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. 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  PAL7M-01 
   
   
   
   
   
  Ten by Ten 
   
  A One-Round Dungeons & Dragons®  
  Living Greyhawk™  
  Theocracy of the Pale Regional Adventure 
  Version 1.4 
   
   
  by Aaron Morneau 
  Circle Reviewer: Colleen Simpson 
  Triad Reviewer: Matt Thompson 
  Playtesters: Alfred Anderson, Aric Anderson, Tierce Gardes, Aaron McKinley, Troy Peake, Julio Cesar 
  Rivera and Eric Royer 
   
   
  The commander of the Pale Patrol in the town of Grimes Mill is recruiting individuals interested in making 
  a few glories.  Rumor has it forces hostile to the Pale have a cache of weapons hidden in the nearby 
  Rakers.  Do you think you have what it takes to find this cache and claim the reward!  Recommended for 
  a balanced adventuring party (Fighter, Cleric, Thief & Wizard) looking to make some quick cash.  
  (Loosely tied into PAL6M-01 A Crisis of Command). A one-round regional adventure set in the Theocracy 
  of the Pale for characters level 1-8 (APLs 2-6). 
   
  Resources for this adventure [and the authors of those works] include the Dungeon Masters Guide, 
  Players Handbook, and Monster Manual.
  
  PAL7M-01 Ten by Ten 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D® campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL™ gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First, it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second, players 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  one (1) point.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D rulebooks: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Information on 
  nonplayer 
  characters 
  (NPCs) 
  and monsters 
  appear in abbreviated form in the adventure text. 
  Refer to Appendix 1 for full information on NPCs 
  and monsters. For your convenience, Appendix 1 
  is split by APL. 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING 
  GREYHAWK Adventure Record (AR). You need one 
  copy of this for each participating player. 
   
   LIVING GREYHAWK 
  LEVELS OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  CR of Animal 
  6 
  6 
  8 
  9 
  10 
  
  PAL7M-01 Ten by Ten 
   
  Page 2 
  7 
  7 
  9 
  10 
  11 
  3. Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
   
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLs are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to 
  help protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, 
  set in the Pale. Characters from the Pale pay one 
  (1) Time Unit per round, while all other characters 
  pay 2 Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit. Rich Upkeep costs 50 gp per Time 
  Unit. Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character that does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild. If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival 
  check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the Living Greyhawk Campaign 
  Sourcebook. 
   
  PALE HOLY DAY 
  Some player characters may wish to give or attend 
  services in-game on Pholtan holy days. For 
  adventures set in the Theocracy of the Pale, a 
  member of the Church of the One True Path may 
  ask the judge at the beginning of an Adventure to 
  determine how many days it is until the next 
  Pholtan holy day. This is accomplished by rolling a 
  d8, rerolling if the result is 8. If a 7 is rolled, the 
  first day of the adventure is a Pholtan holy day. 
  Otherwise, the die result indicates the number of 
  days until the next Pholtan holy day. Due to the 
  special nature of the Theocracy of the Pale, you 
  are encouraged (but not required) to work in a 
  brief scene involving Pholtan worship on holy 
  days, possibly including a brief 1-2 minute sermon 
  by a PC if he or she is at least fifth level and you 
  believe that there is time available. 
   
  SPECIAL RULES FOR THE 
  PALE 
  See DM Aid 1: Special Rules for the Pale. 
   
  ADVENTURE BACKGROUND 
  The battle at Grimes Mill was brutal, and was 
  thankfully won for the help of Heroes that showed 
  up at the last moment.  The fact that the Military 
  forces of the Theocracy were stretched thin was 
  brought glaringly to light when the chain of 
  command was sorely tested and found wanting 
  that day.  It is unfortunate that the Troll Winter 
  lasted as long as it did, for little has changed. 
  Fortunately a tip from an unknown source has 
  brought to light some important information to the 
  new commander of the Pale Patrol.  Someone 
  near 
  Grimes 
  Mill 
  has 
  been 
  creating 
  and 
  distributing weapons to the remnants of Silva 
  Strathmore’s’ Orc army.  They leave them in a 
  
  PAL7M-01 Ten by Ten 
   
  Page 3 
  secret location near the foothills of the Rakers for 
  pick up later by Orcs.  Who these traitors to the 
  Pale are has not been discovered. 
  The tip was actually provided by a local cell 
  member of the Pale Thieves Guild by the name of 
  Night Eyes.  The thief’s guild has decided that all 
  of this conflict is cutting into business and they are 
  helping 
  out 
  in 
  the 
  only 
  way 
  they 
  know.  
  Unfortunately they have not yet located the traitor 
  in our midst’s.  They do however know who the 
  courier of the weapons is, but did not reveal this 
  information to the commander of the Pale Patrol.  
  They are hoping that she will lead them to the 
  supplier, and then they can enact their own 
  vengeance. 
  The courier is a Suel woman by the name of 
  Kathara.  She has made a deal with Silva 
  Strathmore to supply weapons to the Orcs that 
  survived the defeat at Grimes Mill if they will 
  continue to perform guerilla attacks along the 
  settlements near the Rakers.  A plan that will 
  benefit both Silva and Kathara’s masters by 
  keeping the Pale Patrol off balance. 
  The new commander of the Pale Patrol contacts 
  the PC’s when they pass through the area. The 
  commander has no choice but to use heroes as 
  he cannot spare any of his forces to chase down 
  all of the would be hiding spots of this cache. 
  Kathara has some spies stationed in Grimes Mill.  
  These four individuals were taken by surprise 
  when word reaches them that the PC’s were 
  commissioned to seek the cache.  Now their only 
  hope is to mislead the PC’s, or in the worst case, 
  attack them when they are in the wilds seeking the 
  cache. 
   
  ADVENTURE SUMMARY 
  Encounter One 
  “A few good heroes” 
  Why anyone would come to the sleepy little 
  logging town of Grimes Mill is anyone’s guess.  
  But the Pale Patrolman is very adamant that his 
  commander has need of adventures and has also 
  indicated that not a few glories are going to be 
  thrown in to make it worth their troubles.  The PC’s 
  will need to speak with Commander Grimm if they 
  want the particulars.  He will offer them a meager 
  amount of gold and the promise that they may 
  keep a weapon of their choice from the cache if 
  they can locate and return it to him.  The only 
  information he has is that it is located somewhere 
  in the foothills of the Rakers just east of town. 
   
  Encounter Two 
  “Well that was convenient” 
  Once the PC’s have decided to go after the cache, 
  a woodsman, named Jack Lumbers, approaches 
  and gives them its location.  The man is none 
  other than the thieves’ guild member Night Eyes, 
  in disguise as a woodsman.  He has been waiting 
  for a party he thought strong enough to show up.  
  He will initially ask them pointed questions about 
  what they do for a living and any adventures that 
  they may have partook in.  Once he is satisfied 
  that they are honorable and have the skills to 
  undertake this mission, he gives them its location 
  on a silver platter.  He did not feel that he was 
  strong enough to handle any dangers that might 
  reside within the secret cache’s location.  He is a 
  simple woodsman after all. 
  His other motivation while questioning the PC’s is 
  to feel out any potential new members for the 
  thief’s guild and will warm up to any PC that 
  flaunts any “unusual” skills. 
  He is unwilling to travel with the characters, but 
  gives them detailed directions to the mouth of the 
  cave. Be prepared for the usual party paranoid 
  and they may attack him or try to find out how he 
  knew where it was. – signs of upcoming ambush.  
  Remember, he is a woodsman and with all that 
  has happened since the Troll Winter, even he 
  must dare to enter the woods if he is going to help 
  rebuild the Pale.  But then again, he would 
  normally run from danger, unlike the PC’s who 
  seem to thrive on such challenges. 
   
  Encounter Three 
  “Why don’t you just go home”? 
  As the characters leave town they are spotted by 
  the spies and confronted.  The spies, whose 
  leader is a man named Spider, try to convince the 
  PC’s to just give up searching for the cache.  If the 
  PC’s allude to the fact that they know where the 
  cache is located, Spider will try to bluff them and 
  convince them that they already investigated that 
  cave and found nothing.  Regardless of the 
  outcome of the conversation, Spider and his 
  cronies will not engage in combat with the PC’s 
  and will in fact go to the Militia if attacked.  
  Possibly resulting in one if not all PC’s spending 
  some time in a new dawn camp. They are outfitted 
  like ordinary woodsmen.  They will only try to 
  convince the PC’s that they have already 
  searched the cave, when or if that fails they will go 
  back to their contact for more instructions.  The 
  group is made up of Chaotic Neutral individuals 
  who are in it for the money only.  As will occur in 
  the final battle against them, they will not fight to 
  the death, realizing that facing down well armed 
  heroes bent on justice has no profit. 
   
  
  PAL7M-01 Ten by Ten 
   
  Page 4 
  Encounter Four 
  “Man, that’s a dark cave” 
  This is the secret location of the weapons cache.  
  Unfortunately it is not just a cave with a pile of 
  weapons inside.  Both the courier and the forces 
  hostile to the Pale wanted to make sure no one 
  just stumbled upon the weapons and have created 
  a small secure dungeon to house them.  Basically 
  three ten by ten rooms form this complex.  Simple 
  traps guard the entrance, an orcish or goblinoid 
  minion(s) guard the entrance to the “stash”, and 
  an illusion and lock hides the entrance to the 
  cache of weapons. 
  The weapons themselves are all of masterwork 
  quality and range in variety equal to that any 
  player could buy on their own with open access.  
  Allow players to locate a masterwork version (Or 
  magical +1 to +4 at higher APL’s) of their favorite 
  weapon for use in the final encounter.  All of the 
  weapons are piled on three small carts to be 
  pulled by a single medium humanoid of 16 
  Strength each.  Two PC’s with a Strength total 
  greater than 16 can pull a cart together.  So a 
  balanced party with two fighting types should be 
  able to easily get all the carts out and back to 
  Grimes Mill. 
   
  Encounter Five 
  “I didn’t like those guys anyway” 
  Spider 
  and 
  his 
  gang 
  have 
  received 
  new 
  instructions from their contact, instructions that do 
  not sit well with the self serving Chaotic Neutral 
  group.  But they are willing to give it a half hearted 
  try, and have laid an ambush for the PC’s a mile or 
  so from the cave.  This is the final battle and 
  should allow the PC’s to simply lay them low or 
  scatter them. 
  At APL 2 Spider and his gang are unimaginative in 
  their attack and only poor rolling on the players 
  behalf will even allow them a surprise round. 
  At APL’s 4 & 6 Spider and his gang have set up a 
  well planned attack and will coordinate their 
  assault to the best of their limited abilities.  Only 
  poor rolling on the part of the characters and good 
  rolling on the part of the GM should place anyone 
  in jeopardy.  
  If anyone is captured, they will only be able to give 
  up Kathara if successfully interrogated, but 
  pursuing her goes beyond the scope of this 
  module.  They will of course try and escape should 
  the opportunity present itself.  But do not spend 
  undue time on this option. 
   
  Conclusion 
  “If I only had more soldiers like you” 
  Commander Grimm is extremely grateful for your 
  success in returning the weapons cache.  He is 
  more than willing to take any prisoners off of your 
  hands. 
  He will also indicate that some of the PC’s may 
  want to consider joining the Pale Militia; they can 
  always use a few more good souls. 
  Jack Lumbers will also use small sparrows to 
  deliver a note to any PC’s he thinks might be 
  willing to join the Pale Thieves Guild and offers 
  membership now or in the future if they wish.  He 
  sent the sparrows using scrolls of Animal 
  Messenger he was able to cast with his Use 
  Magical Device skill.  He also used another 
  disguise when doing so in the event any PC can 
  commune with animals in order to find out who 
  sent the notes.  The guild could always use 
  someone with your skills.  He will only make this 
  offer to someone who would be receptive.  If a 
  player states that he would turn in or lay a trap for 
  the thief’s guild by going to the Pale Patrol, he 
  would never have been approached in the first 
  place and AR access should be removed for that 
  player.  The Thief’s guild has been avoiding traps 
  set up by the Pale Patrol for years and will require 
  more imaginative methods to capture them. 
  PREPARATION FOR PLAY 
  Four Spot and Listen checks.  The Listen checks 
  will be used in encounter 4, the Spot checks will 
  be used in encounters 2 and 5. 
   
  INTRODUCTION 
  The Troll Winter is at an end and with it the 
  general clamor for the skills of powerful 
  adventurers has begun to wane.  You find 
  yourselves traveling a back road of the Pale 
  near the small town of Grimes Mill.  The early 
  morning chill is still fresh in the air. 
   
  Allow the players to introduce themselves to each 
  other at this point before continuing. 
   
  A group of six Pale Patrolmen block your path. 
   Before you get to close, one of their number 
  breaks off at a trot and approaches you with 
  his right hand raised in greeting. 
  “Are you adventurer’s,” he states as he eyes 
  your group quickly, without waiting for a 
  response he continues, “My commander would 
  have a word with you should you be willing, a 
  matter of some important may require your 
  skills.  So if you would follow me please.” 
   
  
  PAL7M-01 Ten by Ten 
   
  Page 5 
  Obviously characters may not want to follow right 
  along and most likely will have questions for the 
  patrolman.  The only information that he can 
  provide is that his commander let all the patrolmen 
  know to keep their eyes out for any adventurers 
  and bring any they should locate to him at the 
  earliest possibility.  He can also inform them that it 
  is for a job, but what the mission would be, he was 
  not told.  Yes, payment is being offered. 
  PC’s may also want information regarding Grimes 
  Mill if they are not familiar with PAL6M-01 A Crisis 
  of Command.  A successful DC 15 Knowledge 
  (local [Nyrond and Her Environs]) check will only 
  give up that a battle was fought here last year 
  against Orc forces that were turned away with the 
  help of Heroes.  Otherwise the town of Grimes Mill 
  is nothing special.  The only item of note is an 
  abandoned tower located a short distance form 
  the town, used by the defenders a year ago as a 
  strong point in the battle. 
  The trip to Grimes Mill is short and soon the PC’s 
  will find themselves in the office of Commander 
  Louis Grimm. 
   
   
  1: A FEW GOOD HEROES 
  You arrive at a simple log house on the 
  outskirts of the town of Grimes Mill.  It appears 
  to have once been a common home that has 
  since been converted into a Pale Patrol 
  headquarters.  Other than the six Patrolmen 
  who brought you here, only one horse with a 
  stable boy appears to remain in the large pen 
  that has been added to the house.  The 
  Patrolmen bids you to enter and speak to 
  Commander Grimm. 
  As you enter the house you are greeted by a 
  simple 20’x20’ room, one corner holds a 
  simple pot belly stove, that doubles as the 
  houses only form of heat, another corner holds 
  three sets of bunk beds for weary Patrolmen 
  when not on duty, finally a great table sits 
  before you.  The table must also serve as the 
  homes only eating surface as you note all the 
  food stains, but at the moment most of it is 
  covered with papers and books.  There 
  appears to be no rhyme or reason to the 
  organization and the frustrated Flan man 
  behind the table does not appear to be 
  successful in changing this state. 
  He looks up at you when you enter and simply 
  nods to the Patrolman who closes the door as 
  he departs on patrol once again. 
  The flannish man has short cropped jet black 
  hair and no beard.  Nor does he have any 
  tattoos in evidence as would normally be 
  found on someone of his race.  He is short and 
  stocky.  The uniform he wears appears loose, 
  but is otherwise immaculate, signifying him as 
  a Commander in the Pale Patrol. 
   
  He greats the PC’s formally, trying to shake the 
  hands of whomever will accept.  He asks them to 
  make themselves comfortable, but only a long 
  bench that will hold four medium sized humanoids 
  is located opposite of a similar one that he now 
  sits on.  Give the players a chance to sort 
  themselves out with the seating arrangement, 
  obviously not all can sit unless they wish to go 
  around the table and sit next to him. Once they are 
  settled, he will stand and continue. 
   
  “Obviously you are wondering why I have 
  asked for your assistance.  I will get right to 
  the point; I have received information that 
  leads me to believe that a stash of weapons is 
  being hidden in the nearby Rakers. 
  These 
  weapons 
  are 
  intended 
  for 
  Silva 
  Strathmore and his remaining Orc forces that 
  were not driven off last year.  All I can tell you 
  is that someone in the Theocracy is making 
  and supplying arms to our enemies.  To what 
  end I cannot say.  All I know is that it must be 
  put to a stop before it draws more support for 
  Silva.  We were only just able to drive him off 
  last year.” 
  “To this end, I would like to hire you to go into 
  the Rakers, to locate and confiscate this cache 
  of arms.  My Patrolmen and contacts within the 
  Pale are following up on leads regarding those 
  responsible for supplying the weapons. 
  I can offer you 50 glories a piece (50 gp) for 
  your efforts.  As well as your pick of weapon 
  from the cache or its equivalent in gold if you 
  are successful.  Are you amenable to this 
  offer?” 
   
  Allow the PC’s to respond, those who do not wish 
  to take on this mission will be thanked for taking 
  the time to even show up and hear him out (the 
  adventure will end for those PC's at this time).  
  Otherwise he will now answer any questions they 
  may have regarding the mission.  It is still early in 
  the day so he will expect them to set out as soon 
  as possible. 
   
  • 
  Where should we look? 
  
  PAL7M-01 Ten by Ten 
   
  Page 6 
  My source tells me that the cache lies somewhere 
  North of the village in the woods.  I would start 
  there. 
   
  • 
  Who is your source? 
  Someone that I have come to trust, someone who 
  has the best interests of the Pale at heart.  That is 
  all I can say. 
   
  • 
  Are there any guides available? 
  I have not been here long enough to get to know 
  the townsfolk.  But it is a lumber town, so there 
  may be someone available.  You would need to 
  ask around. 
   
  The only real information that he has is that the 
  cache is located somewhere to the north of town.  
  Hopefully the PC’s hold the skills necessary to 
  locate a trail and follow it to the hidden weapons.  
  Otherwise they will need to spend a while 
  searching the woods. 
  If the conversation turns towards anything not 
  directly related to the location of the weapons, 
  Commander Grimm will say thank you to the PC’s 
  one more time, but must apologize as he is very 
  busy and cannot possibly spare any more time. 
   
  Creatures: Commander Louis Grimm: male 
  human 
  (flan) 
  fighter 
  5; 
  hp 
  43, 
  Con 
  12 
  (7.5+7.5+7.5+7.5+7.5+5) 
  A Flanish man of average height and build with 
  short cropped black hair.  Devoid of the normal 
  tattoos that you would find on a pure blooded Flan. 
   He is a man that has obviously inherited a 
  command in disarray.  The previous commander 
  was sent to fight against the forces of the Troll 
  King after his failure at Grimes Mill.  Louis now has 
  his hands full trying to whip the local patrol back 
  into some kind of shape.  But he does not have 
  the cream of the crop to work with.  Mostly out of 
  work farmers and haggard veterans.  So he tries 
  to be polite, but is a man that appears weary and 
  worn.  His uniform though is crisp and clean.  His 
  office is anything but.  Papers form various piles 
  on his desk, one with a half eaten meal perched 
  on top. 
   
  Treasure: none 
   
  Development: Obviously the players could decide 
  that this is not a job for them, in which case the 
  adventure would end here. 
   
   
   
  2: WELL THAT WAS 
  CONVENIENT 
  As you leave the office of the Pale Patrol and 
  make your way through the small lumber town 
  on your way north, a thin leathery man signals 
  to you.  He has a very thick head of curly red 
  hair with a beard that reaches down to his 
  stomach.  He carries an axe and is dressed 
  very much like a lumberjack.  He is obviously 
  trying to gain your attention. 
   
  Allow the PC’s to either approach or ignore “Jack 
  Lumbers” aka Night Eyes.  If they should approach 
  then continue, otherwise he simply shrugs at their 
  lack of interest and moves away. 
   
  “Pholtus be with you this fine day friends, 
  Jack’s my name and Lumber is my trade.  But 
  that is not why I got your attention.”  He steps 
  off the side of the central road through town 
  and motions for you to follow him. 
  “I think I know why you’re here and what your 
  lookin’ fer” 
   
  He waits for any PC to simply blurt out their 
  mission.  If none do he states, “Ah right, secret 
  mission fer the Patrol I understand.” Then 
  continues. 
   
  “Your lookin’ fer them weapons what go in tha 
  woods are’n ya?” 
   
  Again he will wait for someone to blurt out the 
  mission.  It is at this point that he will select 
  specific PC’s to be contacted in the future for 
  possible membership in the Pale Thieves guild.  
  Anyone who cannot keep their business to 
  themselves may have lips too loose to entrust with 
  guild business.  Anyone who gives up the mission 
  will not receive a note from Night Eyes at the end 
  of the adventure.  Do not wait too long for 
  someone to “give up” the mission, either they will 
  do so immediately or they will not.  Only those that 
  speak up will lose access on their AR, everyone 
  else will still receive it if they keep their mouths 
  shut.  In any case he continues. 
   
  “I know where they be hidden, I do.  Crafty 
  Orcs built themselves a hidey hole.  I would go 
  there myself, but I likes ta live if ya know what I 
  mean!  Then I saws ya comin’ frum that there 
  Generals place an figured he done got himself 
  some heroes to go an face down dem orcs an 
  grab the stash.  Am I right, huh, am I?”  He 
  
  PAL7M-01 Ten by Ten 
   
  Page 7 
  does not wait for the PC’s to answer and 
  continues, “I knewed it.  Bet ya liked ta  know 
  what ol’ Jacks knowed now would’nt ya!” 
   
  Allow the PC’s to begin to interact with Night Eyes 
  aka “Jack Lumbers”.  Give them a few minutes to 
  ask him what he knows, while Night Eyes waits for 
  someone to offer him a few gold coins for the 
  information.   
   
  If anyone asks the obvious question of why Night 
  Eyes did not go to the Commander with the 
  information, he says, “I just this minute done got 
  back from tha woods where I spied tha hidey 
  hole, if’n you aint being interested in what I 
  know, I aim to do just that.” 
   
  Allow paranoid PC’s to make a Sense Motive 
  against Night Eyes.  Fortunately this information is 
  true, Night Eyes only recently came back from the 
  woods after locating the cache himself.  But he 
  was cautious enough not to try to face down alone 
  what might lie within.  He now sees a chance to 
  put this information into good hands without 
  having to expose his lumber jack persona to the 
  Commander. 
   
  If any PC offers any amount of gold he will say, 
  “Hail Pholtus I done knewed ya were good 
  people; now let me tell ya where them 
  weapons be at!” 
   
  If no one offers any gold for the information that he 
  has, Night eyes will say, “Man can’t even get a 
  few glories when hes gots something worth it. 
   Well since he will most likely use ya to gets 
  the weapons anyway, might as well tell ya 
  where dey at!” 
   
  Night Eyes will then give a very detailed 
  description of where the secret cave is located.  
  But cannot provide them with information about 
  what may lie within, as he was too cautious to 
  check it out any closer all by his lonesome.  With 
  that he will leave them after taking what money 
  they offered if anything. 
   
  During this encounter allow any PCs that 
  announce they may be doing so to make a Spot 
  check.  An easy DC 5 will allow them to notice a 
  small group of men taking an interest in their 
  conversation with “Jack”.  This is Spider and his 
  cronies.  They spotted “Jack” in the woods and 
  were not able to catch up to him before he got 
  back to town, now that want to find out just what it 
  is “Jack” may have seen.  But after he is seen 
  talking to the PC’s, Spider is sure that he saw the 
  hidden location. 
   
  Whether the PC’s see Spider watching them or not 
  proceed to the next encounter when they are done 
  talking to Night Eyes.  Remember to note any 
  PC’s that “gave up” the mission.  They will be 
  ineligible for access into the Pale Thief’s guild. 
   
  Creatures: Night Eyes a.k.a. “Jack Lumbers”: 
  male human (oeridian/flan) thief 8; hp 36, Con 10 
  (4.5+4.5+4.5+4.5+4.5+4.5+4.5+4.5)  
  A rail thin but leather skinned mixed Oeridian/Flan 
  man.  His head is cleanly shaven along with his 
  face.  Though in actuality he would normally have 
  a thick mane of curly brown hair and beard.  He 
  maintains this appearance so that he can disguise 
  himself all the easier.  His eyes are constantly 
  wandering, not darting about, but never resting on 
  one thing for too long.  This can unnerve people 
  as he has a tendency not to look you in the eyes 
  while he speaks to you, even when in character.  
  He wears a pair of glasses that allow him to see in 
  the dark with darkvision at night. 
   
  Development: If the PC’s ignore Jack Lumbers 
  and his very important information regarding the 
  location of the stash, have a Patrolmen catch them 
  just before they leave with a crude map giving the 
  location of the cave in question.  Jack Lumbers will 
  have given the information to Commander Grimm 
  who quickly made a map for the players. 
  All PC’s will be eligible for access to the Pale 
  Thief’s guild in this instance. 
   
   
  3: WHY DON’T YOU JUST GO 
  HOME 
  Just when you think you are about to make 
  your way out of town another group of men 
  approach you.  The largest one of them, an 
  Oeridian man nearly 7 feet tall, bald but with a 
  full curly blonde beard steps forward. 
  “Saw you talkin to that Jack fella, what was 
  that about?” 
   
  Allow the PC’s to answer as they may.  There are 
  four (or five at APL 6) men all together.  Spider is 
  the most intimidating of the group.  If the PC’s say 
  they ignore the men and continue on, let them do 
  so.  Spider will simply shout out to them as they 
  leave, “That man’s a coot and I would’nt put 
  any stock in anything he might be selling!” 
  
  PAL7M-01 Ten by Ten 
   
  Page 8 
   
  Otherwise if the players share what Night Eyes 
  told them or talk about the mission, then Spider 
  sees his chance to mislead the group and send 
  them on a wild goose chase.  You will have to use 
  what information the players give you in order to 
  mislead them.   
   
  If they talk about the location Night Eyes gave 
  them, then Spider will directly tell them that he and 
  his boys just came from that cave.  All the 
  lumberjacks around town know of the cave and 
  use it to store lumber.  He will laugh with his 
  friends and tell the PCs that they have been had.  
  Allow the PC’s a Sense Motive check opposed by 
  Spider’s -1 modifier on his Bluff checks.   
   
  If they only talk about the mission, then Spider will 
  offer up some other locations or simply tell them 
  that they are being sent on a fool’s errand.  Once 
  again allow them a Sense Motive check against 
  Spiders Bluff check (Spider has a -1 Bluff check  
  modifier). 
   
  If the players start to get violent or aggressive 
  have Spider and his boys head into town 
  immediately.  Spider will not hesitate to call out for 
  the patrol if the players attack. 
   
  Mostly this encounter is designed to provide some 
  additional Role Playing and possibly sow some 
  seeds of doubt in the minds of the PC’s.  Or if they 
  are able to see through Spider’s Bluffs, it will lead 
  them rightly into believing that Spider and his gang 
  may be those responsible for the weapons or are 
  at least party to those who do not have the best 
  interests of the Pale at heart. 
   
  In any event, the players should still head off into 
  the woods in search of the cave. 
   
   
  APL 2 (EL 4) 
   
  Spider: male human barbarian 1; hp 14; 
  Appendix 1.  
   
  Generic Rogue (3): male human rogue 1; hp 
  8; Appendix 1.  
   
  APL 4 (EL 6) 
   
  Spider: male human barbarian 2; hp 28; 
  Appendix 1.  
   
  Generic Rogue (3): male human rogue 2; hp 
  14; Appendix 1.  
   
  APL 6 (EL 9) 
   
  Spider: male human barbarian 4; hp 50; 
  Appendix 1.  
   
  Generic Rogue (4): male human rogue 4; hp 
  26; Appendix 1.  
   
  Tactics: This is not a combat encounter, if combat 
  is initiated by the characters, Spider and his allies 
  will call for the Pale Patrol who will show up in 1d4 
  rounds to take the PC’s into custody. 
   
   
  4: MAN, THAT’S A DARK 
  CAVE 
  Either the PCs will follow Night Eyes very detailed 
  instructions or go out on their own abilities. If they 
  attempt their own tracking, allow anyone with the 
  Track feat to make an Survival check (DC 15) to 
  locate the trail leading to the cave. The cave is 
  about three miles into the woods. 
   
  Following Night Eyes directions will lead the PC’s 
  to the cave in about two hours.  Wasting time 
  looking for a trail if they did not talk to Night Eyes 
  or following up on leads given by Spider will cost 
  the players five extra hours (seven hours total).  In 
  any event, the players will not run into any other 
  people from Grimes Mill or any monsters or Orc 
  patrols while looking for the cache. 
   
  Double all times if none of the PC’s have the 
  ability to track.  Even stumbling around they will 
  eventually find the cave. 
   
  Ahead you spot a cave that could very well be 
  a perfect hiding spot for a cache of weapons.  
  Piles of dirt surround the area nearby, 
  evidence that some form of construction must 
  have taken place inside the cave.  No light 
  issues forth from the entrance. 
   
  Please use DM map (1) to follow the remainder of 
  this encounter.  Please note that no light enters 
  into the cave from outside, so players without 
  darkvision will need to provide illumination of some 
  kind.  
   
  Room “A” 
  From the entrance, this room is a simple rough 
  hewn ten foot by ten foot cave with the roof 
  some nine feet tall.  The floor of the room is 
  covered in pine needles and has a strong 
  woodsy smell to it.  A crude wood door lies in 
  the wall directly opposite the entrance. 
  
  PAL7M-01 Ten by Ten 
   
  Page 9 
  This room is trapped. 
   
  Trap: All APL’s - Trigger (tripwire in square in front 
  of inner door), Manual Reset, Search DC 18, 
  Disable Device DC 18, Atk +12 melee (1 stone per 
  PC in room) 1d6 damage. CR 2 
   
  Be sure to allow each player to say what they will 
  do before you resolve the trap.  Don’t just spring it 
  when one player picks up his miniature and places 
  it in front of the door.  Be sure to allow everyone to 
  move once before you trip it so that you can get 
  the maximum number of PCs, should they all want 
  to crowd into the room. 
   
  After dealing with the trap, the other door that 
  leads form this room is not locked and readily 
  opens.  Allow PCs to make a Listen check.  The 
  DC depends on how silently they were able to 
  enter this room.  If the PCs were able to get past 
  the trap without triggering it or making too much of 
  a ruckus, the DC is 5 in order to hear the Orcs or 
  Ogre in the next room.  If they set off the trap or 
  made enough noise to where the Orcs or Ogre 
  could detect them (the Orcs or Ogres succeed at a 
  DC 5 Listen check, modified for distance) then the 
  Orcs or Ogre are lying in wait and it will take a DC 
  20 Listen check to avoid surprise.  
   
  Room “B” 
  Unless the players take great pains to enter the 
  cave quietly and completely avoid the trap then 
  the monsters in this room will be ready for them.  
  Fortunately it is only a token “guard” left to watch 
  over the cache.  The door opposite of the entry 
  door is covered by an “Illusory Wall” spell (phb. 
  243), DC17 Will save to Disbelieve at all APL’s. 
   
  Like the first room, this is a simple rough hewn 
  stone chamber ten feet by ten feet.  Unlike the 
  first room only the door you opened appears to 
  lead out and the individuals in the room want 
  to make you pay for your intrusion. 
   
  APL 2 (EL 2) 
   
  Orc, 1st-Level Warrior (4): hp 5, 5, 5, 5; 
  Monster Manual 203. 
   
  APL 4 (EL 4) 
   
  Thorg: male ogre barbarian 1; hp 53; 
  Appendix 1. 
   
  APL 6 (EL 7) 
   
  Ogre, 4th-Level Barbarian: hp 79; Monster 
  Manual 199. 
   
  Tactics:  
  APL 2 – Two Orcs will block the door, shifting out 
  of the way for another Orc to take his place if 
  wounded.  Because of the doorway everyone is 
  considered to have minor cover from those on the 
  other side (+2 cover bonus to AC).  Moving will not 
  provoke an attack of opportunity due to the cover 
  provided by the door. 
   
  APL 4 and 6 – The Ogre will rage immediately. He 
  will not leave the room though, closing the door if 
  the PC’s fall back.  Be advised that his reach will 
  allow him to attack every square in the first room 
  through the door.  The doorway will provide minor 
  cover (+2 cover bonus to AC) for the Ogre and the 
  PCs. PCs can move without provoking due to the 
  cover provided by the door. 
   
  Treasure: The PCs can gain the following 
  treasure here: 
   
  APL 2: Loot 34 gp; Coin 0 gp; Magic 0; Total 
  34 gp. 
   
  APL 4: Loot 29 gp; Coin 0 gp; Magic 0; Total 
  29 gp. 
   
  APL 6: Loot 0 gp; Coin 0 gp; Magic 458 gp +1 
  hide armor (98 gp), ring of protection +1 (167 gp), 
  +1 greatclub (193 gp); Total 458 gp. 
   
  Development: Any hostage taken will need to be 
  questioned using Intimidate, Diplomacy, or magic. 
   Their initial attitude as Hostile, and only bringing 
  them to indifferent will get them to talk.  The only 
  information they have is that they were instructed 
  to guard the cave by their superior until relieved. 
   
  The wall opposite the doorway is covered with an 
  “Illusory Wall” spell.  Detecting the locked door 
  behind the illusion will be automatic for anyone 
  who interacts with the wall.  But in order for a PC 
  to pick the lock on the door they will first need to 
  Disbelieve the wall.  At all APLs, the Will save is 
  DC 17 (PCs can gain a +4 bonus to their save if 
  the illusion is pointed out by another character).  
  This Will save is repeatable, so it will only be a 
  matter of time before a PC will make the save, so 
  do not spend too much time on this. 
   
   
  Heavy Stone Door: 1 in. thick; hardness 8; hp 
  60; AC 5; Break DC 28.  Average Lock DC25. 
   
  If no PC has ranks in the Open Locks skill, the 
  PCs will need to find alternative means to opening 
  the door, like bashing the door down.  With it’s 
  Hardness of 8 this could take a while.  You only 
  need to determine if anyone is capable of beating 
  
  PAL7M-01 Ten by Ten 
   
  Page 10 
  the Hardness of 8, if so, just simply state that it 
  takes about an hour to finally get the door open. 
   
  Room “C” 
  This room is very similar to the first two.  It is 
  ten feet by ten feet and filled with four hand 
  carts spilling over with weapons.  Now that 
  you have the door open it is a simple matter to 
  drag the carts back to town. 
   
  A single cart weighs 1000 lbs. The carts are filled 
  with weapons of all types.  All of which are 
  designed for small and medium sized characters.  
  At APL 2 and 4 there will be a single weapon of 
  masterwork quality for each PC who wishes one.  
  The weapon will be of any type available in the 
  Players Handbook on table 7-5 (pg 116-117).  At 
  APL 6 they are all standard quality designed for 
  small and medium sized characters.  None of the 
  weapons will be made of any special materials.  
  This cache constitutes the bulk of the gold that is 
  available in this mod at APL 2 and 4.  The loss of 
  this cache to Silva Strathmore and his forces is 
  considerable. 
   
  Treasure: The PCs can gain the following 
  treasure here: 
   
  APL 2: Loot 150 gp; Coin 0 gp; Magic 0; Total 
  150 gp. 
   
  APL 4: Loot 200 gp; Coin 0 gp; Magic 0; Total 
  200 gp. 
   
  APL 6: Loot 200 gp; Coin 0 gp; Magic 0; Total 
  200 gp. 
   
   
   
  5: I DIDN’T LIKE THOSE 
  GUYS ANYWAY 
  You are well on your way back to the town of 
  Grimes Mill when a familiar face blocks the 
  choked path ahead of you.  It’s the lumberjack 
  named Spider. 
   
  Spider and his allies are preparing an ambush, it 
  will take place on a narrow part of the trail.  The 
  trail is only five feet wide and flanked by difficult 
  terrain (Scrubs and Trees).  The thickness of the 
  growth on the sides of the trail give Spiders allies 
  a +5 bonus to their hide. 
  Should anyone spot the rogues hiding along the 
  side of the path read the following; 
  You notice Spiders’ three friends hiding along 
  the side of the path with weapons drawn.  One 
  on one side, two on the other. 
   
  If no one spots Spiders hidden allies, or they do 
  and continue to approach the waiting Spider 
  without causing a ruckus he waits until the PC’s 
  are between them on the trail then says; 
  “I have to say you bunch have gone to a lot of 
  trouble for nothing. I will be taking those 
  weapons back…and seeing as how you are 
  trying to be heroes, I guess I’ll need to get my 
  hands dirty.  NOW BOYS!” 
   
  If the PC’s spot Spiders hidden allies and make a 
  ruckus about it then Spider says; 
  “It’s just them heroes from town boys, let em 
  by” 
  Once the last PC is between the hidden rogues 
  Spider will order them to attack. 
   
  APL 2 (EL 4) 
   
  Spider: male human barbarian 1; hp 14; 
  Appendix 1.  
   
  Generic Rogue (3): male human rogue 1; hp 
  8; Appendix 1.  
   
  APL 4 (EL 6) 
   
  Spider: male human barbarian 2; hp 28; 
  Appendix 1.  
   
  Generic Rogue (3): male human rogue 2; hp 
  14; Appendix 1.  
   
  APL 6 (EL 9) 
   
  Spider: male human barbarian 4; hp 50; 
  Appendix 1.  
   
  Generic Rogue (4): male human rogue 4; hp 
  26; Appendix 1.  
   
  Tactics:  
  APL 2: Spider and his gang will fight only to 
  subdue.  They will not be very well organized, they 
  will not flank and should only get to sneak attack 
  on the surprise round and possibly the first round. 
  If Spider is reduced to less than half his HP, he will 
  flee.  His allies will follow him the next round.  
  Otherwise each individual will fight until reduced to 
  4 HP before they flee.  If two of his men flee, then 
  Spider will flee on the next round followed by the 
  last ally on the final round. 
  Spider himself will target the person at the front of 
  the party.  His allies will target casters, then 
  clerics, then all else.  Remember that they are 
  fighting to subdue only. 
   
  APL 4 and 6: Spider and his gang pose an actual 
  threat to the party.  As they leave the cave please 
  make sure you understand what each character is 
  doing during the trip back to the town so that you 
  
  PAL7M-01 Ten by Ten 
   
  Page 11 
  can give them every opportunity to make Spot 
  checks against the villains’ Hide  
  In either case, Spider will charge the lead 
  character while the remaining rogues will attack 
  from the sides, 
  targeting 
  spellcasters first, 
  combining their actions for flanking if possible.  
  They do not fight to subdue at this level, but will 
  also not take the time to coup-de-grace.  Once a 
  player goes down they will move on to the next, 
  moving from convenient spellcasters, then clerics 
  then all others.  Spider will try and tie up the best 
  Fighter if he is able too, otherwise he will start at 
  the front of the group and work his way back. 
  Note that the rogues may not charge on the first 
  round because of the difficult terrain they are 
  hiding in. 
  If Spider is reduced to less than half his HP, he will 
  flee.  His allies will follow him the next round.  
  Otherwise each individual will fight until reduced to 
  4 HP before they flee.  If two of his men flee, then 
  Spider will flee on the next round followed by the 
  last ally on the final round. 
   
   
   
  Treasure: The PCs can gain the following 
  treasure here: 
   
  APL 2: Loot 106 gp; Coin 0 gp; Magic 16 gp 4 
  potions of cure light wounds (4 gp each); Total 122 
  gp. 
   
  APL 4: Loot 144 gp; Coin 0 gp; Magic 100 gp 
  4 potions of cure moderate wounds (25 gp each); 
  Total 244 gp. 
   
  APL 6: Loot 47 gp; Coin 0 gp; Magic 1091 gp 
  5 potions of cure moderate wounds (25 gp each), 
  4 +1 Rapiers (193 gp each), +1 Greataxe (193 
  gp); Total 1138 gp. 
   
   
  Development: At all APL’s, if any of the gang 
  members are captured, they can give up the name 
  of their contact (Kathara), but they do not meet 
  her, they only go to a pre arranged meeting spot 
  and she shows up to them magically.  The only 
  worthwhile option is to turn in any captives to the 
  Pale Patrol. 
   
  Should Spider and his gang succeed then all of 
  the carts will be taken into the woods and stashed. 
  Spider and his gang meet up with forces of Silva 
  Strathmore and turn them over.  The players will 
  have failed to stop the supply chain.  Spider and 
  his gang will leave the players for dead in the 
  woods, not wanting or needing to take them 
  captive.  If none of them is able to regain 
  consciousness on their own, then they are found 
  by a lumberjack and brought back to town for care. 
   
   
   
  CONCLUSION 
  Success – All APL’s 
  You return to the town with your carts full of 
  weapons and possibly some prisoners, in 
  either case, the town seems just as you left it.  
  The trials you have just faced go unknown to 
  the town in general.  Commander Grimm is 
  very appreciative of your efforts, paying you 
  the gold that he promised as well as the 
  reward of additional gold and quite possibly 
  the weapon of your choice from the cache you 
  recovered. 
  You are invited to eat with the Pale Patrol that 
  evening.  Commander Grimm informs you that 
  they have yet to catch up with Kathara, the 
  apparent contact of Spider and his cronies.  
  She may be the very person providing the 
  weapons that you recovered.   
  He leads a toast to your accomplishments this 
  day.  Ending the evening with his rendition of 
  the Pale national anthem (he does not sing 
  well, but his men appear to humor him with 
  some half hearted clapping). 
   
  For those that qualify for entry into the Pale 
  Thieves guild read the following 
  As the night wanes some of you (name 
  specific PC’s) are bothered by a small sparrow. 
   Attached to the leg of your sparrow is a note 
  inviting you to a meeting in the future with the 
  Pale Thieves guild to discuss your potential for 
  membership if you so desire, signed Night 
  Eyes. 
   
   
  Failure – All APL’s 
  You return to town beaten, possibly some of 
  you have paid the ultimate price of your lives.  
  In any event the town of Grimes Mill is just as 
  you left it.  None are aware of your recent 
  defeat. 
  Commander Grimm is saddened by the loss of 
  the cache weapons, but pays you the gold that 
  was promised for your efforts.  He is also sorry 
  for any losses you may have suffered during 
  this mission.  He obviously underestimated the 
  resources of the enemy he now faces.  
  Kathara, the apparent leader of the group that 
  ambushed you, still remains at large as well.  
  Commander Grimm asks you to excuse him as 
  he now has much to report to his superiors. 
  
  PAL7M-01 Ten by Ten 
   
  Page 12 
   
  For those that qualify for entry into the Pale 
  Thieves guild read the following 
  As the night wanes some of you (name 
  specific PC’s) are bothered by a small sparrow. 
   Attached to the leg of your sparrow is a note 
  inviting you to a meeting in the future with the 
  Pale Thieves guild to discuss your potential for 
  membership if you so desire, signed Night 
  Eyes. 
   
   
  The End. 
   
  CAMPAIGN 
  CONSEQUENCES 
  Please let me know if your group was successful 
  in recovering the weapons cache.  Contact me at 
  the following e-mail; aragura@rcsis.com 
  
  PAL7M-01 Ten by Ten 
   
  Page 13 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award. Award the total 
  value (objectives plus roleplaying) to each 
  character. 
   
  4: Man, that’s a dark cave 
  Experience objective 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  240 XP 
   
  5: I didn’t like those guys anyway 
  Experience objective 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  270 XP 
   
  Story Award 
  Objective(s) met: 
  APL 2  
  30 XP 
  APL 4  
  30 XP 
  APL 6  
  30 XP 
   
  Discretionary roleplaying award 
  APL 2  
  30 XP 
  APL 4  
  30 XP 
  APL 6  
  30 XP 
   
  Total Possible Experience 
  APL 2  
  270 XP 
  APL 4  
  390 XP 
  APL 6  
  570 XP 
   
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of 
  their foes. Every encounter that features treasure 
  has a “treasure” section within the encounter 
  description, giving information about the loot, 
  coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces 
  each character gains if the foes are plundered of 
  all their earthly possessions. Looting the bodies 
  takes at least 10 minutes per every 5 enemies, 
  and if the characters cannot take the time to loot 
  the bodies, they do not gain this gold. If you feel it 
  is reasonable that characters can go back to loot 
  the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from 
  the scene by the local watch, and so on), 
  characters may return to retrieve loot. If the 
  characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin 
  available. A normal adventuring party can usually 
  gather this wealth in a round or so. If for some 
  reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to 
  use them during the adventure. Many times 
  characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and 
  how to activate it. Other times they may attempt to 
  use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the 
  adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field of 
  the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = 
  Magic Items.  
   
  Introduction 
   
  APL 2: no treasure. 
   
  APL 4: no treasure. 
   
  APL 6: no treasure.  
   
  1: A few good heroes 
   
  APL 2: no treasure. 
   
  APL 4: no treasure. 
   
  APL 6: no treasure.  
   
  2: Well that was convenient 
   
  APL 2: no treasure. 
   
  APL 4: no treasure. 
   
  APL 6: no treasure. 
   
  3: Why don’t you just go home 
   
  APL 2: no treasure. 
   
  APL 4: no treasure. 
   
  APL 6: no treasure. 
   
  4: Man, that’s a dark cave 
   
  APL 2: Loot 184 gp; Total 184 gp 
  
  PAL7M-01 Ten by Ten 
   
  Page 14 
   
  APL 4: Loot 229 gp; Total 229 gp 
   
  APL 6: Loot 200 gp; Magic 458 gp +1 hide 
  armor (98 gp), ring of protection +1 (167 gp), +1 
  greatclub (193 gp); Total 658 gp 
   
  5: I didn’t like those guys anyway 
   
  APL 2: Loot 106 gp; Magic 16 gp 4 potions of 
  cure light wounds (4 gp each); Total 122 gp. 
   
  APL 4: Loot 144 gp; Magic 100 gp 4 potions of 
  cure moderate wounds (25 gp each); Total 244 gp. 
   
  APL 6: Loot 47 gp; Magic 1091 gp 5 potions of 
  cure moderate wounds (25 gp each), 4 +1 Rapiers 
  (193 gp each), +1 Greataxe (193 gp); Total 1138 
  gp. 
   
  Treasure Cap 
   
  APL 2: 225 gp 
   
   
  APL 4: 337 gp 
   
  APL 6: 450 gp 
   
   
   
  Total Possible Treasure 
   
  APL 2:  306 gp 
   
   
  APL 4: 473 gp 
   
  APL 6: 1796 gp 
   
   
  ADVENTURE RECORD 
  ITEMS 
  Invitation from the Pale Thieves’ Guild: 
  This organization has noted your abilities and 
  extended an invitation to you.  It survives against 
  all expectations in the Theocracy of the Pale, 
  depending on the discretion and cleverness of its 
  members. 
   
  Recovered the Weapons: Having recovered the 
  weapons, word of your abilities is being spread by 
  the rank and file of the Pale Patrol.  +2 bonus on 
  Diplomacy when dealing with the Pale Patrol. 
   
  ITEM ACCESS 
  All APL 
  • 
  None 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  PAL7M-01 Ten by Ten 
   
  Page 15 
  APPENDIX 1: APL 2 
   
  5: I DIDN’T LIKE THOSE GUYS 
  ANYWAY 
   
   
   
  S P I D E R 
  CR  1 
  Male oeridian barbarian 1 
  CN medium humanoid 
  Init +1; Senses Listen +4, Spot +0 
  Languages Common & Orc 
  AC 14, touch 11, flat-footed 14 
   (+1 Dex, +3 armor) 
  hp 14 (2 HD) 
  Fort +4, Ref +1, Will +0 
  Speed 30 ft. in Hide armor (6 squares), base 
  movement 40 ft. 
  Melee Masterwork Greataxe +5 (1d12+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Special Actions rage 1/day 
  Combat Gear potion of cure light wounds 
  Abilities Str 15, Dex 13, Con 14, Int 12, Wis 10, Cha 
  8 
  Feats Toughness, weapon focus (Greataxe) 
  Skills Climb +3, Handle Animal +1, Intimidate +3, 
  Jump +3, Listen +4, Ride +3, Survival +4 
  Possessions 
  combat 
  gear 
  plus 
  Masterwork 
  Greataxe, Hide armor 
   
  Rage Profile 
  AC 12, touch 9, flat-footed 11 
   (+1 Dex, +3 armor, -2 rage) 
  hp 19 (1 HD) 
  Fort +6, Ref +1, Will +2 
  Speed 30 ft. in Hide armor (6 squares), base 
  movement 40 ft. 
  Melee Masterwork Greataxe +7 (1d12+6) 
   
   
  G E N E R I C  R O G U E 
  CR  1 
  Male oeridian rogue 1 
  CN medium humanoid 
  Init +6; Senses Listen +4, Spot +4 
  Languages Common & Orc 
  AC 14, touch 12, flat-footed 12 
   (+2 Dex, +2 armor) 
  hp 8 (1 HD) 
  Fort +2, Ref +4, Will +0 
  Speed 30 ft. in leather armor (6 squares), base 
  movement 30 ft. 
  Melee Masterwork Sap +2 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +1 
  Special Actions sneak attack  (+1d6) 
  Combat Gear potion of cure light wounds 
  Abilities Str 13, Dex 15, Con 14, Int 12, Wis 10, Cha 
  8 
  SQ Trapfinding 
  Feats Dodge, Improved initiative 
  Skills Appraise +5, Balance +6, Climb +5, Decipher 
  Script +5, Disable Device +5, Hide +6, Jump +5, 
  Listen +4, Spot +4, Tumble +6 
  Possessions combat gear plus Masterwork Sap, 
  Leather armor 
   
   
  
  PAL7M-01 Ten by Ten 
   
  Page 16 
  APL 4 
   
  4: MAN, THAT’S A DARK CAVE  
   
  T H O R G 
  CR  4 
  Male ogre barbarian 1 
  CE Large Giant 
  Init +0; Senses Listen +3, Spot +2 
  Languages Giant & Common  
  AC 17, touch 9, flat-footed 17 
   (-1 size, +3 armor,  +5 natural) 
  hp 53 (5 HD) 
  Fort +10, Ref +1, Will +1 
  Speed 35 ft. in Hide armor (7 squares), base 
  movement 50 ft 
  Melee Masterwork Greatclub +12 (2d8+10) or 
  Ranged Javelin +3 (1d8+7) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +4; Grp +15 
  Combat Gear None 
  Abilities Str 25, Dex 11, Con 18, Int 8, Wis 10, Cha 4  
  SQ Darkvision 60 ft., low-light vision, rage 1/day 
  Feats Toughness, Weapon Focus (Greatclub) 
  Skills Climb +7, Listen +3, Spot +2 
  Possessions 
  combat 
  gear 
  plus 
  Masterwork 
  Greatclub, Hide armor  
   
  Rage Profile 
  AC 15, touch 7, flat-footed 15 
   (-1 size, +3 armor,  +5 natural, -2 rage) 
  hp 63 (5 HD) 
  Fort +12, Ref +1, Will +3 
  Speed 35 ft. in Hide armor (7 squares), base 
  movement 50 ft 
  Melee Masterwork Greatclub +14 (2d8+13) or 
  Ranged Javelin +3 (1d8+9) 
   
   
  5: I DIDN’T LIKE THOSE GUYS 
  ANYWAY 
   
   
   
  S P I D E R 
  CR  2 
  Male oeridian barbarian 2 
  CN medium humanoid 
  Init +1; Senses Listen +5, Spot +0 
  Languages Common & Orc 
  AC 16, touch 11, flat-footed 16 
   (+1 Dex, +5 armor) 
  hp 28 (2 HD) 
  Fort +5, Ref +1, Will +0 
  Speed 30 ft. in Chainmail armor (6 squares), base 
  movement 40 ft. 
  Melee Masterwork Greataxe +6 (1d12+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Special Actions rage 1/day 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 15, Dex 13, Con 14, Int 12, Wis 10, Cha 
  8 
  SQ Uncanny dodge 
  Feats Toughness, weapon focus (Greataxe) 
  Skills Climb +2, Handle Animal +1, Intimidate +4, 
  Jump +2, Listen +5, Ride +4, Survival +5 
  Possessions 
  combat 
  gear 
  plus 
  Masterwork 
  Greataxe, Chainmail armor 
   
  Rage Profile 
  AC 14, touch 9, flat-footed 14 
   (+1 Dex, +5 armor, -2 rage) 
  hp 32 (2 HD) 
  Fort +7, Ref +1, Will +2 
  Speed 40 ft. in Hide armor (8 squares), base 
  movement 40 ft. 
  Melee Masterwork Greataxe +8 (1d12+6) 
   
   
  G E N E R I C  R O G U E 
  CR  2 
  Male oeridian rogue 2 
  CN medium humanoid 
  Init +6; Senses Listen +5, Spot +5 
  Languages Common & Orc 
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 14 (2 HD) 
  Fort +2, Ref +5, Will +0 
  Speed 30 ft. in chain shirt armor (6 squares), base 
  movement 30 ft. 
  Melee Masterwork Rapier +3 (1d6+1) 
  Ranged Dagger +3 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Special Actions sneak attack (+1d6) 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 13, Dex 15, Con 14, Int 12, Wis 10, Cha 
  8 
  SQ Evasion, Trapfinding 
  Feats Dodge, Improved initiative 
  Skills Appraise +6, Balance +7, Climb +4, Decipher 
  Script +6, Disable Device +6, Hide +5, Jump +6, 
  Listen +5, Spot +5, Tumble +7 
  Possessions combat gear plus Masterwork Rapier, 
  Chain shirt armor 
   
  
  PAL7M-01 Ten by Ten 
   
  Page 17 
  APL 6 
  5: I DIDN’T LIKE THOSE GUYS 
  ANYWAY 
   
   
   
  S P I D E R 
  CR  4 
  Male oeridian barbarian 4 
  CN medium humanoid 
  Init +1; Senses Listen +7, Spot +0 
  Languages Common & Orc 
  AC 16, touch 11, flat-footed 16 
   (+1 Dex, +5 armor) 
  hp 50 (4 HD) 
  Fort +6, Ref +2, Will +1 
  Speed 30 ft. in Chainmail armor (6 squares), base 
  movement 40 ft. 
  Melee +1 Greataxe +9 (1d12+5) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7 
  Special Actions rage 2/day 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 16, Dex 13, Con 14, Int 12, Wis 10, Cha 
  8 
  Feats Power attack, toughness, weapon focus 
  (Greataxe) 
  Skills Climb +5, Handle Animal +2, Intimidate +6, 
  Jump +5, Listen +7, Ride +5, Survival +7 
  Possessions combat gear plus +1 Greataxe, 
  Chainmail armor 
   
  Rage Profile 
  AC 14, touch 9, flat-footed 14 
   (+1 Dex, +5 armor, -2 rage) 
  hp 58 (4 HD) 
  Fort +8, Ref +2, Will +3 
  Speed 30 ft. in Chainmail armor (6 squares), base 
  movement 40 ft. 
  Melee +1 Greataxe +11 (1d12+8) 
   
   
  G E N E R I C  R O G U E 
  CR  4 
  Male oeridian rogue 4 
  CN medium humanoid 
  Init +7; Senses Listen +7, Spot +7 
  Languages Common & Orc 
  AC 17, touch 13, flat-footed 17 
   (+3 Dex, +4 armor) 
  hp 26 (4 HD) 
  Fort +3, Ref +7, Will +1 
  Speed 30 ft. in Chain shirt armor (6 squares), base 
  movement 30 ft. 
  Melee +1 Rapier +6 (1d6+2) 
  Ranged Dagger +6 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Special Actions sneak attack (+2d6) 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 13, Dex 16, Con 14, Int 12, Wis 10, Cha 
  8 
  SQ Evasion, Trap Sense, Trapfinding, Uncanny 
  Dodge 
  Feats Dodge, Improved initiative, Weapon focus 
  (Rapier) 
  Skills Appraise +8, Balance +10, Climb +6, Decipher 
  Script +8, Disable Device +8, Hide +8, Jump +8, 
  Listen +7, Spot +7, Tumble +10 
  Possessions combat gear plus +1 Rapier, Chain shirt 
  armor 
  
  PAL7M-01 Ten by Ten 
   
  Page 18 
  DM MAPS 
   
  
  PAL7M-01 Ten by Ten 
   
  Page 19 
  DM AID 1: SPECIAL RULES FOR THE PALE 
  Non-Pholtan Holy Symbols 
   
  It is illegal for adventurers to display a human holy symbol other than that of Pholtus in the Pale. 
   
  The intent of this rule is to properly depict the flavor of the Pale as a single religion theocracy ruled 
  over by the Church of the One True Path and not to create player-vs.-player conflict. It is meant to 
  enhance the role-playing of living under a religious government that does not allow freedom of religion. 
   
  PCs displaying the holy symbol of any human deity other than that of Pholtus should be fined and 
  their holy symbol should be confiscated for destruction by the Palish authorities. The amount of the fine 
  varies by APL: APL 2—90gp. APL 4—130gp. APL 6—180gp, APL 8—260gp, APL 10—460gp, APL 12—
  660gp. The confiscation and fine should take place as soon as any Palish authorities notice the holy 
  symbol. This may leave a non-Pholtan cleric without his holy symbol for the adventure, as non-Pholtan 
  holy symbols may not be purchased in the Pale without taking special actions. 
  Non-human 
  PCs 
  are 
  exempt from this law when displaying their racial deities’ holy symbol(s). Non-humans are heathens who 
  cannot even recognize the glory of Pholtus due to their beliefs in their own racial deities. If they can be 
  brought to the light of Pholtus, this is good and perhaps they can be redeemed, but if they do not, it is of 
  no consequence. Non-humans wearing the holy symbols of a human deity are treated the same as a 
  human wearing a non-Pholtan holy symbol as they have shown that their souls have chosen to 
  acknowledge human beliefs and culture, and they should, therefore, be brought to the truth of Pholtus. 
   
  Some deities require special adjudication for this rule due to their positions within non-human cultures 
  as well as within human cultures. 
   
  • 
  Bleredd – Considered a human deity, due to his origins as an Oeridian deity and continued worship 
  by Oeridians. 
  • 
  Ehlonna – Considered an elven deity when worn as a holy symbol by elves only. This is due to 
  special dispensation and negotiations with the Phostaldaron to allow for continued use of the Treaty 
  Road through the Phostwood and into Tenh for the liberation and relief efforts in that region. All non-
  elves will be penalized as if violating the law even if they are not human as Ehlonna is considered to 
  be a human deity. 
  • 
  Fortubo – Considered a dwarven deity, as he has withdrawn his support from the Suel, where his 
  origins lie, in favor of fighting against the derro and their evil deity. 
  • 
  Jascar – Considered a human deity, since his origins are Suel and his primary worshippers still 
  include many Suel. 
  • 
  Nazarn – Considered a half-orc deity, since even though his origin is Suel, he was a half-orc himself 
  and is venerated primarily by half-orcs. 
  • 
  Ulaa – Considered a human deity, due to her position as the wife of the Oeridian god, Bleredd, and 
  her worship by humans. 
   
  Deities with Special Consideration due to their status: 
   
  • 
  St. Cuthbert – Clergy loyal to St. Cuthbert were found to be working with clergy loyal to an infernal 
  deity in the past. Displaying the holy symbol of St. Cuthbert is as offensive as displaying the holy 
  symbol of a force of Chaos. See the next entry for worshippers of Chaotic deities. 
  • 
  Chaotic Deities – Worshippers of Chaotic deities are fined double the usual fine, for being Agents of 
  Chaos. 
  • 
  Evil Deities – If a PC is found to be carrying the unholy symbol of an evil deity, all normal actions will 
  be taken, and a geas/quest is cast on the PC to keep him from touching the unholy symbols of evil 
  deities in the future. (The above assumes that the PC is not actually a cleric of the evil deity, since 
  that is prohibited in the Living Greyhawk Campaign.) 
   
  No PC may enforce this rule through combat or offensive physical actions. Player-vs-player conflict will 
  be adjudicated as a violation of the RPGA General Rules, as always. If one PC chooses to report another 
  PC to the authorities for a violation of this law, he will also be questioned and detained as to why he was 
  associating with such a heathen, but will not be penalized. 
  
  PAL7M-01 Ten by Ten 
   
  Page 20 
   
  For fair adjudication of this rule in the Theocracy of the Pale, some in-game rules are required for 
  skills like Bluff and the hiding of non-Pholtan holy symbols: 
   
  1. To locate a non-Pholtan holy symbol in the Pale requires a DC 25 Gather Information check and the 
  holy symbol will cost twice the standard price listed in the Player’s Handbook price. 
  2. To craft a new wooden holy symbol requires a DC 15 Craft (jewelrymaking) or (woodcarving) check. 
  3. Seeing a holy symbol in its normal location around the neck as a necklace unless engaged in 
  conversation or within a normal conversational distance from someone is a DC 10 (the average Pale 
  legal authority has an average Spot skill of +2). Holy symbols worn as other pieces of jewelry are not 
  readily recognized as holy symbols at this time and require a DC 20 Spot check to notice followed by 
  a DC 15 Knowledge (religion) check to identify the holy symbol since it is a non-standard holy 
  symbol; it is the same Spot check even if engaged in conversation as most people look to the neck to 
  notice holy symbols. 
  4. It is a Bluff check or Sleight of Hand check (player’s choice) opposed by Spot checks may be used to 
  cast a spell using a holy symbol without the other person being able to see the holy symbol being 
  used to cast the spell. The person attempting this has a -5 circumstance penalty due to the 
  requirement of forceful presentation of holy symbols to cast spells where they are required as the 
  divine focus. 
  5. It is a DC 10 Knowledge (religion) check to identify the holy symbol of most deities. Some more 
  obscure deities require a DC 15 and some extremely obscure deities may require a higher check to 
  identify their holy symbols. Judges should use their best judgement on this, but a simple guide is if 
  the deity is listed in the Player’s Handbook or is a greater deity according to the LG deities’ 
  document, it is probably only a DC 10 check. If you haven’t heard of the deity before, the deity is 
  probably obscure. 
   
  Arcane Registration by Arcane Spellcasters 
   
  Arcane magic is distrusted in the Theocracy of the Pale. Thus, the law requires all arcane spellcasters to 
  register with the government. (Registry with the government is not the same as membership in the 
  Arcanist Guild, which is a meta-game organization.) The Church is very diligent about informing 
  foreigners of this law, so most traveling spellcasters are promptly registered as well.  
   
  Any PC who is found not to be registered as an arcane spellcaster within the Pale will be arrested 
  and confined to service within a New Dawn Camp for a period of 4 TU (one month in game terms). The 
  arcanist will immediately be registered as such in the Pale as a part of his arrest.  
   
  In Pale Regional scenarios, city guards or other officials may ask any known arcane casters to show 
  proof of registration. As the player of an arcane caster, you may download and print the Arcane 
  Registration Certificate from the Pale regional website (http://www.theocracyofthepale.com/downloads/ 
  arcane_registration.pdf). If you are judging a scenario, you might want to print some certificates, in case 
  any players with arcanist PCs have not done so for themselves. Just because a player has failed to print 
  this certificate for his character is not a reason to punish his PC; if the player just did not have the 
  opportunity or means to print a certificate, you may assume he is registered if he says he is though you 
  may wish to document this on his AR. Once an arcanist has been arrested, he is registered in the Pale 
  and this should be documented on his AR. It does not matter if he destroys his certificate or not as the 
  Pale keeps diligent records of the registered arcanists and this information is transcribed to the 
  registration books throughout the Pale once a month. 
   
  Arcane spellcaster characters may attempt to utilize forged documents if they so choose. It requires a 
  Bluff check opposed by the Sense Motive check of the authorities attempting to verify the PCs registration 
  paperwork to succeed at this ruse. Failure results in arrest for not being registered and an additional 500 
  gp fine for forging official Pale documents. (If the PC has the ability to forge documents, this check may 
  be used in lieu of his Bluff check). 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Theocracy of the Pale/597/Mini Missions/PAL7M-01 - Ten by Ten (APL 2-6)/PAL7M-01 - Ten by Ten.pdf