take separate statements from 
  each party member, under a zone of truth (Will DC 16). 
  Resisting the spell is considered admission of guilt, 
  though the caster does not actually know who is 
  resisting. In addition to comparing stories afterwards 
  (which they do in case one’s version of the truth was 
  influenced by enchantments or illusions unbeknownst to 
  them), he will ask if the PCs took any of Zambaric’s 
  property, which must be legally handled, as specified in 
  Zambaric’s will. Any party member that has stolen 
  anything must return it immediately, and will be 
  sentenced to time in a New Dawn Camp based on the 
  item’s value. Roderick’s personality is extremely gruff, 
  “by-the-book”, and suspicious and should be role-played 
  accordingly. 
   
  Roderick will then suggest/perform some of the 
  following activities during his investigation and fill the 
  party in as he progresses.  
  • 
  Gather Information skill check: No matter how long 
  or who the PCs ask about the halfling, they will 
  come up with nothing substantial. 
  • 
  Any attempt to scry on Slag will fail, as he is warded 
  by the protections of the ring. Roderick can be 
  convinced to cast this the following day and will 
  explain that it did not succeed. 
  • 
  NPC Spellcasting: If the PCs make a donation 
  equivalent to the normal NPC spellcasting cost to a 
  local church, a resident 7th-level Pholtan Cleric (or 
  Roderick, if the party is dealing with him) will 
  prepare any requested spell without an xp 
  component on the following day to cast it for the 
  party. The party must also provide any material 
  components with a specified gp value. The results of 
  such spellcasting, whether by party members or an 
  NPC are as follows: 
  o Speak with dead (provided they bring 
  Zambaric’s body to the Church): Use 
  the 
  answers 
  from 
  the 
  previous 
  Encounter to handle these cases. Note 
  also that if presented with a dead body, 
  the priest will insist this murder be 
  reported 
  to 
  the 
  City 
  Watch 
  immediately if it has not already been 
  done. 
  o Divination: Regardless of the deity, the 
  response should be “The path of the 
  howling mist leads to the anvil where 
  the fates of many are being forged.” 
  This is a second chance to get back on 
  track in the event the party destroyed 
  the parchment in the first combat. 
  Help from Bryanna  
   
   
   
  Returning to Ogburg, the PCs find that the South Gate is 
  still not fixed, and Bryanna will still be at the East Gate. If 
  PCs ask her about any two of the following three words: 
  “Howl(ing)”, “Mist” (or “Wind”), or “Pass”, it will cause 
  her to make the association and give the information in 
  
  PAL5-04 Seeds of Winter 
   
  Page 12 
  the following paragraph. One of those words by itself is 
  simply not enough. 
  “I know of a place called the Howling Mist Pass, just 
  a few hours east of Ogburg, in the Rakers. It’s a 
  shortcut up to the icy plateaus high above if you 
  survive it. Most of the Trailblazers refused to 
  explore the pass, opting for the much longer route 
  around the north from Copper Gorge up to the top. 
  Because of their reluctance, Colin and I decided to 
  scout it a few years ago, and I’ll never try it again. 
  Luckily for us, Colin can fly, as a normal horse 
  would never make it without breaking its leg. Even 
  magical horseshoes of the zephyr wouldn’t work, I 
  think. The ledge is too narrow as is the bottom of 
  the chasm below where the stream runs, but that’s 
  nothing compared to the mist. The internal heat of 
  the rock under the stream melts the snow that slides 
  down from the peaks, making a permanent mist. 
  You can’t see more than ten feet in front of you. 
  With all the switchbacks, too, you’ve got to take it 
  slow.  
   
  “Heard enough to deter you yet? Well, there’s 
  more… Colin and I were flying along the ledge 
  when we thought we saw shapes materialize from 
  the mist itself, but when we looked closer, there was 
  nothing there. All of a sudden we both started 
  choking as if the mist itself was inside our lungs 
  trying to tear us apart! Colin flew straight up and, 
  finally, we got out of the mist. We were both 
  coughing up blood, but the pain seemed to lessen 
  once we were out of there. Anyway, after that, there 
  is no way either of us will ever go back there!”  
  Colin agrees by telepathy with all the pertinent parts of 
  her tale. They may direct the party to the start of the pass 
  but will absolutely not accompany them. 
   
  If asked about the/an “Anvil”, Bryanna will be able to 
  give the following information if the PCs previously 
  asked her about the Howling Mist Pass:  
  “If you make it to the top of the pass, about a day’s 
  journey east over the tundra is a formation that 
  looks like a giant anvil. I guess it’s a bit of a joke 
  actually. The ranger who mapped that area was the 
  son of a blacksmith, and the cold up there was the 
  furthest thing from the heat of his father’s forge. 
  Anyway, when he reported back with his notes, the 
  name stuck and even made it into a geography 
  book.” 
  After gaining information from Bryanna, she requests 
  that the party return to her after their expedition into the 
  Rakers to tell her what they found. If they don’t return to 
  her in 5 days, she assumes things went badly and flies 
  Colin along the northern route (avoiding the Howling 
  Mist Pass) to search for the party or their remains. 
   
  Locating and asking another former Trailblazer or 
  researching a book will result in similar information, but 
  instead of her personal account of the dangers (belkers) 
  lurking there, a footnote might read: “A few separate 
  explorers have reported seeing insubstantial spirits in the 
  mists of the pass. Perhaps the howling of the wind and 
  the obscuring fog caused their minds to play tricks on 
  them? Unfortunately, the treacherous footing of the path 
  itself has prevented any further exploration, leaving these 
  reports unverified.”  
   
  If the party insists on bringing horses up the 
  Howling Mist Pass, they will die from a broken leg. They 
  can certainly bring horses with them along the northern 
  route east of Eltison though. 
  Visiting Father Bartok  
   
   
   
  If the PCs have the puzzle but failed to solve it, they 
  might even go all the way back to Father Bartok in 
  Wintershiven. He will notice the hint below, then figure 
  it out five minutes after that and explain it to the party, 
  although some xp should be lost for taking this “easy” 
  route. Bartok will also verify his friend’s handwriting and 
  affirm that encoding secret messages is most certainly 
  something the eccentric wizard would do. 
  “This appears to be a ‘doublet’ or word chain puzzle, 
  although its already solved, and quite poorly, 
  certainly not what I’d expect from such a brilliant 
  mind as Zambaric. 
   
  “Usually, two words are proposed, each with the 
  same number of letters. Then, one links these words 
  together by interposing other words, each which 
  differs from the next word in one letter only. Only 
  one letter may be changed in one of the given words, 
  then one letter in the word so obtained, and so on, 
  till we arrive at the other given word. The letters 
  must not be interchanged among themselves, but 
  each must keep to its own place. As an example, the 
  word 'head' may be changed into 'tail' by interposing 
  the words 'heal, teal, tell, tall'. 
   
  “Although there can be multiple solutions, 
  generally, the shortest solution is the best one. In 
  the fourth one, he has: must, gust, oust, bust, lust. 
  That could have easily been just one step. Zambaric 
  would have never missed that.”  
  If the PCs destroyed the puzzle, Father Bartok will cast an 
  appropriate divination (see the NPC spellcasting section 
  earlier in this encounter). Again, some xp should be lost 
  for taking this route. 
  Other Hints  
   
   
   
   
  Visiting a Pale Arcanist Guild house, the PCs will be able 
  to find someone who can determine that the puzzle is 
  actually an encoded message.   
   
  If the party uses divination magic about which path 
  to take, the answer should suggest that the most 
  expedient route be taken. 
  
  PAL5-04 Seeds of Winter 
   
  Page 13 
  Development: If the party has accumulated these clues, 
  they are probably preparing for a trip into the Rakers. If 
  not, Master Sergeant Roderick (see “Reporting the 
  Murder” above) will ask them to do just that: 
  “Normally, I’d say murder is the kind of fate that is 
  coming to those who cavort about with the 
  uncivilized races and close the book on this case. 
  But since Zambaric was a powerful wizard, and a 
  crafter, I’d sleep a lot safer at night knowing 
  something dangerous isn’t in the wrong hands. 
  Unfortunately, this lead isn’t enough for me to back 
  a mountaineering expedition, but if you adventurers 
  were to investigate it and bring me back some 
  results, I could reward you. Not to mention that fact 
  that you’d be doing the Pale a great service.” 
  If any party members have stolen anything from 
  Zambaric’s cottage and were caught by Roderick, their 
  sentence in a New Dawn Camp can be significantly 
  reduced if they undertake this task, and report back. 
   
  Proceed to Encounter Five or Seven, as appropriate. 
  Encounter Five 
  If the party chooses to brave the Howling Mist Pass, 
  proceed with this encounter. The pass is about 12 miles 
  outside town. 
   
  Modify the details of this encounter based on 
  whether the party is ascending to find Slag or returning 
  from the Rakers to the Pale through the pass, with or 
  without Slag. 
  A dozen miles east of Ogburg, through the foothills 
  of the Rakers, you locate the start of what must be 
  the Howling Mist Pass and find the name to be most 
  appropriate. The wind blows down the chasm strong 
  enough to suspend an untended cloak and carries 
  with it a fog that dampens your faces and clothes, 
  making them feel even colder in the chilly air.  
   
  The path narrows to a ledge with a sheer drop 
  into a chasm. To your right, a cliff wall ascends 
  about eighty feet, and another rock wall, similar save 
  for its lack of a ledge, can be faintly seen across the 
  chasm.  
   
  Although the bottom cannot be seen through 
  the mist, the burbling of a stream can faintly be 
  heard, so it can’t be too far down...  
  The wind is about 15 mph. Appropriate magical means 
  could cause the wind to cease and disperse some of the 
  mist, but the mist will fill the chasm again within 5 
  rounds. 
   
  Have the party establish a marching order and 
  clearly state any preparations, like a rope tied between 
  each member. You should not remind them of 
  preparations; they should be able to think of these safety 
  precautions on their own. 
   
  A 
  few 
  years 
  ago, 
  Winterwind 
  successfully 
  summoned some belkers through a gate to the Elemental 
  Plane of Air and assigned them to guard this short 
  passage up into the Rakers. These creatures know Slag 
  worked for Winterwind and allow only him to pass, but 
  lie in wait to attack any unwanted visitors, like the PCs. 
  Creatures:  
  APL 6 (EL 9 with terrain) 
  � Advanced Belker (1): hp 93; see Combat Appendix 
  APL 6. 
  APL 8 (EL 11 with terrain) 
  � Advanced Belker (2): hp 93, 93; see Combat 
  Appendix APL 8. 
  APL 10 (EL 13 with terrain) 
  � Advanced Belker (3): hp 127, 127, 127; see Combat 
  Appendix APL 10. 
  Setup: To prepare for this combat, you should draw a 
  chasm varying in width from 20 to 30 feet wide, with a 
  ledge along one side varying in width from 5 to 10 feet. 
  Explain that the ledge inclines about 5 feet higher for 
  every 15 feet on the battlemat.  
   
  During combat, any PC moving through or 
  attempting an action in a square adjacent to the edge 
  must succeed at a Balance check (DC 10), or plummet 40 
  feet into the stream. Out of combat, the PCs can move 
  slowly enough along the ledge so as not to require such 
  checks. The Climb check from the stream to the path is at 
  DC 20, due to the moisture making it slippery. 
   
  Due to the ever-present mist, visibility is poor. Any 
  creature 10 or more feet away has concealment (20% miss 
  chance); beyond 30 feet, a creature has total concealment 
  (50% miss chance). There is no miss chance at 5 feet.  
   
  The belkers approach in smoke form, making almost 
  no sound. Because of the mist, the belkers may not be 
  seen until they are 30 feet away. Make Hide checks for 
  them as they approach the PCs and set up the encounter 
  at the distance the PCs spot the belkers. 
  Tactics: The belkers first engulf some PCs while in 
  smoke form, hoping to get their smoke claws inside the 
  PCs. They then shift back to physical form and attack 
  relentlessly. At APL 10, the belkers may use their Snatch 
  feat to pick up PCs and then drop them into the chasm 
  the next round on a successful grapple check; they 
  choose not to gain altitude (to inflict more falling 
  damage) before dropping the PC.  
   
  If the PCs understand Auran, they overhear the 
  creatures talking to each other (or itself, at APL 6): “We 
  must obey the master—no intruders allowed! Little scaly 
  one can pass but not these. These too big, not scaly.” 
  Treasure: There is no treasure here if the PCs are going 
  up. If the PCs took the long route up from Ogburg and 
  
  PAL5-04 Seeds of Winter 
   
  Page 14 
  are taking the pass to return, then they find an amulet of 
  health on the corpse of a winter wolf soon after fighting 
  the belkers. This was another minion of Winterwind 
  (like those in Encounter Nine), but the belkers killed it 
  anyway. 
  APL 6 or 8: Amulet of health +4 
  APL 10: Amulet of health +6 
  Development: If the PCs are going up the mountain, 
  proceed to Encounter Six, or to Encounter Eight if they 
  waited more than a day before leaving Ogburg (and will 
  not catch Slag alone). If the PCs are coming down from 
  the Anvil, proceed to the Conclusion. 
  It should be noted that Winterwind had placed the 
  belkers here to guard the pass before his death. They are 
  unaware of his death due to Slag’s refusal to accept his 
  master’s death. Therefore, they continue in their assigned 
  task. 
  Encounter Six 
  If the PCs wasted little time in solving the puzzle and 
  getting to the Howling Mist Pass, they may catch up with 
  Slag on the tundra, as he is taking his time going home. 
  Consider it to be another ten miles east of the pass. 
   
  Although Slag leaves no trace in the few feet of snow 
  (difficult terrain) due to his druidic abilities, Mush, the 
  Frigdrasil war hound he rides, does leave tracks (Track 
  check, DC 15).  
  �/� Slag Grizz’nak: male half-dragon goblin 
  Brd4/Drd5; hp 54; see Combat Appendix - all APLs. 
  �/� 
  Mush: 
  Frigdrasil 
  war 
  hound 
  (animal 
  companion); hp 37; see Combat Appendix - all APLs.  
  Slag is not overly alert or intelligent, but he is extremely 
  clever and eager to avoid trouble.  
   
  He has made this trek from the Anvil to the Pale and 
  back many times and never encountered another living 
  soul, so he certainly doesn’t expect to be followed. The 
  party will be coming up behind him and probably spot 
  him before he spots them, but if Slag is aware of the party 
  before they are of him, he will share a tree shape with 
  Mush (two gnarled and weather-beaten mountain 
  junipers, which may still look out of place if they are the 
  only trees around) until the party passes. 
   
  If the party surprises him at close range (without 
  time for him to activate his hat into the halfling disguise) 
  with a non-threatening hail, he is impressed and has a 
  friendly disposition, offering some provisions to 
  travellers “out of their element”.  
   
  This close, the party may notice that the specks of 
  white about him are scales instead of snow or icicles, and 
  he seems oddly comfortable without cold-weather gear. 
  He also appears stronger than the average goblin and is 
  protective of the extradimensional haversack which 
  contains his treasured dragon egg. There is a ring on his 
  finger that appears to be made from carved bone. The 
  ring is slowly bonding with his finger (as if a cursed item) 
  and will vanish altogether soon, having imbued its power 
  into 
  Slag. 
  It 
  radiates 
  strong 
  magic, 
  primarily 
  Transmutation and Abjuration, and cannot be removed 
  by physical means; it becomes nonmagical if removed by 
  some other means from its original wearer.  
   
  If the party hesitates to confront him, Slag will 
  launch into long tales, which he could possibly use to aid 
  in his escape if the situation changes. He will state 
  himself merely as a wanderer. He will admit to helping 
  Maertha (see next Encounter), if questioned about it. His 
  motivation was that he felt sorry for her.  
   
  If confronted/accused of Zambaric’s murder, he is 
  stunned and claims it was “an accident”. He agrees to tell 
  them his long tale from the beginning (paraphrase the 
  Adventure Background section) as he hopes to use his 
  storytelling performance to facilitate his escape. He will 
  cast a disguised harmonize, then a disguised enthrall on the 
  party, and a fascinate (as a move action) on the two PCs 
  which most look like spellcasters. If that is successful, he 
  will move away to the extent of his voice, use dust of 
  disappearance on himself (and move in a random 
  direction, leaving no tracks, to avoid glitterdust and faerie 
  fire spells), then wild shape into an eagle and fly to his 
  warband at The Anvil, even leaving Mush if necessary.  
   
  Secondary tactics would be to cast obscuring mist, 
  then cast meld into stone (sharing with Mush if possible) 
  with his metamagic rod of Silent Spell to avoid giving away 
  his tactics. At this altitude, boulders and other stony crags 
  are common, jutting out from the snow, so he should be 
  able to find a stone big enough to accommodate him and 
  Slag. 
   
  If he manages to hide somewhere but fears he will 
  be found, he could also convert any spell into a summon 
  nature’s ally (using the lesser metamagic rod of silence) to get 
  as many creatures from the 1st-level table as possible, and 
  command them to run off in different directions, as soon 
  as he wild shapes into the same type of creature and also 
  runs off, hoping to distract the party with decoys.  
   
  If all avenues of escape are closed down, he will 
  debate the issues of his case with the PCs, giving himself 
  a strong defense: 
  1. 
  Zambaric had agreed to a lawful transaction: 
  construct these rings as described in exchange for 
  various payments. Slag held up his side. Slag 
  deceived Zambaric as to his true identity and the 
  true use of the rings, claiming to be the errand boy of 
  a wealthy master, but Zambaric’s desire for rare 
  magics and knowledge caused him to accept the deal 
  without any precautions or consideration. The laws 
  of the Pale are only to protect who they like, and are 
  not fair, nor equal, so he could not go to the Palish 
  authorities with his grievance. 
  
  PAL5-04 Seeds of Winter 
   
  Page 15 
  2. 
  Zambaric threatened to turn Slag into the Palish 
  authorities, which Slag equates to certain death, just 
  like all the other druids that he helped to escape. 
  Slag claims he acted in self-defense, grabbing the 
  first thing in his pocket, namely the contact poison. 
  (Slag will admit the following only if forced to: He 
  thought that the poison would kill Zambaric 
  outright, or else he wouldn’t have left the snowflake 
  ooze.) 
  3. 
  Slag admits that he has a white dragon egg but 
  insists that the wyrmling isn’t irrevocably evil. He 
  honors its right to live and he intends to raise it to 
  respect nature. Winterwind just wanted his kind to 
  survive, separate from his schemes. Dragons are such 
  majestic creatures, but they are being hunted to 
  extinction! 
  4. 
  If there were some way for Slag to makeamends or 
  restitution 
  for 
  Zambaric’s 
  death 
  without 
  endangering Slag’s freedom (or that of his egg), Slag 
  would be receptive and cooperative. He offers some 
  of his magic items, enough to pay for a raise dead. 
  5. 
  The Pale killed the tribe into which he was born. He 
  claims the land around Copper Gorge was goblin 
  land before the Palish settlers drove them out. (But 
  Slag conveniently doesn’t know whom the goblins 
  drove out before that.) 
  Slag is ultimately a coward and wants to surrender if he 
  cannot escape. He will only use force against the party as 
  a last resort if the PCs are attacking to injure him and will 
  not listen to his surrender. He attempts to gain their 
  sympathy, even resorting to bribery if they will let him 
  go.  
   
  If he escapes, he hurries off to prepare and bolster 
  the defenses of his warband. If the party convinces him 
  of their good will, he will train them in the secrets of cold 
  magic that he has learned. If the party gives him any 
  reason to be suspicious of future unpleasant visits from 
  the Pale, he mobilizes the warband to seek a new home at 
  a higher altitude, where many of them may die.  
  Development: If the PCs continue with Slag to the 
  camp of his tribe, proceed to Encounter Eight. 
  Encounter Seven 
  This encounter occurs if the party chooses the longer, 
  easier northern route up into the Rakers. 
   
  This route is about 120 miles long: 30 miles in the 
  flats and foothills and 90 more miles in the mountains 
  proper. The terrain reduces overland travel to 3/4 of 
  normal. Travelling in the most direct route will take 5 
  days for most parties, assuming they are mounted (speed 
  40 ft. on horseback). However, each day a Survival check 
  (DC 15) is needed to stay on that direct route toward “The 
  Anvil”. A failure results in another day being spent 
  picking up the trail and one more successful check being 
  necessary to get back on track. The amount of provisions 
  the party has should be tallied and ticked off for every 
  day they travel in the Rakers and are unable to replenish 
  their supplies. Starvation can result if the PCs get lost and 
  run out of provisions. Similar methods must be used even 
  to return to the Pale, as every day snow covers their 
  tracks. If things have gone this disastrously, Bryanna and 
  Colin will spot the party on a scouting mission in one 
  week’s time, give food, and lead any survivors home; in 
  that case, proceed to the Conclusion. 
   
  One reason for a party to choose this route might be 
  to bring mounts with them, although the mounts require 
  their own provisions. 
   
  About 30 miles along the route (probably the 
  morning of the second day), the PCs meet a woman who 
  knows Slag. Read or paraphrase the following: 
  The foothills east of Eltison are a much easier ascent 
  and even populated with a small rugged settlement, 
  although most of it looks deserted. Hearing you out 
  on the path, a grubby-looking woman with a large 
  nose emerges from one cabin to offer some advice, 
  “If you’re traveling farther up, be careful! Them 
  snowstorms can come out of nowhere, and strand 
  you. I got caught in one a few months ago and 
  wouldn’t have made it back without some help.”  
  Her name is Maertha, and if asked for more details about 
  her rescue, she tells the following story: 
  “Weirdest thing. I was just about starving, due to my 
  no-good husband off chasing gold, so I set out trying 
  to catch a rabbit, when I twisted my ankle, and a 
  storm came up while I was limping home. The 
  others around here say I hallucinated it, but I swear, 
  a goblin rode up on a dog and shaped a hut out of 
  the snow around me with some magic! Crazy 
  enough, you’d think that would freeze me dead for 
  sure, but it kept me warm through the night, and 
  when I woke, there were two freshly killed rabbits 
  for me stew-pot! Saved my life, it did.”  
  If the party asks about the gold, or her husband, she 
  offers:  
  “First mention of gold in Tobinsford, my no-good 
  husband left with the rest of them right before this 
  winter from hell. Since then, I’ve been fending for 
  myself. I hope he froze to death up north.” 
  Tobinsford is a remote village in the foothills east of 
  Landrigard, north of this settlement. There have been 
  some recent claims of gold there, but many locals remain 
  skeptical. 
   
  Maertha doesn’t have any more information than 
  that. Slag did indeed cross her path and had sympathy for 
  her, remembering when he was rescued from death in 
  the cold by Winterwind. He built her an igloo with the 
  snowdrift spell, then treated her wounds after she passed 
  out and caught her some rabbits for food as she seemed to 
  
  PAL5-04 Seeds of Winter 
   
  Page 16 
  be mumbling about needing some repeatedly in her 
  sleep. He left before she awoke. 
  Development: Successfully reaching the Anvil takes the 
  party to Encounter Eight. 
  Encounter Eight 
  The party encounters Slag’s warband of goblins, the Ice 
  Claw Tribe at their base beneath the Anvil. 
  The outline of some crags resembling an anvil 
  comes into view through a snowstorm, which blew 
  up about an hour ago from the east. Under your feet, 
  the snow is packed down and easier to move across. 
  A Track check (DC 5) will confirm there is an abundance 
  of four-legged Medium canine (worg) tracks circling this 
  area recently, which has packed down the snow, so it is 
  no longer rough terrain. Until the PCs reach the shelter 
  of the Anvil, though, their visibility is limited by the light 
  snowfall (Spot checks at -4—see DMG, page 94). 
   
  If the PCs captured Slag in Encounter Six but 
  continued toward “The Anvil”, he will use any means 
  possible to alert his warband. Overall, though, the 
  warband will not be optimally prepared.   
  Creatures: 
  APL 6 (EL 9 with terrain and buffs) 
  � Goblin Chargers (3): hp 16 each; See Combat 
  Appendix APL 6. 
  � Worgs (3): hp 30 each; see Monster Manual. 
  � Goblin Archers (4): hp 16 each; see Combat 
  Appendix APL 6. 
  APL 8 (EL 11 with terrain and buffs) 
  � Goblin Chargers (6): hp 16 each; see Combat 
  Appendix APL 8. 
  � Worgs (6): hp 30 each; see Monster Manual. 
  � Goblin Archers (6): hp 16 each; see Combat 
  Appendix APL 8. 
  APL 10 (EL 13) 
  � Goblin Chargers (12): hp 16 each; see Combat 
  Appendix APL 10. 
  � Worgs (12): hp 30 each; see Monster Manual. 
  � Goblin Archers 12): hp 16 each; see Combat 
  Appendix APL 10. 
   
  Setup and Tactics: The base of the Anvil is a ‘V’ pointing 
  to the entrance of some caves in which Slag’s new tribe 
  has settled. The party approaches from the wide end of 
  the V, roughly 150 ft. from the narrow end. The rock 
  walls making this V are 50 feet tall (Climb DC 20). Slag 
  has used his snowdrift spell (see the Special Rules section) 
  to create battlements (5 feet tall and 5 feet thick) for the 
  archers along both walls of the V. A larger snowdrift, 10 
  feet tall and 10 feet wide, conceals a light catapult to one 
  side of the cave mouth. 
   
  The readiness of the warband will depend on if they 
  are aware of the party approaching (Slag escaped in 
  Encounter Six, or the lookout notices the party) and how 
  prepared they can get before the party reaches them. 
   
  Slag casts snowsight on one archer (or more if 
  expecting company) every watch shift.  
   
  The archers man a light catapult loaded with an 
  oversized tanglefoot bag (covers a 10-ft. space when it 
  hits, although there is no chance of sticking to the snow, 
  only entanglement). Targetting squares near the PCs 
  requires an attack roll (+2 ranged) against AC 15. A miss 
  scatters 2d8 ft. away in a random direction. It takes 2 
  rounds of preparation before it can fire again, although 
  when re-aiming, they gain an additional +2 on the attack 
  roll for each previous miss. If a PC investigates the goo, a 
  Knowledge (nature) check at DC 15 tells them the goo is 
  a mixture of various evergreen tree saps.  
   
  If the snowsight-enabled guard spots the party 
  approaching, he will alert the chargers, who will get on 
  their worg mounts in front of the entrance to their caves. 
  The goblins will also fire a warning tanglefoot with the 
  catapult, accompanied by a booming warning in Goblin 
  (shouted through a hollowed tusk of some large 
  creature): “GO AWAY! OR ELSE!”  
   
  When the PCs come into range for combat to 
  actually begin, Slag will cast inspirational boost as a swift 
  action and begin using his Bardic Music to inspire 
  courage, affecting his entire warband.  
   
  Thus inspired, the chargers will ride their worgs out 
  to meet the party, while the archers move down the 
  corridors behind the snow-battlements to arrow slits that 
  provide +4 cover to their AC, but these slits limit the 
  archer’s firing arc to only 45 degrees. Meanwhile, Slag 
  travels the corridors of his battlements, using charges 
  from his wand of haste on each group of archers, then use 
  his Bardic Music to inspire courage again. After this, he 
  will retreat into the caves where he will cower until the 
  fight is over. 
   
  PCs Surrender or Negotiate: If the party is doing 
  poorly, the warband will suggest that their lives will be 
  spared if they surrender. It should also be made clear that 
  the goblins feel they are defending their home from 
  intruders. Negotiation is a possibility with an exceptional 
  Diplomacy check. Although Slag may be friendly to 
  travellers on the tundra, closer to their home, the goblins 
  in the warband are obviously unfriendly. Any PC bard 
  attempting to fascinate will cause Slag to countersong. 
   
  PCs Retreat: If the party retreats back into the 
  deeper snow on the plateau from which they came, the 
  
  PAL5-04 Seeds of Winter 
   
  Page 17 
  chargers will not pursue where they cannot charge, and 
  the archers and catapult cannot target that far away.  
   
  Victory: If the warband is defeated, Slag will sob and 
  plead for mercy for the life of the unborn wyrmling as 
  well as its ‘guardener’ (himself). Refer to Encounter Six 
  for what Slag knows and how he reacts to the PCs. 
   
  If Slag and any of his warband are asked where they 
  obtained their masterwork weapons, they respond that an 
  intelligent caribou-like creature referred to in their 
  legends as a “rejkar” (Monster Manual III) came to them 
  speaking their language, and offering them masterwork 
  weapons if they provided it with lumber and iron ore. 
  They did as requested, and it transformed the raw 
  materials into piles of weapons! They haven’t seen the 
  intelligent beast since then, but before leaving, it said 
  that it may request a favor from the goblin warband in 
  the future. A successful check with any of the following 
  skills can reveal some additional information:  
  • 
  Spellcraft DC 35: The creature used a spell-like 
  ability equivalent to the arcane spell fabricate.  
  • 
  Bardic Knowledge DC 30: In the legends of the 
  peoples inhabiting colder climates, there is a 
  creature known as the rejkar, which resembles an 
  ordinary caribou but is extremely intelligent and has 
  many bizarre supernatural powers. It often bestows 
  its favors upon a clan in the way of food, tools, or 
  weapons, but eventually causes the downfall of the 
  clan. 
  • 
  Knowledge (the Planes) DC 15: There is a type of 
  outsider from Cania, the Eighth (of Nine) Hell of 
  Baator, called a “rejkar”. It looks like a shaggy white 
  caribou. 
  o DC 20: A rejkar is actually very smart and has a 
  spell-like ability equivalent to the arcane spell 
  fabricate.  
  o DC 25: A rejkar can also freeze someone with its 
  mere gaze. 
  o DC 30: Give the Bardic knowledge results as 
  well. 
  This creature is not featured in this module, thus its stats 
  are not provided in the Appendix. 
  Treasure: Masterwork composite longbows, lances, and 
  morningstars (all Small), plus the goblins’ other 
  equipment. The sap-flinging catapult is not included as 
  loot. 
  Development: The PCs will probably want to return to 
  the Pale. If the PCs came up the long way but want to 
  descend by Howling Mist Pass, go to Encounter Five. If 
  the PCs captured or killed Slag or took the egg, go to 
  Encounter Nine. If they let him go with his egg, go to 
  Encounter Ten. 
  Encounter Nine 
  If the party has captured Slag or his egg and are returning 
  with them to The Pale, some creatures come to the 
  goblin’s aid. If the party decimated the goblin warband 
  but failed to capture Slag, these creatures come to 
  dispense some retribution. If the party ascended the 
  Howling Mist Pass (Encounter Five) and plans to return 
  the same way, this encounter occurs on the tundra before 
  the top of the pass. If they are returning on the easier 
  northern passage, this also occurs on the tundra before 
  that descent. 
  After several days of snow, the sky is finally clear, 
  and the reflection of the sun is bright off a tall drift 
  of snow about 50 feet away. Was that a snorting 
  sound coming from beyond it? 
  The snorting is the sound of some fearsome creatures 
  sent by some unknown source to recover Slag and/or his 
  precious cargo. This unknown source has also placed 
  some magical protections on the beast(s) in addition to a 
  magical amulet, which should imply that they serve some 
  master. 
   
  When the creatures appear, read or paraphrase the 
  following: 
  APL 6: 
  Two large wolves, the size of horses, stride around 
  the snowdrift. Their fur is stark white and their blue 
  eyes hold a malevolent intelligence. Their muzzles 
  fume with frosty breath.  
  Give the PCs a Spot check (DC 20) to notice this further 
  fact: 
  Around each one’s neck hangs a golden amulet on a 
  chain. 
  APL 8: 
  A huge wolf, standing ten feet at the shoulder, 
  strides around the snowdrift. Its fur is stark white 
  and its blue eyes hold a malevolent intelligence. Its 
  muzzle fumes with frosty breath. 
  Give the PCs a Spot check (DC 20) to notice this further 
  fact: 
  Around its neck hangs a golden amulet on a chain. 
  APL 10: 
  A huge creature, standing ten feet at the shoulder, 
  steps around the snowdrift. Built generally like a 
  muscular horse but with an extra pair of legs, it is 
  covered in white fur. Ramlike horns crown its head 
  and sharp, upward-curving tusks protrude from its 
  mouth. 
  Give the PCs a Spot check (DC 25) to notice this further 
  fact: 
  
  PAL5-04 Seeds of Winter 
   
  Page 18 
  Around its neck, barely visible among the shaggy 
  fur, hangs a golden amulet on a chain.  
  Creatures: 
  APL 6 (EL 9 with terrain and buffs) 
  � Winter Wolves (2): hp 63 each; see Combat 
  Appendix APL 6. 
  APL 8 (EL 11 with terrain and buffs) 
  � Advanced Winter Wolf (1): hp 187; see Combat 
  Appendix APL 8. 
  APL 10 (EL 13 with terrain and buffs) 
  � Tlalusk (1): hp 216; see Combat Appendix APL 10. 
  Setup: This combat takes place in two-foot-deep snow, 
  which is considered difficult terrain. Each square counts 
  as two squares of movement, and there are no 5-foot steps 
  (only 10-foot or 15-foot (diagonal) moves).  
   
  The snowdrift is 50 feet away from the lead PC and is 
  10 feet tall and roughly 20 feet in radius.  The monsters 
  start behind it. 
  Tactics: The monsters emerge from around the 
  snowdrift and attack. The winter wolves use their breath 
  before closing for melee. The tlalusk bellows first and 
  then charges or tramples foes. 
   
  In the event these creatures defeat the party, they 
  will leave the bodies (not eat them) at the top of the 
  Howling Mist Pass. Bryanna will eventually discover 
  them there, having taken the long northern route to look 
  for the PCs if they don’t return after five days. She will 
  bring them back to the Church to determine what 
  happened. Speak with dead will be cast, as will raise dead if 
  the PC can repay its cost. 
  Treasure:  
  APL 6: Amulet of health +4 (2) 
  APL 8: Amulet of health +4 
  APL 10: Amulet of health +6 
  Development: Proceed to the Conclusion. 
  Encounter Ten 
  The party that has consciously decided to let Slag go free 
  with his egg encounters some natural hazards on the 
  return journey. 
  After several days of snow, the sky is finally clear, 
  and the reflection of the sun is bright off a tall drift 
  of snow about 50 feet away. 
  Similar to Encounter Nine, this occurs on the tundra 
  right before whichever descent the party chooses.  
   
  Trap: The ground is unstable and behaves like a 
  spiked pit trap, 60 feet (12 squares) wide and 25 feet (5 
  rows of squares) across, but only the middle row opens in 
  the first round, as described below. 
   
  Have the party determine their marching order 
  across the snowy plain. If a party member is actively 
  searching or using Survival to guide their way, they may 
  use that skill to notice an unstable fault line in the square 
  ahead. Additional Search or Survival checks will allow 
  the PCs to locate the other squares of the trap.  
   
  The first Medium or larger-sized creature to cross 
  the fault line causes the surface to collapse beneath their 
  feet into a rift 5 feet (1 row) across and 60 feet wide, down 
  to a cave full of sharp upward-pointing icicles. In each of 
  the subsequent two rounds, five more feet on either side 
  of the original fault also becomes unstable—a total of 15 
  feet (3 rows) across in the second round and 25 feet (5 
  rows) in the third—collapsing and burying anything that 
  already fell into the cave. 
   
  APL 6 (EL 9): 
  � Icicle-Spiked Pit: CR 8; mechanical; location 
  trigger; automatic reset for 3 rounds, then no reset; DC 
  25 Reflex save avoids; 20 ft. deep (2d6, fall); pit spikes 
  (Atk +10 melee, 1d4 spikes per target, for 1d4+4 
  piercing damage each) multiple targets (affects all in 
  specified squares); Search or Survival DC 27; Disable 
  Device N/A. 
  � Falling Snow: CR 4; mechanical, location trigger; 
  automatic reset for 3 rounds, then no reset; Atk +19 
  melee (2d6 bludgeoning); multiple targets (can strike 
  all creatures in specified squares), Spot DC 24; Disable 
  Device N/A. 
  APL 8 (EL 11): 
  � Icicle-Spiked Pit: CR 10; mechanical; location 
  trigger; automatic reset for 3 rounds, then no reset; DC 
  30 Reflex save avoids; 60 ft. deep (6d6, fall); pit spikes 
  (Atk +10 melee, 1d4 spikes per target, for 1d4+5 
  piercing damage each) multiple targets (affects all in 
  specified squares); Search or Survival DC 31; Disable 
  Device N/A. 
  � Falling Snow: CR 6; mechanical, location trigger; 
  automatic reset for 3 rounds, then no reset; Atk +19 
  melee (4d6 bludgeoning); multiple targets (can strike 
  all creatures in specified squares), Spot DC 24; Disable 
  Device N/A. 
  APL 10 (EL 13): 
  � Icicle-Spiked Pit: CR 12; mechanical; location 
  trigger; automatic reset for 3 rounds, then no reset; DC 
  35 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes 
  (Atk +10 melee, 1d4 spikes per target, 1d4+5 piercing 
  damage each) multiple targets (affects all in specified 
  squares); Search or Survival DC 35; Disable Device 
  N/A. 
  
  PAL5-04 Seeds of Winter 
   
  Page 19 
  � Falling Snow: CR 8; mechanical, location trigger; 
  automatic reset for 3 rounds, then no reset; Atk +19 
  melee (6d6 bludgeoning); multiple targets (can strike 
  all creatures in specified squares), Spot DC 30; Disable 
  Device N/A. 
  Consider the initial collapse as a surprise round and 
  handle the next few rounds in initiative, as a party 
  member that has fallen must be rescued quickly, 
  although as the rescuers will find out, the area still 
  remains dangerous. 
   
  Give each PC a normal turn to act before the next 5-
  foot row collapses. Each PC may make a Spot check (DC 
  15) to notice the carcass of a large white wolf impaled on 
  an icicle below with something metallic glinting around 
  its neck. The Spot DC of the trap will convey that the 
  edge is still unstable.  
   
  As a special case, casting an Evocation or 
  Conjuration spell with the [Cold] descriptor at either 
  edge of the rift will cause some squares (those within the 
  spell’s area, or one square if it is a ray or ranged touch 
  spell) to solidify for a number of rounds equal to the level 
  of the spell, potentially long enough to rescue anyone 
  and retreat to a safe distance away. 
   
  After one round has elapsed, the next  row of squares 
  on either side collapses, depositing chunks of snow and 
  possibly more creatures on anything that fell in the 
  previous round(s). This snow buries them, requiring a DC 
  20 Strength check to get free. A buried creature will not 
  take any further damage from any subsequent snow 
  falling, although for each layer of snow above them, it 
  will require one more round of digging to rescue them 
  (and the Strength check for them to dig their own way 
  out increases by 5). Buried creatures are also subject to 
  suffocation dangers or could already be unconscious and 
  bleeding out, in need of rescue.  
   
  Give the PCs another round of Spot checks and 
  actions before the third row of squares collapses on each 
  side of the pit (5 rows total), again dropping more snow 
  (and victims) into the rift.  
  Treasure:  
  The corpse of a large winter wolf lies at the bottom. It 
  wears a magical amulet made of gold. 
  APL 6 or 8: Amulet of health +4 
  APL 10: Amulet of health +6 
  Development: Proceed to the Conclusion. 
  Conclusion 
  Regardless of whether the party brings back a white 
  dragon egg or merely word of one, the public is already 
  aware of the existence of at least one other egg.  
  Finally 
  making 
  your 
  way 
  back 
  through 
  Wintershiven, you find the city is abuzz with 
  rumors... a white dragon egg was just discovered 
  deep in Jaramai Twist’s silver mines and brought to 
  the Theocrat. “It must have belonged to that weird, 
  dragon-blooded, 
  half-elf 
  sorceress 
  that 
  those 
  adventurers killed last year!” some say.  
   
  It is also said Jarret Beak now sees the same 
  “Seeds of Winter” vision that Jeremiah has seen, 
  although a little too late, according to the critics. 
  The Theocrat has not given up on his advisor, but 
  Jarret’s confidence in his own abilities is waning. 
  Scribes take down his dreams every morning, and 
  rumors leak from the scriptorium that he is coming 
  up blank more and more often.  
   
  Brother Jeremiah, on the other hand, is now 
  welcomed on his tours of the Theocracy, gaining 
  more and more believers in his prophetic visions.  
   
  Spring appears to be finally breaking through 
  the long winter, and the farmers race to plant their 
  seeds, although this late, they know their yield will 
  be smaller at harvest. Palish merchants are wary of 
  depending upon imports from Urnst or from 
  Nyrond, given its recent political instability, and the 
  citizens of the Pale feel considerably less secure in 
  their government’s grain reserves. 
  If the party brings Slag (alive or dead) and/or his white 
  dragon egg to the Theocracy, they gain an appropriate 
  monetary reward (though it probably disappears with the 
  gold cap) along with the Favor of the Theocracy of the Pale 
  on their AR, which can be used for advancing in certain 
  meta-orgs.  
   
  If the party lets Slag go free, they gain the Disfavor of 
  the Pale for failing to stop a potential security risk. Circle 
  the Disfavor of the Pale on the AR. They do, however, 
  receive Friends in Cold Places on their AR and the 
  various benefits associated with that. 
   
  Gift of the gnomes 
  At the conclusion of the adventure, after the characters 
  have rested up and spent a night or two in a warm bed, 
  each PC is visited individually by a gnome hailing from 
  the Yatil Mountains. The gnome knows the identity of 
  the character, and the read-aloud text below can be 
  paraphrased to include that information. Read the 
  following to the players: 
  Your last adventure complete, you spend a few days 
  resting and relaxing, enjoying what comforts 
  civilization offers. One day, as you are out walking 
  about, a well-worn gnome traveler dressed in an 
  earthen robe with stitchings of gold waves you 
  down. As he approaches, his face beams with the 
  delight of your attention. 
  
  PAL5-04 Seeds of Winter 
   
  Page 20 
   
  “Good adventurer, I thank you for a moment of 
  your precious time. Allow me to introduce myself. 
  My name is Clegin, Master Illusionist of Gnome 
  Vale. The Laird Gwaylar, our headman, has sent me 
  to search for worthies that may be willing to aid our 
  cause. Having heard of your recent exploits, I must 
  say, I am quite impressed by your actions. You must 
  be one of the stalwarts spoke of in the foretellings of 
  our Chief Cleric. Thus, I have this gift for you, if you 
  will accept it.” 
   
  Clegin pulls a polished gemstone from one of 
  his robe pockets. The gem has a symbol of arcane 
  power etched in its face. “Please, take this. It is now 
  but an interesting bauble, but I have the power to 
  enchant it into something that would be of greater 
  use than exchange for mere coin. When the time is 
  right, you might find yourself on the path to my 
  home, and then, as is foretold, you will aid my 
  people who have been beset upon by evils thought 
  vanquished. If you are successful in your task to be, I 
  shall reward you by awakening the arcane power 
  within the gem I offer. I and my people thank you 
  for all you’ve done, and all you’ve yet to accomplish.” 
  If the character accepts the gemstone: 
  Clegin hands you the gemstone. The same smile 
  plays upon his face as when he first greeted you. “I 
  have others to seek out. Soon, our paths shall cross 
  again, brave one.” He turns from you, and walks 
  down the street, disappearing in the crowd. 
  If the character does not accept the gemstone: 
  A look of confusion furrows Clegin’s brow. “I am 
  certain you are the one spoken of, yet you do not 
  accept my gift? Are you sure you would not 
  reconsider?” 
  Give the player another chance to think it over. If they 
  accept, read the acceptance text above. If they continue to 
  decline, read the following: 
  Clegin resigns himself to a slow smile. “Gift or no, 
  our paths shall meet again. I am certain that 
  something can be arranged at a later time. I must 
  leave now; I have others to seek out. Good day to 
  you, brave one.” He turns from you, and walks down 
  the street, disappearing in the crowd. 
  Characters can make a DC 20 Knowledge (geography) 
  skill check to know that Gnome Vale is a very isolated 
  community of gnomes located deep within the Yatil 
  Mountains.  
  Clegin has more errands to run, and can’t sit and 
  chat any longer with the character. If pressed for more 
  information, he simply says that all will be revealed in 
  due time. 
  If a character accepts the gift, they receive the Gnome 
  Vale gemstone listed on the Adventure Record. If they 
  refuse, cross this item off the Adventure Record. Its 
  purpose will become known at a later time. 
   
  If a character already has a gemstone, they may 
  receive a second (or third) gemstone if it is of a different 
  color than the ones already possessed by the character. A 
  character may not possess more than one of the same 
  color gemstone. 
   
  The End 
   
  Critical Events Summary 
  Please e-mail answers to the following questions to 
  nharkins@well.com, with the subject line “Seeds of 
  Winter Feedback”: 
  1. 
  Did the party learn of Slag’s dragon egg? 
  2. 
  Did the party learn of Umar’s dragon egg? 
  3. 
  Did the party tell the Church or public about 
  these dragon eggs? 
  4. 
  Did Slag survive? With possession of the egg? 
  5. 
  Did the party give Slag’s egg to the 
  Church/Theocrat? 
  6. 
  Did the party leave any survivors of the Ice 
  Claw Tribe? 
  7. 
  Did the party slay the belkers? 
  Experience Point Summary 
  Note that the branches in the plot result in players only 
  experiencing 2 of the following 4 encounters: Five, Eight, 
  Nine, and Ten (the only non-viable combinations are 
  Five and Nine, and Nine and Ten). 
  Encounter Three 
  Defeat the snowflake ooze 
   
  APL6 180 xp 
   
  APL8 240 xp 
   
  APL10 300 xp 
  Encounter Five 
  Defeat the belkers 
   
  APL6 270 xp 
   
  APL8 330 xp 
   
  APL10 390 xp 
  Encounter Eight 
  Defeat the goblin warband 
  
  PAL5-04 Seeds of Winter 
   
  Page 21 
   
  APL6 270 xp 
   
  APL8 330 xp 
   
  APL10 390 xp 
  Encounter Nine 
  Defeat the pursuing winter wolves or tlalusk 
   
  APL6 270 xp 
   
  APL8 330 xp 
   
  APL10 390 xp 
  Encounter Ten 
  Survive the collapsing ice 
   
  APL6 270 xp 
   
  APL8 330 xp 
   
  APL10 390 xp  
  Story Award 
  Solving Zambaric’s encoded message puzzle 
   
  All APLs 100 xp (no hints) / 50 xp (with hint) 
  Discretionary roleplaying award 
   
  APL6 80 xp 
   
  APL8 125 xp 
   
  APL10 170 xp 
  Total possible experience: 
   
  APL6 900 xp 
   
  APL8 1,125 xp 
   
  APL10 1,350 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.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter Three:   
   
  All APLs: L: 0 gp; C: 0 gp; M: 348 gp - scroll of ice web 
  (58 gp per PC), scroll of suppress flame (94 gp), scroll of wall of 
  coldfire (58 gp), scroll of waves of cold (138 gp). 
  Encounter Six:   
   
  All APLs: L: 28 gp; C: 0 gp; M: 2,981 gp - cloak of 
  Charisma +4 (1,333 gp per PC), wand of haste (206 gp), hat 
  of disguise (150 gp), dust of disappearance (292 gp), Heward’s 
  handy haversack (167 gp), metamagic rod of lesser Silent Spell 
  (250 gp), metamagic rod of lesser Extend Spell (250 gp), pearl 
  of power (2nd level) (333 gp). 
  Encounter Eight:   
   
  APL 6: L: 407 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 692 gp; C: 0 gp; M: 0 gp. 
   
  APL 10: L: 1,384 gp; C: 0 gp; M: 0 gp.  
  Encounter Five (descent), Nine, or Ten:   
   
  APL 6: L: 0 gp; C: 0 gp; M: 1,333 or 2,666 gp - 1 or 2 
  amulets of health +4 (1,333 gp each per PC). 
   
  APL 8: L: 0 gp; C: 0 gp; M: 1,333 gp - amulet of health 
  +4 (1,333 gp per PC). 
   
  APL 10: L: 0 gp; C: 0 gp; M: 3,000 gp - amulet of health 
  +6 (3,000 gp per PC). 
  
  PAL5-04 Seeds of Winter 
   
  Page 22 
  Total Possible Treasure 
  APL 6: L: 435 gp; C: 0 gp; M: 5,995 gp  - Total: 6,430 
  gp (cap 900 gp) 
  APL 8: L: 720 gp; C: 0 gp; M: 4,662 gp  - Total: 5,382 
  gp (cap 1,300 gp) 
  APL 10: L: 1,412 gp; C: 0 gp; M: 6,329 gp  - Total: 
  7,741 gp (cap 2,300 gp) 
  Special 
  Favor of the Theocracy: This counts as a Favor of 
  Pholtus usable for meta-org advancement. 
  New Dawn Camp: This PC loses 4 TUs for stealing the 
  possessions of Zambaric III. The penalty is reduced to 1 
  TU if they brought the murderer to face Palish justice. 
  Disfavor of the Pale: This character allowed a fomenter 
  of chaos and a possible threat to the Pale to go free. The 
  government of the Pale and the Church of the One True 
  Path now view them in a bad light. All meta-orgs which 
  require favors for promotion, cost twice as many favors. 
  All Diplomacy, Intimidate, and Gather Information 
  checks against any authorities of the Pale are at -5 
  circumstance penalty. This effect lasts for one year from 
  the date on this AR or until 4 Favors of the Pale have 
  been used to prove the character’s commitment to the 
  Pale. Any favors used in this way are considered used and 
  should be crossed off of the granting documentation. 
  Friends in Cold Places: Clerics have access to cast 1 of 
  the following spells from Frostburn: frostburn, lesser 
  frostburn, and mass frostburn. Druids may learn two of the 
  following spells: snowdrift, snowsight, snow walk, or thin air, 
  OR gain access to the feat Beckon the Frozen. Paladins 
  gain access to the feat Winter’s Mount, but it can only be 
  used with a caribou mount for Medium PCs, or a 
  Frigdrasil war hound for Small PCs, provided they have 
  obtained access to one in PAL4-08 Winters Past.  
  Vials of Coldfire (50 gp/ounce). Access: Adventure, if 
  Slag was captured or slain. Access: Regional, if Slag was 
  left to go free. 
  Scrolls from Zambaric III: ice web (Sor/Wiz4), suppress 
  flame (Sor/Wiz5), wall of coldfire (Sor/Wiz4), waves of cold 
  (Sor/Wiz6). 
  Gnome Vale Green Gemstone: A gnome calling 
  himself Clegin presented you with a well-cut, human’s 
  palm-sized gemstone colored green. Upon the face is 
  etched a symbol of arcane magic signifying the school of 
  transmutation; there is also a lingering aura of this magic 
  upon the gemstone. If sold, it will fetch 50 gold pieces. 
  You do not have to pay for this item. You may only 
  possess one Gnome Vale green gemstone. 
   
  Items for the Adventure Record 
  Item Access 
  APL 6 and 8: 
  Hat of Disguise (Adventure; DMG; 1,800 gp) 
  Cloak of Charisma +4 (Adventure; DMG; 16,000 gp) 
  Amulet of Health +4 (Adventure; DMG; 16,000 gp) 
  Dust of Disappearance (Adventure; DMG; 3,500 gp) 
  Rod of Lesser Extend Spell (Adventure; DMG; 3,000 gp) 
  Rod of Lesser Silent Spell (Adventure; DMG; 3,000 gp) 
  Wand of Haste (11 charges) (Adventure; DMG; 2,475 gp 
  [225 gp/charge]) 
  Pearl of Power (2nd level) (Adventure; DMG; 4,000 gp)  
  Vials of Coldfire (Adventure or Regional, as above; 
  Frostburn; 50 gp/ounce) 
   
  APL 10: 
  (all APL 6 & 8 Items plus the following:) 
  Amulet of Health +6 (Adventure; DMG; 36,000 gp) 
  Heward’s Handy Haversack (Adventure; DMG; 2,000 gp) 
  
  PAL5-04 Seeds of Winter 
   
  Page 23 
  Combat Appendix – All APLs
  Encounter Six and/or Eight  
   
  Slag Grizz’nak: male half-dragon goblin Brd4/Drd5; 
  CR 11; Small Dragon; HD 4d6+5d8+27; hp 54; Init +1; 
  Spd 30 ft.; AC 18 (touch 12, flat-footed 17) [[+1 size, +1 
  Dex, +4 Natural Armor, +2 Leather Armor]]; Base 
  Atk/Grap: +6/+2; Atk +10 melee (1d4+3/18-20, 
  masterwork Small scimitar) or +9 melee (1d3+3, claw); 
  Full Atk +10/+5 melee (1d4+3/18-20, masterwork 
  Small scimitar) and +4 melee (1d4+1, bite), or +9/+9 
  melee (1d3+3, 2 claws) and +4 melee (1d4+1, bite); SA 
  Breath Weapon 1/day; SQ Darkvision 60 ft., Immune 
  to sleep, paralysis, and cold, Wild Shape 1/day (Small or 
  Medium), Woodland Stride, Trackless Step, Nature 
  Sense, Resist Nature’s Lure (+4 on saves vs the spell 
  like abilities of Fey), Wild Empathy, Bardic Knowledge 
  +4, Bardic Music 4/day (countersong, fascinate, inspire 
  courage +1); AL N; SV Fort +8, Ref +6, Will +10; Str 16, 
  Dex 12, Con 16, Int 10, Wis 15, Cha 15 (19). 
   
  Skills and Feats: Bluff +9, Concentration +15, Hide 
  +15, Move Silently +9, Perform (oratory) +16, Ride +5, 
  Tumble +6; Augmented Summoning, Beckon the 
  Frozen (see Special Rules section), Disguise Spell (see 
  Special Rules section), Spell Focus (conjuration). 
   
  Languages: Goblin, Common, Druidic. 
   
  Breath Weapon (Su): 30-ft. cone, once per day, 
  damage 6d8 cold, Reflex DC 17 half. The save DC is 
  Constitution-based. 
   
  Bard 
  Spells 
  Known 
  (3/3/1 
  per 
  day): 
  0—
  prestidigitation, mage hand, mending, daze (DC 14), ghost 
  sound (DC 14), lullaby (DC 14); 1st—disguise self (DC 15), 
  inspirational boost (see Special Rules section), Tasha’s 
  hideous laughter (DC 15); 2nd—enthrall (DC 16), 
  harmonize (see Special Rules section). 
   
  Druid Spells Prepared (5/4/3/1): 0—know direction, 
  create water (2), purify food and water (2); 1st—obscuring 
  mist, snowsight (2) (see Special Rules section), snowdrift 
  (see Special Rules section); 2nd—snow walk (see 
  Special Rules section), thin air (DC 14) (see Special 
  Rules section), tree shape; 3rd—meld into stone. 
   
  Possessions: Masterwork Small scimitar, 3 Small 
  daggers, Small leather armor, cloak of Charisma +4, wand 
  of haste (11 charges), hat of disguise, dust of disappearance, 
  Heward’s handy haversack, metamagic rod of lesser Silent 
  Spell, metamagic rod of lesser Extend Spell, bracelet of the 
  North (Fire Resist 10), pearl of power (2nd level), 5 sprigs 
  of holly, spell component pouch, 1 white dragon’s egg 
  in stasis. 
  “Mush”, 
  Frigdrasil 
  War 
  Hound 
  (Animal 
  Companion): CR -; Medium Animal; HD 5d8+15; hp 
  37; Init +3; Spd 40 ft.; AC 19 (touch 13, flat-footed 16) 
  [[+3 Dex, +6 Natural Armor]]; Base Attack/Grapple: 
  +3/+6; Atk or Full Atk +6 melee (1d6+4, bite); SA Trip; 
  SQ Scent, Evasion, Link, Share Spells; AL N; SV Fort 
  +7, Ref +7, Will +2; Str 17, Dex 16, Con 16, Int 2, Wis 
  12, Cha 6. 
   
  Skills and Feats: Jump +11, Listen +7, Spot +6, Swim 
  +4, Survival +1 (+5 tracking by Scent), Alertness, 
  Endurance, Track. 
   
  Tricks: Attack (x2), Defend, Guard, Track, Seek, 
  Fetch, Come, Work, Down. 
   
  The white dragon egg in Slag’s possession has several 
  custom enchantments on it: one akin to a wall of force, 
  but shaped to surround the elongated egg perfectly 
  (one foot long and 6 inches wide), another is akin to a 
  permanent time stop within the force barrier, and 
  finally a trigger which dispels the other effects when 
  subjected to the breath of a white dragon or half-
  dragon. These enchantments have a caster level of 20 
  and are otherwise permanent. In every other way, the 
  egg is certainly that of a white dragon, and weighs 
  exactly one pound.  
   
  The force barrier is impervious but can be 
  destroyed with a disintegrate spell. If the enchantments 
  are removed, it has a hardness of 8 and 10 hit points, 
  and it takes a Strength check of DC 12 to break it open. 
  White dragon eggs must be buried in snow or ice for 
  about 300 days to incubate properly. It is unknown 
  how far it was into incubation before it was enchanted.  
  
  PAL5-04 Seeds of Winter 
   
  Page 24 
  Combat Appendix – APL 6
  Encounter Three 
   
   
   
   
  Snowflake Ooze (source: Monster Manual III): CR 
  5; Medium Ooze; HD 6d10+30; hp 63; Init -5; Spd 15 
  ft.; AC 5 (touch 5, flat-footed 5) [[-5 Dex]]; Base 
  Atk/Grap: +4/+9; Atk or Full Atk +9 melee (1d8+7 plus 
  2d4 cold, slam); SA Cold Aura, Constrict (1d8+7 plus 
  2d4 cold), Improved Grab; SQ Airy, Blindsight 60 ft., 
  Immunity to Cold, Ooze Traits, Split, Vulnerability to 
  Fire; AL N; SV Fort +7, Ref -3, Will -3; Str 20, Dex 1, 
  Con 20, Int -, Wis 1, Cha 1. 
   
  Skills and Feats: Climb +13 (can always “take 10”), 
  Hide -5 (+7 in snowy or icy terrain). 
   
  Airy (Ex): Since a snowflake ooze’s physiology is 
  made up of a little ooze and lots empty space, it is 
  difficult to know where to attack. Any piercing melee 
  or ranged attack directed at it has a 20% miss chance 
  (the blow or missile passes harmlessly through the 
  creature’s space. Even a true seeing effect is useless in 
  determining where and how to strike the creature. 
   
  Constrict (Ex): A snowflake ooze deals automatic 
  slam and cold damage with a successful grapple check. 
   
  Cold Aura (Ex): A snowflake ooze exudes cold. 
  Any creature within 5 feet of one takes 1d6 points of 
  cold damage (DC 18 Fortitude half). The save DC is 
  Constitution-based. 
   
  Improved Grab (Ex): To use this ability, a 
  snowflake ooze must hit a Small or smaller-sized 
  creature with its slam attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Split (Ex): Bludgeoning weapons deal no damage 
  to a snowflake ooze. Instead, the creature fractures into 
  two identical snowflake oozes, each with half of the 
  original’s current hit points (round down). A snowflake 
  ooze with 10 hit points or less cannot be further split 
  and dies if reduced to 0 hit points. 
   
  Encounter Five 
   
   
   
   
  Advanced Belker (source: Monster Manual I): CR 
  8; Huge Elemental (Air, Extraplanar); HD 11d8+44; hp 
  93; Init +4; Spd 30 ft., fly 50 ft. (perfect); AC 23 (touch 
  12, flat-footed 19) [[-2 size, +4 Dex, +11 natural]]; Base 
  Atk/Grap: +8/+18; Atk +11 melee (1d8+5, wing); Full 
  Atk +11/+11 melee (1d8+5, 2 wings) and +6 melee 
  (1d6+2, bite) and +6/+6 melee (1d4+2, 2 claws); 
  Space/Reach: 15 ft./15 ft.; SA Smoke Claws; SQ 
  Darkvision 60 ft., Elemental traits, Smoke form; AL 
  NE; SV Fort +7, Ref +11, Will +3; Str 20, Dex 19, Con 
  18, Int 6, Wis 11, Cha 11. 
   
  Skills and Feats: Listen +7, Move Silently +8, Spot 
  +7, Alertness, Combat Reflexes, Multiattack, Weapon 
  Finesse. 
   
  Languages: Auran. 
   
  Smoke Form (Su): Most of the time, belkers are 
  more or less solid, but at will, it can assume a smoke 
  form similar to a gaseous form spell (CL 11th). It can 
  switch forms once per round as a free action, and spend 
  up to 20 rounds per day in smoke form. In smoke form, 
  it can fly at 50 ft. (perfect).  
   
  Smoke Claws (Ex): A belker in smoke form can 
  engulf opponents by moving on top of them. It fills the 
  air around one Large or smaller creature without 
  provoking an attack of opportunity. The target must 
  succeed a DC 17 Fortitude save or inhale part of the 
  creature. The smoke inside the creature solidifies into a 
  claw and begins to rip at the surrounding organs, 
  dealing 4d4 points of damage per round. An affected 
  creature can attempt another Fortitude save each 
  subsequent round on their turn to cough out the semi-
  vaporous menace. 
  Encounter Eight 
   
   
   
   
  Goblin Chargers: male goblin War3; CR 1; Small 
  Humanoid (goblinoid); HD 3d8+3; hp 16; Init +1; Spd 
  20 ft.; AC 17 (touch 12, flat-footed 16) [[+1 size, +1 Dex, 
  +3 Hide Armor, +2 heavy wooden shield]]; Base 
  Atk/Grap: +3/-1; Atk or Full Atk +5 melee (1d6/x3, 
  masterwork Small lance) or +5 melee (1d6, masterwork 
  Small morningstar); SA —; SQ Darkvision 60 ft.; AL 
  CN; SV Fort +4, Ref +2, Will +0; Str 11, Dex 13, Con 12, 
  Int 10, Wis 9, Cha 6. 
   
  Skills and Feats: Handle Animal +4, Hide +5, Move 
  Silently +5, Ride +11; Mounted Combat, Ride-by 
  Attack. 
   
  Languages: Goblin. 
   
  Possessions: Masterwork Small lance, masterwork 
  Small morningstar, Small dagger, Small hide armor, 
  Small heavy wooden shield, cold weather outfit. 
   
  Goblin Archers: male goblin War 3; CR 1; Small 
  Humanoid (goblinoid); HD 3d8+3; hp 16; Init +2; Spd 
  20 ft.; AC 15 (touch 12, flat-footed 14) [[+1 size, +1 Dex, 
  +3 Hide Armor]]; Base Atk/Grap: +3/-1; Atk or Full Atk 
  +6 ranged (1d6/x3, masterwork Small composite 
  
  PAL5-04 Seeds of Winter 
   
  Page 25 
  longbow) or +5 melee (1d6, masterwork Small 
  morningstar); SA —; SQ Darkvision 60 ft.; AL CN; SV 
  Fort +4, Ref +2, Will +0; Str 11, Dex 13, Con 12, Int 10, 
  Wis 9, Cha 6. 
   
  Skills and Feats: Hide +6, Listen +2, Move Silently 
  +6, Ride +6, Spot +2, Point Blank Shot, Precise Shot. 
   
  Languages: Goblin. 
   
  Possessions: Masterwork Small composite longbow, 
  masterwork Small morningstar, Small dagger, Small 
  hide armor, quiver with 50 arrows, cold weather outfit. 
  Encounter Nine 
   
   
   
   
  Buffed Winter Wolf (source: Monster Manual I): 
  CR 5 (before buffs); Large Magical Beast (Cold); HD 
  6d10+30; hp 63; Init +5; Spd 50 ft.; AC 19 (touch 10, 
  flat-footed 18) [[-1 size, +1 Dex, +5 natural, +4 Mage 
  Armor]]; Base Atk/Grap: +6/+14; Atk or Full Atk +9 
  melee (1d8+6 plus 1d6 cold, bite); Space/Reach: 10 ft./5 
  ft.; SA Breath Weapon, Freezing Bite, Trip; SQ 
  Darkvision 60 ft., Immunity to Cold, Low-light vision, 
  Scent, Vulnerability to Fire; AL NE; SV Fort +10, Ref 
  +6, Will +3; Str 18, Dex 13, Con 16 (20), Int 9, Wis 13, 
  Cha 10. 
   
  Skills and Feats: Hide –1 (+6 in snow or ice), Listen 
  +6, Move Silently +7, Spot +6, Survival +1 (+5 when 
  tracking by Scent), Alertness, Improved Initiative, 
  Track. 
   
  Languages: Giant, Common. 
   
  Breath Weapon (Su): 15-foot cone, once every 
  1d4 rounds, damage 4d6 cold, Reflex DC 16 half (DC 
  18 with amulet of health +4). The save DC is 
  Constitution-based.  
   
  Freezing Bite (Ex): A winter wolf deals an extra 
  1d6 points of cold damage every time it bites an 
  opponent, as if its bite were a frost weapon. 
   
  Trip (Ex): A winter wolf that hits with a bite 
  attack can attempt to trip the opponent (+8 check 
  modifier) as a free action without making a touch 
  attack or provoking an attack of opportunity. If the 
  attempt fails, the opponent cannot react to trip the 
  winter wolf. 
   
  Buffs: mage armor (20th-level caster), and resist 
  energy (fire) 30 (20th-level caster). 
   
  Possessions: Amulet of health +4. 
  
  PAL5-04 Seeds of Winter 
   
  Page 26 
  Combat Appendix – APL 8
  Encounter Three 
   
   
   
   
  Snowflake Ooze (source: Monster Manual III): CR 
  7; Large Ooze; HD 10d10+70; hp 125; Init -5; Spd 15 ft.; 
  AC 4 (touch 4, flat-footed 4) [[-1 size, -5 Dex]]; Base 
  Atk/Grap: +6/+15; Atk or Full Atk +15 melee (2d6+13 
  plus 2d4 cold, slam); Space/Reach: 10 ft./5 ft.; SA Cold 
  Aura, Constrict (2d6+13 plus 2d4 cold), Improved 
  Grab; SQ Airy, Blindsight 60 ft., Immunity to Cold, 
  Ooze Traits, Split, Vulnerability to Fire; AL N; SV Fort 
  +10, Ref -2, Will -2; Str 28, Dex 1, Con 25, Int -, Wis 1, 
  Cha 1. 
   
  Skills and Feats: Climb +17 (can always “take 10”), 
  Hide -9 (+3 in snowy or icy terrain). 
   
  Airy (Ex): Since a snowflake ooze’s physiology is 
  made up of a little ooze and lots empty space, it is 
  difficult to know where to attack. Any piercing melee 
  or ranged attack directed at it has a 20% miss chance 
  (the blow or missile passes harmlessly through the 
  creature’s space. Even a true seeing effect is useless in 
  determining where and how to strike the creature. 
   
  Constrict (Ex): A snowflake ooze deals automatic 
  slam and cold damage with a successful grapple check. 
   
  Cold Aura (Ex): A snowflake ooze exudes cold. 
  Any creature within 5 feet of one takes 1d6 points of 
  cold damage (DC 20 Fortitude half). The save DC is 
  Constitution-based. 
   
  Improved Grab (Ex): To use this ability, a 
  snowflake ooze must hit a Medium or smaller-sized 
  creature with its slam attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Split (Ex):  Bludgeoning weapons deal no damage 
  to a snowflake ooze. Instead the creature fractures into 
  two identical snowflake oozes, each with half of the 
  original’s current hit points (round down). A snowflake 
  ooze with 10 hit points or less cannot be further split 
  and dies if reduced to 0 hit points. 
  Encounter Five 
   
   
   
   
  Advanced Belker (source: Monster Manual I): CR 
  9; Huge Elemental (Air, Extraplanar); HD 15d8+60; hp 
  127; Init +5; Spd 30 ft., fly 50 ft. (perfect); AC 24 (touch 
  13, flat-footed 19) [[-2 size, +5 Dex, +11 natural]]; Base 
  Atk/Grap: +11/+21; Atk +14 melee (1d8+5, wing); Full 
  Atk +14/+14 melee (1d8+5, 2 wings) and +9 melee 
  (1d6+2, bite) and +9/+9 melee (1d4+2, 2 claws); 
  Space/Reach: 15 ft./15 ft.; SA Smoke Claws; SQ 
  Darkvision 60 ft., Elemental traits, Smoke form; AL 
  NE; SV Fort +9, Ref +14, Will +5; Str 20, Dex 19, Con 
  18, Int 6, Wis 11, Cha 11. 
   
  Skills and Feats: Listen +11, Move Silently +8, Spot 
  +11; Ability Focus (Smoke Claws), Alertness, Combat 
  Reflexes, Multiattack, Snatch, Weapon Finesse. 
   
  Languages: Auran. 
   
  Smoke Form (Su): Most of the time, belkers are 
  more or less solid, but at will, it can assume a smoke 
  form similar to a gaseous form spell (CL 15th). It can 
  switch forms once per round as a free action, and spend 
  up to 20 rounds per day in smoke form. In smoke form, 
  it can fly at 50 ft. (perfect).  
   
  Smoke Claws (Ex): A belker in smoke form can 
  engulf opponents by moving on top of them. It fills the 
  air around one Large or smaller creature without 
  provoking an attack of opportunity. The target must 
  succeed a DC 19 Fortitude save or inhale part of the 
  creature. The smoke inside the creature solidifies into a 
  claw and begins to rip at the surrounding organs, 
  dealing 4d4 points of damage per round. An affected 
  creature can attempt another Fortitude save each 
  subsequent round on their turn to cough out the semi-
  vaporous menace. 
  Encounter Eight 
   
   
   
   
  Goblin Chargers: male goblin War3; CR 1; Small 
  Humanoid (goblinoid); HD 3d8+3; hp 16; Init +1; Spd 
  20 ft.; AC 17 (touch 12, flat-footed 16) [[+1 size, +1 Dex, 
  +3 Hide Armor, +2 heavy wooden shield]]; Base 
  Atk/Grap: +3/-1; Atk or Full Atk +5 melee (1d6/x3, 
  masterwork Small lance) or +5 melee (1d6, masterwork 
  Small morningstar); SA —; SQ Darkvision 60 ft.; AL 
  CN; SV Fort +4, Ref +2, Will +0; Str 11, Dex 13, Con 12, 
  Int 10, Wis 9, Cha 6. 
   
  Skills and Feats: Handle Animal +4, Hide +5, Move 
  Silently +5, Ride +11; Mounted Combat, Ride-by 
  Attack. 
   
  Languages: Goblin. 
   
  Possessions: Masterwork Small lance, masterwork 
  Small morningstar, Small dagger, Small hide armor, 
  Small heavy wooden shield, cold weather outfit. 
   
  Goblin Archers: male goblin War3; CR 1; Small 
  Humanoid (goblinoid); HD 3d8+3; hp 16; Init +2; Spd 
  20 ft.; AC 15 (touch 12, flat-footed 14) [[+1 size, +1 Dex, 
  +3 Hide Armor]]; Base Atk/Grap: +3/-1; Atk or Full Atk 
  +6 ranged (1d6/x3, masterwork Small composite 
  longbow) or +5 melee (1d6, masterwork Small 
  morningstar); SA —; SQ Darkvision 60 ft.; AL CN; SV 
  Fort +4, Ref +2, Will +0; Str 11, Dex 13, Con 12, Int 10, 
  Wis 9, Cha 6. 
   
  Skills and Feats: Hide +6, Listen +2, Move Silently 
  +6, Ride +6, Spot +2; Point Blank Shot, Precise Shot. 
  
  PAL5-04 Seeds of Winter 
   
  Page 27 
   
  Languages: Goblin. 
   
   
  Possessions: Masterwork Small composite longbow, 
  masterwork Small morningstar, Small dagger, Small 
  hide armor, quiver with 50 arrows, cold weather outfit. 
  Encounter Nine 
   
   
   
   
  Buffed Advanced Winter Wolf (source: Monster 
  Manual I): CR 9 (before buffs); Huge Magical Beast 
  (Cold); HD 15d10+105; hp 187; Init +5; Spd 50 ft.; AC 
  21 (touch 9, flat-footed 20) [[-2 size, +1 Dex, +8 natural, 
  +4 Mage Armor]]; Base Atk/Grap: +15/+23; Atk or Full 
  Atk +21 melee (3d6+12 plus 1d8 cold, bite); 
  Space/Reach: 15 ft./10 ft.; SA Breath Weapon, Freezing 
  Bite, Trip; SQ Darkvision 60 ft., Immunity to Cold, 
  Low-light vision, Scent, Vulnerability to Fire; AL NE; 
  SV Fort +18, Ref +14, Will +8; Str 26, Dex 12, Con 20 
  (24), Int 9, Wis 14, Cha 10. 
   
  Skills and Feats: Hide +1 (+8 in snow or ice), Listen 
  +7, Move Silently +7, Spot +7, Survival +4 (+8 when 
  tracking by Scent); Alertness, Combat Reflexes, 
  Improved Initiative, Lightning Reflexes, Improved 
  Natural Attack (bite), Track. 
   
  Languages: Giant, Common. 
   
  Breath Weapon (Su): 15-foot cone, once every 
  1d4 rounds, damage 6d6 cold, Reflex DC 22 half (DC 
  24 with amulet of health +4). The save is Constitution-
  based.  
   
  Freezing Bite (Ex): An advanced winter wolf 
  deals an extra 1d8 points of cold damage every time it 
  bites an opponent, as if its bite were a frost weapon. 
   
  Trip (Ex): An advanced winter wolf that hits with 
  a bite attack can attempt to trip the opponent (+16 
  check modifier) as a free action without making a 
  touch attack or provoking an attack of opportunity. If 
  the attempt fails, the opponent cannot react to trip the 
  winter wolf. 
   
  Buffs: mage armor (20th-level caster), and resist 
  energy (fire) 30 (20th-level caster). 
   
  Possessions: Amulet of health +4. 
   
  
  PAL5-04 Seeds of Winter 
   
  Page 28 
  Combat Appendix – APL 10
  Encounter Three 
   
   
   
   
  Snowflake Ooze (source: Monster Manual III): CR 
  7; Large Ooze; HD 10d10+70; hp 125; Init -5; Spd 15 ft.; 
  AC 4 (touch 4, flat-footed 4) [[-1 size, -5 Dex]]; Base 
  Atk/Grap: +6/+15; Atk or Full Atk +15 melee (2d6+13 
  plus 2d4 cold, slam); Space/Reach: 10 ft./5 ft.; SA Cold 
  Aura, Constrict (2d6+13 plus 2d4 cold), Improved 
  Grab; SQ Airy, Blindsight 60 ft., Immunity to Cold, 
  Ooze Traits, Split, Vulnerability to Fire; AL N; SV Fort 
  +10, Ref -2, Will -2; Str 28, Dex 1, Con 25, Int -, Wis 1, 
  Cha 1. 
   
  Skills and Feats: Climb +17 (can always “take 10”), 
  Hide -9 (+3 in snowy or icy terrain). 
   
  Airy (Ex): Since a snowflake ooze’s physiology is 
  made up of a little ooze and lots empty space, it is 
  difficult to know where to attack. Any piercing melee 
  or ranged attack directed at it has a 20% miss chance 
  (the blow or missile passes harmlessly through the 
  creature’s space. Even a true seeing effect is useless in 
  determining where and how to strike the creature. 
   
  Constrict (Ex): A snowflake ooze deals automatic 
  slam and cold damage with a successful grapple check. 
   
  Cold Aura (Ex): A snowflake ooze exudes cold. 
  Any creature within 5 feet of one takes 1d6 of cold 
  damage (DC 20 Fortitude half). The save DC is 
  Constitution-based. 
   
  Improved Grab (Ex): To use this ability, a 
  snowflake ooze must hit a Medium or smaller-sized 
  creature with its slam attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Split (Ex):  Bludgeoning weapons deal no damage 
  to a snowflake ooze. Instead the creature fractures into 
  two identical snowflake oozes, each with half of the 
  original’s current hit points (round down). A snowflake 
  ooze with 10 hit points or less cannot be further split 
  and dies if reduced to 0 hit points. 
  Encounter Five 
   
   
   
   
  Advanced Belker (source: Monster Manual I): CR 
  9; Huge Elemental (Air, Extraplanar); HD 15d8+60; hp 
  127; Init +5; Spd 30 ft., fly 50 ft. (perfect); AC 24 (touch 
  13, flat-footed 19) [[-2 size, +5 Dex, +11 natural]]; Base 
  Atk/Grap: +11/+21; Atk +14 melee (1d8+5, wing); Full 
  Atk +14/+14 melee (1d8+5, 2 wings) and +9 melee 
  (1d6+2, bite) and +9/+9 melee (1d4+2, 2 claws); 
  Space/Reach: 15 ft./15 ft.; SA Smoke Claws; SQ 
  Darkvision 60 ft., Elemental traits, Smoke form; AL 
  NE; SV Fort +9, Ref +14, Will +5; Str 20, Dex 19, Con 
  18, Int 6, Wis 11, Cha 11. 
   
  Skills and Feats: Listen +11, Move Silently +8, Spot 
  +11, Ability Focus (Smoke Claws), Alertness, Combat 
  Reflexes, Multiattack, Snatch, Weapon Finesse. 
   
  Languages: Auran. 
   
  Smoke Form (Su): Most of the time, belkers are 
  more or less solid, but at will, it can assume a smoke 
  form similar to a gaseous form spell (CL 15th). It can 
  switch forms once per round as a free action, and spend 
  up to 20 rounds per day in smoke form. In smoke form, 
  it can fly at 50 ft. (perfect).  
   
  Smoke Claws (Ex): A belker in smoke form can 
  engulf opponents by moving on top of them. It fills the 
  air around one Large or smaller creature without 
  provoking an attack of opportunity. The target must 
  succeed a DC 19 Fortitude save or inhale part of the 
  creature. The smoke inside the creature solidifies into a 
  claw and begins to rip at the surrounding organs, 
  dealing 4d4 points of damage per round. An Affected 
  creature can attempt another Fortitude save each 
  subsequent round on their turn to cough out the semi-
  vaporous menace. 
  Encounter Eight 
   
   
   
   
  Goblin Chargers: male goblin War3; CR 1; Small 
  Humanoid (goblinoid); HD 3d8+3; hp 16; Init +1; Spd 
  20 ft.; AC 17 (touch 12, flat-footed 16) [[+1 size, +1 Dex, 
  +3 Hide Armor, +2 heavy wooden shield]]; Base 
  Atk/Grap: +3/-1; Atk or Full Atk +5 melee (1d6/x3, 
  Small lance) or +5 melee (1d6, morningstar); SA —; 
  SQ: Darkvision 60 ft.; AL CN; SV Fort +4, Ref +2, Will 
  +0; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6. 
   
  Skills and Feats: Handle Animal +4, Hide +5, Move 
  Silently +5, Ride +11; Mounted Combat, Ride-by 
  Attack. 
   
  Languages: Goblin. 
   
  Possessions: Masterwork Small lance, masterwork 
  Small morningstar, Small dagger, Small hide armor, 
  Small heavy wooden shield, cold weather outfit. 
   
  Goblin Archers: male goblin War3; CR 1; Small 
  Humanoid; HD 3d8+3; hp 16; Init +2; Spd 20 ft.; AC 15 
  (touch 13, flat-footed 14) [[+1 size, +1 Dex, +3 Hide 
  Armor]]; Base Atk/Grap: +3/-1; Atk or Full Atk +6 
  ranged 
  (1d6/x3, 
  masterwork 
  Small 
  composite 
  longbow) or +5 melee (1d6, masterwork Small 
  morningstar); SA —; SQ Darkvision 60 ft.; AL CN; SV 
  Fort +4, Ref +2, Will +0; Str 11, Dex 13, Con 12, Int 10, 
  Wis 9, Cha 6. 
   
  Skills and Feats: Hide +6, Listen +2, Move Silently 
  +6, Ride +6, Spot +2; Point Blank Shot, Precise Shot. 
  
  PAL5-04 Seeds of Winter 
   
  Page 29 
   
  Languages: Goblin. 
   
  Possessions: 
  Masterwork 
  Small 
  composite 
  longbow, masterwork Small morningstar, Small 
  dagger, Small hide armor, quiver with 50 arrows, cold 
  weather outfit. 
  Encounter Nine 
   
   
   
   
  Tlalusk  (source: Frostburn): CR 11; Huge Magical 
  Beast (Cold); HD 16d10+128; hp 216; Init +0; Spd 60 ft.; 
  AC 22 (touch 8, flat-footed 22) [[-2 size, +10 natural, +4 
  Mage Armor]]; Base Atk/Grap: +16/+34; Atk +24 melee 
  (2d6+10, hoof); Full Atk +24/+24 melee (2d6+10, 2 
  hooves) and +22 melee (2d6+5, bite) and +24 melee 
  (2d6+5, gore); Space/Reach: 15 ft./15 ft.; SA Bellow, 
  Trample 2d8+15; SQ Darkvision 60 ft., Fast Healing 5, 
  Immunity to Cold, Low-light vision, Scent, Spell 
  Resistance 20, Vulnerability to Fire; AL N; SV Fort +18, 
  Ref +10, Will +6; Str 30, Dex 11, Con 20 (26), Int 5, Wis 
  12, Cha 11. 
   
  Skills and Feats: Listen +13, Spot +12; Alertness, 
  Improved Bull Rush, Improved Natural Attack (hoof), 
  Improved Overrun, Multiattack, Power Attack. 
   
  Languages: Understands some Giant. 
   
  Bellow (Su): Once per minute, a tlalusk can 
  bellow. This horribly loud blast affects a 30-ft. cone, but 
  can be heard for miles. Any creature within the area 
  must make a DC 23 Fort save (DC 26 with amulet of 
  health +6) or be stunned and deafened for 1d6 rounds. 
  A successful save results in being deafened for 1 round, 
  and not stunned.  
   
  Trample (Ex): As a standard action during its turn 
  each round, it can run over large or smaller creatures, 
  dealing 2d8+15 points of bludgeoning damage. A 
  trampled opponent can attempt either an attack of 
  opportunity at a –4 penalty or a DC 28 Reflex save for 
  half damage. 
   
  Buffs: mage armor (20th-level caster), and resist 
  energy (fire) 30 (20th-level caster). 
   
  Possessions: Amulet of health +6. 
  
  PAL5-04 Seeds of Winter 
   
  Page 30 
   
   
   
  Special Rules 
  New Spells from Races of Stone 
  Harmonize 
  Transmutation 
  Level: Bard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 min./level 
  You blend magic and music seamlessly. While this spell is in effect, starting a bardic music effect requires only a move 
  action. Concentrating on a bardic music effect that requires concentration still requires a standard action. 
   
  New Spells from Complete Adventurer 
  Inspirational Boost 
  Enchantment (Compulsion) [Mind-affecting, Sonic] 
  Level: Bard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round or special; see text. 
  When you play your instrument, sing your song, recite your epic poem, or speak your words of encouragement, you fill 
  your allies with greater confidence than normal. While this spell is in effect, the morale bonus granted by your inspire 
  courage bardic music increases by 1. 
   
  The effect lasts until your inspire courage effect ends. If you don’t begin to use your inspire courage ability before 
  the beginning of your next turn, the spell’s effect ends. 
   
  New Spells from Frostburn 
  Frostburn  
  Necromancy [Cold] 
  Level: Cleric 4 
  This spell functions like lesser frostburn, except that it deals 3d12 points of frostburn damage +1 point per caster level 
  (maximum +20). 
   
  Frostburn, Lesser 
  Necromancy [Cold] 
  Level: Cleric 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes 
  
  PAL5-04 Seeds of Winter 
   
  Page 31 
   
  When laying your hand upon a creature, you channel cold energy that deals 1d12 points of frostburn damage +1 point 
  per caster level (maximum +5). When cast upon a cold subtype creature, this spell heals a like amount of damage, rather 
  than harming it. 
   
  Frostburn, Mass 
  Necromancy [Cold] 
  Level: Cleric 6 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature/level, no two of which can be more than 30 ft. apart. 
  Duration: Instantaneous 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes 
  Cold energy spreads out in all directions from the point of origin, dealing 3d12 points of frostburn damage, +1 point per 
  caster level (maximum +20) to nearby enemies. Like other frostburn spells, mass frostburn cures cold subtype creatures in 
  its area rather than damaging them. 
   
  Ice Web 
  Conjuration (Creation) [Cold] 
  Level: Sorcerer/wizard 4 
  Components: V, S, Coldfire 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. +10 ft./level) 
  Effect: Webs of coldfire in a 20-ft.-radius spread 
  Duration: 10 min./level (D) 
  Saving Throw: Reflex negates; see text 
  Spell Resistance: No 
  Ice web creates a many-layered mass of strong, frigid strands of pure coldfire.  
   
  These masses must be anchored to two or more solid and diametrically opposed points—floors and ceiling, 
  opposite walls, or the like—or else the ice web collapses upon itself and disappears. Creatures caught within the ice web 
  become entangled in the strands. Attacking a creature in the ice web won't cause you to be entangled. 
   
  Any creature moving into or through the spell's area takes 1d4 points of frostburn damage per round.  
   
  In addition, anyone in the effect's area when the spell is cast must make a Reflex save; if this save succeeds, the 
  creature is entangled, but not prevented from moving, though moving is more difficult than normal (see below). If the 
  save fails, the creature is entangled and can't more from the space, but can break loose by spending 1 round and making 
  a DC 20 Strength check of a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later 
  Strength check or Escape Artist check), a creature remains entangled, but may move through the ice web very slowly. 
  Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature 
  moves 5 feet for each full 5 points by which the check result exceeds 10.  
   
  If you have at least 5 feet of ice web between you and an opponent, it provides cover. If you have at least 20 feet of ice 
  web between you, it provides total cover. 
   
  The strands of an ice web are immune to damage from cold. Any fire--a torch, burning oil, a flaming sword, and do 
  forth--can melt 5 square feet of coldfire strands in one round.  
   
  Ice web can be made permanent with a permanency spell. A permanent ice web that is damaged (but not destroyed) 
  regrows in 10 minutes.  
   
  Creatures with the cold subtype may pass unimpeded and unharmed through an ice web. 
   
  Coldfire component: Two ounces of coldfire. 
   
  
  PAL5-04 Seeds of Winter 
   
  Page 32 
   
  Snowdrift 
  Transmutation 
  Level: Druid 1, sorcerer/wizard 1 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Snow touched, up to 10 cu. ft./level 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  You can form existing snow into any shape that suits your purpose. For example, you can make a snow bank for 
  concealment, sculpt a snow statue or idol, open a tunnel in deep snow, or simply cover a set of tracks. Snowdrift also 
  permits you to raise snowy barriers around a door or house to prevent vision in or out, or to clog a chimney with snow. 
  Snow cannot be made into weapons with this spell and snowdrift does not affect solid ice in any form.  
   
  Arcane Material Component: A pinch of white flour. 
   
  Snowsight  
  Transmutation 
  Level: Druid 1, ranger 1, Winter 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level 
  Saving Throw: None 
  Spell Resistance: Yes (harmless) 
  The subject gains the ability to see to the normal limits of its vision even in whiteout conditions, and ignores all 
  penalties due to snow glare and snow blindness. Snowsight is no better than normal vision. During daylight, this usually 
  means the subject can see to the horizon; at night, vision is restricted to ambient light or darkvision as appropriate for 
  the subject creature. Snowsight does not grant creatures the ability to see in darkness. 
   
  Snow Walk 
  Transmutation 
  Level: Druid 2, ranger 2, Winter 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Targets: One creature/level touched 
  Duration: 10 min/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The subjects can walk on top of snow rather than through it, avoiding the usual movement penalties and leaving neither 
  footprints nor scent. Tracking the subject is impossible by nonmagical means, and the gliding along the surface of the 
  snow adds 10 feet to the target creature's land speed. (This adjustment is treated as an enhancement bonus).  
   
   
  Suppress Flame  
  Transmutation [Cold] 
  Level: Sorcerer/wizard 6  
  Components: V, S, Coldfire  
  Casting Time: 1 round 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: 10-ft. cube/level (S) 
  
  PAL5-04 Seeds of Winter 
   
  Page 33 
   
  Duration: 1 hour/level 
  Saving Throw: None 
  Spell Resistance: No 
  You imbue an area with a combination of cold and negative energies that suppresses flame. Illumination emitted by fire 
  (torches, continual flame, and so on) is reduced by half. For example, a hooded lantern within the area of a suppress flame 
  spell clearly illuminates a 15-foot-radius (instead of a 30-foot radius) and provides shadowy illumination in a 30-foot 
  radius (instead of a 60-foot radius).  
   
  In addition, all damage caused by fire, including all fire spells and spell-like effects, is reduced to 1 point per die. So 
  a fireball cast by a 10th-level wizard would deal 10 points of fire damage to those who failed their Reflex save or 5 points 
  of fire damage to those who make their Reflex save, rather than 10d6 points of fire damage or half that amount, 
  respectively, outside the confines of a suppress flame spell. A caster can make a caster level check (DC 10 + plus the 
  suppress flame's caster level) to cause normal amounts of damage from fire spells. A new caster level check must be made 
  for each spell cast. 
   
  Coldfire component: Ten ounces of coldfire. 
   
   
  Thin Air  
  Necromancy [Cold] 
  Level: Cleric 2, druid 2, sorcerer/wizard 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: 30-ft. radius emanation 
  Duration: 1 min./level 
  Saving Throw: Fortitude negates 
  Spell Resistance: No 
  This spell thins the oxygen in the area, causing creatures caught therein to suffer the effects of extreme altitude 
  sickness. Subjects failing their saves take 1 point of ability damage to all ability scores because of altitude sickness (see 
  page 90 of the Dungeon Masters Guide). Characters acclimated to high altitude receive a +4 competence bonus on their 
  saving throws. Creatures that do not breathe are immune to the effects of the spell. 
   
  Wall of Coldfire 
  Evocation [Cold] 
  Level: Druid 5, sorcerer/wizard 4 
  Components: V, S, Coldfire 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Opaque sheet of coldfire up to 20 ft. long/level or a ring of coldfire with a radius of up to 5 ft. per two levels; 
  either form 20 ft. high. 
  Duration: Concentration + 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
  An immobile, opaque curtain of frosty coldfire springs into existence. One side of the wall, selected by you, sends forth 
  waves of cold, dealing 2d4 points of cold damage to creatures within 10 feet and 1d4 points of cold damage to those past 
  10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the 
  area. In addition, the wall deals 2d6 points of frostburn damage +1 point of frostburn damage per caster level (maximum 
  +20) to any creature passing through it. 
   
  If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the 
  wall.  
   
  The opaqueness of the coldfire grants concealment (20% miss chance) against attacks made from the opposite side 
  of the wall. If any 5-foot length of wall takes 20 points of fire damage or more in 1 round, that length goes out. (Do not 
  divide fire damage by 4, as for normal objects.) 
  
  PAL5-04 Seeds of Winter 
   
  Page 34 
   
   
  Wall of coldfire can be made permanent with a permanency spell. A permanent wall of coldfire that is extinguished 
  by fire damage becomes inactive for 10 minutes, then reforms at normal strength.  
   
  Coldfire component: Three ounces of coldfire. 
   
  Waves of Cold 
  Necromancy [Cold] 
  Level: Sorcerer/wizard 6 
  Components: V, S, Coldfire 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: Cone-shaped burst 
  Duration: 1 round/level  
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  Waves of frigid energy render all creatures with the fire subtype in the spell's area shaken for the duration of the spell. 
  Any creature with the cold subtype caught in the area of this spell loses its immunity to cold for the duration of the 
  spell. Whether or not a creature makes its saving throw, it becomes immune to further castings of this spell for 24 
  hours.  
   
  Coldfire component: Two ounces of coldfire. 
   
  
  PAL5-04 Seeds of Winter 
   
  Page 35 
   
  New Feats from Frostburn 
  Beckon the Frozen 
  Creatures you summon are infused with cold energy and have the cold subtype. 
   
  Prerequisite: Augment Summoning, Spell Focus (conjuration). 
   
  Benefit: When you summon a creature or creatures using any summon spell, you can opt to summon a version of 
  the creature from an extraplanar frostfell. If you do so, the summoned creature gains the cold subtype, and its natural 
  attacks deal an additional 1d6 points of cold damage. Creatures with the fire subtype can never be enhanced with the 
  cold subtype in this manner.  
  New Feats from Complete Adventurer 
  Disguise Spell 
  You can cast spells without observers noticing. 
   
  Prerequisite: Perform (any) 9 ranks, bardic music. 
   
  Benefit: You can cast spells unobtrusively, mingling verbal and somatic components into your performances. To 
  disguise a spell, make a Perform check as part of the action used to cast the spell. Onlookers must match or exceed your 
  check result with a Spot check to detect that you’re casting a spell (your performance is obvious to everyone in the 
  vicinity, but the fact that you are casting a spell isn’t). Unless the spell visibly emanates from you, or observers have 
  some other means of determining its source, they don’t know where the effect came from. 
   
  A disguised spell can’t be identified with a Spellcraft check, even by someone who realizes you’re casting a spell. 
  The act of casting still provokes attacks of opportunity as normal.  
   
   
  
  PAL5-04 Seeds of Winter 
   
  Page 36 
   
  DM Aid #1: Timeline of Events leading up to Present 
  CY 590  
   A clutch of 5 white dragon eggs is laid by a mate of Winterwind. 
   
  CY 591  
   One white wyrmling hatches early but is quickly slain by adventurers (PAL1-02 Absence of Law). 
   Bloodtooth goblins attack Copper Gorge, and are decimated (PAL1-08 Cold Comfort). 
   Slag leaves his dying tribe and almost dies but is saved by Winterwind. 
   Slag, in disguise, and on behalf of Winterwind, commissions Zambaric to make the rings. 
   
  CY 592  
   Slag gives one egg to Mosk and another to Umar. 
   Zambaric completes first ring and Slag takes it to Mosk. 
   Mosk finds a cave, where he hatches Wakkali. 
   Mosk and Wakkali are both slain by adventurers (PAL2-05 The Heretic). 
   Slag obtains the dragon’s bile for Umar from Winterwind.  
   
  CY 593  
   Zambaric completes the second ring. Slag delivers the ring to Winterwind, who gives it to Shill. 
   
  CY 594  
   Zambaric loans adventurers a Ring of Enhancement after they assist him in solving some puzzles (PAL4-01 Lost Soul). 
   Zambaric begins to suspect Slag.  
   Shill is slain by adventurers in the Twist Mines (PALS4-03 Twisting in the Wind). 
   Zambaric completes the third ring but lies to Slag that it's not completed. 
   Zambaric's arcane eye follows Slag back to his new "Ice Claw" tribe.  
   Winterwind is slain by the silver dragon, Brennan (PAL4-08 Winters Past). 
   
  CY 595  
   Zambaric completes the fourth ring and encodes suspicions in puzzle. 
   Zambaric confronts Slag when he returns.  
   Slag poisons Zambaric, finds the rings, and leaves the snowflake ooze. 
   Slag delivers the third ring to Umar, and begins the return to his new tribe. 
   Umar goes into hiding. 
  
  PAL5-04 Seeds of Winter 
   
  Page 37 
   
  DM Aid #2: Flowchart of Encounters 
   
  
  PAL5-04 Seeds of Winter 
   
  Page 38 
   
  Player Handout #1: Zambaric’s Final Page of Puzzles 
  bags 
  wags 
  wigs 
  wins 
  tins 
  tine 
  tire 
   
  rag 
  wag 
  wig 
  win 
  din 
   
  waves 
  wares 
  wires 
  wines 
  wings 
  sings 
   
  must  
  gust  
  oust  
  bust  
  lust  
  list  
  lint   
   
   
   
   
   
   
   
   
  peel 
  peer 
  pear 
  peak 
  peek 
  reek 
  seek 
   
  cease 
  chase 
  chose 
  whose 
  whole 
   
  tore 
  more 
  mire 
  sire 
  site 
   
  filed 
  piled 
  paled 
  pales 
  sales 
   
  wove 
  wave 
  wane 
  vane 
  vine 
  line 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/PAL (Theocracy of the Pale)/PAL5-04 Seeds of Winter (3E).pdf