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  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  PAL7I-03 
   
   
   
   
   
  Neither Wind nor Snow 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Theocracy of the Pale Regional Introductory 
  Adventure 
  Version 1.0 
   
   
  by Jeff Lloyd 
  Triad Reviewer: Matthew Thompson 
  Playtesters: Travis Griffiths, Mike Jones, John Powers, Victoria Powers and Eric Whittington 
   
   
  After the victory against Winterwind, the Pale Patrol seeks those willing to bear the news to the rest of the 
  Theocracy. A one-round Theocracy of the Pale Regional introductory adventure for first level characters. 
   
  Resources for this adventure [and the authors of those works] include Frostburn [Wolfgang Baur, James 
  Jacobs, George Strayton], [PAL6-05] Heart of Winter [By Donovan Hicks and Neil Harkins], [PAL6S-04] A 
  Line in the Snow [Neil Harkins] and www.theocrayofthepale.com.
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D® campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL™ gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need 
  copies of the following D&D rule books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in Appendix 1. For your convenience, that 
  appendix is split by APL. 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING 
  GREYHAWK Adventure Record (AR).  
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
   Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  PAL7I-03 Nether Wind nor Snow 
   
  Page 1 
  
  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. 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 
  Winterwind brought his army down to challenge 
  the Pale for a final confrontation. Following his fall, 
  Winterwind’s army scattered, drawing many of the 
  Pale’s heroes in pursuit.   
    The deep freeze that has held the Pale, 
  especially the north, is beginning to lift. The ice 
  and snow are beginning to melt and a common 
  shortcut adopted by merchants across a river has 
  become impassable.  
    While much of the Theocracy’s focus has been 
  on the north and west, brigands have begun to act 
  more openly in the southern Pale. In the south a 
  merchant wagon has been taken and used as a 
  mobile ambush platform. A member of the 
  PAL7I-03 Nether Wind nor Snow 
   
  Page 2 
  
  merchant group escaped and took world of the 
  crime to the Pale Patrol in Stradsett.  
   
  ADVENTURE SUMMARY 
  Introduction: The PCs are met in the Pious 
  Pilgrim and offered a bit of work. 
   
  Encounter 1: The characters are accosted by 
  remnants of Winterwind’s army. 
   
  Encounter 2: After passing through the town 
  south of Rakervale, they encounter difficulties 
  crossing a small river.  
   
  Encounter 3: The character’s first stop on their 
  route to deliver the message is Wintershiven. 
   
  Encounter 4: Arrival at Hatherleigh and delivery 
  of the second letter.  
   
  Encounter 5: Brigands posing as merchants 
  accost the characters. The brigands raided a 
  merchant wagon and are using it as a mobile 
  ambush site.  
   
  Encounter 6: The characters are challenged by 
  the Pale Patrol and are viewed with varying 
  degrees of suspicion depending on the situation. 
   
  Encounter 7: The PCs are brought to Oak Bend 
  to either give their story about the bandit attacks or 
  face charges for assaulting the Pale Patrol, or 
  both. 
   
  Conclusion: Delivery of the last letter in Stradsett. 
   
  PREPARATION FOR PLAY 
  Most PC skill checks for the adventure will be pre-
  rolled prior to the start of the adventure to 
  preserve the flow of the game. While the players 
  prepare the Judge can go through the mod and 
  make notes on which PC made which roll. Ask 
  each player for the following skill modifiers, and 6 
  d20 rolls: 
  • 
  Spot modifier 
  • 
  Listen modifier 
  • 
  Survival modifier (and whether they have 
  the Track feat) 
   
  Also review the disarm and overrun rules in the 
  PHB.   
   
  INTRODUCTION 
  The PCs have found themselves in the Pious 
  Pilgrim after arriving in Rakervale for whatever 
  reason that would bring them to this part of the 
  Pale. The PCs do not need to sit together. Major 
  Garandeau enters and offers them a job. 
   
  The light of the dying day reaches weakly into 
  the Pious Pilgrim to find you, seeking a meal, 
  respite from the cold, or perhaps merely a bit 
  of information before moving onto other 
  things. After enjoying the inn’s shelter for a 
  time, the fire crackles as the door opens and a 
  lithe female figure in metal armor enters the 
  large dining hall. She doffs her hood and her 
  helmet, revealing short, curly, coal-black hair, 
  as she scans the largely empty room. You find 
  yourselves being examined more than the few 
  others in the room, as they are more of the 
  everyday sort of folk. Her bright hazel eyes 
  give off a cheerful mood as her gaze settles on 
  you.  
   
  If the group is scattered: 
   
  She steps over to an empty table and motions 
  to each of you and speaks in a voice that is 
  obviously used to authority, “Would you all 
  please come over here, I would like to talk to 
  you.” 
   
  If the group is seated together: 
   
  She steps over to your table 
   
  Once the PCs are assembled, read or paraphrase 
  the following: 
   
  Her voice is stern but contains a measure of 
  excitement. “I am looking for people to deliver 
  a message. As you probably know, the Pale 
  has suffered from an unnatural winter. Quite 
  recently, Pale forces have defeated forces 
  supporting Winterwind, the one responsible for 
  the harshest winter we’ve seen in years. 
  Winterwind himself was defeated in a climactic 
  battle, and now his forces have scattered 
  across the countryside. Running down the 
  remnants of Winterwind’s forces has absorbed 
  much of the available Palish army. I’d like to 
  employ you to deliver letters containing the 
  message of Winterwind’s defeat, as well as 
  some other important information, to the rest 
  of the Pale.” 
  PAL7I-03 Nether Wind nor Snow 
   
  Page 3 
  
   
  Major Garandeau is willing to answer questions 
  concerning the terms of employment and she has 
  the following information to answer the PCs’ 
  questions or in a pre-mission brief in case they 
  don’t ask. 
   
  • 
  They will be delivering messages to 
  Wintershiven, Hatherleigh, Hawkburg, and 
  Stradsett. Another group is going a 
  separate route ending with Ogburg. The 
  letters should be delivered to the Pale 
  Patrol compound in each city. 
  • 
  Compensation will be in the form of a 
  25gp advance, to help pay for food and 
  lodging between the four Patrol Posts, and 
  25gp to each member upon delivery of the 
  last letter. 
  • 
  Each member of the team will be provided 
  with a light horse, with saddle and bags, to 
  speed their journey and another light 
  horse for the group to carry provisions for 
  the trip, which will also be provided. The 
  group will be able to swap for fresh horses 
  at each of the Patrol Posts when they 
  deliver the messages. (No, these are not 
  light warhorses.)  
  • 
  The group will be given a commission of 
  sorts 
  explaining 
  that 
  the 
  group 
  is 
  employed to be official couriers of Patrol 
  Communications and giving them enough 
  authority to safeguard and deliver the 
  messages as Pale Patrol Communications 
  deputies.  Normally there is a fair amount 
  of training that would be required, but 
  there isn’t much time for that.  
  • 
  There is a possibility of encountering 
  elements 
  of 
  Winterwind’s 
  army, 
  but 
  unlikely as they have mostly headed 
  toward the mountains. 
  If specifically asked about bandits or the like: 
  • 
  Brigands are very uncommon in the Pale, 
  so encountering them is less likely than 
  encountering 
  forces 
  of 
  Winterwind, 
  especially in the north. 
   
  NPCs: 
  Major 
  Milecia 
  Garandeau: 
  Female 
  human 
  (Oeridian) Ftr8.  
  • 
  Description: Milecia Garandeau is an 
  Oeridian woman with naturally curly coal-
  black hair cut in a 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. She speaks with a stern 
  voice that is touched by the relief of 
  victory. 
  • 
  Personality: Major Garandeau is a patient 
  person, a trait she cultivated waiting to 
  advance through the ranks of City Guard 
  here in Rakervale. She is the type of 
  person to wait for someone to come 
  around to her way of thinking rather than 
  forcing them to it. She is a devout Pholtan 
  but believes in redeeming pagans; they 
  should be given the opportunity to see the 
  light before being cast into darkness. She 
  is also a loyal Palite, believing in the 
  power of her god, her country, and the 
  leaders of the Church and the Pale.  
  • 
  Motives: Milecia wants only the best for 
  the Pale and Rakervale. She hopes to rise 
  to the rank of Constable, which would give 
  her full authority over a small town. She 
  does not seek shortcuts to the upper 
  ranks, but instead waits for Pholtus to 
  present her with opportunities to show 
  how well she can do.  
   
  Development: 
  This encounter should end with the PCs agreeing 
  to deliver the letters. If they do not agree to the 
  mission then she expresses disappointment and 
  moves on to search out another group. The PCs 
  could encounter her again in the morning, but if 
  they continue to refuse the mission, the adventure 
  ends here.  
   
  ENCOUNTER 1: A BRIEF 
  INTERRUPTION 
  The 
  following 
  morning 
  the 
  PCs 
  have 
  an 
  opportunity to acquire gear and the mounts 
  promised 
  by 
  Major 
  Garandeau. 
  They 
  are 
  encouraged to leave as early as possible. Have 
  the players describe the parties marching order, 
  then read or paraphrase the following:  
   
  The snow glistens with the light of the sun as 
  you set out from Rakervale. The sky is a bit 
  clearer than it has been in quite some time. A 
  path in the snow marks where the road travels 
  south towards Wintershiven. After no more 
  than an hour of traveling southwest, the open 
  plains begin to turn into rolling hillocks. 
   
  Pause briefly to allow the PCs a chance to react 
  and determine their MO each time they crest a hill. 
  They can either proceed on as they are, or maybe 
  send someone sneaky to scout over the hills each 
  PAL7I-03 Nether Wind nor Snow 
   
  Page 4 
  
  time. However, there is nothing out of the ordinary 
  to really warrant suspicion at this point. 
   
  This encounter takes place roughly one hour after 
  the PCs have entered the hilled area (or two hours 
  if they are approaching each hill cautiously). Once 
  at least one PC crests the hill, consult the pre-
  rolled Spot checks of the lead PC(s). If any of 
  them are 16 or better (DC 10 + 6 for distance -5 
  for moving at normal speed + 5 for the goblins’ 
  Hide skill), they may act in the surprise round. Also 
  have the goblins make Spot checks against a DC 
  of 11 + the lead PCs Hide skill bonus (or penalty) 
  to see if they notice the PCs. 
   
  If both sides noticed each other, read the 
  following: 
   
  As [Insert lead PC names(s)] reaches the top of 
  the hill, a band of five small humanoids can be 
  seen approaching the road from the north. 
  They have short, bandy legs, long arms and a 
  frog-like appearance due to a large hairy 
  growth under their chins. They are on the other 
  side of the hill about 60 feet down the road. 
  One of the five strange humanoids notices 
  [Insert lead PC names(s)] and grunts to his 
  colleagues as he points up the hill. They begin 
  readying javelins as they move toward the 
  road. (Combat will start at this point with no 
  surprise round.) 
   
  If the lead PC noticed the goblins but they did not 
  see the PC, read or paraphrase the following.  
   
  As [Insert lead PC names(s)] reaches the top of 
  the hill, a band of five small humanoids can be 
  seen approaching the road from the north. 
  They have short, bandy legs, long arms and a 
  frog-like appearance due to a large hairy 
  growth under their chins. They are on the other 
  side of the hill about 60 feet down the road. 
  They do not appear to have noticed you yet. 
  (This gives the PCs a chance to get into a better 
  position and ambush the goblins. As soon as any 
  other PC crests the hill give the goblins another 
  Spot check in order to act in the surprise round as 
  well). 
   
  If the PCs were noticed by the goblins but did not 
  see the goblins, the goblins take cover and lie in 
  wait until at least one PC is within 30ft before 
  springing the ambush (have any PC that has 
  crested the hill attempt a DC 18 Spot check to act 
  in the surprise round (10 + 3 for distance + 5 for 
  goblins Hide skill). Once they act or are spotted, 
  give the PCs the following description: 
   
  The small humanoids have short, bandy legs, 
  long arms and a frog-like appearance due to a 
  large hairy growth under their chins. 
   
  Terrain:  The hill slopes down gently and the 
  grade will not impede movement any more than 
  the snow will. Treat the road as clear terrain, 
  though the surrounding snow slows movement to 
  half.  
   
  Creatures: A small band of snow goblins has 
  somehow managed to avoid Palish forces up to 
  this point. They are currently trying to reach the 
  road to continue moving south.  
   
  APL 2 (EL 3) 
   
  Snow Goblins (5): male; hp 5; Appendix 1.  
   
  Tactics: They are desperate and will stand their 
  ground, but will attempt to flee when three of them 
  are down. The remaining goblins will flee south 
  down the road. If the PCs give chase and the 
  goblins are unable to flee, they will stop to fight to 
  the end.  
   
  The mounts provided by the Pale Patrol are 
  not combat trained and any PC trying to fight from 
  them is limited by the need to control them (see 
  the Ride skill in the PHB).  
   
  Treasure: Refer to the Treasure section of this 
  adventure to determine what the PCs find here. 
   
   
  ENCOUNTER 2: ON THIN ICE 
   
  The journey brings the PCs to a point where the 
  beaten path diverges from the road to take 
  advantage shortcut across a frozen creek instead 
  of keeping to the road as it makes a long loop 
  around to the next bridge.  
   
  After about three days on the road, you pass 
  Griffwatch Castle, and the road brings you to 
  within sight of the Yol River. After a couple 
  hours, the river begins to curve toward the 
  road. Water is actually visible in the middle of 
  the river for the first time in recent memory 
  instead of hard, frozen ice from the harsh 
  winter. Outside the patches of water in the 
  river, snow continues to blanket everything.  
   
  PAL7I-03 Nether Wind nor Snow 
   
  Page 5 
  
   
  Check the pre-rolled Spot and Survival checks 
  for each PC. 
   
  Spot (DC 20): The PC notices a small snow 
  covered mound 100’ further away from the river. 
  Closer investigation reveals that the mound is 
  actually a snow covered bridge. If the PCs 
  continue to investigate, they discover a creek 
  (leading towards the Yol) that the bridge crosses. 
   
  Survival (DC 20, can only be made if the PC has 
  the Track feat): The PC notices that they are no 
  longer traveling on a well-prepared road.  
   
   
  Use the following if the PCs continue along the 
  ‘road’. 
   
  The road slopes down a little before leveling 
  off. Ahead of you, the ground rises again, 
  while to the right you have a clear view to the 
  river. The clip clop of the horse’s hooves on 
  the ground begins to change from a dull thud 
  to more of a clack sound, which is soon 
  accompanied by a creaking sound coming 
  from below you. 
   
  Check the PCs pre-rolls Survival checks. Any PC 
  who succeeded at a DC 15 Survival check realizes 
  that the sound is that of cracking ice. These PCs 
  gain a +2 bonus on the Reflex save that is 
  described later.  
   
  The creaking quickly climaxes in loud cracking 
  sound as the ice supporting the lead horse 
  gives way, dropping the horse with a large 
  splash into the water below.  
   
  Draw out a map based on the one in the map 
  appendix and have the party go into Initiative order 
  until everyone is rescued. This part of the river is 
  about 60’ wide and the first horse falls through just 
  shy of the half way point. Unless the party 
  immediately retreats at least 20’ away from the 
  hole in the ice, horses will continue to break 
  through the ice, one a round. Only the first horse 
  will be in danger of sinking under the ice, others 
  falling through will be able to stand on the bottom, 
  unless they try to cross the stream, in which case 
  they are over deep water. The ice will support 
  dismounted PCs unless they are within 5’ of a hole 
  in the ice. Small PCs or prone Medium PCs are 
  safe within 5’ of a hole in the ice.  
   
  Trap: This ‘trap’ is a combination of environmental 
  effects and is intended to provide a similar 
  challenge to a camouflaged pit trap. PCs making 
  the Reflex save will be able to jump from the back 
  of the horse and land prone on the ice next to the 
  hole created by the horse. PCs failing the save fall 
  into the water. Horses falling through will get no 
  save as they just keep breaking the ice if they can 
  manage to get back on it. Any PC or horse falling 
  through the ice will begin to suffer affects of 
  Severe Cold weather (DMG 302, or FB 8), though 
  non-magical effects will not fully protect them. 
  (Reminder: PCs or horses that have taken non-
  lethal damage from the cold are treated as 
  fatigued.) The PCs or horses will also have to 
  make a Swim check to remain afloat. If the PC 
  fails a DC 10 Swim check by 5 or more, then they 
  sink underwater. If they fail by 10 or more, not only 
  do they sink underwater, but they are swept 
  downstream toward the river at the rate of 5’ a 
  round. Of course the normal drowning rules apply 
  to those that sink underwater and those that are 
  swept down stream.  
   
  Thin Ice: CR 3; mechanical; touch trigger; no 
  reset; bridge bypass (Spot DC 20), DC 20 Reflex 
  save. Search DC 24; Disable Device DC N/A; 
  Market value N/A. 
   
  Development:  The only real way to cross the 
  river is to use the bridge or to swim across with the 
  inherent dangers.  The PCs should not have a 
  difficult time finding the bridge if they are actively 
  searching for it after they realize that they need it.  
   
   
  ENCOUNTER 3: FIRST 
  DELIVERY 
   
  The PCs arrive at Wintershiven to deliver the first 
  letter. The judge may have to make minor 
  modifications to the following text to be read or 
  paraphrased:  
   
  Late in the morning on the fifth day after 
  crossing 
  the 
  treacherous 
  stream, 
  the 
  magnificent city of Wintershiven comes into 
  view. Past vast farmlands, the capital of the 
  Pale is a large, sprawling city that is obviously 
  laid out according to a well thought out plan. 
  Roads radiate from the center of the city as 
  other roads form concentric circles to make it 
  easy to get around the city. 
   
  Basilica Square, where the seat of the 
  Pale’s government resides, dominates the 
  inner city. Basilica Square itself is dominated 
  by the Cathedral of Pholtus. A massive statue 
  of Pholtus greets all visitors to the Cathedral. 
  The road leads to the north gate, where the 
  PAL7I-03 Nether Wind nor Snow 
   
  Page 6 
  
  banner of the Pale Patrol flies from a 
  compound inside the city walls.  
   
  The PCs will be asked a few routine questions by 
  the guards at the city gate and, barring the PCs 
  saying something suspicious to the guards, will be 
  able to easily find the Pale Patrol compound near 
  the north gate. The PCs should deliver the letter to 
  the local Pale Patrol headquarters office, which 
  any Patrol members will be able to direct them to.  
   
   
  Once the PCs have made their way to the 
  desk sergeant read or paraphrase the following: 
   
  After a short wait, the desk sergeant completes 
  his business with the people in front of you.  
  As you move toward his desk he gives your 
  group a quick look over.  “What can I help you 
  with?” 
   
  After the party explains why they came, read or 
  paraphrase the following: 
   
  The desk sergeant nods understandingly, 
  “New at this then?  You need to go over there,” 
  he points to a standing level desk with a rack 
  of parchments near the wall behind you, “and 
  fill out your patrol report.  Once you have done 
  that I’ll take your message with your report.” 
   
  Hand the players the ‘report’ player hand outs and 
  explain that they make up the bulk of the reports 
  on the desk.  Ask them to fill out their reports to 
  turn into the desk sergeant.  Don’t cue them in to 
  the fact that they should fill in the hostile contact 
  report as well.  If they did not fill out the hostile 
  contact form and they mentioned the encounter 
  with the snow goblins the desk sergeant will send 
  them back to fill it out as well.   
   
   
  The patrol report includes a section where the 
  PCs should include the information where they 
  had difficulty with the river crossing if they 
  encountered the thin ice. They can turn the letter 
  in to the desk sergeant or they can insist to turn it 
  in to the local commander. The commander will 
  get the letter just the same and the characters will 
  receive a receipt from the desk sergeant either 
  way.  
   
   
  As the party begins to leave read or 
  paraphrase the following: 
   
  “You are heading to Hatherleigh are you not? I 
  have this package of letters that needs 
  delivered to the Hatherleigh compound.”  He 
  picks up a small bundle of letters and sets 
  them on the desk.  “Sign this receipt and take 
  these with you.” 
   
  If the PCs object, the desk sergeant will remind 
  them that as Pale Communications Deputies they 
  have certain duties to perform, and it would not 
  reflect well on them if they refused to do them.    
   
   
  ENCOUNTER 4: MORE OF 
  THE SAME 
  PCs Arrive at Hatherleigh and delivery of the 
  second 
  letter 
  and 
  the 
  messages 
  from 
  Wintershiven. 
   
  The road up to Wintershiven was still mostly 
  covered in snow and slowed your rate of 
  travel. However, after Wintershiven, the road 
  has started to clear up and you seem to be 
  moving quicker. You finally reach Hatherleigh 
  at the end of the fourth day out from 
  Wintershiven. Unlike the stone walls in Capital 
  City, most of the buildings in Hatherleigh are 
  constructed out of wood and have obvious 
  signs of elven influence in their design. Even 
  the temple is made entirely out of wood. The 
  city is laid out in a combination of circles and 
  grids and can be a bit confusing. Outside the 
  city is a compound flying the twin flags of the 
  Prelatal Army and the Pale Patrol.  
   
  The party is free to go to the city or to the 
  compound to deliver the letters. The letter can be 
  delivered in a similar manner to the letter in 
  Wintershiven, including the required journey 
  report. 
   
   
  ENCOUNTER 5: ATTACK OF 
  THE MERCHANTS 
  A few days after leaving Hawkburgh, brigands 
  posing as merchants accost the PCs. The 
  brigands have recently captured the merchant 
  wagon and are using it as a mobile ambush site. 
  How this encounter progresses depends largely 
  on whether or not the PCs spot the bandits hiding 
  in the back of the wagon.  
   
   
  Read or paraphrase the following: 
   
  Two days out of Hatherleigh, you pass through 
  Hawkburgh, delivering the news to that fair city 
  PAL7I-03 Nether Wind nor Snow 
   
  Page 7 
  
  and filling out yet another report. The days and 
  road wears on. 
   
   It’s been three days since Hawkburgh; the 
  sun nears high noon before it begins its 
  journey to join the city of Hawkburgh behind 
  you. Since passing through that city and 
  leaving its victory celebrations behind, the 
  snow cover has become sparser in areas and it 
  almost looks like spring is arriving in the 
  southern Pale, truly arriving for the first time in 
  several years. With the thaw, merchant traffic 
  has noticeably picked up as you pass several 
  laden wagons going either direction. 
   
  The appearance of the Gamboge Forest off 
  to the southeast signals that the road is 
  approaching Stradsett, the final delivery on 
  your route. Another merchant wagon appears 
  on the horizon, perhaps the third or fourth for 
  the day. As you near the covered wagon, it 
  seems to be moving more slowly, riding low on 
  its springs. The new thaw has apparently 
  allowed this merchant to do some good 
  business.  
   
  Check the pre-rolled Spot checks collected earlier. 
  If no one in the party succeeds at a DC 20 Spot 
  check, continue with the following: 
   
  The reason for the apparent sluggish pace 
  becomes more evident as the canvas covering 
  the near side of the wagon drops and an arrow 
  flies from the back of the wagon at [an 
  unarmored or lightly armored PC in the middle or 
  back of the party] as you are passing it.  
   
  If a PC succeeds at a DC 20 Spot check, then 
  they notice a face in a gap in the wagon cover just 
  before the bandits attack (and may act in the 
  surprise round). 
   
  The reason for the apparent sluggish pace 
  becomes more evident as you notice readied 
  arrows behind barely noticeable slits in the 
  sides of the wagon as you begin to pass it.  
   
  If a PC makes a DC 23 Spot check, then they 
  notice the ambush well before it is sprung.  
   
  The reason for the apparent sluggish pace 
  becomes more evident once [any PC who made 
  a DC 23 Spot check or better] is about 30’ away. 
  You notice one, possibly two, humanoid 
  shapes crouched behind the back flap of the 
  wagon as it is jostled by the bumps in the 
  road. They appear to have bows at the ready, 
  with glinting arrows noched and ready to 
  loose.  
   
  Creatures: Tarl and his gang have become more 
  brazen because of the Pale Troll Winter drawing 
  much of the Pale Patrol to the north to combat 
  Winterwind’s forces, as well as much of the Army 
  and Militia being mobilized to the new Prelacy of 
  Tenh. His latest scheme has his group attacking 
  travelers passing the wagon.  
   
  APL 2 (EL 4) 
   
  Tarl the Leader: male human Ftr1; hp 10; 
  Appendix 1.  
   
  Chalk the Enforcer: male human Ftr1; hp 9; 
  Appendix 1. 
   
  Johan the Thug: male human Rog1; hp 5; 
  Appendix 1. 
   
  Goeff the Thug: male human Rog1; hp 5; 
  Appendix 1. 
   
  Tactics: Tarl’s group has a plan and will try to 
  stick to it as best they can.  The rogue that acts 
  first will pull a rope that drops the cover on the 
  side of the wagon and the other one will attack 
  one of the lightly armored party members.  Tarl 
  and Chalk will each take a move action to draw 
  their primary weapons out of hiding spots on the 
  wagon. Johan and Geoff will continue to attack 
  different lightly armored targets in the middle or 
  back of the party. Tarl will primarily try to stay on 
  the wagon for the height advantage (+1 to hit in 
  melee), disarming the PCs and taking attacks of 
  opportunity on them when they try to pick up their 
  weapon or stand. Chalk will dismount the wagon 
  and attempt to Overrun any PC that is within reach 
  of Tarl’s chain, and remain for attacks of 
  opportunity. Johan continues to attack the lightly 
  armored foes with his bow, while Geoff will 
  dismount the wagon to try to get a flank on the 
  melee types. 
   
  Each of the brigands should act on their own 
  initiative roll. 
   
  Terrain:  The wagon is the only piece of terrain 
  that affects the battlefield.  Once Johan or Geoff 
  drop the cover on one side of the wagon, they will 
  have partial or potentially full concealment from 
  the other 3 sides and soft cover from the wagon 
  cover as well. Any of the group getting off the 
  wagon will take a move action to do so to avoid 
  the possibility of failing down.    
   
  Treasure: Refer to the Treasure section of this 
  adventure to determine what the PCs find here. 
   
  PAL7I-03 Nether Wind nor Snow 
   
  Page 8 
  
  Development: Have the PCs describe the 
  disposition of the wagon and outlaws after they 
  have been dealt with. Then continue on to the next 
  encounter. 
   
   
  ENCOUNTER 6: VILLIANS 
  OR HEROES 
  The PCs are challenged by the Pale Patrol and 
  are viewed with varying degrees of suspicion 
  depending on the situation. The PCs are taken to 
  Oak Bend for questioning.  
   
  Eventually you again set forth on the road 
  toward Stradsett. The road continues on to the 
  east. You finally can see the city in the 
  distance, a town that promises a nice 
  comfortable inn, an inn that would have a nice 
  comfortable bed, which would be a change to 
  sleeping on the ground as has become the 
  norm for two weeks now. But before the 
  comforts of the city can be sampled, the path 
  to it is blocked by armed horsemen. They have 
  turned their attention to you and your 
  companions and they begin to approach. As 
  they draw closer, the livery of the Pale Patrol is 
  evident. 
   
  No Wagon: 
  If the PCs do not have the bandit’s wagon with 
  them, read the following: 
   
  The Patrol cautiously approaches you, ready 
  to fight or give chase if need be. Most of them 
  stop once they are within 30 feet, with the 
  leader approaching to within 10. “Have you 
  seen a peculiar wagon along this road? [The 
  lead guard describes the wagon] It was taken 
  from its owners recently.”  
   
  The Patrol will discuss the missing wagon with the 
  party, but they only know minor details.  
   
  If the PCs claim to have seen it or have been 
  attacked by bandits who had it, the Patrol request 
  that the PCs surrender their arms and proceed to 
  Oak Bend under escort of the Patrol to give any 
  and all details of the event to the Senior 
  Investigator. If the PCs agree, move to Encounter 
  7. If they agree but do not wish to surrender their 
  arms, proceed to ‘Diplomacy’ below. If they refuse 
  all together, the Patrol then assumes the PCs 
  have something to hide and will place them under 
  arrest (see 
  ‘Resisting 
  Arrest’ 
  later 
  in this 
  encounter). 
   
  If the PCs claim to have not seen it, have each PC 
  roll a separate Bluff check against a Sense Motive 
  modifier of +1 as the leader asks each PC 
  individually. If all of the Bluffs succeed, the PCs 
  may continue without incident. If one fails, the 
  Patrol will attempt to arrest the PCs (see 
  ‘Resisting Arrest’ later in this encounter). 
   
  Party Has Wagon 
  If the party has the wagon from Encounter 5, read 
  or paraphrase the following: 
   
  The Patrol approaches within 50 feet and 
  levels their lances as they call for you to halt. 
   
  Assuming the PCs halt, continue on. If they don’t, 
  the patrol views this as resisting and will attempt to 
  subdue the PCs for arrest (see ‘Resisting Arrest’ 
  later in this encounter). 
   
  From the group, one of them starts forward, 
  stopping about 15 feet away from [the lead PC]. 
  The Patrol leader addresses all of you in a 
  stern, booming voice. “You are to surrender 
  your arms and come with us. Resistance will 
  be an admission of guilt. Any questions can 
  wait for the Senior Investigator.” 
   
  If the PCs surrender their arms and come along 
  peacefully, move to Encounter 7. If they attempt to 
  convince the patrol that they took the wagon from 
  the bandits, proceed to ‘Diplomacy’ below. 
  Otherwise see ‘Resisting Arrest’ below. 
   
  Diplomacy: 
  If the party wishes to maintain their weapons if 
  they do not have the wagon, or avoid being 
  arrested if they do have the wagon, they will need 
  to convince the patrol that they are, in fact, not 
  bandits. 
   
  If the PCs have the wagon, they will need to 
  succeed at a DC 25 Diplomacy check to convince 
  the Pale Patrol that they are not the bandits. The 
  DC is increased to 30 if they also want to maintain 
  their weapons while being escorted to Oak Bend. 
  If they do not have the wagon, then the Diplomacy 
  check is DC 15 to avoid being ‘under suspicion’ 
  and needing to disarm. 
   
  Diplomacy check modifiers: 
  • 
  +2 for each member of a church 
  sponsored meta-org. 
  • 
  +2 if they have the bandits in custody. 
  PAL7I-03 Nether Wind nor Snow 
   
  Page 9 
  
  • 
  An additional +2 if one or more of the 
  bandits is/are alive. 
  • 
  +2 if the PCs show their instructions for 
  delivering the notes.  
   
  If they succeed, they are escorted to Oak Bend 
  under the circumstances dictated by the situation 
  (either with no wagon and armed, with wagon but 
  disarmed, or with wagon and armed). 
   
  Failure results in the PCs being escorted back to 
  Oak Bend in ‘custody’ depending on the situation 
  (either with no wagon and disarmed, with wagon 
  and under arrest). If the PCs then decide to resist 
  this condition, see ‘Resisting Arrest’ below.  
   
  Resisting Arrest: 
  If at any time the PCs refuse the Patrols requests, 
  they will be viewed as criminals and the Patrol will 
  attempt to apprehend them. 
   
   APL 2 (EL 3 [EL4-1 for non-lethal tactics]) 
   
  Patrol Leader: male human Ftr2; appendix 1 
   
  Patrol Members (6): male human War1; 
  appendix 1. 
   
  Tactics: If at any time the PCs refuse to follow the 
  requests of the Patrol (barring the ‘Diplomacy’ 
  chances above), the Patrol will attempt to arrest 
  the PCs. They will start using non-lethal tactics, 
  attempting to subdue the PCs. If at any time ANY 
  of the patrol is dealt lethal damage, all of them will 
  begin using lethal damage against any PC still 
  resisting arrest. Also, as a courtesy to new players 
  to the region, remind them that killing a guard in 
  this manner is punishable by death. 
   
  Any PCs wishing to surrender may, and they will 
  avoid any long term legal troubles as noted on the 
  AR (assuming they did not commit any of the 
  crimes).  
   
  Treasure: Refer to the Treasure section of this 
  adventure to determine what the PCs find here. 
   
  Development 
  If ANY PC resists arrest, ALL of the PCs will face 
  a minimum of 4 TUs in a New Dawn Camp. This 
  can only be avoided by any PC who immediately 
  surrendered during the fight and did not provide 
  aid to any involved PC.  
   
  If any PC inflicts lethal damage on one of the 
  Patrol members (be it from sword, bow, or spell), 
  they will be charged with Deadly Assault. They will 
  stand trial (1 TU) and be sentenced to a New 
  Dawn Camp for 16 TUs and fined 1gp per hp 
  inflicted on each patrol member. This sentence 
  can be reduced by half (both TUs and fine) with a 
  successful Profession (barrister) check of DC 20 
  made on the PCs behalf (either from a PC or an 
  NPC). Any professionals the PCs wish to hire will 
  charge a fee of 20gp for a +5 Profession 
  (barrister). An additional fee of 10gp per additional 
  +1 bonus can be paid if they want to hire more 
  experienced representation. Any PC or NPC may 
  ‘take 10’ on this check.  
   
  If any of the patrol are actually killed (either 
  through damage to -10 hp, or being left to bleed 
  out when unconscious), any PC that inflicted lethal 
  damage to that patrol member will be charged with 
  Chaotic Murder. They will stand trial (2 TUs) and 
  be 
  sentenced 
  to 
  death, 
  with 
  all 
  worldly 
  possessions being confiscated by the church. 
  After their trial, they will be ‘spiritually cleansed’ (4 
  TUs of quiet and monitored retrospection), and 
  then executed by burning. The ashes are then 
  given to a family member or close friend, but no 
  member of the Church of Pholtus in the Pale will 
  agree to resurrect such a person. This sentence 
  can not be commuted.  
   
  Any PC that resisted arrest will also gain the “I 
  fought the Law” entry on the AR and not gain/lose 
  the ‘Favor of the Pale Patrol’ entry on the AR. 
    
   
  ENCOUNTER 7: OAK BEND 
   
  Regardless of how the PCs end up going to Oak 
  Bend, the will be brought to the Senior 
  Investigator. They are given the chance to tell their 
  side of the story under the effects of a zone of 
  truth (Will save DC 16 negates). Of course, 
  resisting the effects of the zone of truth is an 
  admission of guilt, so it should be easy for the PCs 
  to prove they were not associated with the bandits 
  or their crimes. And if they have the bandits or 
  their bodies, they will be awarded 50gp per bandit 
  for the bounty on them.  
   
   
  CONCLUSION 
  PCs Arrive and deliver the last letter in Stradsett. 
   
  With the events outside Oak Bend behind you, 
  you again set out on the road to Stradsett. 
  Before too long, farms become more and more 
  common before the sprawling circular city of 
  Stradsett comes into view. The northern part of 
  PAL7I-03 Nether Wind nor Snow 
   
  Page 10 
  
  the city is laid out in neat gridlines, though the 
  closer to the Gamboge forest one goes, with 
  the forest reaching the edge of the city, the 
  more chaotic the city becomes. Outside the 
  city is a small walled complex from which the 
  banner of the Pale Patrol flies. It is in that 
  walled complex that notes the end of your trek 
  and where your delivery of the last letter is met 
  with the promised payment. Of course there 
  will be reports to file as well…. 
   
  PCs successfully delivering all four letters will 
  receive the Favor of the Pale Patrol and the Notice 
  of the Professionals AR items.  
   
  If the PCs do not deliver the letters from 
  Wintershiven to Hatherleigh, they will later be fined 
  a 10gp fine for failure to follow instructions, and 
  this amount would be deducted from the Gold 
  received for the adventure. 
   
  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 1 
  Defeat the Goblin Horde 
  APL 2  
  90 XP 
   
  Encounter 2 
  Successfully traverse the stream 
  APL 2  
  90 XP 
   
  Encounter 5 
  Overcome the bandit ambush 
  APL 2  
  120 XP 
   
  Encounter 6 
  Successfully negotiate with or defeat the Patrol 
  APL 2  
  90 XP 
   
  Story Award 
  Deliver the Letters (4 total): 
  APL 2  
  10 XP each 
   
  Discretionary role-playing award 
  APL 2  
  30 XP 
   
  Total possible experience: 
  APL 2  
  460 XP 
   
   
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of 
  their foes. Every encounter that features treasure 
  has a “treasure” section within the encounter 
  description, giving information about the loot, 
  coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces 
  each character gains if the foes are plundered of 
  all their earthly possessions. Looting the bodies 
  takes at least 10 minutes per every 5 enemies, 
  and if the characters cannot take the time to loot 
  the bodies, they do not gain this gold. If you feel it 
  is reasonable that characters can go back to loot 
  the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from 
  the scene by the local watch, and so on), 
  characters may return to retrieve loot. If the 
  characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin 
  available. A normal adventuring party can usually 
  gather this wealth in a round or so. If for some 
  reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to 
  use them during the adventure. Many times 
  characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and 
  how to activate it. Other times they may attempt to 
  use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the 
  adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field of 
  the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = 
  Magic Items. 
   
  Introduction: 
   
  APL 2: Loot: 0 gp; Coin: 15 gp; Magic: 0 gp 
   
  PAL7I-03 Nether Wind nor Snow 
   
  Page 11 
  
  PAL7I-03 Nether Wind nor Snow 
   
  Page 12 
  Encounter 1:  
   
  APL 2: Loot: 10 gp; Coin: 5 gp; Magic: 0 gp 
   
  Encounter 5:  
   
  APL 2: Loot: 150 gp; Coin: 20 gp; Magic: 166 
  gp 
   
  Encounter 7:  
   
  APL 2: Loot: 0 gp; Coin: 50 gp; Magic: 0 gp  
   
  Conclusion:  
   
  APL 2: Loot: 0 gp; Coin: 35 gp; Magic: 0 gp  
   
  Total Possible Treasure 
   
  APL 2: Loot: 160 gp; Coin: 125 gp; Magic: 166 
  gp; Total: 451 gp 
   
   
   
   
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Favor of the Pale Patrol: While adventuring in 
  the Pale, the PC may take loan of a Light Horse. 
  If, in the future, the PC earns another Favor of the 
  Pale Patrol, then they may borrow a Heavy Horse 
  or a Light Warhorse. If they earn a third Favor of 
  the Pale Patrol, they may borrow a Heavy 
  Warhorse. Any horses borrowed may not be sold, 
  as they must be returned at the end of the 
  adventure. If at any time the horse dies while in 
  the PCs care, half if its PHB value must be paid to 
  the Pale Patrol. Any saddles outside a normal 
  riding saddle or barding the PC wants for this 
  mount must be purchased separately. 
   
  I Fought the Law: While dealing with the Pale 
  Patrol outside of Oak Bend, the PC was convicted 
  of one of the following crimes: 
   
  Resisting Arrest: 4 TUs 
  Deadly Assault: 16 TUs and a fine of _____gp 
  Deadly Assault, Commuted: 8 TUs and a fine 
  of _____gp 
    
  Chaotic Murder: Execution. 
  Also, for this crime, the PC suffers a -4 penalty 
  with all social dealings with any authority figure 
  within the Pale borders, and must pay an 
  additional 10gp per TU for upkeep for the next 5 
  Pale adventures (even when living off the land). 
  After this duration, the social penalty is reduced to 
  -2. 
   
  Notice of the Professionals: The PC’s efforts to 
  aid the Pale were noticed by several professional 
  organizations. This results in the PC receiving 
  service credit for a one-time reduction of 1 TU on 
  the TU cost for joining or maintaining membership 
  in any official Pale Meta-organization. For the 
  purposes of this favor, official Pale Meta-
  organizations include The Arcanist Guild, The Pale 
  Diplomatic Corp, Pholtan Clergy, Pholtan Knights 
  Valorous, Prelatal Militia, and the Shapers of Sun 
  and Stone. Cross off this favor when used, noting 
  the Adventure Record that this favor is used on 
  here ____. 
  
  (APPENDIX 1: APL 2) 
  1: A BRIEF INTERRUPTION 
   
  G O B L I N,  S N O W 
  CR  1/2 
  Male, snow goblin warrior 1 
  NE Small humanoid (goblinoid) 
  Init +1; Senses Darkvision 60’ Listen +1 Spot +2 
  Languages Common Goblin 
  AC 16, touch 12, flat-footed 15 
   (+1 size, +1 Dex, +2 armor, +1 shield, +1 natural) 
  hp 5 (1 HD) 
  Fort +3, Ref +1, Will -1 
  Speed 30ft. in leather armor (6 squares), base 
  movement 30 ft., climb 20 ft.; 
  Melee morningstar +3 (1d6+1) or 
  Ranged javelin +3 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp -2 
  Atk Options  
  Special Actions  
  Combat Gear 3 javelins 
  Abilities Str 13, Dex 13, Con 12, Int 8, Wis 9, Cha 6  
  SQ Booming Voice (+4 to Intimidate checks) 
  Feats Alertness 
  Skills Climb +8, Hide +5, Intimidate +2, Listen +1, 
  Move Silently +4, Spot +2, 
  Possessions combat gear plus Leather armor, Light 
  Wooden Shield, Morningstar 
  Skills +4 racial bonus on Move Silently checks and a 
  +8 racial bonus on Climb checks (Can take 10 in 
  climb checks) 
   
   
  5: ATTACK OF THE MERCHANTS 
  T AR L   
   
    
      CR  1 
  Male human (Oeridian) fighter 1 
  NE Medium humanoid (human) 
  Init +1; Senses Listen -1, Spot -1 
  Languages Common, Oeridian  
  AC 15, touch 12, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 10 (1 HD) 
  Fort +2, Ref +1, Will -1Speed 30 ft. in chain shirt (6 
  squares), base movement 30 ft. 
  Melee masterwork spiked chain +4 (2d4+3) or 
  Melee longsword +3 (1d8+2/19-20)  
  Space 5 ft.; Reach 5 ft (10 ft with Chain). 
  Base Atk +1; Grp +3 
  Atk Options Improved Disarm (+10 to the check) 
  Combat Gear  
  Abilities Str 15, Dex 12, Con 10, Int 13, Wis 8, Cha 
  14  
  Feats Combat Expertise, Exotic Weapon Proficiency 
  (spiked chain), Improved Disarm 
  Skills Climb +4, Hide -1, Intimidate +6, Listen -1, 
  Move Silently -1, Ride +5, Spot -1, Swim +2, 
  Possessions 
  combat 
  gear 
  plus 
  chain 
  shirt, 
  masterwork spiked chain, longsword 
   
  C H AL K 
  CR  1 
  Male, human (Oeridian) fighter 1 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common, Oeridian  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 9 (1 HD) 
  Fort +1, Ref +1, Will +1 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee masterwork greatsword +5 (2d6+3/19-20) or 
  Melee shortsword +3 (1d6+2/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Atk Options Improved Overrun (+6 to the check), 
  Power Attack 
  Combat Gear  
  Abilities Str 15 Dex 14, Con 8, Int 13, Wis 12, Cha 10  
  SQ  
  Feats Improved Overrun, Power Attack, Weapon 
  Focus (greatsword) 
  Skills Climb +4, Hide +0, Intimidate +4, Listen +1, 
  Move Silently +0, Ride +6, Spot +1, Swim +2, 
  Possessions 
  combat 
  gear 
  plus 
  chain 
  shirt, 
  masterwork greatsword, shortsword 
   
  J O H AN &  G E O F F 
  CR  1 
  Male human (Oeridian) rogue 1 
  NE Medium humanoid (human) 
  Init +2; Senses Listen +5, Spot +5 
  Languages Common, Oeridian 
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 armor) 
  hp 5 (1 HD) 
  Fort -1, Ref +4, Will +1 
  Speed 30 ft. in masterwork studded leather (6 
  squares), base movement 30 ft 
  Melee shortsword +1 (1d6+1/19-20) or 
  Ranged masterwork shortbow +3 (1d6/x3) or 
  Ranged masterwork shortbow +4 (1d6+1/x3) (within 
  30’) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +1 
  Atk Options Point Blank Shot, Sneak Attack +1d6 
  Combat Gear  
  Abilities Str 13, Dex 14, Con 8, Int 15, Wis 12, Cha 
  10  
  Feats Point Blank Shot, Precise Shot 
  Skills Balance +6, Climb +1, Disable Device +6, 
  Escape 
  Artist 
  +2, 
  Forgery 
  +2, 
  Hide 
  +6, 
  Knowledge(Local-NMR) +6, Listen +3, Move 
  Silently +6, Open Locks +6, Ride +2,Search +6, 
  Sense Motive +5, Spot +5, Swim +1, Tumble +6, 
  Use Rope +2 
  PAL7I-XX Nether Wind nor Snow 
   
  Page 13 
  
  Possessions combat gear plus masterwork studded 
  leather armor, masterwork shortbow, shortsword, 
  thieves’ tools 
   
   
  6: VILLIANS OR HEROES 
   
   
  P AL E  P AT R O L L E AD E R 
  CR  2 
  Male human (Oeridian) fighter 2 
  LG Medium humanoid (human) 
  Init +0; Senses Listen -1, Spot -1 
  Languages Common, Oeridian 
  AC 17, touch 10, flat-footed 17 
   (+5 armor, +2 shield) 
  hp 18 (2 HD) 
  Fort +5, Ref +0, Will -1 
  Speed 20 ft. in chainmail (4 squares), base 
  movement 30 ft.; 
  Melee masterwork longsword +6 (1d8+2/19-20) or  
  Melee dagger +4 (1d4+2/19-20) or 
  Ranged shortbow +2 (1d6/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options Spirited Charge, Ride by Attack 
  Special Actions Mounted Combat 
  Combat Gear 20 Arrows 
  Abilities Str 15, Dex 10, Con 14, Int 13, Wis 8, Cha 
  12 
  Feats Mounted Combat, Ride By Attack, Spirited 
  Charge, Weapon Focus (longsword)  
  Skills Handle Animal +6, Intimidate +6,Jump -6, 
  Listen -1, Ride +7, Spot -1, 
  Possessions 
  combat 
  gear 
  plus 
  chainmail, 
  masterwork longsword, heavy steel shield, dagger, 
  shortbow, light warhorse, military saddle 
   
  P AL E  P AT R O L M E M B E R 
  CR  1/2 
  Male human (Oeridian) warrior 1 
  LN Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Oeridian 
  AC 15, touch 10, flat-footed 15 
   (+3 armor, +2 shield) 
  hp 7 (1 HD) 
  Fort +3, Ref +0, Will +0 
  Speed 30 ft. in studded leather (6 squares), base 
  movement 30 ft.; 
  Melee lance +3 (1d8+1/x3) or  
  Melee shortsword +2 (1d6+1/19-20) or 
  Ranged shortbow +1 (1d6/x3) 
  Space 5 ft.; Reach 5 ft (10 ft with lance) 
  Base Atk +1; Grp +2 
  Special Actions Mounted Combat 
  Combat Gear 20 Arrows 
  Abilities Str 13, Dex 11, Con 12, Int 9, Wis 10, Cha 8 
  Feats Mounted Combat, Weapon Focus (lance) 
  Skills Handle Animal +3, Listen +0, Ride +4, Spot +0, 
  Possessions combat gear plus studded leather, 
  heavy wooden shield, lance, shortsword, shortbow, 
  light warhorse, military saddle 
   
  PAL7I-03 Neither Wind nor Snow 
   
  Page 14 
  
  APPENDIX 2: NON-CORE RULES ITEMS 
  Goblin, Snow 
  Snow Goblin, 1st Level Warrior 
  Small Humanoid (Goblinoid) 
  Hit Dice: 1d8+1 (5 hp) 
  Initiative: +1 
  Speed: 30 ft (6 squares), Climb 20 ft 
  Armor Class: 16 (+1size, +1 Dex, +1 natural, +2 leather armor, +1 Light Shield), touch 12, flat-footed 15 
  Base Attack/Grapple: +1/-2 
  Attack: Morningstar +3 melee (1d6+1) or Javelin +3 ranged (1d4+1) 
  Full Attack: Morningstar +3 melee (1d6+1) or Javelin +3 ranged (1d4+1)  
  Space/Reach: 5ft/5ft 
  Special Attacks: -- 
  Special Qualities: Booming Voice, Darkvision 60 ft 
  Saves: Fort +3, Ref +1, Will -1 
  Abilities: Str 13, Dex 13, Con 12, Int 8, Wis 9, Cha 6 
  Skills: Climb +8, Hide +5, Intimidate +2, Listen +1, Move Silently +4, Spot +2 
  Feats: Alertness 
  Environment: Cold Hills 
  Organization: Gang (4-9), troupe (10-100 plus 50% noncombatants plus 1 3rd level sergeant per 20 
  adults and 1 leadr of 4th – 6th level), or tribe (30-300 plus 1 3rd level sergeant per20 adults, 1 or 2 
  lieutenants of 4th or 5th level, 1 leader of 6t-8th level, 2-8 dire wolves, and 1-4 ogres or 1 frost giant) 
  Challenge Rating: ½ 
  Treasure: Standard 
  Alignment: Often neutral evil 
  Advancement: By character class 
  Level Adjustment: +1 
   
  Short and bandy-legged, this humanoid has long arms, a shaggy half-pelt of white hair, and a large loose 
  sac in its throat that gives it a distinctly froglike appearance. It wears shabby leather armor and carries a 
  wicked spiked club. 
   
  Snow goblins are shaggy humanoids with large throat sacs that they use to call to one another over long 
  distances. The booming noises they make with these sacs can be heard for miles, and are used to signal 
  hunting and war parties over wide areas. Snow goblins can also create loud monkey like hoots. 
   A typical snow goblin stands 3 to 4 feet tall, with long arms and seasonal fur color, changing from glossy 
  black or brown in summer to pure white in winter. It’s fur is typically crusted with ice and snow.  
   Female snow goblins are a larger and more aggressive than males. Both male and females take part in 
  raiding parties, and most people who have met them agree that the females are just as aggressive as the 
  males, and much crueler in the tortures they inflict on captives.  
   Snow goblins speak Common and Goblin. 
   
  COMBAT 
  Snow goblins have a weak grasp of tactics but are quite fearless in their native hills. They often spring 
  simple ambushes against invaders in their territory. These ambushes are sometimes preceded by the 
  deliberate triggering of an avalanche in mountainous terrain. Snow Goblins prefer to fight in groups, and 
  both males and females are individually very brave, though they rarely fight in a coordinated way. 
   Usually, snow goblins are servants of greater powers, such as priests of winter deities, frost giants or 
  ogres. Under such leadership, their morale is quite high. Snow goblins love horseflesh and often rustle 
  horses from human settlements at night. 
  Booming Voice (Ex): Snow goblins can be heard over great distances, and their powerful voices can 
  be quite intimidating. Snow goblins gain a +4 racial bonus on Intimidate checks. 
  Skills: Snow goblins have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Climb 
  checks. They can always choose to take 10 on climb checks, even if rushed or threatened. 
   
  PAL7I-03 Neither Wind nor Snow 
   
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  PAL7I-03 Neither Wind nor Snow 
   
  Page 16 
   
  The snow goblin warrior presented here had the following ability scores before racial adjustments: Str 13, 
  Dex 11, Con 12, Int 10, Wis 9, Cha 8. 
   
  SNOW GOBLINS AS CHARACTERS 
  A Snow goblin’s favored class is fighter. Snow goblin clerics can choose two of the following domains: 
  Destruction, Evil and Cold. However, most snow goblin spellcasters are adepts. 
  Snow goblin characters posses the following racial traits. 
  --+2 Dexterity, -2 Intelligence, -2 Charisma 
  --Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on 
  grapple checks, lifting and carrying limits ¾ those of Medium characters. 
  --A snow goblin’s base land speed is 30 feet. 
  --Climb speed 20 feet. Snow goblins have a +8 racial bonus on climb checks and can always choose to 
  take 10 on Climb checks, even if rushed or threatened. 
  --Darkvision out to 60 feet. 
  --+4 racial bonus on Intimidate and Move Silently checks. 
  --Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Giant, Orc. 
  --Favored Class: Fighter 
  --Level adjustment +1  
  
  MAP 1: A BRIEF INTERRUPTION 
  Used for Encounter 1  
   
   
   
   
   
   
  PAL7I-03 Neither Wind nor Snow 
   
  Page 17 
  
                            Maps 2&3: ON THIN ICE 
  Used for Encounter 2  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PAL7I-03 Neither Wind nor Snow 
   
  Page 18 
  
  Map 4: ATTACK OF THE MERCHANTS 
  Used for Encounter 5 
   
   
  PAL7I-03 Neither Wind nor Snow 
   
  Page 19 
  
  DM AID 1: SPECIAL RULES FOR THE PALE 
  Non-Pholtan Holy Symbols 
   
  It is illegal for adventurers to display a human holy symbol other than that of Pholtus in the Pale. 
   
  The intent of this rule is to properly depict the flavor of the Pale as a single religion theocracy ruled 
  over by the Church of the One True Path and not to create player-vs.-player conflict. It is meant to 
  enhance the role-playing of living under a religious government that does not allow freedom of religion. 
   
  PCs displaying the holy symbol of any human deity other than that of Pholtus should be fined and 
  their holy symbol should be confiscated for destruction by the Palish authorities. The amount of the fine 
  varies by APL: APL 2—90gp. APL 4—130gp. APL 6—180gp, APL 8—260gp, APL 10—460gp, APL 12—
  660gp. The confiscation and fine should take place as soon as any Palish authorities notice the holy 
  symbol. This may leave a non-Pholtan cleric without his holy symbol for the adventure, as non-Pholtan 
  holy symbols may not be purchased in the Pale without taking special actions. 
  Non-human 
  PCs 
  are 
  exempt from this law when displaying their racial deities’ holy symbol(s). Non-humans are heathens who 
  cannot even recognize the glory of Pholtus due to their beliefs in their own racial deities. If they can be 
  brought to the light of Pholtus, this is good and perhaps they can be redeemed, but if they do not, it is of 
  no consequence. Non-humans wearing the holy symbols of a human deity are treated the same as a 
  human wearing a non-Pholtan holy symbol as they have shown that their souls have chosen to 
  acknowledge human beliefs and culture, and they should, therefore, be brought to the truth of Pholtus. 
   
  Some deities require special adjudication for this rule due to their positions within non-human cultures 
  as well as within human cultures. 
   
  • 
  Bleredd – Considered a human deity due to his origins as an Oeridian deity and continued worship by 
  Oeridians. 
  • 
  Ehlonna – Considered an elven deity when worn as a holy symbol by elves only. This is due to 
  special dispensation and negotiations with the Phostaldaron to allow for continued use of the Treaty 
  Road through the Phostwood and into Tenh for the liberation and relief efforts in that region. All non-
  elves will be penalized as if violating the law even if they are not human as Ehlonna is considered to 
  be a human deity. 
  • 
  Fortubo – Considered a dwarven deity as he has withdrawn his support from the Suel, where his 
  origins lie, in favor of fighting against the derro and their evil deity. 
  • 
  Jascar – Considered a human deity, 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. 
  PAL7I-03 Neither Wind nor Snow 
   
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  PAL7I-03 Neither Wind nor Snow 
   
  Page 21 
   
  For fair adjudication of this rule in the Theocracy of the Pale, some in-game rules are required for 
  skills like Bluff and the hiding of non-Pholtan holy symbols: 
   
  1. To locate a non-Pholtan holy symbol in the Pale requires a DC 25 Gather Information check and the 
  holy symbol will cost twice the standard price listed in the Player’s Handbook price. 
  2. To craft a new wooden holy symbol requires a DC 15 Craft (jewelrymaking) or (woodcarving) check. 
  3. Seeing a holy symbol in its normal location around the neck as a necklace unless engaged in 
  conversation or within a normal conversational distance from someone is a DC 10 (the average Pale 
  legal authority has an average Spot skill of +2). Holy symbols worn as other pieces of jewelry are not 
  readily recognized as holy symbols at this time and require a DC 20 Spot check to notice followed by 
  a DC 15 Knowledge (religion) check to identify the holy symbol since it is a non-standard holy symbol; 
  it is the same Spot check even if engaged in conversation as most people look to the neck to notice 
  holy symbols. 
  4. It is a Bluff check or Sleight of Hand check (player’s choice) opposed by Spot checks may be used to 
  cast a spell using a holy symbol without the other person being able to see the holy symbol being 
  used to cast the spell. The person attempting this has a -5 circumstance penalty due to the 
  requirement of forceful presentation of holy symbols to cast spells where they are required as the 
  divine focus. 
  5. It is a DC 10 Knowledge (religion) check to identify the holy symbol of most deities. Some more 
  obscure deities require a DC 15 and some extremely obscure deities may require a higher check to 
  identify their holy symbols. Judges should use their best judgement on this, but a simple guide is if 
  the deity is listed in the Player’s Handbook or is a greater deity according to the LG deities’ document, 
  it is probably only a DC 10 check. If you haven’t heard of the deity before, the deity is probably 
  obscure. 
   
  Arcane Registration by Arcane Spellcasters 
   
  Arcane magic is distrusted in the Theocracy of the Pale. Thus, the law requires all arcane spellcasters to 
  register with the government. (Registry with the government is not the same as membership in the 
  Arcanist Guild, which is a meta-game organization.) The Church is very diligent about informing 
  foreigners of this law, so most traveling spellcasters are promptly registered as well.  
   
  Any PC who is found not to be registered as an arcane spellcaster within the Pale will be arrested 
  and confined to service within a New Dawn Camp for a period of 4 TU (one month in game terms). The 
  arcanist will immediately be registered as such in the Pale as a part of his arrest.  
   
  In Pale Regional scenarios, city guards or other officials may ask any known arcane casters to show 
  proof of registration. As the player of an arcane caster, you may download and print the Arcane 
  Registration Certificate from the Pale regional website (http://www.theocracyofthepale.com/downloads/ 
  arcane_registration.pdf). If you are judging a scenario, you might want to print some certificates, in case 
  any players with arcanist PCs have not done so for themselves. Just because a player has failed to print 
  this certificate for his character is not a reason to punish his PC; if the player just did not have the 
  opportunity or means to print a certificate, you may assume he is registered if he says he is though you 
  may wish to document this on his AR. Once an arcanist has been arrested, he is registered in the Pale 
  and this should be documented on his AR. It does not matter if he destroys his certificate or not as the 
  Pale keeps diligent records of the registered arcanists and this information is transcribed to the 
  registration books throughout the Pale once a month. 
   
  Arcane spellcaster characters may attempt to utilize forged documents if they so choose. It requires a 
  Bluff check opposed by the Sense Motive check of the authorities attempting to verify the PCs registration 
  paperwork to succeed at this ruse. Failure results in arrest for not being registered and an additional 500 
  gp fine for forging official Pale documents. (If the PC has the ability to forge documents, this check may 
  be used in lieu of his Bluff check).  
   
   
  
  PLAYER HANDOUT 1 
  MAP OF THE THEOCRACY OF THE PALE 
   
   
  PAL7I-03 Neither Wind nor Snow 
   
  Page 22 
  
  PLAYER HANDOUT 2 
  PATROL REPORT FORM 
   
  Patrol Leader (Name and Rank): 
   
  Patrol Members: 
   
  Patrol Objective and Outcome: 
   
   
   
  Patrol Start Point:  
   
   
   
   
   
   Date: 
   
  Patrol End Point:  
   
   
   
   
   
   Date: 
   
  Patrol Route (include conditions): 
   
   
   
   
   
   
   
   
  Significant Events: 
   
   
   
   
   
   
   
  Signed 
   
   
   
   
   
   
   
   
   
  Date 
  PAL7I-03 Neither Wind nor Snow 
   
  Page 23 
  
  PLAYER HANDOUT 3 
  HOSTILE CONTACT REPORT FORM 
   
  Patrol Leader (Name and Rank): 
   
  Patrol Members: 
   
  Location: 
   
   
  Antagonists (include names and description): 
   
   
   
   
   
  Events: 
   
   
   
   
   
   
   
   
   
   
  Signed 
   
   
   
   
   
   
   
   
   
  Date 
   
  PAL7I-03 Neither Wind nor Snow 
   
  Page 24 
  
  PLAYER HANDOUT 4 
  PATROL PROPERTY DISPOSITION FORM 
   
  Name and Rank: 
   
  Location: 
   
  Property: 
   
   
   
   
   
  Action requested: 
   
   
   
   
   
   
   
  Justification: 
   
   
   
   
   
   
  Signed 
   
   
   
   
   
   
   
   
   
  Date 
   
  PAL7I-03 Neither Wind nor Snow 
   
  Page 25 
  
  PLAYER HANDOUT 5 
  REQUEST AND AUTHORITY FOR LEAVE FORM 
   
  Name and Rank: 
   
  Start Date: 
   
  End Date: 
   
  Days Requested: 
   
  Days Accrued: 
   
  Leave location: 
   
  Requestor Signature: 
   
   
  Supervisor Approval: 
   
   
   
   
  Approval Authority 
  Name 
  Rank 
  Position 
  Signature 
  Date 
   
  PAL7I-03 Neither Wind nor Snow 
   
  Page 26 
  
  PAL7I-03 Neither Wind nor Snow 
   
  Page 27 
  PLAYER HANDOUT 6 
  RECORD OF REMARKABLE CONDUCT  
   
  Name and Rank of subject: 
  Unit: 
   
  Name and Rank of Reporter: 
  Unit: 
   
  Nature of Conduct(circle one):       Meritorious          Misconduct 
  Location of Conduct: 
   
  Conduct of Note: 
   
   
   
   
   
   
   
   
   
   
   
   
  Action requested: 
   
   
   
   
   
  Signed 
   
   
   
   
   
   
   
   
   
  Date 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Theocracy of the Pale/597/Intro mods/PAL7I-03 - Neither Wind nor Snow/PAL7I-03 - Neither Wind nor Snow.pdf