TEXT: PAL6−07 
   
   
   
   
   
  Snow Fall 
   
  A One-Round Dungeons & Dragons®  
  Living Greyhawk™  
  Theocracy of the Pale Regional Adventure 
  Version 1.1 
   
   
  by Donovan Hicks 
  Circle Reviewer: John Jenks 
  Triad Reviewer: Derek Schubert 
  Playtesters: Jennifer Hicks, Dimas Jimenez, Joe Streeper, Jeff Walker 
   
  The secrets of the treacherous Troll Winter have been exposed and its origins revealed. Many different factions want 
  the winter ended and the threat of Winterwind put to rest. Do you and your allies have what it takes to stop the Troll 
  Winter and allow the Spring Thaw to take place? As the deepest snows begin to fall, journey across the Pale and face the 
  treacherous winter winds once more. A one-round Theocracy of the Pale Regional adventure for battle-hardened PCs of 
  level 4 to 15 (APL 6-14) who are fully prepared for cold weather. Part 5 of Winter Stalks the Pale. 
   
  Resources for this adventure [and the authors of those works] include Draconomicon [Andy Collins, James Wyatt, Skip 
  Williams], Frostburn [Wolfgang Baur, James Jacobs, George Strayton], PAL1-02 Absence of Law [Bart Scott], PAL2-05 The 
  Heretic [Joe Streeper], PAL4-08 Winters Past [Donovan Hicks], PAL5-04 Seeds of Winter [Neil Harkins], PAL5-07 Troll Winter 
  [Donovan Hicks], PAL6S-03 The Troll Throne [Donovan Hicks], and PAL6-05 Heart of Winter [Donovan Hicks].
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, PLAYER’S HANDBOOK, DUNGEON 
  MASTER’S GUIDE, AND MONSTER MANUAL ARE TRADEMARKS OF WIZARDS OF THE COAST, INC, IN THE US AND OTHER 
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  REPRODUCTION OR UNAUTHORIZED USE OF THE MATERIAL OR ARTWORK CONTAINED HEREIN IS PROHIBITED WITHOUT 
  THE EXPRESS WRITTEN PERMISSION OF WIZARDS OF THE COAST, INC. THIS PRODUCT IS A WORK OF FICTION. ANY 
  SIMILARITY TO ACTUAL PEOPLE, ORGANIZATIONS, PLACES, OR EVENTS IS PURELY COINCIDENTAL. © 2005 WIZARDS OF THE 
  COAST, INC. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You do not 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, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you will know too much about its 
  challenges, which kills the fun. Also, if you are 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. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix is split by APL. 
   
  Along with this adventure you will find a RPGA 
  Session Tracking sheet. If you are playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You 
  will also find a LIVING GREYHAWK Adventure Record 
  (AR).  
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals’ Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  PAL6-07 Snow Fall 
   
  Page 1 
  
  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 Theocracy of the Pale. Characters from the Pale pay 
  one (1) Time Unit per round, while all other characters 
  pay two (2) Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign Sourcebook. 
   
  PALE HOLY DAY 
  Some player characters may wish to give or attend 
  services in-game on Pholtan holy days. For adventures set 
  in the Theocracy of the Pale, a member of the Church of 
  the One True Path may ask the judge at the beginning of 
  an Adventure to determine how many days it is until the 
  next Pholtan Holy day. This is accomplished by rolling a 
  d8, rerolling if the result is 8. If a 7 is rolled, the first day 
  of the adventure is a Pholtan Holy Day. Otherwise, the 
  die result indicates the number of days until the next 
  Pholtan Holy Day. Due to the special nature of the 
  Theocracy of the Pale, on Holy Days, Judges are 
  encouraged (but not required) to work-in a brief scene 
  involving Pholtan worship, possibly including a brief 1-2 
  minute sermon by a PC if his or her level is at least fifth 
  level and the judge believes that there is time available. 
   
  SPECIAL RULES FOR THE 
  PALE 
  See DM Aid 1: Special Rules for the Pale. 
   
  ADVENTURE BACKGROUND 
  In late CY 595 (PAL5-07 Troll Winter), Tristan Spencer was 
  slain by the troll Fraz’keldrak, prince of the trolls. This 
  seemed to herald the Troll Winter into the Pale. With the 
  loss of the Champion of Pholtus came the loss of hope for 
  the Pale. 
   
  The trolls were massing and a request for the 
  surrender of the Pale was sent to the Theocrat. The 
  response to the Troll King (PAL6S-03 The Troll Throne) was 
  swift and purposeful. The Pale Militia, led by heroes and 
  mercenaries of the Pale, stormed the stronghold of the 
  Troll King deep within the Troll Fens. The Pale was 
  victorious in breaking the power of the Troll King, but an 
  even deeper secret was revealed. An old enemy, 
  Winterwind, was still alive and plotting the subjugation 
  of the Pale in carefully orchestrated alliances. 
   
  In CY 594 (PAL4-08 Winters Past), a clan of Fruztii 
  barbarians came down from their northern homeland 
  and settled in a former Stonehold fort in the Rakers. 
  They claimed to seek peaceful trade with the Pale, but 
  their claims were false. Only one among them was 
  honorable enough to deal with, the young barbarian 
  Falder. Falder warned PCs about the possibility of his 
  clan’s dark ambitions in late CY 595 on the same day that 
  Tristan Spencer’s corpse was brought into Rakervale 
  (PAL5-07 Troll Winter). He said he only asked for 
  honorable adventurers to stand ready to speak on his 
  clan’s behalf to show that they were not all as 
  dishonorable as others in his tribe. He warned PCs to be 
  wary of his clan’s leadership, specifically the Chief and 
  his shamans. The revelations from the assault on the Troll 
  King’s stronghold have proven that he was right. The 
  trolls had large numbers of Frigdrasil war dogs fighting 
  for them during the battle. 
   
  Most recently (PAL6-05 Heart of Winter), a halfling 
  fire wizard, Sizmar, came forth with a proposition for the 
  Pale and its people. He led adventurers to a lost cache of 
  hardy grain hybridized by the druid Grumbtheen years 
  ago. The grain was recovered along with the notes for its 
  creation, but the adventurers could not decide who to 
  give the grain to, so they split the grain amongst those 
  who laid claim to it. The majority of it went to the Pale, 
  but some was given to the Phostaldaron and even some to 
  the Druids of the Old Faith. The notes themselves were 
  PAL6-07 Snow Fall 
   
  Page 2 
  
  given to the Pale, but with the grain split, each faction has 
  only a small amount to cultivate and study to make sure 
  the grain can be reproduced. The Shapers of Sun and 
  Stone have already begun work to recreate the grain 
  through other hybrid experiments in hopes of gaining 
  more seed. 
   
  At the same time, Chief Fjorgens Iceblood and his 
  shaman were proven to be in alliance with Winterwind. 
  The Fruztii warrior, Falder, challenged Fjorgens and 
  defeated him, thereby becoming the new chieftain. He 
  has vowed to help the Pale find a cure for the cursed 
  bracelet many Palites now wear and to come to their aid 
  should they need it. 
   
  Code-breakers working for the Church have finally 
  deciphered a map from the Troll King’s lair, revealing the 
  location of portals to a demi-plane of cold. Winterwind 
  opened these portals to extend the Troll Winter 
  indefinitely. This information has been shared with 
  many, in hopes that if anyone finds these portals they 
  might do what they could to seal them. 
   
  ADVENTURE SUMMARY 
  Introduction:  The adventure begins with the party 
  camped on the road already on the way to investigate one 
  of the locations on Winterwind’s map. Each PC has been 
  hired by the meta-org most closely associated with the 
  PC’s beliefs, or simply by the Pale Patrol. 
   
  Encounter 1: The party encounters a group of 
  Fruztii barbarians searching for clues about the Bracelet 
  of the North’s curse. The group is led by the new 
  Frigdrasil shaman, Inderalis, who is the only one that 
  speaks Common among the group. 
   
  Encounter 2: In this encounter, the party runs into 
  some hungry arctic predators who have wandered south 
  for the easy prey. The encounter occurs during a heavy 
  snowstorm, which reduces visibility for the party and the 
  creatures. This can work for and against the party, as both 
  sides will not be able to see more than 10 ft. 
   
  Encounter 3: The party locates the portal after their 
  journey. The portal is guarded on the outside by ice 
  drakes hiding in the blizzard-like weather surrounding 
  the portal. 
   
  Encounter 4: The party must journey across 
  dangerous terrain in the demi-plane of cold to seal the 
  portal somehow. The terrain itself is the danger here and 
  can permanently damage the health of the PCs. 
   
  Encounter 5: The party finally locates the item 
  keeping the portal open, an ice furnace being fed by an 
  enslaved group of frost giants. The giants themselves 
  were all gathered up by Winterwind in hatred of the 
  weaker half of his racial composition. The party will 
  either have to fight the giants or find a way to free them 
  and allow them to resettle in the Rakers, once more 
  placing the threat of frost giants on the Palish border. 
   
  Encounter 6: The party can meet with the Fruztii 
  and Major Milecia Garandeau back at the Pious Pilgrim. 
  This should be a simple meeting, allowing the PCs to 
  learn the secret of breaking the bracelet’s curse. 
   
  Conclusion: The party meets with their original 
  employers (meta-org) and receives an appropriate reward.  
   
  PREPARATION FOR PLAY 
  The PCs begin this adventure separately. It is okay for 
  those who would logically be travelling together to be 
  together, but each PC may have been hired by a different 
  entity and sent out separately. They will meet in the 
  Introduction, so there is no need to worry about them 
  not being able to coordinate tactics before the first battle 
  begins. 
   
  Determine which PCs have a Bracelet of the North 
  from PAL4-08 Winters Past and whether they suffer from 
  the compulsion on the AR from PAL6-05 Heart of Winter 
  (“Bracelet of the North – Cursed Magic”). PCs so 
  compelled cannot use any fire-based attacks against 
  minions of Winterwind, including the ice drakes in 
  Encounter 3.  
   
  Throughout this module, the Pale is undergoing the 
  effects of a Troll Winter and the Rakers are even worse. 
  In all combats, the battlefield is considered difficult 
  terrain (movement costs are doubled, no 5-foot steps) 
  unless they have a method to overcome the hindering 
  terrain of ice and snow. 
   
   
  INTRODUCTION 
  The adventure starts with the PCs on the road, about 
  fifteen miles outside of Rakervale; they will have been 
  employed by whichever meta-organization they belong 
  to in the Pale to investigate a location on a map stolen 
  from Winterwind. If the PC does not belong to a meta-
  org and is not sympathetic to any of them, then the Pale 
  Patrol has asked for their help. Read or paraphrase the 
  following: 
   
  The trail you have been following is covered in a 
  thick blanket of snow. The snow melts around your 
  warm body and the freezing water seeps into your 
  boots. 
   
  New snows fall every night and tracks are 
  almost imperceptible in the fresh fall every 
  morning. It is even worse on the nights that the 
  wind blows hard from the north and blizzards blow 
  across the Pale for days on end. 
   
   
  Camping is difficult on many nights, as useable 
  firewood is hard to find. Water is easy enough to 
  melt from the snow, but water freezes in waterskins, 
  and even trail rations seem tainted with frost.  
   
  This year-long winter has claimed hundreds of 
  lives and much of the Pale’s spirit. Some residents 
  have all but forgotten the feel of a warm summer 
  morning. But now there is hope. A map recovered 
  from the fortress of the so-called Troll King—
  actually the archvillain Winterwind—points to 
  several sites of interest in the remote reaches of the 
  Rakers. Copies of this map have reached most of the 
  important organizations in the Pale, both the 
  PAL6-07 Snow Fall 
   
  Page 3 
  
  legitimate and the shady. Whatever their differences 
  at other times, all share the goal of defeating 
  Winterwind and restoring the natural weather of 
  the Pale. Now as an agent of [insert names of the 
  PCs’ meta-orgs, or the Pale Patrol by default], you are 
  making your way up to the Rakers, searching for the 
  key to ending this winter.  
   
  Tonight, you have met others on the road 
  travelling in a similar direction as you. Some you 
  know and others are newly met friends, but like 
  many travellers in the Pale on these cold nights, you 
  huddle together and share tales of your adventures 
  as you realize you share a common purpose. 
   
  Allow the PCs to introduce themselves to each other at 
  this time. 
   
  ENCOUNTER 1: FROZEN 
  TRAILS 
  This encounter occurs the morning after the PCs first 
  meet each other. As all of the PCs are gathering up their 
  belongings, they hear the crunch of snow from beyond a 
  nearby snow drift, as a group of Frost Barbarians from the 
  Frigdrasil clan are approaching. Allow a good Listen 
  check (your discretion) to determine the sizes or 
  numbers in the group before they are visible. Read or 
  paraphrase the following when the PCs decide to 
  investigate: 
   
  Beyond the tall drift of snow, several humanoids, 
  dressed in heavy furs but with obviously muscular 
  frames underneath, are approaching your campsite. 
  The leader pulls back her hood for a moment to 
  reveal the face of a Suloise woman of approximately 
  sixty winters. Her stark white hair becomes tangled 
  in the v olent wind. Her grey eyes peer about the 
  snowy landscape as she raises a hand in greeting. 
  i
   
  From this point, the encounter is very much free-form 
  role-playing. The humanoids are a band of Frigdrasil 
  hunters who have been sent out by Falder to explore two 
  locations for clues to breaking the curse of the Bracelet of 
  the North. 
   
  The leader of the band is Inderalis [“in-DARE-ah-
  liss”], the Frigdrasil’s new shaman and a priestess of Llerg 
  (see her description below). The ten warriors with her are 
  her honor guard and will defend her until death, though 
  they are probably easily outclassed by most parties in this 
  adventure. They share their information with the party if 
  the PCs approach with honor and do not act in a hostile 
  fashion. In general, the Frigdrasil reciprocate whatever 
  attitude the PCs adopt toward them.  
   
  Inderalis is the only one among the group that 
  speaks Common, while the rest speak the Cold Tongue 
  (or Fruz). PCs who speak the Cold Tongue may 
  communicate freely with all of the hunting party, though 
  Inderalis still does most of the talking. Those who speak 
  Ancient Suloise understand some of the words spoken, 
  but not enough to gain real meaning. 
   
  Inderalis and the hunters know the following: 
   
  • 
  Falder sent them to investigate two locations, which 
  he and Inderalis learned about from researching 
  some texts they found in the tent of the former 
  chieftain, Fjorgens Iceblood. 
  • 
  Falder is well and welcomes all to visit the clan when 
  they have a moment away from important 
  adventures. 
  • 
  Inderalis believes the locations to hold some 
  knowledge about breaking the curse on the bracelets 
  and possibly ending the “forever-winter” (the literal 
  Frigdrasil translation for the Troll Winter). 
  • 
  Inderalis shows the party her map. With a DC 10 
  Profession (cartographer) or Craft (mapmaking) or 
  Knowledge (geography) check (even an untrained 
  PC can succeed at this Knowledge check, but allow 
  trained PCs to try first), the PCs note that one of the 
  locations is the same one they are headed toward. 
  • 
  Inderalis believes this location (the shared one) is 
  the one with clues to ending the “forever-winter”, 
  while the other location has clues about the 
  bracelet’s curse and its removal. 
  • 
  Inderalis would prefer to check only one location 
  and is agreeable to meeting the party in Rakervale 
  for an exchange of information once they have done 
  so. 
  • 
  Inderalis and the honor of the Frigdrasil clan 
  demand that she and her party try to find a way to 
  lift the bracelet’s curse. For this reason, she would 
  prefer that the party investigate their original 
  location, and she and her band will investigate the 
  other location. 
  • 
  Inderalis and the hunting party have some fur 
  clothing (from Frostburn) to trade or sell to those 
  who need it. (Fur clothing costs 8 gp and PCs must 
  pay this cost if they require fur clothing – fur 
  clothing is required in the current winter conditions 
  in the Pale.) 
   
  Creatures:  
  � Inderalis: Female human (Suel) cleric 10 (Llerg). 
  • 
  Description: Inderalis is taller than most women at 
  5’ 10” tall. She is elderly, but still in good physical 
  condition, with well-toned muscular arms. Her 
  complexion is pale like the snow, while her grey 
  eyes peer out from beneath stark white bangs. She 
  wears her hair loose and it hangs down to just above 
  her shoulders. 
  • 
  Personality: 
  Inderalis 
  is 
  soft-spoken, 
  but 
  considerate in all that she says. She speaks Elven and 
  Common as well as the Cold Tongue of her people. 
  She has lived a hard life in exile from her original 
  clan for some time, before joining the Frigdrasil 
  Clan. She holds honor and strength to be equally 
  important; for her strength without honor is the way 
  PAL6-07 Snow Fall 
   
  Page 4 
  
  of the savage human and not the way of the bear. 
  Bears do not slay without necessity, nor should 
  humans. 
  • 
  Motives: Inderalis wishes to serve her new clan, the 
  Frigdrasil, and restore the honor of her family—
  honor lost by her son when he was exiled from Clan 
  Northwind. She never lies knowingly and would 
  choose not to speak at all before uttering a lie. She 
  now works with Falder to restore the honor of the 
  Frigdrasil Clan at the same time she rebuilds her 
  own. 
   
  � Inderalis’s Warriors (10): Male human (Suel) 
  barbarian 1. 
  • 
  Description: These ten young men are typical of 
  the northern Suloise barbarians: blond to red hair 
  worn long, beards on some, eyes of blue or grey, 
  sharp noses and jawlines, and fair skin. They wear 
  light armor under their furs and hides, and they 
  carry battleaxes and spears. 
  • 
  Personality/Motives: The ten defer to Inderalis in 
  all dealings with people outside the clan. They are 
  detailed as the honor guard to the tribe’s new 
  shaman. They will fight to the death to defend her if 
  necessary and uphold the honor of the Frigdrasil 
  Clan and their duties. 
   
  Troubleshooting: Should the PCs attack this group of 
  Frigdrasil clansmen for some reason use the typical 
  Barbarian 1 statistics in the Dungeon Master’s Guide. 
  Inderalis does not fight, but will use a wind walk spell to 
  escape immediately and return to the Frigdrasil 
  Stronghold. If the PCs attack, they lose their chance to 
  have the curse of the Bracelet of the North removed. 
   
  Development: At the end of this encounter, proceed to 
  Encounter 2: Predator or Prey. 
   
  The unnatural weather conditions make it hard to 
  predict storms, but a DC 30 Survival check correctly 
  predicts the arrival of a heavy snowstorm the next night 
  (during Encounter 2). 
   
  ENCOUNTER 2: PREDATOR 
  OR PREY 
  The PCs’ destination is 60 miles from their meeting with 
  Inderalis in Encounter 1. The nearest village (a mining 
  settlement) is only around five miles away. Along the way 
  to the portal that the PCs seek, they encounter some 
  dangerous beasts of the cold, high mountains, drawn 
  toward the Pale out of hunger. This encounter occurs the 
  first time the PCs make camp.  
   
  If the PCs have a means of travel which would allow 
  them to not have to make camp for the night, they should 
  still have to stop to investigate the area where they think 
  the location on the map is. Teleporting to the location is 
  not possible, as the PCs have never seen it, but the PCs 
  may be flying or something. In this case, the encounter 
  occurs as the PCs land to investigate the area indicated on 
  the map.  
   
  A heavy snowstorm arrives suddenly from the 
  northeast, reducing vision to half normal distances and 
  imposing a -4 penalty on Listen, Spot, and Search checks. 
  Ranged weapon attacks suffer a -4 penalty to attacks. All 
  creatures 5 feet away have concealment (20% miss 
  chance). See the Dungeon Master’s Guide page 94 for the 
  effects of this weather. 
   
  The animals, attracted by the PCs’ scent, arrive 
  shortly after the first watch has been set for the night (or 
  half an hour after the party stops travelling to search). 
  Read or paraphrase the following, modifying as necessary 
  for parties that may not have been camping for the night: 
   
  A driving north wind has blown in from the 
  mountains, surrounding the area in a dense white 
  haze. It is impossible to see more than ten feet 
  clearly in this sudden storm. 
   
  Something could easily sneak up on you in this 
  whiteout, which even the blinding light of Pholtus 
  might have trouble penetrating. 
   
  As the howling wind dies down for a second, 
  you think you hear the deep throaty growl of some 
  great beast closing on your position. 
   
  Creatures: 
  APL 6 (EL 6) 
   
  � Polar Bears (2): hp 68; Monster Manual 269. 
   
  APL 8 (EL 8 including -1 EL for losing Pounce due to 
  weather conditions) 
   
  � Smilodons (Saber-Toothed Tigers) (4): hp 67 
  each; Appendix 1, APL 8. 
   
  APL 10 (EL 11) 
   
  � Dire Polar Bear (1): hp 195; Appendix 1, APL 
  10. 
   
  APL 12 (EL 13) 
   
  � Dire Polar Bears (2): hp 195 each; Appendix 1, 
  APL 12. 
   
  APL 14 (EL 14) 
   
  � Dire Polar Bears (3): hp 195 each; Appendix 1, 
  APL 14. 
   
  Setup: Make up a map including drifts of snow, boulders, 
  and other terrain features.  
   
  The animals begin this combat 15 feet from the PCs.  
   
  The PCs and the monsters all have concealment 
  from one another when not next to each other. Explain 
  this to the players before they place their PCs on the map 
  and before the combat begins, as most players will wish 
  to remain close enough to see each other or maintain 
  contact among the PCs. 
   
  Tactics: The animals attack any PC they see, as they are 
  hungry and attack due to that hunger. They all have 
  PAL6-07 Snow Fall 
   
  Page 5 
  
  Hostile attitudes to begin with. Druids, rangers, or other 
  PCs with Wild Empathy may try to negotiate with the 
  animals, but it will be under rushed conditions and the 
  animals must have their attitude changed to Friendly 
  before they cease their attacks. 
   
  Development: If the party resolves this encounter 
  peacefully, they should remember that the animals are 
  still hungry and will continue to wander the Pale looking 
  for food, possibly finding some poor child or hapless 
  citizen to fill their bellies. PCs who feed the animals their 
  weight in an appropriate food, though, can rest assured 
  that the animals will wander back to their homes before 
  becoming hungry again. 
   
  Proceed to Encounter 3 once the animals have been 
  dealt with. 
   
  ENCOUNTER 3: OUT IN THE 
  COLD 
  After searching the area indicated on the map for a full 
  hours, the PCs are able to isolate an area with a portal 
  opened to the demi-plane of cold. A brutal blizzard blows 
  around the entire area near the portal as the 
  supernaturally cold air rushes out into the Pale. The 
  blizzard acts as normal darkness for all characters. PCs 
  with normal vision treat the area as shadowy illumination 
  up to 20 feet away, but cannot see beyond 20 feet; those 
  with low-light vision may see normally from the 
  reflections of the sun off the snow; those with darkvision 
  see normally out to 20 feet but no farther. Read or 
  paraphrase the following for those who can see: 
   
  You finally find what you believe to be the location 
  marked on the map. A blizzard is blowing straight 
  out of an opening in the air which leads through to a 
  land of brilliant blues and whites, where the wind 
  drives snow across a great luminescent blue-green 
  lake a short distance inside. 
   
  Gazing at this elemental site of beauty and 
  death, you catch a glimpse of great ivory lizards 
  leaping from the lake and into the air, where 
  spotting the creatures becomes even harder. 
   
  The creatures are ice drakes and they are minions of 
  Winterwind, so the curse of the Bracelet of the North 
  applies in this encounter. They are highly intelligent and 
  can see using their low-light vision in the blizzard, unlike 
  many humanoids that Winterwind normally has them 
  defending the portal against. Due to the intense winds, 
  only Large or greater creatures may fly in the blizzard. 
   
  Note that this area has high winds, so no creature of 
  size Medium or smaller can fly in this area more than 10-
  feet off the ground. 
   
  Creatures: 
  APL 6 (EL 10, including +1 for environmental 
  conditions) 
   
  � Ice Drakes (2): hp 86 each; Appendix 1, APL 6. 
   
  APL 8 (EL 12 calculated as above) 
   
  � Advanced Ice Drakes (12 HD) (2): hp 132 
  each; Appendix 1, APL 8. 
   
  APL 10 (EL 14 calculated as above) 
   
  � Advanced Ice Drakes (16 HD) (2): hp 192 
  each; Appendix 1, APL 10. 
   
  APL 12 (EL 16 calculated as above) 
   
  � Advanced Ice Drakes (19 HD) (2): hp 218 
  each; Appendix 1, APL 12. 
   
  APL 14 (EL 18 calculated as above) 
   
  � Advanced Huge Ice Drakes (22 HD) (2): hp 
  308 each; Appendix 1, APL 14. 
   
  Setup: Refer to Map 1. The ice drakes begin 60 feet from 
  the PCs. 
   
  Tactics: The ice drakes are vicious and fight to the death. 
  They are intensely loyal to Winterwind, who has 
  promised them that they will be allowed to lord over 
  tribes of humans here once he has established his wintry 
  grip on the Pale. He has also sacrificed several frost giants 
  to them to prove himself to them. 
   
  The drakes use Flyby Attack (or Adroit Flyby Attack) 
  initially, and then once they feel the party has been 
  weakened enough, they land near the toughest looking 
  characters and engage in melee. Should any spellcaster 
  use fire against them, the drakes fly over to engage the 
  spellcasters. 
   
  At APL 14, the drakes use their Snatch ability to grab 
  heavily armored combatants and drop them to take the 
  fight out of them. 
   
  Development: Once the ice drakes have been dealt with, 
  the party can search the area.  
   
  A DC 15 Knowledge (the planes) check determines 
  that the area beyond the portal is not on Oerth. A DC 25 
  check correctly rules out Cania (one of the Nine Hells) or 
  similar parts of the Outer Planes, and identifies the place 
  as a demi-plane. PCs that played PAL2M-01 Apple Pie Day 
  automatically recognize the demi-plane. 
   
  Just inside the portal, on the shore of the lake, is an 
  icy landing area approximately 30 ft. in diameter. Tied to 
  a small raft (made of blocks of ice and described in 
  Encounter 4) is the most recent payment from 
  Winterwind to the ice drakes; a payment they had not yet 
  collected. The payment consists of several piles of 
  treasure and five Frigdrasil women tied to the raft. The 
  women are alive—the drakes prefer that their food be 
  alive, so they can toy with it at their leisure—but are 
  weak from lack of food and have frostbite. 
   
  The lake is made of coldfire and its properties are 
  described in Encounter 4. 
  PAL6-07 Snow Fall 
   
  Page 6 
  
   
  The treasure is listed below. 
   
  The 
  Frigdrasil 
  women 
  (five 
  female 
  human 
  commoner 1, variously aligned CN, CG, and N) can tell 
  the PCs the following information if they can be spoken 
  with somehow. They only speak the Cold Tongue. Those 
  who speak Ancient Suloise can understand enough of the 
  meaning of the words to understand that the women are 
  directing the PCs to the far side of the lake, but not to 
  what. The women tell the PCs the following in the Cold 
  Tongue, “The ice dragons spoke of a group of people who 
  lived on the far side of the lake. Those people feed the 
  furnace that keeps the portal open at the bidding of the 
  winter wind.” (The women do not realize that 
  “Winterwind” is a proper name.) The five women were 
  taken by Winterwind three months ago, but were 
  delivered here only a week ago. They are unaware of 
  Falder having been made chieftain and Inderalis having 
  become shaman. 
   
  If the women are freed and given food, they make 
  their way back to the Frigdrasil Clan on their own out of 
  pride. If not given food, they set up a camp outside the 
  portal and wait for the PCs, but they die before the PCs 
  return. 
   
  Proceed to Encounter 4 once this encounter is 
  concluded. 
   
  Treasure: 
   
  All APLs: Loot – The skin of a Gargantuan white 
  dragon (200 gp). 
   
  APL 6: Coin – 500 gp in sapphires; Magic – 
  wyrmfang amulet (208 gp each) (Draconomicon pg. 121). 
   
  APL 8-10: Coin – 100 gp in sapphires; Magic – 
  wyrmfang amulet (208 gp each) (Draconomicon pg. 121), 
  mantle of the silver wyrm (2,250 gp each) (Draconomicon pg. 
  121). 
   
  APL 12: Coin – 700 gp in sapphires; Magic – 
  wyrmfang amulet (208 gp each) (Draconomicon pg. 121), 
  mantle of the silver wyrm (2,250 gp each) (Draconomicon pg. 
  121). 
   
  APL 14: Coin – 4,000 gp in sapphires; Magic – 
  wyrmfang amulet (208 gp each) (Draconomicon pg. 121), 
  mantle of the silver wyrm (2,250 gp each) (Draconomicon pg. 
  121). 
   
  Detect Magic Results: Wyrmfang amulet (moderate 
  Transmutation), mantle of the silver wyrm (faint Abjuration 
  and faint Transmutation). 
   
  ENCOUNTER 4: LAKE OF 
  COLDFIRE 
  Once the PCs have dealt with the ice drakes, they will 
  have to cross the lake of coldfire. The lake is only five feet 
  deep, except on the far right side where the ice drakes lair 
  in an underwater cave. The depth of the lake is not the 
  hazard, though: the hazard is the intense storms that 
  blow across the lake and the coldfire from which the lake 
  is composed. Read or paraphrase the following once the 
  PCs decide to proceed: 
   
  Before you is a vast, luminescent blue-green lake. 
  The lake appears to be half-liquid and half-gas in 
  nature, but has a viscous appearance overall. It does 
  not appear to be very deep, as you can see the bottom 
  below the strange liquid. 
   
  The sky appears cloudless and deeply blue; 
  white light emanates from above, though there is no 
  distinct sun.  
   
  Despite the clear sky, a black hail of ice pellets 
  begins to fall, clattering on the icy ground and 
  hitting the lake with thick splashing sounds. The ice 
  stings a bit as it hits your flesh and feels unnaturally 
  cold, like the touch of death. 
   
  Several large blocks of ice, each roughly the size 
  of a coffin, have been bound together to form a 
  platform 
  twenty 
  feet 
  square. 
  This 
  strange 
  assemblage is pulled up on the banks of the lake’s 
  shore. A ten-foot-long wooden pole lies nearby. 
   
  The lake is made up of the substance known as coldfire 
  (presented in Frostburn). The coldfire is dangerous to 
  those not protected against its effects who come within 
  10 feet of the substance. See below (”Traps”) for its effects. 
   
  The storm of black ice pellets is actually death hail. 
  See below (“Traps”) for its effects. 
   
  The lake is 2,000 feet across and the raft can be poled 
  at a speed of 15 ft. (150 feet per minute), which would 
  require about 13 minutes for the party to pole across the 
  lake.  
   
  Spending these 13 minutes poling across the lake 
  would require each PC to make 3 saving throws against 
  the Coldfire exposure as well as one saving throw against 
  the Death Hail. Those failing their saving throws would 
  be subject to the effects of the Coldfire ruin described 
  below and the damage from the Death Hail.  
   
  Traps: (EL 5 total) 
   
  � Coldfire Lake: CR 3; natural; proximity 
  exposure within 10 feet of the lake; automatic reset; 
  touch 2d6 points of frostburn damage. Disease (Coldfire 
  ruin, DC 20 Fortitude save resists, 1d8 Con damage) also 
  occurs at the same proximity. Anything that prevents 
  cold damage prevents the frostburn damage, but not the 
  Coldfire Ruin disease. 
   
  � Death Hail: CR 3; natural; automatic; no reset; 
  10 minute exposure causes 1d2 points of Strength and 
  Constitution damage; DC 15 Fortitude negates.  
   
  A DC 15 Knowledge (arcana) or (the planes) check 
  identifies the Coldfire. For every +5 above 15, the PC 
  learns one effect of Coldfire.  
   
  A DC 20 Knowledge (the planes) check successfully 
  identifies the Death Hail. For every +5 above 20, the PC 
  learns one effect of the Death Hail. 
   
  Development: Many PCs may find other ways to cross 
  the lake that may not take as long as the raft trip. Many 
  groups will have magicks that will allow this at these 
  APLs, hence the low CR of the “traps”. If the PCs have a 
  PAL6-07 Snow Fall 
   
  Page 7 
  
  method of flying across the coldfire lake, they should be 
  able to avoid the exposure that would cause coldfire ruin, 
  but may still be subject to the death hail effect. Please 
  keep careful track of the amount of time any means of 
  travel would take and the amount of time the PCs spend 
  in the demi-plane, as the death hail continues to fall the 
  entire time they are present in the demi-plane. 
   
  Once the PCs have made it across the lake, proceed 
  to Encounter 5. 
   
  ENCOUNTER 5: SLAVES AND 
  ALLIES OR ENEMIES 
  As the PCs reach the other side of the coldfire lake, they 
  will see the village of the frost giants. If PCs are using 
  some means to fly, you may need to modify the read-
  aloud text to allow for the different vantage point.  
   
  Refer to Map 2 for the layout of the settlement. 
   
  Read or paraphrase the following: 
   
  On the opposite edge of the shallow lake stand 
  several large sized structures made from ice bricks. 
  The strange blue ice material reflects the sun and 
  creates a menagerie of colors from the light seldom 
  seen in the earthly world. 
   
  Toward the center of the small settlement, a 
  great flame of blue and white rages towards the sky 
  and seems to feed the winds that blow back toward 
  the portal through which you entered this demi-
  plane. 
   
  About a dozen giant humanoids with blue skin 
  and heavy furs move amongst the structures. Most 
  are struggling with loads of strange white rock or 
  are working to dig up more of the strange rock from 
  the frozen ground and break it into smaller pieces. 
  Most of the humanoids are at least twelve feet tall 
  but exclusively female; a few others are smaller, 
  including two girls and two beardless youths. 
   
  The giants notice you as you approach and stop 
  their work. One of them yells out to you in a 
  booming feminine voice. 
   
  This one is speaking in Giant and says, “Who are you? 
  And what do you want? You should not be here.” 
   
  These are the remnants of a clan of frost giants that 
  once lived in the Rakers of the Pale. There are 12 giants 
  in total: 7 healthy adult females, 1 old female, 2 girls, and 
  2 boys. Winterwind slew all of the adult males of the clan 
  and brought the women and children here to work 
  building the great furnace that powers the portal. Among 
  them is Winterwind’s mother, whom he could bring 
  himself to slay. She is old and infirm now, but the rest of 
  the women care for her in one of the structures, hoping 
  that keeping her alive will keep Winterwind from killing 
  them as he did all of their husbands and fathers. 
   
  Winterwind forces them to mine an icy rock from 
  the frozen ground and feed it to the magical furnace that 
  powers the portal. The portal can be closed by putting out 
  the ice fire burning inside the furnace, but the giants will 
  restart the furnace if they are not dealt with in some way. 
   
  The giants have no love for Winterwind, nor do they 
  have any real desire to mine the rocks and keep the 
  furnace burning. They do want their clan to survive, 
  though, and they know that if Winterwind returns and 
  the furnace is out, he will kill them all.  
   
  The PCs, however, can negotiate with the giants. The 
  giants can tell the PCs how to put out the fire in the 
  furnace and will agree not to restart the furnace if the 
  PCs will take the giants out of the demi-plane, so they can 
  return to the Rakers. 
  The giants attack the PCs if 
  the PCs try to put out the furnace without swearing to 
  their gods to take the giants out of the demi-plane. Of the 
  10 giants, only Helga and three other women are trained 
  for combat, but even they only have rocks and fists to 
  fight with. 
   
  The matron of the giants is named Helga.  
   
  � Helga (frost giant matron): Female frost giant. 
  • 
  Description: Helga is a short frost giant woman. 
  She is approximately 13 ft. tall and has long blue-
  white hair. Her eyes are a light blue and appear to 
  have a flame burning behind them, as if she were 
  about to attack whoever she looks at. She is a mature 
  frost giant and her age would match that of a thirty-
  year-old human. 
  • 
  Personality: Helga has a quick temper and is easily 
  angered, but not easily provoked into a fight without 
  reason. She has led the frost giants here since their 
  capture by Winterwind. Most of her anger is 
  reserved for Winterwind, and she has no mercy for 
  his allies. 
  • 
  Motives: Helga seeks to escape from this demi-
  plane and secure the safety of her clan. She knows 
  they cannot beat Winterwind, but hopes she can use 
  the PCs to her advantage in order to make good the 
  escape of her clan and ensure their survival into the 
  future. She is even willing to lie to the PCs if 
  necessary to gain this escape. 
   
  Helga tells the following to the PCs if conditions remain 
  peaceful between the giants and the PCs: 
  • 
  Winterwind was born into their clan years ago. 
  • 
  He was always a strange one, dabbling in the dark 
  arts of the ancient world (evil dragon magic). 
  • 
  Many believe he had the taint of one of the great 
  white wyrms in his blood, but his mother denied it 
  and his father had died in battle before Winterwind 
  was born. Winterwind has no siblings. 
  • 
  Winterwind was exiled from the clan early in his 
  adult life, when his magic experiments killed several 
  members of the clan. 
  • 
  Winterwind returned to the clan ten years later 
  (almost six years ago, in CY 591) with trollish, 
  elemental, and draconic allies. Together, they killed 
  all the adult male giants. He transported the women 
  and children to this demi-plane, forcing them to 
  PAL6-07 Snow Fall 
   
  Page 8 
  
  build this furnace and build its flames high until the 
  portals opened. 
  • 
  The portals opened about a year and a half ago. 
  • 
  The ice fire can be extinguished by casting fire 
  magics into the heart of the ice fire or by destroying 
  the furnace itself. 
  • 
  The furnace can be melted with fire magic or 
  destroyed by tearing it apart with tools or weapons. 
  • 
  They have not escaped because they know that the 
  humans who live outside the portal would probably 
  see them as enemies and send armies against them. 
  Perhaps the PCs could convince the human rulers of 
  the lands to allow the giants to pass through the 
  human lands and back into the Rakers. 
  • 
  Once in the Rakers, they believe they can find a new 
  home, invite some male giants from the Griffs to join 
  them, and rebuild their clan. Helga promises to “be 
  good” if PCs try to force such a promise from her, 
  but her code of giant morality allows her to break 
  her word. She has no intention of doing anything 
  other than returning to the typical cruel life that 
  frost giants lead in their mountainous homes. 
   
  In addition, Winterwind’s mother is present in this 
  settlement. Her name is Beliza [“beh-LEE-zah”]. She is 
  blind, bedridden, and being cared for in one of the 
  structures. If the PCs agree to take the giants out of the 
  demi-plane, Helga allows them to speak with Beliza. 
   
  � Beliza (Winterwind’s mother): Female frost giant 
  (noncombatant). 
  • 
  Description: Beliza is an elderly frost giant woman 
  at the end of her life. It is hard to determine her 
  height, as she is usually bedridden and even when 
  she stands is stooped over and aided by young frost 
  giants. Her hair is grey with age and her eyes are 
  white with blindness. 
  • 
  Personality: Beliza is a woman who knows she is 
  going to die soon. She is willing to tell those who 
  may be Winterwind’s enemies, the secrets she 
  knows about him in penance for having brought 
  him into this world. She sees her son as a great evil, 
  since he has turned against his own people and 
  betrayed their gods. She hopes that her gods will 
  welcome her into the frost giant lands of the dead if 
  she shares his secrets with his enemies. 
  • 
  Motives: Beliza has no motives beyond wishing to 
  die in peace and live in comfort until that day comes. 
  She is penitent for her son’s betrayal of his people 
  and wants to secure her place in the frost giant 
  afterlife. 
   
  Beliza can tell the PCs the following: 
  • 
  Winterwind was born a pure-blood frost giant. He 
  was a clever boy, but he tampered with ancient 
  magicks, which melded his soul with that of an 
  ancient dragon. 
  • 
  Winterwind is a powerful wizard and can call upon 
  great magicks in battle, but he is still physically 
  powerful as well. 
  • 
  He has always used trickery to confuse his enemies. 
  • 
  If the PCs ask whether the dragon’s soul that 
  Winterwind melded with was a white dragon (or a 
  “dragon with a tall crest at the back of its head” or 
  similar characteristics distinctive to white dragons), 
  she says she does not think so, but she cannot 
  remember any details about his appearance. (This 
  part she shares only if directly asked.) 
   
  Fighting the Frost Giants 
  Should the PCs initiate combat with the frost giants, they 
  fight to the death, knowing that Winterwind will kill 
  them if they fail to protect the furnace. Use the statistics 
  below if the PCs initiate combat with the frost giants. 
  Most of the frost giants have no combat skills and try to 
  flee, but a few are tough and fight as well as an average 
  male. They try to stop the PCs at all APLs. 
   
  Creatures: 
  APL 6 to 14 (EL 13) 
   
  � Frost Giant (4): hp 133 each; Monster Manual 
  122. They can use only slam or rock attacks. They are also 
  unarmored: AC 17 (–1 size, –1 Dex, +9 natural), touch 8, 
  flat-footed 21. 
   
  SHUTTING DOWN THE PORTAL 
  Option 1: Putting out the ‘fire’: 
  The ice fire can be put out by doing damage with fire 
  equaling 200 hp. 
   
  Option 2: Destroying the furnace: 
  The furnace itself is made of a strange icy material, but is 
  brittle in nature. It has Hardness 2 and 150 hit points, but 
  is immune to cold damage. 
   
  Read or paraphrase the following when the furnace is 
  destroyed: 
   
  The furnace crumbles finally beneath your assault. 
  As it does so, the winds on this frozen demi-plane 
  become still, as if a great beast had stopped 
  breathing. A tremor runs through the ground. If the 
  furnace kept the portal open, how long will the 
  portal remain? 
   
  Development: If a PC should cast detect magic, the 
  furnace radiates overwhelming Conjuration. 
   
  Once the PCs have destroyed the furnace, they still 
  have to return across the coldfire lake and get out of the 
  portal before it closes.  
   
  The PCs have a half hour before the portal becomes 
  too small for them to exit. Ask the players how they will 
  get back to the portal and apply any repercussions of 
  crossing the coldfire lake again if they cross within ten 
  feet of the lake. If the PCs do not delay, they should be 
  PAL6-07 Snow Fall 
   
  Page 9 
  
  able to make it out of the portal before it closes, and 
  should be able to bring the frost giants along, if they 
  chose to help them. The giants can wade across the lake 
  at roughly the same speed as the raft can be poled. 
   
   
   
  Once the PCs have closed the portal and escaped 
  from the demi-plane, proceed to the Encounter 6: Ice-
  Cold Ale. 
   
  ENCOUNTER 6: ICE−COLD 
  ALE 
  This encounter occurs if the PCs return to the Pious 
  Pilgrim in Rakervale to meet with Inderalis and her 
  hunting party. Read or paraphrase the following as the 
  PCs enter the tavern: 
   
  The familiar common room of the Pious Pilgrim is 
  all but empty on this icy day. Inderalis and her 
  companions huddle in a corner away from the few 
  local patrons in the room. The twelfth person at the 
  Frost Barbarians’ table, however, is a lithe, 
  uniformed woman with curly black hair: Major 
  Milecia Garandeau of the Pale Patrol, a woman 
  famous in Rakervale for commanding the Pale’s 
  assault on the stronghold of the Troll King. She sits 
  with her back to the door but is clearly deep in 
  discussion with the eleven Fruztii. 
   
  As the Suloise woman notices you entering the 
  structure, she calls for the serving girl to bring more 
  ale to the table and waves you over. Major 
  Garandeau turns to you, too, and smiles. 
   
  � Major 
  Milecia 
  Garandeau: 
  female 
  human 
  (Oeridian) fighter 8. 
  • 
  Description: Milecia Garandeau is an Oeridian 
  woman with naturally curly coal-black hair, cut 
  in a smart short style. Her bright hazel eyes give 
  her 
  otherwise 
  ordinary 
  face 
  a 
  cheery 
  appearance. She is lithe and agile, so the 
  beautiful rapier at her side suits her far better 
  than a heavy blade would. She speaks with a 
  stern voice but weighs her words before 
  speaking them. 
  • 
  Personality: Major Garandeau has a patient, 
  rational demeanor, and she is a devout Pholtan 
  but compassionate toward heathens. 
  • 
  Motives: Milecia wants only what is best for 
  the Pale and Rakervale. She hopes to rise to the 
  rank of Constable, which would give her full 
  authority over a small town, but she intends to 
  work hard and deserve such a promotion. 
   
  Once the PCs move to the table, read or paraphrase the 
  following: 
   
  Major Garandeau greets you cordially, “Welcome 
  back, friends. I hope you bring good news about 
  your quest.”  
  Inderalis says, “We have learned much from our 
  journeys into the cold. How fared you?” 
  Allow the PCs an opportunity to respond as they choose. 
  When they are done, Inderalis reports how their journey 
  went. If the PCs do not ask directly, she shares the 
  information about the Bracelet of the North only (the 
  items set off by two asterisks: **). The following notes can 
  be used to answer most of the PCs’ questions: 
   
  • 
  ** We learned the curse of the Bracelet of the North 
  can be removed by soaking the bracelet in the blood 
  of the dragon whose scales were used to craft the 
  bracelet. 
  • 
  ** A large supply of this blood is available from the 
  Frigdrasil clan as we recovered the dragon after his 
  death (PAL5-07 Winters Past). 
  • 
  At the cave we investigated, we encountered a 
  strange woman with fiendish features, along with 
  her companions. We killed her companions, a group 
  of goblins, but she was able to escape. 
  • 
  Inside the cave were a large egg—a white dragon 
  egg—and several tomes. Inderalis destroyed the egg 
  and gave the tomes that contained magical writings 
  to the Pale’s Arcanist Guild. 
  • 
  The cave also contained other treasures, which we 
  turned over to Falder at the Frigdrasil stronghold. 
  • 
  ** The documents detailing how to remove the curse 
  of the Bracelet have been shared with the Pale 
  authorities and other groups we knew of. We believe 
  that this sharing of knowledge will help restore the 
  honor of the Frigdrasil clan. 
   
  (The woman at the cave was Umar, a tiefling introduced 
  in PAL2-05 The Heretic and mentioned in PAL5-04 Seeds of 
  Winter as one of Winterwind’s “guardeners”, specially 
  selected caretakers of white dragon eggs. With the 
  destruction of the white dragon egg and the defeat of 
  Umar, Brother Jeremiah’s prophecy of white dragon eggs 
  being sown throughout the Pale—the prophecy for 
  which PAL5-04 Seeds of Winter was named—has been 
  averted.) 
   
  Those who successfully spoke with the Frigdrasil 
  and remained friendly with them will gain the AR item: 
  Bracelet of the North: Lifted Curse. Those who 
  attacked or did not successfully speak with the Frigdrasil 
  should not receive this AR item. 
   
  Proceed to the Conclusion once the PCs are done 
  speaking with Inderalis and Milecia. 
   
  CONCLUSION 
  SUCCESS  
  (The portal has been closed) 
   
  PAL6-07 Snow Fall 
   
  Page 10 
  
  Read or paraphrase this conclusion if the PCs were 
  successful in closing the portal and helped the frost 
  giants to leave the demi-plane: 
   
  Winter still wraps the Pale in a blanket of snow, but 
  with the portals closed there may be hope that this 
  spring, the thaw will come in its natural time. 
   
  Those who sent you were grateful that you 
  succeeded in sealing the portal that was allowing 
  the demi-plane of cold to continue fueling the Troll 
  Winter. They rewarded you appropriately as a 
  member of their order and promised you that your 
  name would be remembered in the annals of history 
  for your heroic efforts in halting the Troll Winter of 
  CY 596. 
   
  If the PCs did not attack the frost giants, read or 
  paraphrase the following as well: 
   
   
  The release of the frost giants seems to worry 
  those you call friends and allies when you tell them 
  of this, but how much threat can such a small band 
  be, even if they are giants? 
   
  FAILURE  
  (The portal has not been closed) 
   
  Read or paraphrase the following if the PCs failed to 
  close the portal and any of them survived: 
   
  Winter still wraps the Pale in a blanket of snow. Due 
  to your failure, it may last forever. 
   
  In the mountains of the Pale, a portal remained 
  open and although you were able to locate it and 
  warn your friends and allies of its location, the 
  defenses will no doubt be greater when others 
  return to try and seal the portal. 
   
  Winterwind is probably bolstering the ranks of 
  his icy armies, with which to invade the Pale soon. 
  The coldness that many citizens feel in their fingers 
  and toes may turn to the cold death of a grave if he 
  succeeds. Pray that someone else will succeed where 
  you did not. 
   
  The End 
   
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 2 
  Defeat the wild animals 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
  APL 14 
  420 XP 
   
  Encounter 3 
  Defeat the ice drakes 
  APL 6  
  300 XP 
  APL 8  
  360 XP 
  APL 10  
  420 XP 
  APL 12  
  480 XP 
  APL 14 
  540 XP 
   
  Encounter 4 
  Cross the Lake of Coldfire 
  APL 6 - 14  
  150 XP 
   
  Encounter 5 
  Negotiate with the frost giants 
  APL 6  
  90 XP 
  APL 8  
  145 XP 
  APL 10  
  180 XP 
  APL 12  
  235 XP 
  APL 14 
  330 XP 
   
  Story Award 
  Destroy the ice furnace 
  APL 6  
  90 XP 
  APL 8  
  115 XP 
  APL 10  
  135 XP 
  APL 12  
  160 XP 
  APL 14 
  180 XP 
   
  Rescue the Frigdrasil women at the portal 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
  APL 10  
  90 XP 
  APL 12  
  110 XP 
  APL 14  
  120 XP 
   
  Discretionary roleplaying award 
  APL 6  
  30 XP 
  APL 8  
  35 XP 
  APL 10  
  45 XP 
  APL 12 
  50 XP 
  APL 14 
  60 XP 
   
  Total possible experience: 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
  APL 14  
  1,800 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 
  PAL6-07 Snow Fall 
   
  Page 11 
  
  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. 
   
  Total Possible Treasure (all from Encounter 3) 
   
  APL 6: Loot – 200 gp; Coin – 500 gp; Magic – 208 gp. 
  Total 908 gp (capped at 900 gp) 
   
  APL 8: Loot – 200 gp; Coin – 100 gp; Magic – 2,458 
  gp. Total: 2,758 gp (capped at 1,300 gp) 
   
  APL 10: Loot – 200 gp; Coin – 100 gp; Magic – 2,458 
  gp. Total: 2,758 gp (capped at 2,300 gp) 
   
  APL 12: Loot – 200 gp; Coin – 700 gp; Magic – 2,458 
  gp. Total: 3,358 gp (capped at 3,300 gp) 
   
  APL 14: Loot – 200 gp; Coin – 4,000 gp; Magic – 
  2,458 gp. Total: 6,658 gp (capped at 6,600 gp) 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Bracelet of the North – Lifted Curse: The bracelet’s 
  curse is about to be broken. The bracelet remains bonded 
  to you and retains any existing compulsion over you until 
  20 TUs have passed after this adventure. At that time, it 
  resumes functioning as a bracelet of minor fire resistance 
  again (as the ring). If you want to keep it, you must buy it 
  (Price 12,000 gp, with Regional access). You may keep a 
  nonmagical version of the bracelet as a souvenir at no 
  cost. 
   
  Mark off the TUs that pass after this adventure: 
  [ ] [ ] [ ] [ ] [ ]    [ ] [ ] [ ] [ ] [ ] = 10 
  [ ] [ ] [ ] [ ] [ ]    [ ] [ ] [ ] [ ] [ ] = 20 
   
  Gargantuan White Dragonhide: You found the intact 
  hide of a Gargantuan white dragon and may have it made 
  into dragonhide armor (you pay full price), according to 
  the rules in the DMG. 
   
  Favor of the… For your efforts in resolving the Troll 
  Winter, one Pale meta-org has awarded you access to the 
  following feats, spells, items, or mount. Unless otherwise 
  noted, all spells are from the Spell Compendium and all 
  feats are from the Player’s Handbook II. Choose one of 
  these favors, but only if you belong to the meta-org: 
   
  [  ] Arcanist Guild: Ectoplasmic armor (Sor/Wiz1), belker 
  claws (Sor/Wiz2), shadow phase (Sor/Wiz3), explosive 
  cascade (Sor/Wiz3). 
   
  [  ] Bardic College: Crab walk (Brd1/Drd1/Rgr1), 
  heartfire (Brd2/Drd2); Battle Dancer.  
   
  [  ] Brotherhood of Arms / Prelatal Militia: Melee 
  Weapon Mastery, Shield Specialization, Shield Ward. 
   
  [  ] Council of Faith: Cold fire (Clr1/Drd1), light of 
  Mercuria 
  (Clr2/Sor2/Wiz2), 
  light 
  of 
  Venya 
  (Clr3/Sor3/Wiz3), moon bolt (Clr4/Drd4). 
   
  [  ] Coven of White Light: Sonic blast (Sor/Wiz1), 
  phantom foe (Sor/Wiz2), rainbow blast (Sor/Wiz3), displacer 
  form (Sor/Wiz4). 
   
  [  ] Disciples of Discipline: Fiery Fist, Fiery Ki 
  Defense, Ki Blast. 
   
  [  ] Lost Clan (Frigdrasil Clan): Lunging Strike, Mad 
  Foam Rager, Steadfast Determination. The Frigdrasil 
  Clan welcomes all PCs in the Lost Clan as honorary 
  members. 
   
  [  ] Natural Order: Alternate animal companions 
  (Frostburn); Companion Spellbond, Primeval Wildshape 
  (Frostburn). 
   
  [  ] Pale Diplomatic Corps: Cunning Evasion, Master 
  Manipulator, Wanderer’s Diplomacy. 
   
  [  ]  Pale Patrol: You may choose one feat or spell from 
  any of the other meta-orgs. Write the feat or spell chosen 
  below. This favor is for those who worked for the Pale 
  Patrol 
  and 
  belong 
  to 
  no 
  meta-org. 
  Feat/Spell:_______________________ 
   
  PAL6-07 Snow Fall 
   
  Page 12 
  
  [  ] Pholtan Clergy: Faith healing (Clr1/Pal1), light of 
  Mercuria (Clr2/Sor2/Wiz2), checkmate’s light (Clr3/Pal2), 
  lesser holy transformation (Clr4). 
   
  [  ] Pholtan 
  Knights 
  Valorous: 
  Knight’s 
  move 
  (Clr3/Pal2), righteous fury (Pal3); gain one hippogriff 
  mount (treat as a domesticated animal for APL purposes). 
  The PKV will not replace this hippogriff if it dies. If you 
  are a paladin of sixth level or higher, you may bond the 
  hippogriff as your special mount, according to the rules 
  in the DMG. 
   
  [  ] Phostaldaron: Serpentstongue and blunt arrows, 
  elvencraft bow, wildwood special armor material, 
  swordbow. (All Races of the Wild with Regional access) 
   
  [  ] Shapers of Sun and Stone: Beckon the Frozen 
  (Frostburn); snowwalk (Drd2/Rgr2/Winter2) (Frostburn), 
  splinterbolt (Drd2).  
   
  [  ] Thieves’ Guild: Acrobatic Strike, Deadeye Shot, 
  Telling Blow. 
   
  Item Access 
  APL 6: 
  • 
  Wyrmfang amulet (Adventure; Draconomicon; 2,500 
  gp) 
  • 
  Fur clothing (Regional; Frostburn; 8 gp) 
  • 
  Coldfire (Adventure; Frostburn; 50 gp/ounce) 
   
  APL 8-14 (all of APL 6 plus the following): 
  • 
  Mantle of the silver wyrm (Regional; Draconomicon; 
  27,000 gp) 
   
   
  PAL6-07 Snow Fall 
   
  Page 13 
  
  APPENDIX 1: APL 6
  ENCOUNTER 3: OUT IN THE COLD 
  Ice Drake: CR 7; Large dragon (Air, Cold, Water); HD 
  8d12+32; hp 86; Init +2; Spd 30 ft., fly 110 ft. (average), 
  swim 20 ft.; AC 19, touch 11, flat-footed 17; Base Atk 
  +8; Grp +17; Atk +12 melee (2d6+5, bite); Full Atk +12 
  melee (2d6+5, bite) and +10/+10 melee (1d8+2 plus 1d6 
  cold, 2 claws), and +10 melee (1d8+7, tail slap); 
  Space/Reach 10 ft./5 ft.; SA freezing touch; SQ 
  darkvision 60 ft., immunity to cold, magic sleep effects, 
  and paralysis, low-light vision, vulnerability to fire; AL 
  CE; SV Fort +10, Ref +8, Will +9; Str 21, Dex 14, Con 
  19, Int 10, Wis 16, Cha 13. 
   
  Skills and Feats: Balance +15, Climb +15, Escape 
  Artist +12, Hide +9*, Listen +13, Search +8, Spot +15, 
  Swim +13; Alertness, Flyby Attack, Multiattack. 
   
  Languages: Auran, Draconic. 
   
  Freezing Touch (Su): Anyone hit by an ice 
  drake’s claw attack takes an extra 1d6 points of cold 
  damage and must succeed on a DC 18 Reflex save or 
  also take 1 point of Strength damage. 
   
  Skills: An ice drake has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line. Ice drakes have a +2 racial bonus on 
  Balance checks and on Climb checks. *They have a +4 
  racial bonus on Hide checks in icy environments. 
   
  Physical Description: Ice drakes are vicious 
  scavengers that lair in cold or arctic lands. 
   
  The scales of an ice drake are ivory in color, with 
  occasional tinges of ice-blue. Ice drakes have short, 
  stocky limbs and a wide, flat tail that helps them climb 
  on icy surfaces. 
   
  Ice drakes give large predators a wide berth, 
  preferring to wait until after such creatures have 
  finished feasting to move in on the remains. They are 
  not afraid to chase off smaller predators such as wolves. 
   
  An ice drake speaks Draconic and either Auran or 
  Aquan (50% chance of either). The creatures speak 
  haltingly, but woe to any who mistake this trait for lack 
  of intelligence. 
   
  PAL6-07 Snow Fall 
   
  Page 14 
  
  APPENDIX 1: APL 8 
  ENCOUNTER 2: PREDATOR OR  
  PREY 
  Smilodon (Saber-Toothed Tiger): CR 5; Large 
  animal; HD 9d8+27; hp 67; Init +2; Spd 40 ft.; AC 15, 
  touch 11, flat-footed 13 (+2 Dex, -1 size, +4 natural 
  armor); Base Atk +6; Grp +17; Atk +12 melee 
  (2d6+7/x3, bite); Full Atk +12 melee (2d6+7/x3, bite) 
  and +10/+10 melee (1d6+3, 2 claws); Space/Reach 10 
  ft./5 ft.; SA augmented critical, improved grab, pounce, 
  rake 1d6+3; SQ low-light vision, scent; AL N; SV Fort 
  +9, Ref +8, Will +8; Str 24, Dex 14, Con 16, Int 2, Wis 
  14, Cha 6. 
   
  Skills and Feats: Balance +6, Hide +2*, Jump +15, 
  Listen +8, Move Silently +6, Spot +8; Alertness, Dodge, 
  Mobility, Spring Attack. 
   
  Augmented Critical (Ex): A saber-toothed tiger 
  deals triple damage if it scores a critical hit with its bite 
  attack. 
   
  Improved Grab (Ex): To use this ability, the 
  saber-toothed tiger must hit with a bite or a claw attack. 
  It can then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it wins 
  the grapple check, it establishes a hold and can rake. 
   
  Pounce (Ex): If a saber-toothed tiger charges a 
  foe, it can make a full attack, including two rake 
  attacks. 
   
  Rake (Ex): A saber-toothed tiger gains two 
  additional claw attacks against grappled foes or foes it 
  pounces on (attack bonus +10, damage 1d6+3). Rake 
  attacks are not subject to the normal -4 penalty for 
  attacking with a natural weapon in a grapple. 
   
  Scent (Ex): A saber-toothed tiger can detect 
  opponents within 30 feet. The exact location is not 
  revealed unless the creature is within 5 feet. 
   
  Skills: Saber-toothed tigers gain a +4 racial bonus 
  on Balance, Hide, and Move Silently checks. 
   
  *In forest terrain, their Hide bonus improves to 
  +8. 
   
  ENCOUNTER 3: OUT IN THE COLD 
  Advanced 12-HD Ice Drake: CR 9; Large dragon (Air, 
  Cold, Water); HD 12d12+48; hp 126; Init +2; Spd 30 ft., 
  fly 110 ft. (average), swim 20 ft.; AC 19, touch 11, flat-
  footed 17; Base Atk +12; Grp +22; Atk +17 melee 
  (2d6+5, bite); Full Atk +17 melee (2d6+6, bite) and 
  +15/+15 melee (1d8+3 plus 1d6 cold, 2 claws), and +15 
  melee (1d8+9, tail slap); Space/Reach 10 ft./5 ft.; SA 
  freezing touch; SQ darkvision 60 ft., immunity to cold, 
  magic sleep effects, and paralysis, low-light vision, 
  vulnerability to fire; AL CE; SV Fort +12, Ref +10, Will 
  +11; Str 22, Dex 14, Con 19, Int 10, Wis 16, Cha 13.  
   
  Skills and Feats: Balance +19, Climb +19, Escape 
  Artist +15, Hide +13*, Listen +16, Search +11, Spot +19, 
  Swim +13; Adroit Flyby Attack (see Appendix 2), 
  Alertness, Flyby Attack, Multiattack, Wingover. 
   
  Languages: Auran, Draconic. 
   
  Freezing Touch (Su): Anyone hit by an ice 
  drake’s claw attack takes an extra 1d6 points of cold 
  damage and must succeed on a DC 20 Reflex save or 
  also take 1 point of Strength damage. 
   
  Skills: An ice drake has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line. Ice drakes have a +2 racial bonus on 
  Balance checks and on Climb checks. *They have a +4 
  racial bonus on Hide checks in icy environments. 
   
  Physical Description: Ice drakes are vicious 
  scavengers that lair in cold or arctic lands. 
   
  The scales of an ice drake are ivory in color, with 
  occasional tinges of ice-blue. Ice drakes have short, 
  stocky limbs and a wide, flat tail that helps them climb 
  on icy surfaces. 
   
  Ice drakes give large predators a wide berth, 
  preferring to wait until after such creatures have 
  finished feasting to move in on the remains. They are 
  not afraid to chase off smaller predators such as wolves. 
   
  An ice drake speaks Draconic and either Auran or 
  Aquan (50% chance of either). The creatures speak 
  haltingly, but woe to any who mistake this trait for lack 
  of intelligence. 
   
  PAL6-07 Snow Fall 
   
  Page 15 
  
  APPENDIX 1: APL 10 
  ENCOUNTER 2: PREDATOR OR  
  PREY 
  Dire Polar Bear: CR 11; Huge animal; HD 18d8+114; 
  hp 195; Init +0; Spd 50 ft., swim 20 ft.; AC 19, touch 8, 
  flat-footed 19 (-2 size, +11 natural armor); Base Atk +13; 
  Grp +35; Atk +25 melee (2d6+14, claw); Full Atk 
  +25/+25 melee (2d6+14, 2 claws) and +20 melee (3d8+7, 
  bite); Space/Reach 15 ft./10 ft.; SA improved grab; SQ 
  low-light vision, scent; AL N; SV Fort +17, Ref +11, 
  Will +12; Str 39, Dex 11, Con 23, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Hide -6*, Listen +11, Spot +11, 
  Swim +17; Alertness, Endurance, Improved Natural 
  Armor, Run, Toughness (2), Track (B), Weapon Focus 
  (claw). 
   
  Improved Grab (Ex): To use this ability, a dire 
  polar bear must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. 
   
  Scent (Ex): A dire polar bear can detect opponents 
  within 30 feet. The exact location is not revealed unless 
  the creature is within 5 feet. 
   
  Skills: A dire polar bear has a +8 racial bonus on 
  any Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on a 
  Swim check, even if distracted or endangered. It can 
  use the run action while swimming, provided it swims 
  in a straight line. 
   
  *A dire polar bear’s white coat bestows a +12 racial 
  bonus on Hide checks in snowy areas. 
   
  ENCOUNTER 3: OUT IN THE COLD 
  Advanced 16-HD Ice Drake: CR 11; Large dragon 
  (Air, Cold, Water); HD 16d12+80; hp 184; Init +2; Spd 
  30 ft., fly 110 ft. (average), swim 20 ft.; AC 19, touch 11, 
  flat-footed 17; Base Atk +16; Grp +26; Atk +21 melee 
  (2d6+5, bite); Full Atk +21 melee (2d6+6, bite) and 
  +19/+19 melee (1d8+3 plus 1d6 cold, 2 claws), and +19 
  melee (1d8+9, tail slap); Space/Reach 10 ft./5 ft.; SA 
  freezing touch; SQ darkvision 60 ft., immunity to cold, 
  magic sleep effects, and paralysis, low-light vision, SR 
  16, vulnerability to fire; AL CE; SV Fort +15, Ref +12, 
  Will +13; Str 22, Dex 14, Con 20, Int 10, Wis 16, Cha 
  13.  
   
  Skills and Feats: Balance +23, Climb +22, Escape 
  Artist +18, Hide +17*, Listen +19, Search +14, Spot +23, 
  Swim +13; Adroit Flyby Attack (see Appendix 2), 
  Alertness, Awaken Spell Resistance (see Appendix 2), 
  Flyby Attack, Multiattack, Wingover. 
   
  Languages: Auran, Draconic. 
   
  Freezing Touch (Su): Anyone hit by an ice 
  drake’s claw attack takes an extra 1d6 points of cold 
  damage and must succeed on a DC 23 Reflex save or 
  also take 1 point of Strength damage. 
   
  Skills: An ice drake has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line. Ice drakes have a +2 racial bonus on 
  Balance checks and on Climb checks. *They have a +4 
  racial bonus on Hide checks in icy environments. 
   
  Physical Description: Ice drakes are vicious 
  scavengers that lair in cold or arctic lands. 
   
  The scales of an ice drake are ivory in color, with 
  occasional tinges of ice-blue. Ice drakes have short, 
  stocky limbs and a wide, flat tail that helps them climb 
  on icy surfaces. 
   
  Ice drakes give large predators a wide berth, 
  preferring to wait until after such creatures have 
  finished feasting to move in on the remains. They are 
  not afraid to chase off smaller predators such as wolves. 
   
  An ice drake speaks Draconic and either Auran or 
  Aquan (50% chance of either). The creatures speak 
  haltingly, but woe to any who mistake this trait for lack 
  of intelligence. 
  PAL6-07 Snow Fall 
   
  Page 16 
  
  APPENDIX 1: APL 12 
  ENCOUNTER 2: PREDATOR OR  
  PREY 
  Dire Polar Bear: CR 11; Huge animal; HD 18d8+114; 
  hp 195; Init +0; Spd 50 ft., swim 20 ft.; AC 19, touch 8, 
  flat-footed 19 (-2 size, +11 natural armor); Base Atk +13; 
  Grp +35; Atk +25 melee (2d6+14, claw); Full Atk 
  +25/+25 melee (2d6+14, 2 claws) and +20 melee (3d8+7, 
  bite); Space/Reach 15 ft./10 ft.; SA improved grab; SQ 
  low-light vision, scent; AL N; SV Fort +17, Ref +11, 
  Will +12; Str 39, Dex 11, Con 23, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Hide -6*, Listen +11, Spot +11, 
  Swim +17; Alertness, Endurance, Improved Natural 
  Armor, Run, Toughness (2), Track (B), Weapon Focus 
  (claw). 
   
  Improved Grab (Ex): To use this ability, a dire 
  polar bear must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. 
   
  Scent (Ex): A dire polar bear can detect opponents 
  within 30 feet. The exact location is not revealed unless 
  the creature is within 5 feet. 
   
  Skills: A dire polar bear has a +8 racial bonus on 
  any Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on a 
  Swim check, even if distracted or endangered. It can 
  use the run action while swimming, provided it swims 
  in a straight line. 
   
  *A dire polar bear’s white coat bestows a +12 racial 
  bonus on Hide checks in snowy areas. 
   
  ENCOUNTER 3: OUT IN THE COLD 
  Advanced 19-HD Ice Drake: CR 13; Large dragon 
  (Air, Cold, Water); HD 19d12+95; hp 218; Init +2; Spd 
  30 ft., fly 110 ft. (average), swim 20 ft.; AC 19, touch 11, 
  flat-footed 17; Base Atk +19; Grp +29; Atk +24 melee 
  (2d6+6, bite); Full Atk +24 melee (2d6+6, bite) and 
  +22/+22 melee (1d8+3 plus 1d6 cold, 2 claws), and +22 
  melee (1d8+9, tail slap); Space/Reach 10 ft./5 ft.; SA 
  freezing touch; SQ darkvision 60 ft., immunity to cold, 
  magic sleep effects, and paralysis, low-light vision, SR 
  19, vulnerability to fire; AL CE; SV Fort +16, Ref +13, 
  Will +14; Str 22, Dex 14, Con 20, Int 10, Wis 16, Cha 
  13.  
   
  Skills and Feats: Balance +24, Climb +25, Escape 
  Artist +21, Hide +20*, Listen +22, Search +16, Spot +26, 
  Swim +14; Adroit Flyby Attack (see Appendix 2), 
  Alertness, Awaken Spell Resistance (see Appendix 2), 
  Flyby Attack, Multiattack, Snatch, Wingover. 
   
  Languages: Auran, Draconic. 
   
  Freezing Touch (Su): Anyone hit by an ice 
  drake’s claw attack takes an extra 1d6 points of cold 
  damage and must succeed on a DC 24 Reflex save or 
  also take 1 point of Strength damage. 
   
  Skills: An ice drake has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line. Ice drakes have a +2 racial bonus on 
  Balance checks and on Climb checks. *They have a +4 
  racial bonus on Hide checks in icy environments. 
   
  Physical Description: Ice drakes are vicious 
  scavengers that lair in cold or arctic lands. 
   
  The scales of an ice drake are ivory in color, with 
  occasional tinges of ice-blue. Ice drakes have short, 
  stocky limbs and a wide, flat tail that helps them climb 
  on icy surfaces. 
   
  Ice drakes give large predators a wide berth, 
  preferring to wait until after such creatures have 
  finished feasting to move in on the remains. They are 
  not afraid to chase off smaller predators such as wolves. 
   
  An ice drake speaks Draconic and either Auran or 
  Aquan (50% chance of either). The creatures speak 
  haltingly, but woe to any who mistake this trait for lack 
  of intelligence. 
   
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  APPENDIX 1: APL 14 
  ENCOUNTER 2: PREDATOR OR  
  PREY 
  Dire Polar Bear: CR 11; Huge animal; HD 18d8+114; 
  hp 195; Init +0; Spd 50 ft., Swim 20 ft.; AC 19, touch 8, 
  flat-footed 19 (-2 size, +11 natural armor); Base Atk +13; 
  Grp +35; Atk +25 melee (2d6+14, claw); Full Atk 
  +25/+25 melee (2d6+14, 2 claws) and +20 melee (3d8+7, 
  bite); Space/Reach 15 ft./10 ft.; SA improved grab; SQ 
  low-light vision, scent; AL N; SV Fort +17, Ref +11, 
  Will +12; Str 39, Dex 11, Con 23, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Hide -6*, Listen +11, Spot +11, 
  Swim +17; Alertness, Endurance, Improved Natural 
  Armor, Run, Toughness (2), Track (B), Weapon Focus 
  (claw). 
   
  Improved Grab (Ex): To use this ability, a dire 
  polar bear must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. 
   
  Scent (Ex): A dire polar bear can detect opponents 
  within 30 feet. The exact location is not revealed unless 
  the creature is within 5 feet. 
   
  Skills: A dire polar bear has a +8 racial bonus on 
  any Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on a 
  Swim check, even if distracted or endangered. It can 
  use the run action while swimming, provided it swims 
  in a straight line. 
   
  *A dire polar bear’s white coat bestows a +12 racial 
  bonus on Hide checks in snowy areas. 
   
  ENCOUNTER 3: OUT IN THE COLD 
  Advanced 22-HD Huge Ice Drake: CR 15; Huge 
  dragon (Air, Cold, Water); HD 22d12+154; hp 297; Init 
  +1; Spd 30 ft., fly 110 ft. (average), swim 20 ft.; AC 20, 
  touch 9, flat-footed 19; Base Atk +22; Grp +40; Atk +30 
  melee (4d6+10, bite); Full Atk +30 melee (4d6+10, bite) 
  and +28/+28 melee (2d6+5 plus 1d8 cold, 2 claws), and 
  +28 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; 
  SA freezing touch; SQ darkvision 60 ft., immunity to 
  cold, magic sleep effects, and paralysis, low-light vision, 
  SR 22, vulnerability to fire; AL CE; SV Fort +20, Ref 
  +14, Will +16; Str 31, Dex 12, Con 24, Int 10, Wis 16, 
  Cha 13. 
   
  Skills and Feats: Balance +28, Climb +27, Escape 
  Artist +24, Hide +18*, Listen +25, Search +20, Spot +29, 
  Swim +18; Adroit Flyby Attack (see Appendix 2), 
  Alertness, Awaken Spell Resistance (see Appendix 2), 
  Flyby Attack, Improved Natural Attack (bite), 
  Improved Snatch (see Appendix 2), Multiattack, 
  Snatch, Wingover. 
   
  Languages: Auran, Draconic. 
   
  Freezing Touch (Su): Anyone hit by an ice 
  drake’s claw attack takes an extra 1d8 points of cold 
  damage and must succeed on a DC 28 Reflex save or 
  also take 1 point of Strength damage. 
   
  Skills: An ice drake has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line. Ice drakes have a +2 racial bonus on 
  Balance checks and on Climb checks. *They have a +4 
  racial bonus on Hide checks in icy environments. 
   
  Physical Description: Ice drakes are vicious 
  scavengers that lair in cold or arctic lands. 
   
  The scales of an ice drake are ivory in color, with 
  occasional tinges of ice-blue. Ice drakes have short, 
  stocky limbs and a wide, flat tail that helps them climb 
  on icy surfaces. 
   
  Ice drakes give large predators a wide berth, 
  preferring to wait until after such creatures have 
  finished feasting to move in on the remains. They are 
  not afraid to chase off smaller predators such as wolves. 
   
  An ice drake speaks Draconic and either Auran or 
  Aquan (50% chance of either). The creatures speak 
  haltingly, but woe to any who mistake this trait for lack 
  of intelligence. 
   
  PAL6-07 Snow Fall 
   
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  APPENDIX 2: NON−CORE RULES ITEMS 
  NEW FEATS 
  Adroit Flyby Attack [General] (Draconomicon) 
  You can make flyby attacks and get out of reach quickly. 
   
  Prerequisite: Fly speed 90, Flyby Attack, Hover or Wingover. 
   
  Benefit: When flying and making an attack action, you can move both before and after the attack, provided that 
  the total distance moved is not greater than your fly speed. Your flying movement does not provoke attacks of 
  opportunity from the creatures you attack during the round when you use this feat. 
   
  Awaken Spell Resistance [Monstrous] (Draconomicon) 
  You gain spell resistance. 
   
  Prerequisite: Con 13, dragon type. 
   
  Benefit: You gain innate spell resistance equal to your racial Hit Dice. 
   
  Special: If your racial Hit Dice increase after you gain this feat, your spell resistance increases as well. If you have 
  this feat and you also have (or later gain) spell resistance as a racial ability, your spell resistance is equal to your new Hit 
  Dice total or your racial spell resistance +2, whichever is higher. 
   
  You can take this feat multiple times. Each time you take the feat, your innate spell resistance increases by 2. For 
  example, an old silver dragon that has taken this feat twice has spell resistance 30. 
   
  Improved Snatch [General] (Draconomicon) 
  You can make snatch attacks against bigger opponents than other creatures can. 
   
  Prerequisite: Snatch. 
   
  Benefit: As the Snatch feat (see page 304 of the Monster Manual), except that you can grab a creature two size 
  categories smaller than you with your bite or claw attack. 
   
  NEW MONSTERS 
  Dire Polar Bear (Frostburn) 
  Ice Drake (Draconomicon) 
  Smilodon (Frostburn) 
  All stats and descriptions are reprinted in the relevant sections of Appendix 1. 
   
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  MAP 1: PORTAL TO THE DEMIPLANE 
  Used for Encounter 3. 
   
   
   
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  MAP 2: FROST GIANT SETTLEMENT 
  Used for Encounter 5. 
   
   
   
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  DM AID 1: SPECIAL RULES FOR THE PALE 
  Non-Pholtan Holy Symbols 
   
  It is illegal for adventurers to display a human holy symbol other than that of Pholtus in the Pale. 
   
  The intent of this rule is to properly depict the flavor of the Pale as a single religion theocracy ruled over by the 
  Church of the One True Path and not to create player-vs.-player conflict. It is meant to enhance the role-playing of 
  living under a religious government that does not allow freedom of religion. 
   
  PCs displaying the holy symbol of any human deity other than that of Pholtus should be fined and their holy 
  symbol should be confiscated for destruction by the Palish authorities. The amount of the fine varies by APL: APL 2—
  90gp. APL 4—130gp. APL 6—180gp, APL 8—260gp, APL 10—460gp, APL 12—660gp. The confiscation and fine 
  should take place as soon as any Palish authorities notice the holy symbol. This may leave a non-Pholtan cleric without 
  his holy symbol for the adventure, as non-Pholtan holy symbols may not be purchased in the Pale without taking special 
  actions. Non-human PCs are exempt from this law when displaying their racial deities’ holy symbol(s). Non-humans 
  are heathens who cannot even recognize the glory of Pholtus due to their beliefs in their own racial deities. If they can 
  be brought to the light of Pholtus, this is good and perhaps they can be redeemed, but if they do not, it is of no 
  consequence. Non-humans wearing the holy symbols of a human deity are treated the same as a human wearing a non-
  Pholtan holy symbol as they have shown that their souls have chosen to acknowledge human beliefs and culture, and 
  they should, therefore, be brought to the truth of Pholtus. 
   
  Some deities require special adjudication for this rule due to their positions within non-human cultures as well as 
  within human cultures. 
   
  • 
  Bleredd – Considered a human deity due to his origins as an Oeridian deity and continued worship by Oeridians. 
  • 
  Ehlonna – Considered an elven deity when worn as a holy symbol by elves only. This is due to special dispensation 
  and negotiations with the Phostaldaron to allow for continued use of the Treaty Road through the Phostwood and 
  into Tenh for the liberation and relief efforts in that region. All non-elves will be penalized as if violating the law 
  even if they are not human as Ehlonna is considered to be a human deity. 
  • 
  Fortubo – Considered a dwarven deity as he has withdrawn his support from the Suel, where his origins lie, in 
  favor of fighting against the derro and their evil deity. 
  • 
  Jascar – Considered a human deity, his origins are Suel and his primary worshippers still include many Suel. 
  • 
  Nazarn – Considered a half-orc deity, since even though his origin is Suel, he was a half-orc himself and is 
  venerated primarily by half-orcs 
  • 
  Ulaa – Considered a human deity due to her position as the wife of the Oeridian god, Bleredd, and her worship by 
  humans 
   
  Deities with Special Consideration due to their status: 
   
  • 
  St. Cuthbert – Clergy loyal to St. Cuthbert were found to be working with clergy loyal to an infernal deity in the 
  past. Displaying the holy symbol of St. Cuthbert is as offensive as displaying the holy symbol of a force of Chaos. 
  See the next entry for worshippers of Chaotic deities. 
  • 
  Chaotic Deities – Worshippers of Chaotic deities are fined double the usual fine, for being Agents of Chaos. 
  • 
  Evil Deities – If a PC is found to be carrying the unholy symbol of an evil deity, all normal actions will be taken, 
  and a geas/quest is cast on the PC to keep him from touching the unholy symbols of evil deities in the future. (The 
  above assumes that the PC is not actually a cleric of the evil deity, since that is prohibited in the Living Greyhawk 
  Campaign.) 
   
  No PC may enforce this rule through combat or offensive physical actions. Player-vs.-player conflict will be adjudicated 
  as a violation of the RPGA General Rules, as always. If one PC chooses to report another PC to the authorities for a 
  violation of this law, he will also be questioned and detained as to why he was associating with such a heathen, but will 
  not be penalized. 
   
  For fair adjudication of this rule in the Theocracy of the Pale, some in-game rules are required for skills like Bluff 
  and the hiding of non-Pholtan holy symbols: 
   
  1. 
  To locate a non-Pholtan holy symbol in the Pale requires a DC 25 Gather Information check and the holy symbol 
  will cost twice the standard price listed in the Player’s Handbook price. 
  2. 
  To craft a new wooden holy symbol requires a DC 15 Craft (jewelrymaking) or (woodcarving) check. 
  3. 
  Seeing a holy symbol in its normal location around the neck as a necklace unless engaged in conversation or within 
  a normal conversational distance from someone is a DC 10 (the average Pale legal authority has an average Spot 
  PAL6-07 Snow Fall 
   
  Page 22 
  
  skill of +2). Holy symbols worn as other pieces of jewelry are not readily recognized as holy symbols at this time 
  and require a DC 20 Spot check to notice followed by a DC 15 Knowledge (religion) check to identify the holy 
  symbol since it is a non-standard holy symbol; it is the same Spot check even if engaged in conversation as most 
  people look to the neck to notice holy symbols. 
  4. 
  It is a Bluff check or Sleight of Hand check (player’s choice) opposed by Spot checks may be used to cast a spell 
  using a holy symbol without the other person being able to see the holy symbol being used to cast the spell. The 
  person attempting this has a -5 circumstance penalty due to the requirement of forceful presentation of holy 
  symbols to cast spells where they are required as the divine focus. 
  5. 
  It is a DC 10 Knowledge (religion) check to identify the holy symbol of most deities. Some more obscure deities 
  require a DC 15 and some extremely obscure deities may require a higher check to identify their holy symbols. 
  Judges should use their best judgement on this, but a simple guide is if the deity is listed in the Player’s Handbook or 
  is a greater deity according to the LG deities’ document, it is probably only a DC 10 check. If you haven’t heard of 
  the deity before, the deity is probably obscure. 
   
  Arcane Registration by Arcane Spellcasters 
   
  Arcane magic is distrusted in the Theocracy of the Pale. Thus, the law requires all arcane spellcasters to register with the 
  government. (Registry with the government is not the same as membership in the Arcanist Guild, which is a meta-game 
  organization.) The Church is very diligent about informing foreigners of this law, so most traveling spellcasters are 
  promptly registered as well.  
   
  Any PC who is found not to be registered as an arcane spellcaster within the Pale will be arrested and confined to 
  service within a New Dawn Camp for a period of 4 TU (one month in game terms). The arcanist will immediately be 
  registered as such in the Pale as a part of his arrest.  
   
  In Pale Regional scenarios, city guards or other officials may ask any known arcane casters to show proof of 
  registration. As the player of an arcane caster, you may download and print the Arcane Registration Certificate from the 
  Pale regional website (http://www.theocracyofthepale.com/downloads/ arcane_registration.pdf). If you are judging a 
  scenario, you might want to print some certificates, in case any players with arcanist PCs have not done so for 
  themselves. Just because a player has failed to print this certificate for his character is not a reason to punish his PC; if 
  the player just did not have the opportunity or means to print a certificate, you may assume he is registered if he says he 
  is though you may wish to document this on his AR. Once an arcanist has been arrested, he is registered in the Pale and 
  this should be documented on his AR. It does not matter if he destroys his certificate or not as the Pale keeps diligent 
  records of the registered arcanists and this information is transcribed to the registration books throughout the Pale once 
  a month. 
   
  Arcane spellcaster characters may attempt to utilize forged documents if they so choose. It requires a Bluff check 
  opposed by the Sense Motive check of the authorities attempting to verify the PCs registration paperwork to succeed at 
  this ruse. Failure results in arrest for not being registered and an additional 500 gp fine for forging official Pale 
  documents. (If the PC has the ability to forge documents, this check may be used in lieu of his Bluff check). 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Theocracy of the Pale/PAL6-07 - Snow Fall.pdf