TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please 
  visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction 
  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This 
  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of 
  the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, 
  Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  PAL7−04 
   
   
   
   
   
  The Spirit of the Law 
   
  A One−Round Dungeons & Dragons®  
  Living Greyhawk™  
  Theocracy of the Pale Regional Adventure 
  Version 1.0 
   
   
  by Tom Maguire 
  Circle Reviewer: Colleen Simpson 
  Triad Reviewer: Matt Thompson 
  Playtesters: Glyn Dewy, Donovan Hicks, Jennifer Hicks, Dimas Jimenez, Bart Scott and Jeffrey Walker 
   
  A group of diplomatic emissaries from Veluna have gone missing while exiting the Pale. Fearing that the foreigners may 
  have caused trouble (or be in trouble), the Pale Diplomatic Corp has decided to retain some adventurers to find them. A 
  role-playing and investigative adventure set in the Theocracy of the Pale for characters level 1-15 (APLs 2-12) that know 
  how to deal with Palish Law. 
   
  Resources for this adventure [and the authors of those works] include www.theocracyofthepale.com [multiple authors], 
  Complete Adventurer [Jesse Decker], Complete Scoundrel [Mike McArtor and F. Wesley Schneider], Complete Warrior 
  [Andy Collins, David Noonan, and Ed Stark], Heroes of Battle [David Noonan, Will McDermott, and Stephen Schubert], 
  Fiend Folio [Eric Cagle, Jesse Decker, James Jacobs, Erik Mona, Matt Sernett, Chris Thomasson and James Wyatt], Libris 
  Mortis [Andy Collins and Bruce R. Cordell], Magic Item Compendium [Andy Collins, Eytan Bernstein, Frank Brunner, 
  Owen K.C. Stephens, and John Snead], Planar Handbook [Bruce R. Cordell and Gwendolyn F.M. Kestrel]
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rulebooks: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on 
  NPCs 
  and 
  monsters. 
  For 
  your 
  convenience, Appendix 1 is split by APL. 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  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 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. 
  PAL7-04 The Spirit of the Law 
   
  Page 1 
  
   
  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 2 Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the Living Greyhawk Campaign Sourcebook. 
   
  PALE HOLY DAY 
  Some player characters may wish to give or attend 
  services in-game on Pholtan holy days. For adventures set 
  in the Theocracy of the Pale, a member of the Church of 
  the One True Path may ask the judge at the beginning of 
  an Adventure to determine how many days it is until the 
  next Pholtan holy day. This is accomplished by rolling a 
  d8, rerolling if the result is 8. If a 7 is rolled, the first day 
  of the adventure is a Pholtan holy day. Otherwise, the die 
  result indicates the number of days until the next Pholtan 
  holy day. Due to the special nature of the Theocracy of 
  the Pale, you are encouraged (but not required) to work in 
  a brief scene involving Pholtan worship on holy days, 
  possibly including a brief 1-2 minute sermon by a PC if 
  he or she is at least fifth level and you believe that there is 
  time available. 
   
  SPECIAL RULES FOR THE PALE 
  See DM Aid 1: Special Rules for the Pale. 
   
  ADVENTURE BACKGROUND 
   
  Korinoth the Sly used to be an adventurer in the Pale 
  from CY 585-592. In those years he developed a burning 
  hatred for the Pale, mostly from his time spent in New 
  Dawn Camps. Since then, Korinoth has devised a plan to 
  attack the Pale from within. Korinoth has duped many 
  locals, and a few officials, into "taking the law into their 
  own hands", and using the new Palish laws to cause 
  trouble.  
   
  Korinoth doesn't appear directly in this module, but 
  his work does. Korinoth has also left his minion, Nimek, 
  in Warton to continue his plans. The first target for his 
  attention is a diplomatic envoy from Veluna. The envoy 
  consists of a few men and women, who all follow 
  different deities. The envoy had entered the Pale to 
  observe events in the recovered lands of Tenh and see 
  how the new laws (regarding religious restrictions) were 
  affecting travelers and locals. The envoy is currently on 
  its way back west.  
   
  In the small village of Warton (about halfway 
  between Longfield and Pilgrim's Gate) the envoy was 
  "detained" by the locals. Korinoth’s minion, Nimek, 
  spends his time continuing to corrupt and confuse the 
  locals, and to give a false image of the Pale to the visiting 
  envoy. Nimek spends all of his time at a partially rebuilt 
  New Dawn Camp that is run by Lierg Bowman (a local 
  lawman).  
   
  The New Dawn Camp was rebuilt under forged 
  orders generated by Korinoth and Nimek. Nimek was 
  able to fool the locals into believing he was a legitimate 
  acolyte, through his own skills and the forged papers. 
   
  Korinoth and Nimek’s plan was to have the envoy 
  murdered after their stay in the New Dawn Camp. This 
  would involve the Pale in a serious diplomatic issue with 
  another country.  
   
  After the envoy was taken into custody, Nimek left a 
  false trail from their campsite to an animal den to confuse 
  any search party. In addition, Nimek intends to be 
  responsible for the envoy’s release, at which time he 
  would activate his bracelet of friends and have them 
  murdered on Pale soil. This murder would occur outside 
  the view of anyone that could interfere. Then Nimek 
  would simply disappear. 
   
  The Pale Diplomatic Corps (PDC) was watching for 
  the envoy to leave the Pale through Pilgrim’s Gate on 
  their way to Midmeadow, and is concerned (either that 
  PAL7-04 The Spirit of the Law 
   
  Page 2 
  
  the envoy is proselytizing or has run into some trouble). 
  Desperate to resolve the issue, and guided by a divination, 
  the PDC hires and dispatches the PCs from Hawkburgh 
  to find out what has happened.  
   
  During this adventure, the PCs’ first become aware of 
  a growing anti-foreigner movement that has begun in the 
  Pale. If the PCs are successful, they should be able to 
  determine that the instigator of this issue is not an actual 
  Pholtan, but rather an insidious individual whose only 
  goal is to cause trouble for the Pale 
   
  ADVENTURE SUMMARY 
  Introduction: 
   
  The PCs start in Hawkburgh, and are contacted by 
  the PDC (through a young courier by the name of Jhoth 
  Lurinn). The PCs meet with the Honorable Lady Irian 
  Firath. The Honorable Firath informs the PCs of the 
  missing envoy and asks them to quickly head south to 
  Pilgrim’s Gate and see if they can track down the missing 
  foreigners. She advises the PCs of the foreigner’s mission, 
  and that is it important there be no "diplomatic incident" 
  that makes its way out of the Pale.  
   
  Encounter 1: Pilgrim's Gate 
   
   
  The PCs must head back to Pilgrim's Gate, where 
  they discover that the envoy made plans to take an 
  alternate route (through Longfield) to get to Midmeadow.  
   
  Encounter 2: Dangerous Road 
   
  In this encounter, a pack of ghouls attack the party 
  in the night, hoping for a midnight "snack".  
   
  Encounter 3: Morganites. Why did it have to be 
  Morganites? 
   
  The PCs encounter a wandering group of halflings 
  on dire chickens. The halflings are followers of Zagyg 
  and clearly very chaotic and in violation of the holy 
  symbol laws. The PCs can use this encounter to play out 
  how they will respond later in Encounter 7 and 8. The 
  Morganites can also give the PCs a clue about the 
  situation in Warton.  
   
  Encounter 4: Warton 
   
  Eventually, the PCs make their way to Warton (east 
  of Longfield) where the villagers will tell the PCs that the 
  envoy left town several days ago without incident (which 
  is technically true, depending on who the PCs talk to). 
  The PCs can notice some interesting behavior in Warton, 
  (See Encounter 6) or head down the trail. 
   
  Encounter 5: Wagon Troubles.  
   
  The PCs head down the trail, where they find 
  evidence of a camp where a wagon pulled off the side of 
  the road. At the remains of the campsite, the PCs notice a 
  trail where bodies were dragged into the forest. The PCs 
  follow the trail to an animal lair (or worse) and fight the 
  creatures. The PCs do not find any sign of the envoy. At 
  this point, the PCs should head back to Warton with a lot 
  more questions 
   
  Encounter 6: Questions 
   
  Here the PCs dig deeper into the missing envoy. It 
  turns out there is an old New Dawn Camp (from the 
  Zylinchen Days of Midmeadow) nearby that is being 
  used as a makeshift internment center by some fanatical 
  locals. Here the envoy is being kept against their will.  
   
  Encounter 7: The Spirit of the Law 
   
  In this encounter, the PCs find the camp where the 
  envoy is being held. The PCs can attempt to break the 
  envoy out (fighting the locals to do so – non-lethal 
  damage is imperative), or attempt to convince the locals 
  that what they are doing is wrong. In the end, it comes 
  down to the Spirit of the Law. Nimek the deceiver (the 
  minion of Korinoth) either aids the guards, if the PCs 
  attack, or initiates a combat of his own, if the PCs 
  convince the locals to release the envoy.  
   
  Encounter 8: Escort Duty 
   
  The PCs escort the envoy to the border. During this 
  encounter, the PCs can interact with the envoy more. 
  Hopefully, the PCs can change the envoy’s attitude 
  towards the Pale, or at least undo the damage done by 
  their recent imprisonment.  
   
  Conclusion: 
   
  The PCs meet up with the PDC contact again in 
  Hawkburgh to receive their (monetary) reward.  
   
  PREPARATION FOR PLAY 
  In order to prepare for Encounter 7, read Appendix 3 
  (this is an excerpt of the Pale laws relating to both 
  ecclesiastical and social law). Players may be familiar with 
  these rules and use them in their role playing (for the 
  ecclesiastical laws) and should be reminded of the social 
  laws (especially regarding assault and murder) to prevent 
  any issues with PCs being removed from play or severely 
  penalized.  
   
  INTRODUCTION 
   
  The PCs begin the adventure in Hawkburgh, at a 
  newly-built Pious Pilgrim. Have the PCs introduce 
  themselves to each other. Once the introductions are 
  completed, read aloud the following text: 
   
   
  Today you find yourself seated in the Pious 
  Pilgrim in Hawkburgh, enjoying a quiet meal in a 
  nice quiet city. The inn has few patrons today, and 
  you’ve managed to stave off a lonely morning by 
  breaking your fast with a handful of patrons at the 
  inn, many of them fellow adventurers.  
   
   
  As if to challenge the calm morning, a young 
  page bearing the livery of the Pale Diplomatic Corps 
  enters the inn. He scans the room, and quickly 
  PAL7-04 The Spirit of the Law 
   
  Page 3 
  
  settles on your table and your companions. The 
  young man comes over to your table and promptly 
  hands you a summons.  
   
  The scroll reads: “Your assistance is requested by 
  the Pale Diplomatic Corps on a matter of urgency 
  and discretion. Please report forthwith to our offices 
  here in Hawkburgh. The PDC will of course 
  compensate you handsomely for any work done.” 
  The document is signed the Honorable Lady Irian 
  Firath. 
   
   
  PCs can easily determine the location of the PDC 
  headquarters in Hawkburgh: a DC 10 Knowledge (local – 
  NMR) or Gather Information check. A DC 20 Knowledge 
  (local – NMR) or Knowledge (nobility and royalty) check 
  reveals that Irian Firath is indeed an official of the PDC 
  here in Hawkburgh, primarily dealing with foreigners 
  entering the Pale for extended visits. The PCs should 
  have no trouble being admitted to the building.  
   
  Once inside, the PCs are quickly and efficiently 
  ushered into a modestly decorated meeting room where 
  the Honorable Lady Firath is currently seated. PCs can 
  make a DC 15 Knowledge (nobility and royalty) or 
  Knowledge (religion) check to notice (from her attire) 
  that she is not a member of the clergy, but a laywoman 
  member of the government (which explains the title 
  “Honorable Lady”).  
   
  Lady Firath waits until the door is shut before 
  standing and introducing herself. She does not stand 
  strongly on ceremony around adventurers (unless one or 
  more of them are obviously nobility or members of the 
  Pholtan clergy). She greets the PCs as follows: 
   
   
  Welcome to Hawkburgh, adventurers. I hope 
  you are ready for some work, as the Pale needs your 
  help. A small envoy from Veluna has gone missing. 
  The envoy had traveled here to observe how things 
  are progressing in the new Prelacy of Tenh. The PDC 
  and the Theocracy view this as an opportunity for 
  foreigners and non-believers to see the strength, 
  unity, and benevolence of the Pale in action. The 
  envoy is currently five days late from when they had 
  planned to reach Midmeadow. I asked one of our 
  Priests for a divination and the result was not 
  encouraging.  
   
  I need you to track down the missing envoy and 
  see that they reach Midmeadow (or at least the Pale-
  Nyrond border) unharmed. Report to me anything 
  you find, and please use discretion. This envoy 
  represents an opportunity for those outside the Pale 
  to see us in either a positive or negative light – see to 
  it that it is a positive one.  
   
  The PCs undoubtedly have questions for the Honorable 
  Lady; below is a summary of what she knows: 
   
  • 
  The PDC here in Hawkburgh received a sending 
  from an agent in Midmeadow indicating the 
  envoy was late. They received the sending early 
  this morning (and immediately cast a divination).  
  • 
  The envoy consists of two men (Markona Yrinn 
  and Ertrem Kol) and one woman (Gellyana 
  Vurtrew) all three human Oeridians.  
  • 
  They are all known to be non-believers 
  (followers of Rao or Pelor), but none of them are 
  known to be priests or spellcasters.  
  • 
  They had no personal guards, as they relied on 
  the safety of the Pale during their journey (they 
  had hired mercenaries for their trip to the Pale 
  and planned to hire more when they reach the 
  Nyrond border).  
  • 
  The divination results were: “Those you seek have 
  gone astray, as have those who mean them harm. 
  Seek those who travel far from home to bring them 
  back.” If the PCs cast any spells of their own, 
  they receive a similar answer. 
  • 
  I don’t want to scry them, as they may notice the 
  sensor and that could make the (diplomatic) 
  situation worse. Also, I don’t have enough 
  information to scry them reliably. 
  • 
  The PCs are working for the PDC, but this 
  grants them no legal authority or dispensation, 
  but it might have influence with local 
  authorities. 
  • 
  The Honorable Lady Firath offers the PCs 50gp 
  x APL each for their services (payable upon their 
  return to Midmeadow with the envoy). This 
  includes the bonus ‘hazard pay’ and ‘discretion 
  pay’, since the divination results made both 
  sound warranted. (If the PCs succeed on a DC 
  15 Diplomacy check, they may receive a quarter 
  of the pay up front for expenses). 
  • 
  The envoy left Hawkburgh two weeks ago. They 
  should have reached Midmeadow in a little over 
  a week.  
  • 
  The envoy should have last checked in at 
  Pilgrim’s gate, a day’s walk from Hawkburgh. 
  That would be a great place to start any 
  investigation  
   
  Once the PCs have accepted the job, they should proceed 
  immediately to Pilgrim’s Gate (and Lady Firath expresses 
  her sense of urgency if the PCs don’t catch on). 
   
  Troubleshooting: PCs at higher levels may attempt to 
  use powerful divination magic to determine the fate of 
  the missing envoy. Answer spells such as commune as 
  evenly as possible. Keep in mind that while Lierg is a 
  lawful authority of the Pale, the servant Nimek is a 
  Chaotic Evil ally of Korinoth – depending on the 
  question asked, this may confound most questioning.  
   
  PCs are discouraged from using scry (or any 
  divination spell that involves a magical sensor). If they do 
  so, they are unable to obtain any possession or likeness of 
  the envoy, (so there is a +5 bonus to the Will Save). 
  Regardless of which envoy member is scried, the total 
  PAL7-04 The Spirit of the Law 
   
  Page 4 
  
  bonus is +8 (which includes the +5 bonus above). The 
  envoy members have a +1 to the Intelligence check to 
  notice the sensor (the envoy members are kept together, 
  so all three have a chance of noticing the sensor). If the 
  sensor is noticed, all Diplomacy checks with envoy 
  members are at a –10 penalty for the rest of the 
  adventure.  
   
  High-level PCs may wish to use teleport or similar 
  magic. This is not an issue, but the Lady Firath will advise 
  PCs not to risk missing something by bypassing a 
  location magically. Wind walk would be an ideal choice to 
  accelerate movement. PCs that teleport should not miss 
  anything, as long as they teleport to each village and town 
  along the way. For these purposes, assume there is at least 
  a small town or village every ten to twenty miles (a day’s 
  walk).  
   
  1: PILGRIM’S GATE 
  At Pilgrim’s Gate, the PCs should begin looking around 
  for the missing envoy. If time permits, there is 
  opportunity to role-play out the search. For most parties, 
  this will amount to using Gather Information (or simply 
  talking to all of the tavern keepers). Allow PCs to ‘take 10’ 
  on this roll, with the rest of the party assisting (where a 
  ‘take 10’ is not allowed) if they do not have good 
  modifiers. 
   
  Gather Information results: 
   
  DC 10: The envoy left Pilgrim’s Gate roughly two weeks 
  ago, but decided to travel a longer path through 
  Longfield. PCs get an accurate description of the wagon 
  and horses the envoy was using. (A four wheeled wagon 
  with no cover and a spring-board front runner, a red 
  chestnut mare named Bloodmoon and a light bay mare 
  named Star) 
  DC 15: The envoy spent some time conversing with 
  locals about life in the Pale, then made the decision to 
  change their route while in Pilgrim’s Gate, saying they 
  wanted to see the more rural parts ‘off the beaten path’. 
  DC 20: The leader of the envoy spent considerable time 
  talking with a traveling priest of Pholtus (named Thorin). 
  The priest suggested visiting many of the smaller 
  outlying villages around Longfield.  
   
  Any research into “Thorin” reveals nothing other than he 
  was an Oeridian priest of Pholtus passing through on his 
  way to Wintershiven.  
   
  2: DANGEROUS ROAD 
  This encounter occurs the second night the PCs are out 
  of Pilgrim’s Gate, as the PCs are sleeping. If the PCs are 
  not likely to set up watches, the DM should encourage 
  them to do so (have them make DC 10 Knowledge (local 
  – NMR) or Wisdom checks to realize that the area near 
  the Nutherwood is dangerous). 
   
  Sometime just after midnight (second watch), a pack 
  of ghouls tries to sneak up on the camp site (having 
  smelled the PCs or seen the campfire). Use the following 
  description when the PCs see the ghouls (either when 
  the ghouls finally attack, or if a PC notices them with a 
  Spot or Listen check opposed by their Hide or Move 
  Silently check modified by distance, respectively): 
   
   
  Stalking into your campsite looking to scrounge 
  another meal is a pair/trio of feral humanoids. They 
  are clothed in tattered military tabards and reek of 
  decay. [DC 15 Knowledge (local – NMR) reveals the 
  uniforms are of the former Nyrond Imperium]. They 
  look hungrily not at your food, but at your torso. 
  Clearly, human flesh is on the menu tonight.  
   
  APL 2 (EL4):  
   
  �Ghouls (2): hp 13 each; Monster Manual 119 
   
  APL 4 (EL6):  
   
  �Ghouls (2): hp 13 each; Monster Manual 119 
   
  �Ghast (1): hp 29; Monster Manual 119 
   
  APL 6 (EL8):  
  �Grave Touched Ghoul Scarbarian [Barbarian 1 
  �Scout3] (3): hp 36 each; Appendix 1 
   
  APL 8 (EL10):  
  �Grave Touched Ghoul Scarbarian [Barbarian 1 
  �Scout5] (3): hp 54 each; Appendix 1 
   
  APL 10 (EL12):  
  �Grave Touched Ghoul Scarbarian [Barbarian 1 
  �Scout7] (3): hp 72 each; Appendix 1 
   
  APL 12 (EL14):  
  �Abyssal Ghoul (2): hp 104 each; Appendix 1 
   
  Tactics: At all APLs, the ghouls will try to bite into 
  sleeping PCs first (they are hungry). At APL6+, the ghouls 
  will try to move at least 10’ to gain their skirmish ability. 
  Note that at APL8+, Improved Skirmish requires the 
  ghouls to move 20’.  
   
  The EL of these encounters has been increased by one at 
  APL 2 and APL 4 to reflect the nighttime ambush. The 
  ghouls have very little treasure (mostly things they have 
  picked up that were useful). 
   
  Troubleshooting: PCs that use teleportation or wind walk 
  may miss this encounter. If this is likely to occur, read the 
  following text to encourage the PC’s to investigate more 
  closely: 
   
  [For teleporting PCs] As you enter into yet another 
  village to search for the missing envoy, you are 
  approached by a local constable. “Greetings 
  travelers, I hope you can help a small lawman 
  PAL7-04 The Spirit of the Law 
   
  Page 5 
  
  out with some trouble. This afternoon we 
  discovered a most gruesome sight a mile east of 
  town. A campsite was attacked and the bodies 
  are missing. I don’t know what terrible thing 
  could have done this, but could you please 
  investigate?” 
   
  [Continue for teleporting PCs and wind walking PCs]. 
  As you travel across the road, you can easily see 
  the remains of a camp site that must have 
  recently come under attack. [Assuming the PCs 
  approach and make themselves noticeable] A 
  quick investigation reveals this is not the envoy 
  you are looking for, but perhaps whatever 
  monster was responsible is still in the area… 
   
  At this point, the Spot and Listen checks should be made 
  to determine if there is a surprise round or not.  
   
  �Treasure: Refer to the Treasure section of this 
  adventure to determine what the PCs find here. 
   
  3: MORGANITES, WHY DID IT 
  HAVE TO BE MORGANITES? 
  This encounter occurs after the ghoul attack but before 
  the PCs reach Warton, along the road and during the day. 
  As the PCs are stopping for lunch a band of seven 
  halflings riding dire chickens approaches. Read aloud the 
  following: 
   
   
  In the wake of the ghoul attack, you keep a 
  much more secure campsite, even when stopping for 
  a midday meal. Maybe that’s why you noticed the 
  group of small, mounted creatures approaching. Or 
  maybe it’s because they are shouting and hollering 
  like a bunch of complete lunatics. 
   
  The PCs can fan out, get a better look, or ready for 
  combat. Regardless, the Morganites approach the 
  campsite peacefully, hoping to get some useful 
  information from the PCs (and more importantly, a free 
  meal). The Morganites (led by Thirty-Seven) promptly 
  hail the PCs: 
   
   
  As the group of halflings approach, you can 
  make out some details. They are clothed in a 
  nonsense mix of colors and mounted on what 
  appears to be giant chickens. The chickens have blue 
  and white war-paint across their beaks. The leader (if 
  he can be called that) of the group hails you. “What 
  Ho, Brave Travelers. I am Thirty-Seven, leader of this 
  band of fearless warriors. We are on a Great and 
  Noble Quest. Might we join you in your repast?” 
   
  If the PCs allow the halflings to join them, they can 
  converse with the Morganites. Otherwise, the halflings 
  simply continue their erratic journey across the Pale.  
   
  If the PCs talk to the Morganites, the conversation is 
  frustrating at best. Whenever possible, they conclude or 
  respond to a sentence with the phrase “that’s what she 
  said.” Below is a brief sample of what they will say. 
   
  Who are you Guys? We are followers of the Great 
  Morgan. We seek to possibly learn where this guy 
  Entropimus may or may not be, and kinda sorta learn 
  stuff from him.  
   
  What is your Quest? We are looking for Entropimus, or 
  maybe Morgan. Anyway, we need someone to train us in 
  the ways of being Awesome. (That’s what she said!) Well, 
  anyone but that Heretic Ioun Stone anyway. Never trust a 
  flying rock.  
   
  Who or What is Morgan? Morgan is the Greatest of All 
  those we Have Heard Of. Praise be his Funnyness! 
   
  Who or What is Entropimus? Never heard of him 
  (chorus of “that’s what she said”).  
   
  Do you Worship Morgan? Heavens No! They are too 
  expensive and we’d never use one, the Pale IS landlocked 
  you know…Oh, wait, did you say Worship? Guys, I 
  thought we were paying off that Zagyg guy to get spells 
  this month? That’s why we bought these funny “z” 
  symbols, right? Did anyone get a receipt (a chorus of 
  “that’s what she said” should follow)? (A DC 12 
  Knowledge (religion) reveals that Zagyg’s Holy Symbol is 
  similar to 2 “z”s 
   
  Aren’t you worried about breaking the Law on holy 
  symbols? What Law? Oh, THAT law. Hmm. I won’t tell 
  if you won’t (another chorus of “that’s what she said”).  
   
  Have you seen an envoy traveling along the road? We 
  mostly travel off of the roads. Gotta avoid those snobby 
  Pholtans.  
   
  Why do you keep saying “that’s what she said”? It’s 
  hilarious. Don’t you get it? It’s called humor; something 
  foreign in the Pale from what we hear. We can teach you 
  how to do it right (another chorus of “that’s what she 
  said”). 
   
  The key to this encounter is that the halflings are clearly 
  VERY chaotic. It is unclear whether they worship Zagyg 
  or this mysterious “Morgan” creature. Either way, they 
  could be construed as in violation of Palish Law (they will 
  readily show their Zagyg holy symbols if asked or 
  encouraged too much).  
   
  The PCs have no right to capture or detain the 
  Morganites, but could warn them about the law, threaten 
  to turn them in, or some other action. This is an 
  opportunity for the PCs to deal with the Spirit of the Law 
  before reaching Warton, and may give them some idea of 
  how they will respond later. 
  PAL7-04 The Spirit of the Law 
   
  Page 6 
  
   
  Should the PCs act favorably towards the Morganites 
  (they do not threaten them and generally play along with 
  them), they offer up the following useful information: 
   
  You might want to stay away from some of these 
  local villages. Most of ‘em aren’t nice to outsiders. 
  The folks over in Warton wanted to search our 
  goods. That’s what she said!” 
   
  In addition, PCs that interact with the Morganites 
  favorably also learn their joke (noted on the AR).  
   
  �Thirty Seven: Male halfling Ranger 6; AL CG (with 
  Dire Chicken Mount) 
  �Morganites: Male/Female halfling Ranger 4; AL CG 
  (with dire chicken mounts) 
   
  4: WARTON 
  As the PCs travel along the road from Pilgrim’s Gate to 
  Longfield, they will confirm the original story that the 
  envoy headed this way. The PCs should continue to hear 
  that they are at least two weeks behind the envoy (faster 
  moving parties would slowly catch up, as the envoy has a 
  base speed of 20’). 
   
  Eventually, the PCs reach Warton, a small village 
  midway between Longfield and Pilgrim’s gate. Here the 
  situation is slightly different, and the PCs should 
  immediately notice this.  
   
  First, PCs notice that they are treated differently 
  here in Warton. PCs that are neither Flan nor Oeridian, 
  non-human, or wear garments from other lands, are 
  treated with caution and detachment.  
   
  Secondly, PCs may realize there is a general sense of 
  apprehension upon their arrival. A DC 15 Spot or Sense 
  Motive check reveals that the locals do not like foreigners 
  or outsiders, or are at least suspicious of them. 
   
  If PCs investigate this further, they will hear 
  townsfolk complain about Nyrond deserters and refugees 
  taking to banditry and cannibalism in the area (the 
  depredations of the ghouls in Encounter 2). They will 
  also comment on how “heathens and heretics are 
  everywhere, and only bring trouble.” 
   
  If PCs act upon this and begin questioning locals, 
  they are politely answered and then the local will excuse 
  themselves. PCs will learn that the envoy did pass 
  through Warton roughly two weeks ago (or less 
  depending on the PCs speed). Little else can be gleaned 
  from the townsfolk.  
   
  PCs that make a DC 20 Sense Motive check (a 
  hunch) will realize that some of the locals are hiding 
  something. If the PCs press the issue, proceed to 
  Encounter 6. Most locals will encourage the PCs to head 
  on, claiming the envoy must have “had some troubles on 
  the road” (again referring to Nyrond refugees and 
  bandits). 
   
  If the PCs leave Warton, proceed to Encounter 5. If 
  the PCs stay and continue to question the locals, proceed 
  to Encounter 6. 
   
  5: WAGON TROUBLES 
  About three miles outside of Warton, the PCs should 
  easily find (DC 5 Search or Spot check) the sign of a large 
  campsite. Here the PCs can see the envoy’s wagon. Read 
  the following boxed text aloud: 
   
   
  As you head down the trail out of Warton, you 
  stumble across what appears to be an abandoned 
  campsite. A few feet off of the road is a damaged 
  wagon and the remains of some kind of combat. 
  Tattered belongings and blood can easily be seen 
  throughout the campsite. No pack animals can be 
  found, and there are no bodies to speak of. Your first 
  impression is that wild animals attacked the camp 
  and made off with the bodies.  
   
  The PCs should want to thoroughly search the campsite 
  at this point. Have them use appropriate skills to 
  determine the following: 
    
  Heal 
  DC 15: There is too much blood, something isn’t right.  
  DC 20: There is no human blood at the campsite. All of 
  the blood is animal (likely pigs’ blood). 
  DC 25: The blood smatters don’t make sense with any 
  kind of wound - it was likely scattered about 
  intentionally. 
   
  Search 
  DC 10: There are no bodies, but there are drag marks 
  heading into the woods. 
  DC 15: You can’t find any signs of combat (weapons, 
  arrows, cut marks, etc). 
  DC 20: There aren’t any tracks at the campsite (there 
  should at least be the footprints and movements of the 
  inhabitants and animals). 
   
  Survival (only with the Track feat) 
  DC 15: Someone intentionally cleaned up all the tracks 
  in and around the campsite. 
  DC 20: About 300 feet from the campsite, there is a trail 
  of pack animals heading into the Nutherwood 
  (eventually the trail is lost, but it appears to be heading 
  back towards Warton).  
  DC 25: The tracks heading into the woods match the 
  animals used to pull the wagon, as well as some dogs 
  (likely herding dogs or tracking/hunting dogs).  
   
  The PCs will most likely wish to investigate the drag 
  marks on the ground. This leads them to an animal (or 
  lycanthrope at higher APLs) lair about a half-mile into the 
  woods. As PCs enter the lair, the creatures will likely 
  detect them. 
   
  At APLs 2-8, the animals are resting when the PCs 
  approach or enter. When the PCs get within 30’ of the 
  animals, they are automatically detected by the animals’ 
  Scent ability and combat ensues. Light pierces the lair 
  PAL7-04 The Spirit of the Law 
   
  Page 7 
  
  from multiple holes in the ceiling, creating shadowy 
  illumination everywhere (sufficient for the animals’ low-
  light vision to work normally). PCs will likely require 
  their own light source when entering. Read the following 
  text aloud when they enter: 
   
  As you enter the cave, you can smell the remains of 
  many meals and refuse festering around you. The 
  source of all of this is the wild animals you see 
  scattered around the lair. They seem to have smelled 
  you as well, and a feral hunger drives them towards 
  you… 
   
  At APLs 10-12, the lycanthropes are resting inside the 
  cave in their hybrid form, farther from the entrance. 
  Because of this, the PCs are unlikely to detect them first 
  without magic. Also note that the lycanthropes also 
  possess the scent ability, and will detect sneaking or 
  invisible PCs. Read the following text aloud when the 
  PCs enter:  
   
  As you enter the cave, you can smell the remains of 
  many meals and refuse festering around you. The 
  source of all of this is must be the strange creatures 
  before you: a monstrous mixture of animal and 
  giant. The three creatures wear light armor and carry 
  a pair or giant swords. They must have smelled your 
  arrival, and now they look hungrily towards you 
  with a feral grin 
   
  APL 2 (EL4):  
  �Wolves (3): hp 13 each; Monster Manual 283 
   
  APL 4 (EL6):  
  �Dire badgers (4): hp 28 each; Monster Manual 62 
   
  APL 6 (EL8):  
  �Dire wolves (3): hp 45 each; Monster Manual 64 
   
  APL 8 (EL10):  
  �Dire bears (3): hp 105 each; Monster Manual 63 
   
  APL 10 (EL12):  
  �Ogre Werewolf Ranger2/Fighter2 (3): hp 96 each; 
  See Appendix 1 
   
  APL 12 (EL14):  
  �Ogre Werewolf Ranger2/Fighter4 (3): hp 132 
  each; See Appendix 1 
   
  See DM Maps for location details. 
   
  Tactics: The animals simply approach and attack the 
  nearest party member. The animals are in their lair, and 
  thus cannot retreat. They fight to the death. The Ogres 
  will target soft (poorly armored) targets first, especially 
  arcane casters. If PCs are invisible, the Ogres will activate 
  their dragon masks (Swift Action) to gain the effects of a see 
  invisibility spell.  
   
   
  If PCs search the lair, they find no obvious signs the 
  envoy bodies were taken here. There is no loot, nor 
  humanoid bones amongst the refuse. It should be clear 
  that someone left a false trail to the animal lair. 
   
  At this point, the PCs should head back to Warton to 
  resume their investigation and find out who set up the 
  false evidence at the campsite.  
   
  6: QUESTIONS 
  This encounter can immediately follow Encounter 4 or 
  Encounter 5. In either case it is a result of the PCs 
  wishing to further investigate what is going on in and 
  around Warton. 
   
  PCs can use a variety of skills to attempt to 
  determine what has happened to the missing envoy. 
   
  Unless a PC is an obvious servant of Pholtus (i.e. a 
  member of the Clergy meta-org), townspeople are 
  Unfriendly (they are Indifferent to Pholtus’ servants). 
  The PCs should have to make several Diplomacy checks 
  to communicate with townsfolk. 
   
  The investigation process could take considerable 
  time for the players, especially if a lot of role-playing 
  occurs. If time is running short (less than two hours 
  remain in the game slot), use the simplified Gather 
  Information process described below: 
   
  In order to simplify the information gathering process in 
  Warton, the party will make a single Gather Information 
  roll, modified by a few factors. This check is aided by the 
  PCs talking to townsfolk. The party as a whole can make 
  three each of Diplomacy and Intimidate checks, with 
  each having varying bonuses on the final Gather 
  Information check.  
   
  Diplomacy  
  • 
  change attitude to Friendly – (DC 25 from 
  Unfriendly or DC 15 from Indifferent): +2 
  bonus 
  • 
  change attitude to Helpful – (DC 40 from 
  Unfriendly or DC 30 from Indifferent): +4 
  bonus 
  Intimidate 
  • 
  DC 14: +2 bonus 
  • 
  DC 24: +4 bonus 
  • 
  DC 34: +6 bonus 
   
   
  Additionally, PCs may try to use spells to further 
  investigate the area. Generally, PCs cannot use “active” 
  spells like zone of truth (as the townspeople will not 
  subject themselves to such magic from people they do 
  not know and who are not officially appointed to the task 
  by the government) effectively here. However, “passive” 
  spells like detect thoughts should work. In general, each 
  spell should be used once, and the DM should use 
  discretion whether or not it will help. The bonus granted 
  for each spell should be equal to its spell level.  
  PAL7-04 The Spirit of the Law 
   
  Page 8 
  
   
  One PC may make the Gather Information check 
  (others may assist as normal in addition to the bonuses 
  listed above). Parties may ‘take 10’ on the main check if 
  they wish (but not the assists).  
   
  Gather Information 
  • 
  DC 20 – A young townsperson tells the PCs that 
  he has seen some unusual activity at an old 
  “army camp” nearby (and gives directions) 
  • 
  DC 25 – There’s something going on at an old 
  New Dawn Camp outside of town (directions 
  given) 
  • 
  DC 30 – Lierg Bowman (one of the local 
  leaders) has gotten some of the more hard-
  headed folk up to something at the old New 
  Dawn Camp outside of town. They even have an 
  Acolyte from Wintershiven up there helping 
  out. 
  • 
  DC 35 – That acolyte from Wintershiven gives 
  me the creeps. His name is Nimek, and he talks 
  all pretty and such, but I’m not sure I like the 
  kind of Pholtus he preaches. 
  • 
  DC 40 – Lierg Bowman has gotten it into his 
  head to take the law into his own hands. He was 
  pretty upset when those foreigners came 
  through two weeks ago. He said: “they need to 
  learn who the One True God really is”. He seems 
  bull-headed enough to do it too. 
  • 
  DC 50 – Lierg Bowman spent some time with a 
  traveling priest of Pholtus a month back. Since 
  then he’s been going on about how “we need to 
  enforce the law to its true intent”. He’s been 
  rebuilding an old New Dawn Camp outside of 
  town. I think he’s lost it.  
   
   
  In addition, PCs may make a Knowledge (local 
  NMR), or Bardic Knowledge check to determine the 
  following: 
   
  Knowledge (Local – NMR)/Bardic Lore 
  • 
  DC 15: The Pale has several New Dawn Camps 
  throughout the country, some of which are no 
  longer in active use. 
  • 
  DC 20: The heretic and former fiend-finder 
  Zylinchen had several New Dawn Camps in the 
  area near Midmeadow, most of which have 
  fallen into disuse since his excommunication. 
  • 
  DC 25: This result gives the location of three 
  nearby camps that have since fallen into disuse, 
  one of which is only a few miles from Warton.  
   
   
  At this point, the PCs should figure out that they 
  need to investigate the old New Dawn Camp outside of 
  town –as it is likely that someone (Lierg if they have 
  learned that much) may have the envoy there.  
   
  If the PCs do not know the location of the New 
  Dawn Camp, a number of options can be pursued: 
  • 
  PCs could follow townspeople heading to the 
  camp to deliver supplies 
  • 
  PCs could simply scout the area, assuming it is 
  nearby 
  • 
  PCs could use magic (such as prying eyes or 
  summoning flying creatures) to find the camp 
  • 
  PCs could convince a local to help them. In 
  order to do so, they must change the attitude of 
  a local to Helpful. Furthermore, only a member 
  of the Pholtan Clergy (or someone who 
  convincingly portrays one) can succeed in this.  
   
  In general, ingenuity should be rewarded here. The camp 
  is not difficult to find (it is only four miles away to the 
  southeast), with the weakest method of finding it 
  succeeding after only a day.  
   
  7: THE SPIRIT OF THE LAW 
  This encounter occurs when the PCs finally approach the 
  rebuilt New Dawn Camp. Read the following text aloud: 
   
   
  As you trudge through the plains of the Pale, you 
  come across an all-too familiar sight: the makings of 
  a New Dawn Camp. But this camp has some striking 
  differences: there are no guards to hail you, no sign 
  of a cooking fire, nor the sounds of the faithful at 
  work. In fact, from afar, the camp seems all but 
  deserted. 
   
  Assuming the PCs approach (or one or more PCs scouts 
  ahead to investigate), continue to read the following: 
   
   
  A closer inspection of the camp reveals it is in 
  moderate order, though operating on a much 
  smaller scale. You can see a handful of humans 
  working with beasts of burden to plow a small field, 
  while a few others work to rebuild an earthen 
  palisade. A modestly-dressed acolyte of Pholtus 
  appears to be ministering to the rest of the 
  inhabitants as they work.  
   
   
  If the PC can make a DC 15 Spot check, she can 
  realize that the workers are clearly not there willingly. A 
  DC 20 Spot check reveals the workers are also foreigners 
  (from their demeanor, dress, and styles).  
   
  Further investigation reveals that there are three 
  “prisoners” and four “guards”. The prisoners are treated 
  well (though forced to do manual labor). The guards are 
  wearing local livery and are lightly armed and armored 
  (leather armor, buckler, mace, crossbow, and a sap). One 
  of the “guards” is clearly in charge and has a longbow 
  slung over his shoulder. (This is Nimek.) 
   
  Nimek is usually near the prisoners, “ministering” 
  his special brand of Pholtan religion (steeped in lies and 
  prejudice) while they work. He does not interact with the 
  PCs unless forced to, and even then only briefly. He does 
  not want to give the PCs an opportunity to reveal his ruse.  
  PAL7-04 The Spirit of the Law 
   
  Page 9 
  
   
  Eventually the PCs should decide to approach the 
  camp. They can hail the camp or sneak in. The attitude of 
  the “guards” is initially Unfriendly, unless the PCs hail 
  them appropriately (in which case it is Indifferent), or 
  Hostile if the PCs are caught attempting to sneak in.  
   
  The “guards” and Lierg will not openly initiate any 
  kind of combat unless threatened. At this point the PCs 
  should try and talk to Lierg and his companions. Lierg 
  will allow the PCs to speak with the “prisoners” if they 
  also wish. Initially, the PCs will not be allowed to enter 
  the camp (conversation will occur with Lierg at the 
  entrance to the camp). See DM Maps for a detailed map 
  of this encounter.  
   
  Should the PCs investigate Lierg’s motives they will 
  learn more about Nimek. If the PCs corner Nimek, he 
  will initiate the “Nimek is cornered” combat option. It is 
  possible the PCs could ignore Nimek and negotiate the 
  release of the envoy anyway. In this situation, the PCs 
  receive full XP for this encounter anyway (but do not 
  gain the Favor of the Militia or Nimek’s Die). 
   
  Troubleshooting: Some parties may not wish to talk (for 
  one reason or another) and will try to “break out” the 
  envoy. See DM Map 3 for a map of this encounter and the 
  location of the guards and prisoners. PCs wishing to 
  “break out” the envoy should be immediately 
  reminded of the laws in the Pale concerning Assault 
  and Murder. Reference Appendix 3 for explicit details 
  and see below for the details on punishment.  
   
  Should the PCs successfully “spring” the envoy, a 
  number of problems will occur. First, the PCs will have 
  caused a “diplomatic incident” and earn the enmity of the 
  PDC on the AR. Secondly, the PCs still need to get the 
  envoy out of the Pale safely (and now the PCs and the 
  envoy will most likely be considered wanted criminals).  
   
  Creative (or high level PCs with powerful spells) 
  could “spring” the envoy without any negative 
  consequences. The DM should use discretion when 
  determining what favors or enmities the PCs earn.  
   
  Optional Fight (Prison Break): 
   
  APL 2 (EL 4) 
   
  �Lierg Bowman: male human Rgr3; hp 24; 
  Appendix 1. 
   
  �Poorly Trained Guard (4): Male human Expert1; 
  hp 5 each; See Appendix 1 
  Non-combatants and allies: 
   
  �*Nimek the Deceiver: Male Human Expert 6; hp 
  30; See Appendix I 
   
  �Envoy member (3): Human Aristocrat 4; hp 20; 
  See Appendix I 
   
   
  APL 4 (EL 6) 
   
  �Lierg Bowman: male human Rgr3; hp 24; 
  Appendix 1. 
   
  �Well Trained Town Guard (4): Male human 
  Expert3: hp 24 each; Appendix 1 
   
  �*Nimek the Deceiver: Male Human Expert 6; hp 
  30; See Appendix I 
   
  �Envoy member (3): Human Aristocrat 4; hp 20; 
  See Appendix I 
   
  At APL 6+, read the following text aloud (as Nimek 
  summons his allies): 
   
  In the middle of the camp, a flash of light occurs and 
  more creatures appear to have been called to aid the 
  guards.  
   
  APL 6 (EL 8) 
   
  �Lierg Bowman: male human Rgr3; hp 24; 
  Appendix 1. 
   
  �Well Trained Town Guard (4): Male human 
  Expert3: hp 24 each; Appendix 1 
   
  �Red Slaad (1): hp 52; Monster Manual 229. 
  Non-combatants and allies: 
   
  �*Nimek the Deceiver: Male Human Expert 6; hp 
  30; See Appendix I 
   
  �Envoy member (3): Human Aristocrat 4; hp 20; 
  See Appendix I 
   
   
  APL 8 (EL 10) 
   
  �Lierg Bowman: male human Rgr3; hp 24; 
  Appendix 1. 
   
  �Well Trained Town Guard (4): Male human 
  Expert3: hp 24 each; Appendix 1 
   
  �Blue Slaad (1): hp 68; Monster Manual 229. 
   
  �Red Slaad (2): hp 52 each; Monster Manual 229 
  Non-combatants and allies: 
   
  �*Nimek the Deceiver: Male Human Expert 6; hp 
  30; See Appendix I 
   
  �Envoy member (3): Human Aristocrat 4; hp 20; 
  See Appendix I 
   
   
  APL 10 (EL 12) 
   
  �Lierg Bowman: male human Rgr3; hp 24; 
  Appendix 1. 
   
  �Well Trained Town Guard (4): Male human 
  Expert3: hp 24 each; Appendix 1 
   
  �Green Slaad (1): hp 76; Monster Manual 230. 
   
  �Blue Slaad (2): hp 68 each; Monster Manual 229. 
   
  �Shield Guardian (1): hp 112; Monster Manual 223. 
  Non-combatants and allies: 
   
  �*Nimek the Deceiver: Male Human Expert 6; hp 
  30; See Appendix I 
   
  �Envoy member (3): Human Aristocrat 4; hp 20; 
  See Appendix I 
   
   
  APL 12 (EL 14) 
   
  �Lierg Bowman: male human Rgr3; hp 24; 
  Appendix 1. 
  PAL7-04 The Spirit of the Law 
   
  Page 10 
  
   
  �Well Trained Town Guard (4): Male human 
  Expert3: hp 24 each; Appendix 1 
   
  �Gray Slaad (1): hp 95; Monster Manual 231. 
   
  �Clay Golem (2): hp 90 each; Monster Manual 134. 
   
  �Advanced Shield Guardian (1): hp 68; Appendix 
  1. 
  Non-combatants and allies: 
   
  �*Nimek the Deceiver: Male Human Expert 6; hp 
  30; See Appendix I 
   
  �Envoy member (3): Human Aristocrat 4; hp 20; 
  See Appendix I 
   
  Note: the bracelet of friends effect is based on the refuge 
  spell, and is a conjuration (teleportation) effect. PCs can 
  make a DC 25 Spellcraft check to know this. Additionally, 
  spells such as anticipate teleportation would work on the 
  teleporting allies.  
   
  Tactics: At all APL’s, neither the envoy nor Nimek 
  participate in the combat. In fact, if the combat goes 
  particularly bad for the locals, Nimek will flee at the first 
  opportunity.  
   
  At APL 2-6, the guards will attack the PCs as best as 
  possible.  
   
  At APL6+, Nimek will activate his bracelet of friends to 
  summon aid. After the combat is over, Nimek intends to 
  dismiss the allies and simply deceive the locals that the 
  aid was granted by Pholtus (hoping none of them are 
  learned in the ways of planar creatures).  
   
  At APL6+, since the slaad are summoned by the 
  bracelet (and not a spell), they can use their summon slaad 
  ability. The slaad and golems simply attack the PCs to the 
  best of their ability 
   
  At APL 8+ the guards and envoy act on the same 
  initiative as Lierg, as they do not contribute appreciably 
  to the fight. At these APLs, the guards and Lierg move to 
  protect the envoy members while Nimek’s allies engage 
  the PCs. 
   
  At APL 8+ the slaad will lead off with area of effect 
  abilities, and then use their melee abilities once there area 
  of effect spells are expended (or if the abilities have little 
  effect on the PCs).  
   
  At APL 10-12, the shield guardians have a chaos 
  hammer stored in them which they will use in the first 
  round of combat on the PCs. The green and grey slaad 
  each have the control amulets (and are the recipient of 
  the shield other effect).  
   
  If any PC inflicts lethal damage on one of the guards (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 DC 20 Profession (barrister) check 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 guards 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. 
   
   
  Should the PCs choose to talk first with Lierg, he is 
  initially Unfriendly (or Indifferent to obvious Pholtans). 
  When talking with Lierg, keep in mind that Lierg is not 
  an expert on Palish Ecclesiastical law, and has relied 
  heavily on Nimek and Thorin in his recent actions. PCs 
  should quickly realize that Lierg is way out of line with 
  his interpretation and use of the law. Use the following 
  responses as a guide to likely questions: 
   
  Why have you taken these foreigners prisoner? 
  They violated our laws regarding the display of symbols 
  to false gods. A search of their belongings revealed several 
  such items (Pelor, Rao).  
   
  How did you take them prisoner? 
  We arrested them outside of town so as not to alarm the 
  locals. They put up no resistance and were taken into 
  custody peacefully. They gave their parole honorably and 
  their belongings (minus the contraband) will be returned 
  to them.  
   
  What gives you the right to do this? 
  I (Lierg) am the local lawman. These travelers violated 
  our laws and I am punishing them. I set up this camp so 
  that such punishment can be productive. 
   
  Why haven’t you taken this up with a higher 
  authority? 
  I am the highest authority needed for a crime of this 
  level. There was no need to escalate the matter and annoy 
  higher officials in Pilgrim’s Gate or Longfield. (Any PC in 
  any of the Theocracy sponsored meta-orgs can confirm 
  this.)  
   
  Doesn’t the law say that they have to SHOW such 
  symbols (or proselytize)? 
  Pholtus sees all and sees that they have such false 
  symbols. Does it matter if mere mortals like you or I can 
  only see them openly? When I searched them I “saw” 
  them. Clearly, the Spirit of the Law says that merely 
  having them makes a person guilty.  
   
  The punishment you have administered far exceeds 
  their crime (of displaying holy symbols)? 
  PAL7-04 The Spirit of the Law 
   
  Page 11 
  
  It is our belief that these people are guilty of 
  proselytizing, and they deviate far from the law of 
  Pholtus. This crime warrants a full month of religious 
  education (time in a New Dawn Camp).  
   
  Why / Under what authority have you set up this 
  camp?  
  I have my authority from the Inquisition in 
  Wintershiven, as brought to me by Nimek and his 
  superiors.  
   
  Why did you search them? What made you 
  suspicious of them? 
  They were foreigners and likely to have such things on 
  them. In addition, a trusted Priest mentioned that some 
  foreigners were traveling through the area and likely had 
  such things on them.  
   
  Who is this informant and why did you trust him? 
  His name is Thorin and he is a priest of Pholtus and 
  member of the Ecclesiastical Courts. His apprentice 
  Nimek helps preach the teachings of Pholtus to the 
  heathens. He also comes with the appropriate authority 
  of the church (legal papers). That is enough for me to 
  trust him.  
   
  (Further questions on this will reveal some holes in 
  Thorin’s story, but Lierg still believes it). PCs that offer to 
  investigate this Thorin will learn (with a DC 25 
  Knowledge (religion) or DC 30 Knowledge (local – NMR 
  or DC 25 Bardic Knowledge check, or a trip to Pilgrim’s 
  Gate) that there is no such person in the church. 
   
  When was Thorin here / When did you talk to him? 
  He was here a few days before the envoy arrived, on his 
  way to Wintershiven. 
   
  Thorin was the one who suggested the envoy come 
  here, doesn’t that strike you as odd? 
  Are you sure you are not mistaken? That sounds odd. 
  Perhaps he sent them here to test their faith and my 
  ability… 
   
  Who is Nimek and what qualifications does he have? 
  Nimek is an Acolyte of Pholtus and merely teaches to the 
  non-believers and administers to our religious needs in 
  camp. His authority comes from his superior, Thorin, and 
  the Inquisition. I have seen his papers. 
   
  Can we see these papers / documents? I have no 
  problem with that (and neither does Nimek).  
   
  PCs are shown the documents (which are forgeries). A 
  series of documents identify Nimek (and Thorin) as 
  members of the Inquisition, and authorize the use of the 
  new dawn camp (see the forgeries below for how PCs can 
  challenge the documents).  
   
  When will you let these people go? 
  In another four weeks they will have served their 
  penance and will be set free with all of their belongings. 
  We are using their animals to help in our work for now 
  and left their wagon on the side of the road near town.  
  Why did you make the envoy appear to be the victim 
  of an animal attack / Why did you plant evidence 
  and clean up the envoy’s campsite? 
  I don’t know what you’re talking about. We did no such 
  thing!  
   
  (This is true, Nimek set the deception up later to fool 
  anyone looking for the missing envoy). 
   
  Nimek detects as evil! How can you trust such a 
  person? (Nimek detects as faintly evil) 
  As a follower of Pholtus, and member of the Inquisition, 
  he has had to handle some dangerous objects for the 
  Theocracy, as well as question the enemies of the Pale. 
  This has given him a residual aura (according to Nimek).  
   
  Looking at the Forgeries: 
  If the PCs ask to look at Nimek’s orders, they can 
  potentially detect the forgery. The check is made against 
  a DC 18 Forgery check (note that Forgery is an untrained 
  skill). PCs that are members of any Pale Government 
  meta-org receive a +2 bonus to this check. PCs that are 
  members of the PDC or the Church Clergy receive an 
  additional +2 bonus. Actual Inquisitors of Pholtus (must 
  be a Pholtan and have levels in the Church Inquisitor 
  PrC) receive an additional +2 bonus (for a potential 
  maximum of +6 from these circumstances). 
   
   
  At this point, the PCs should have enough 
  information to understand that someone is manipulating 
  Lierg into his current course of action (and possibly that 
  Nimek is involved). The PCs have a number of options:  
   
  • 
  Convince Lierg that he has been duped. A well-
  worded argument here (along with the 
  evidence at the camp site and pointing out the 
  inconsistency in Thorin’s story) will work. If all 
  else fails, going to Pilgrim’s Gate (or making 
  some of the above Knowledge checks) will 
  reveal Thorin does not exist. 
  • 
  Convince Lierg that the PDC over-rides his 
  authority in this matter – that the PDC will 
  assume responsibility for the prisoners. This 
  requires an opposed Diplomacy check against 
  Lierg (see Appendix 1).  
  • 
  Convince Lierg that Nimek’s Documents are a 
  forgery. This requires an opposed Diplomacy 
  check against Lierg (see Appendix 1), since he’s 
  already accepted them at face value and trusts 
  Nimek more than the PCs thus far. Success will 
  cause him to apprehend Nimek (who will 
  resist, see “Nimek is cornered’ below), or at 
  least attempt to. 
  • 
  Make a Legal argument that Lierg is abusing 
  the Law for his own prejudice. This requires a 
  PAL7-04 The Spirit of the Law 
   
  Page 12 
  
  DC 15 Profession (lawyer or similar) check or 
  an opposed Knowledge (religion) check with 
  Lierg (see Appendix 1). 
  • 
  Take the prisoners by force. This may be 
  difficult at lower APLs, as Lierg and his guards 
  are all melee combatants. This may also have 
  consequences for the PCs.  
  • 
  Report the events to the PDC and allow the 
  prisoners to serve out their sentence (or have 
  the PDC come and make their case later). This 
  will earn the PCs only half their gold from the 
  PDC (and no XP for Story objective).  
   
  At APL’s 8-12, Nimek “assists” Lierg in all opposed rolls. 
  Roll for both Nimek and Lierg and take the better of the 
  two.  
   
   
  Additional options may exist for the PCs to 
  peacefully resolve the situation. The goal is to leave with 
  the prisoners within the next day. PCs may use favors 
  (where appropriate) or spells. If an argument is offered, 
  an appropriate opposed skill check should be made with 
  Lierg (see Appendix 1), or Nimek and Lierg (APL 8-12 
  only).  
   
  If the PCs suspect Nimek, or attempt to apprehend 
  him, he will do his best to use Bluff and Diplomacy to 
  throw them off his trail. If cornered (and he cannot 
  escape), he will use his bracelet of friends to create a 
  diversion and flee. This is highly likely to occur once the 
  PCs begin finding holes in Nimek’s story and unravel 
  what has transpired. 
   
  Because he is here to sow discord (and is confident in 
  his disguise), Nimek will not run away or slip out unless 
  his identity is compromised. He assumes the PCs will be 
  unsuccessful (or make the situation worse). Once the PCs 
  put Nimek into the situation where he cannot escape or 
  walk away, read the following text aloud: 
   
   
  The cornered and duplicitous Nimek is 
  sweating as though he has something to hide. His 
  apprehension suddenly changes to a wicked smile. 
  He calls out “Time to change the odds to my favor, 
  fools!” A flash of light occurs, and now Nimek is 
  surrounded by some dangerous looking creatures. 
  Nimek then shouts at them “Kill them all!” 
   
  Note: the bracelet of friends effect is based on the refuge 
  spell, and is a conjuration (teleportation) effect. PCs can 
  make a DC 25 Spellcraft check to know this. Additionally, 
  spells such as anticipate teleportation would work on the 
  teleporting allies. 
  This fight occurs wherever the PCs and Nimek are once 
  they have cornered him. 
   
  Optional Fight (Nimek is cornered): 
   
  APL 2 (EL4):  
   
  �Anarchic Gnoll (3): hp 11 each; Appendix 1 
  Non-combatants and allies: 
   
  �Nimek the Deceiver: Male Human Expert 6; hp 
  30; See Appendix I 
   
  �Envoy member (3): Human Aristocrat 4; hp 20; 
  See Appendix I 
   
  �Lierg Bowman: male human Rgr3; hp 24; 
  Appendix 1. 
   
  �Poorly Trained Guard (4): Male human Expert1; 
  hp 5 each; See Appendix 1 
   
   
  APL 4 (EL6):  
   
  �Anarchic Gnoll (3): hp 11 each; Appendix 1 
   
  �Anarchic Ogre (1): hp 30; Appendix 1 
  Non-combatants and allies: 
   
  �Nimek the Deceiver: Male Human Expert 6; hp 
  30; See Appendix I 
   
  �Envoy member (3): Human Aristocrat 4; hp 20; 
  See Appendix I 
   
  �Lierg Bowman: male human Rgr3; hp 24; 
  Appendix 1. 
   
  �Well Trained Town Guard (4): Male human 
  Expert3: hp 24 each; Appendix 1 
   
   
  APL 6 (EL8):  
   
  �Red Slaad (1): hp 52; Monster Manual 229 
   
  �Anarchic Ogre (2): hp 30 each; Appendix 1 
  Non-combatants and allies: 
   
  �Nimek the Deceiver: Male Human Expert 6; hp 
  30; See Appendix I 
   
  �Envoy member (3): Human Aristocrat 4; hp 20; 
  See Appendix I 
   
  �Lierg Bowman: male human Rgr3; hp 24; 
  Appendix 1. 
   
  �Well Trained Town Guard (4): Male human 
  Expert3: hp 24 each; Appendix 1 
   
   
  APL 8 (EL10):  
   
  �Blue Slaad (1): hp 68; Monster Manual 229. 
   
  �Red Slaad (2): hp 52 each; Monster Manual 229 
  Non-combatants and allies: 
   
  �Nimek the Deceiver: Male Human Expert 6; hp 
  30; See Appendix I 
   
  �Envoy member (3): Human Aristocrat 4; hp 20; 
  See Appendix I 
   
  �Lierg Bowman: male human Rgr3; hp 24; 
  Appendix 1. 
   
  �Well Trained Town Guard (4): Male human 
  Expert3: hp 24 each; Appendix 1 
   
   
  APL 10 (EL12):  
   
  �Green Slaad (1): hp 76; Monster Manual 230. 
   
  �Blue Slaad (2): hp 68 each; Monster Manual 229. 
   
  �Shield Guardian (1): hp 112; Monster Manual 223. 
  Non-combatants and allies: 
  PAL7-04 The Spirit of the Law 
   
  Page 13 
  
   
  �Nimek the Deceiver: Male Human Expert 6; hp 
  30; See Appendix I 
   
  �Envoy member (3): Human Aristocrat 4; hp 20; 
  See Appendix I 
   
  �Lierg Bowman: male human Rgr3; hp 24; 
  Appendix 1. 
   
  �Well Trained Town Guard (4): Male human 
  Expert3: hp 24 each; Appendix 1 
   
   
  APL 12 (EL14):  
   
  �Gray Slaad (1): hp 95; Monster Manual 231. 
   
  �Clay Golem (2): hp 90 each; Monster Manual 134. 
   
  �Advanced Shield Guardian (1): hp 68; Appendix 
  1. 
  Non-combatants and allies: 
   
  �Nimek the Deceiver: Male Human Expert 6; hp 
  30; See Appendix I 
   
  �Envoy member (3): Human Aristocrat 4; hp 20; 
  See Appendix I 
   
  �Lierg Bowman: male human Rgr3; hp 24; 
  Appendix 1. 
   
  �Well Trained Town Guard (4): Male human 
  Expert3: hp 24 each; Appendix 1 
    
  Tactics: The allies called by Nimek will generally target 
  the PCs first, but if NPCs pose easy targets, they can 
  potentially be caught in area of effect spells.  
   
  At all APLs, have the envoy members, guards, and 
  Lierg act on the same initiative count (modifier of 0). 
  Lierg and the guards will protect the envoy as all of them 
  withdraw from the combat area as safely as possible. 
   
  At APL 2-4, the anarchic gnolls and ogres simply 
  engage the PCs in melee 
   
  At APL 6-8 the red and blue slaad will prefer their 
  melee abilities (especially the red slaad’s pounce) to any 
  spell-like abilities. The slaad will use their summon ability 
  if dropped to less than 50% hit points.  
   
  At APL 10-12, the shield guardians will begin combat 
  with a chaos hammer they have stored in them (the green 
  and grey slaad have the control amulets and shield other 
  effect). The green and grey slaad will use their spell-like 
  abilities to harm as many PCs as possible. The blue slaad 
  (at APL 10) or clay golems (APL 12) will engage the 
  nearest PC in melee.  
   
  Troubleshooting: This fight cannot occur in addition to 
  the “breakout” fight.  
   
   
  Assuming the PCs have done what they need to 
  release the envoy, they can leave Warton. If the PCs did 
  not reach Encounter 5, they are asked to retrieve the 
  wagon (by the envoy and / or Lierg). In this case the PCs 
  still fight the animals or lycanthropes but can ignore the 
  remainder of the encounter. Otherwise, proceed to 
  Encounter 8. 
   
  If the PCs did not use violence on the Guards, and 
  uncovered Thorin and Nimek’s deception, they earn the 
  Favor of the Militia.  
   
  If the PCs captured (or killed) Nimek, in 
  searching him they discover Nimek’s Die (noted on 
  AR).  
    
   
  Should the PCs capture Nimek, he refuses to talk. If 
  the PCs compel him magically, he knows that Thorin is a 
  false priest who plans on sowing discord in the Pale. He 
  works with Thorin but does not know how to find him. 
  The bracelet of friends was given to him by Thorin so he 
  could use it to murder the envoy after they were released. 
   
  8: ESCORT DUTY 
  Once the PCs have the envoy released, they can talk with 
  the members as they see fit. The PCs should try to 
  “smooth things over” by calming down the envoy 
  members on the trip to Midmeadow. PCs can make 
  Diplomacy checks on each member of the envoy to 
  restore their positive attitude towards the Pale.  
   
  �Markona Yrinn: male human (Oeridian) Aristocrat 4.  
  Description and Motivations: Markona is irritated by the 
  whole experience and once released is vocal about this. 
  PCs can make a DC 25 Diplomacy check to make him 
  Friendly towards them and the Pale 
   
  �Ertrem Kol: male human (Oeridian) Aristocrat 4. 
  Description and Motivations: Ertrem takes the whole thing 
  in stride and isn’t overly bothered by the issue. He views 
  the Pale as backwards and “doesn’t know any better”. A 
  DC 15 Diplomacy check will make him Friendly towards 
  the Pale. 
   
  �Gellyana 
  Vurtrew: 
  female 
  human 
  (Oeridian) 
  Aristocrat 4 
  Description and Motivations: Gellyana is generally pleasant 
  to the PCs, but a DC 15 Sense Motive check reveals that 
  she is deeply untrusting towards the Theocracy and its 
  residents. PCs can then make a DC 35 Diplomacy check 
  to make her Friendly towards the Pale.  
   
   
  As a general thanks for helping them out of trouble, 
  the envoy rewards the PCs with some gold (50 gp x APL 
  each), and the ability to purchase some items.  
   
  CONCLUSION 
  Eventually, the PCs will return to Hawkburgh and can 
  relate their story to the Honorable Lady Firath.  
   
  If the PCs succeeded, they earn the Favor of the PDC, 
  read the following text aloud: 
   
   
  The Honorably Lady Firath welcomes you back 
  to Hawkburgh and offers you her thanks, as well as 
  that of the Pale Diplomatic Corps. A diplomatic 
  incident has been averted (or lessened) and a 
  PAL7-04 The Spirit of the Law 
   
  Page 14 
  
  potential threat to the Pale has been uncovered. The 
  Lady Firath has promised to put the resources of the 
  PDC into finding this Thorin, and putting an end to 
  the chaos he has sown.  
   
  If the PCs successfully moved the envoy’s attitude (two of 
  the three members) back to Friendly, then they have the 
  Greater Favor of the PDC (and members of the PDC 
  receive access to additional training). Read the following 
  aloud: 
   
   
  In addition, the Lady Firath has offered up some 
  of the PDC’s resources for you to purchase 
   
  The PDC makes available the following items for 
  purchase (noted as regional access on the AR): circlet of 
  persuasion, healing belt, and, at APL 6+, goggles of 
  foefinding.  
   
  If the PCs failed, read the following: 
   
   
  Your return to Hawkburgh brings mixed 
  results. The PDC offers you a conciliatory payment 
  for partial completion of your contract. Hopefully 
  their more skilled members can prevent this from 
  turning into a major diplomatic incident.  
   
  CAMPAIGN CONSEQUENCES 
  Depending on how the PCs concluded this 
  adventure, it will impact future parts of the series. Please 
  send the following information to Tom Maguire at 
  grandpoobah77@hotmail.com (Subject line should be 
  “Spirit of the Law”) if the adventure was run before 
  November 1st, 2007: 
   
  1. 
  Did the PCs earn the Favor, Greater Favor, or 
  enmity of the PDC? 
  2. 
  Did the PCs uncover Thorin’s (Korinoth) 
  involvement? 
  3. 
  Did the PCs capture Nimek alive? 
  PAL7-04 The Spirit of the Law 
   
  Page 15 
  
  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. 
   
  2: Dangerous Roads 
  Defeat the Ghouls 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  5: Wagon Trouble 
  Defeat the animals or lycanthropes 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  7: The Spirit of the Law 
  Defeat the Guards or the conjured creatures 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  Story Award 
  Free the Envoy: 
  APL 2  
  45 XP 
  APL 4  
  68 XP 
  APL 6  
  90 XP 
  APL 8  
  113 XP 
  APL 10 
  134 XP 
  APL 12 
  156 XP 
   
  Discretionary roleplaying award 
  APL 2  
  45 XP 
  APL 4  
  68 XP 
  APL 6  
  90 XP 
  APL 8  
  113 XP 
  APL 10 
  134 XP 
  APL 12 
  156 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10 
  1,350 XP 
  APL 12 
  1,575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  2: Dangerous Roads 
  APL 2: Coin 300 gp; Total 300 gp. 
  APL 4: Coin 400 gp; Total 400 gp. 
  APL 6: Coin 200 gp; Loot 275 gp; Total 475 gp. 
  APL 8: Coin 500 gp; Loot 275 gp; Total 775 gp. 
  APL 10: Magic 1,525 gp; 3 +1 rings of protection (333 gp 
  each), 3 +1 mithral chain shirts (175 gp each); Total 1,525 
  gp. 
   
  PAL7-04 The Spirit of the Law 
   
  Page 16 
  
  5: Wagon Trouble 
  APL 10: Loot 165 gp; Magic 1,390 gp; 3 +1 Large chain 
  shirts (130 gp each), 3 dragon mask (333 gp each); Total 
  1,555 gp. 
  APL 12: Coin 100 gp; Loot 165 gp; Magic 2,390 gp; 3 +1 
  Large chain shirts (130 gp each), 3 dragon mask (333 gp 
  each), 3 +2 cloak of resistance (333 gp each); Total 2,490 gp. 
   
  7: The Spirit of the Law 
  ALL APL’s: Loot 75 gp; Total 75 gp. 
   
  8: Escort Duty 
  APL 2: Coin 50 gp; Total 50 gp. 
  APL 4: Coin 100 gp; Total 100 gp. 
  APL 6: Coin 150 gp; Total 150 gp. 
  APL 8: Coin 200 gp; Total 200 gp. 
  APL 10: Coin 250 gp; Total 250 gp. 
  APL 12: Coin 300 gp; Total 300 gp. 
   
  Conclusion 
  APL 2: Coin 100 gp; Total 100 gp. 
  APL 4: Coin 200 gp; Total 200 gp. 
  APL 6: Coin 300 gp; Total 300 gp. 
  APL 8: Coin 400 gp; Total 400 gp. 
  APL 10: Coin 500 gp; Total 500 gp. 
  APL 12: Coin 600 gp; Total 600 gp. 
   
  Treasure Cap 
   
  APL 2: 450 gp  
   
  APL 4: 650 gp  
   
  APL 6: 900 gp  
   
  APL 8: 1,300 gp  
   
  APL 10: 2,300 gp 
   
  APL 12: 3,300 gp 
   
   
  Total Possible Treasure 
   
  APL 2: 525 gp (75 gp over cap) 
   
  APL 4: 775 gp (125 gp over cap) 
   
  APL 6: 1,000 gp (100 gp over cap) 
   
  APL 8: 1,450 gp (150 gp over cap) 
   
  APL 10: 2,350 gp (50 gp over cap) 
   
  APL 12: 3,465 gp (165 gp over cap)  
   
   
  ADVENTURE RECORD ITEMS 
  �Favor of the PDC: Up to five times ever, the PCs 
  receive free Rich upkeep in any adventure outside the 
  Theocracy of the Pale. 
   
  �Greater Favor of the PDC: Up to five times ever, the 
  PCs receive free Luxury upkeep in any adventure outside 
  the Theocracy of the Pale. 
   
  �Enmity of the PDC: For causing a diplomatic incident 
  in the Pale, you’ve earned the ire of the PDC. For the next 
  calendar year, you no longer gain the benefits of Rich or 
  Luxury upkeep while in the Pale. Also, if you have any 
  favor that grants free upkeep or a free upgrade in upkeep 
  while in any part of the Pale, it is permanently removed.  
   
  �Assault/Murder: While dealing with the New Dawn 
  Camp outside of Warton, the PC committed one of the 
  following crimes and was convicted: 
  [ ]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. 
   
  �That’s what she said: you learned an incredibly funny 
  joke from the Morganites. Twice ever, you can use Tasha’s 
  hideous laughter as a spell-like ability (DC 12 plus your Chr 
  modifier, CL equal to your character level). Using this 
  ability is a Chaotic Act. [ ] [ ] Cross off once used. 
   
  �Uncovered corruption: For uncovering Nimek’s 
  deception you qualify for the Church Inquisitor prestige 
  class (only for clerics of Pholtus) 
   
  �PDC Training [only for members of the PDC]: For 
  help in bringing the envoy in, the PDC is willing to give 
  you additional training. You now have access to the 
  Master of Masks (CS), Mindbender (CA), Shadowbane Stalker 
  (CV), and Spymaster (CV) prestige classes. 
   
  �Favor of the Militia: For revealing the deception of 
  Thorin and Nimek, the local Militia has offered you 
  additional training. You gain access to one of the 
  following feats: Block Arrow, Coordinated Shot, Ready 
  shot or Shield Wall (all from Heroes of Battle). Circle the 
  relevant feat when chosen.  
   
  �Nimek’s Die: This small die radiates a strong aura of 
  Chaos but otherwise has no discernible abilities. This may 
  be useful in future adventures. 0gp 
   
  ITEM ACCESS 
  APLs 2-4: 
  • 
  circlet of persuasion (Regional; DMG; 4,500gp) 
  • 
  healing belt (Regional; MIC page 110; 750gp) 
   
  APL 6-8 (all of APLs 2-4 plus the following): 
  • 
  mithral chain shirt (Adventure; DMG; 1,100gp) 
  • 
  goggles of foefinding (Regional; MIC page 108; 2,500gp) 
   
  APL 10-12 (all of APLs 2-8 plus the following): 
  • 
  +1 mithral chain shirt (Adventure; DMG; 2,100gp) 
  • 
  dragon mask (Adventure; CL6; MIC page 94; 4,000gp) 
  PAL7-04 The Spirit of the Law 
   
  Page 17 
  
  APPENDIX 1: ALL APLS 
  6: THE SPIRIT OF THE LAW 
  L I E RG  B O W M AN 
  CR  3 
  Male human ranger 3 
  LN Medium humanoid (human) 
  Init +1; Senses Listen +7, Spot +7 
  Languages Common, Elven  
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +3 armor) 
  hp 18 (3 HD) 
  Fort +3, Ref +4, Will +0 
  Speed 30 ft. (6 squares) 
  Melee quarterstaff +5 (1d6+3)  
  Range masterwork composite longbow [Str +2] +5 or 
  +3/+3 (1d8+2/x3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Atk Options Point Blank Shot, Rapid Shot 
  Combat Gear  
  Abilities Str 15, Dex 13, Con 10, Int 12, Wis 8, Cha 
  14  
  Feats Alertness , Point Blank Shot , Precise Shot , 
  Rapid Shot B , Track B  
  Skills Diplomacy +5 , Knowledge (geography) +7 , 
  Knowledge (nature) +7  Knowledge (religion) +4 , 
  Listen +7 , Search , Spot +7 , Survival +5 (+7 when 
  following tracks)  
  Possessions combat gear plus studded leather 
  armor, masterwork mighty (+2 Strength) composite 
  longbow, 30 arrows, quarterstaff 
   
  W E L L  T R AI N E D G U AR D S 
  CR  2 
  Male human expert 3 
  LN Medium humanoid (human) 
  Init +1; Senses Listen +5, Spot +5 
  Languages Common  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +3 armor, +1 shield) 
  hp 15 (3 HD) 
  Fort +1, Ref +2, Will +4 
  Speed 30 ft. (6 squares) 
  Melee heavy mace +4 (1d8+1)  
   
  or Sap +3 (1d6+1 non-lethal) 
  Range light crossbow +3 (1d8)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Atk Options Non lethal damage (sap) 
  Combat Gear  
  Abilities Str 13, Dex 12, Con 11, Int 10, Wis 8, Cha 9  
  Feats Iron Will , Track , Weapon Focus (mace)   
  Skills  Craft (carpentry) +6, Knowledge (geography) 
  +6, Listen +5, Profession (siege engineer) +5, 
  Search +6, Spot +5, Survival +5 (+7 for tracking) 
  Possessions combat gear plus studded leather 
  armor, heavy mace, sap, dagger, buckler, light 
  crossbow, 10 bolts 
    
  P O O R L Y  T R AI NE D G U AR D S  CR  1/2 
  Male human expert 1 
  LN Medium humanoid (human) 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +3 armor, +1 shield) 
  hp 5 (1 HD) 
  Fort +0, Ref +1, Will +1 
  Speed 30 ft. (6 squares) 
  Melee heavy mace +2 (1d8+1)  
   
  or Sap +1 (1d6+1 non-lethal)  
  Range light crossbow +1 (1d8)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +1 
  Atk Options Non lethal damage (sap) 
  Combat Gear  
  Abilities Str 13, Dex 12, Con 11, Int 10, Wis 8, Cha 9  
  Feats Track , Weapon Focus (heavy mace)   
  Skills  Craft (carpentry) +4, Knowledge (geography) 
  +4, Listen +3, Profession (siege engineer) +3, 
  Search +4, Spot +3, Survival +3 (+5 when tracking) 
  Possessions combat gear plus studded leather 
  armor, heavy mace, sap, dagger, buckler, light 
  crossbow, 10 bolts 
   
  E N V O Y  M E M B E R 
  CR  3 
  Male and Female human aristocrat 4 
  NG Medium humanoid (human) 
  Init -1; Senses Listen +8, Spot +8 
  Languages Common  
  AC 9, touch 9, flat-footed 9 
   (-1 Dex,) 
  hp 20 (4 HD) 
  Fort +1, Ref +0, Will +5 
  Speed 30 ft. (6 squares) 
  Melee club +2 (1d6-1)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +2 
  Atk Options None 
  Combat Gear  
  Abilities Str 8, Dex 9, Con 10, Int 11, Wis 13, Cha 12  
  Feats Alertness , Investigator , Negotiator  
  Skills Bluff +6 , Diplomacy +9 , Gather Information +7 
  (+9 in NMR) , Knowledge (local [NMR]) +5, 
  Knowledge (nobility & royalty) +5 , Listen+8 , 
  Search +3, Sense Motive +8 , Spot +8  
  Possessions combat gear plus club or tool 
   
  N I M E K ( T H E  D E C I E V E R) 
  CR  5 
  Male human (Oeridian) expert 6 
  NE Medium humanoid (human) 
  Init -1; Senses Listen +6, Spot +6 
  Languages Common  
  AC 9, touch 9, flat-footed 9 
   (-1 Dex,) 
  hp 30 (6 HD) 
  Fort +2, Ref +1, Will +6 
  Speed 30 ft. (6 squares) 
  Melee club +3 (1d6-1) 
  PAL7-04 The Spirit of the Law 
   
  Page 18 
  
  Space 5 ft.; Reach 5 ft. 
  Skills Bluff +15 , Diplomacy +18 , Disguise +6 (+8 to 
  stay in character), Gather Information +6 (+8 in the 
  NMR) , Intimidate +8 , Knowledge (local [NMR]) 
  +5, Knowledge (nobility & royalty) +5 , Knowledge 
  (religion) +5, Listen+6 , Sense Motive +8 , Spot +6 
  Base Atk +4; Grp +3 
  Atk Options Faustian Pact 
  Combat Gear bracelet of friends 
  Abilities Str 8, Dex 9, Con 10, Int 11, Wis 13, Cha 12  
  Possessions combat gear plus club or tool 
  SQ Faustian Pact 
   
  Feats Negotiator, Persuasive, Skill Focus (Bluff), Skill 
  Focus (Knowledge (religion))  
  PAL7-04 The Spirit of the Law 
   
  Page 19 
  
  APL 2
  ENCOUNTER 7: THE SPIRIT OF THE 
  LAW 
  AN AR C HI C G N O L L 
  CR  1 
  CE Medium humanoid (gnoll, extraplanar)  
  Init +0; Senses Listen +3, Spot +2; Darkvision 60 ft 
  Languages Common, gnoll  
  AC 17, touch 10, flat-footed 17 
   (+0 Dex, +4 armor, +1 natural, +2 shield) 
  hp 11 (2 HD) 
  Immune polymorph, petrification 
  Resist ; Acid 5, Cold 5, Electricity 5, Fire 5, Sonic 5 
  Fort +4, Ref +0, Will +0 
  Speed 30 ft. (6 squares) 
  Melee battleaxe+4 (1d8+2/x3)  
  Range shortbow +1 (1d6/x3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Atk Options Smite Law 
  Combat Gear  
  Abilities Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8  
  Feats Weapon Focus (battle axe)  
  Skills  Listen +3, Spot +2 
  Possessions combat gear plus chain shirt armor, 
  heavy wooden shield, battleaxe, shortbow, 20 
  arrows 
  Smite Law (Su): once per day, an anarchic gnoll can 
  make a normal attack to deal an extra 2 points of 
  damage against a lawful opponent. 
   
  PAL7-04 The Spirit of the Law 
   
  Page 20 
  
  APL 4 
  ENCOUNTER 7: THE SPIRIT OF THE 
  LAW 
  AN AR C HI C G N O L L 
  CR  1 
  CE Medium humanoid (gnoll, extraplanar)  
  Init +0; Senses Listen +3, Spot +2; Darkvision 60 ft 
  Languages Common, gnoll  
  AC 17, touch 10, flat-footed 17 
   (+0 Dex, +4 armor, +1 natural, +2 shield) 
  hp 11 (2 HD) 
  Immune polymorph, petrification 
  Resist ; Acid 5, Cold 5, Electricity 5, Fire 5, Sonic 5 
  Fort +4, Ref +0, Will +0 
  Speed 30 ft. (6 squares) 
  Melee battleaxe+4 (1d8+2/x3)  
  Range shortbow +1 (1d6/x3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Atk Options Smite Law 
  Combat Gear  
  Abilities Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8  
  Feats Weapon Focus (battle axe)  
  Skills  Listen +3, Spot +2 
  Possessions combat gear plus chain shirt armor, 
  heavy wooden shield, battleaxe, shortbow, 20 
  arrows 
  Smite Law (Su): once per day, an anarchic gnoll can 
  make a normal attack to deal an extra 2 points of 
  damage against a lawful opponent. 
   
  AN AR C HI C O G R E 
  CR  4 
  CE Large giant (extraplanar)  
  Init -1; Senses Listen +4, Spot +3; Darkvision 60 ft; 
  Low-light vision 
  Languages Common, giant  
  AC 19, touch 8, flat-footed 19 
   (-1 Dex, +4 armor, +5 natural, -1 size, +2 shield) 
  hp 30 (4 HD); Fast Healing 1 
  Immune polymorph, petrification 
  Resist ; Acid 5, Cold 5, Electricity 5, Fire 5, Sonic 5 
  Fort +6, Ref +0, Will +3 
  Speed 40 ft. (8 squares) 
  Melee battleaxe+8 (2d6+5/x3)  
  Range javelin +1 (1d8+5/x3)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +3; Grp +12 
  Atk Options Smite Law 
  Combat Gear  
  Abilities Str 21, Dex 18 Con 15, Int 6, Wis 10, Cha 7 
  Feats Iron Will, Weapon Focus (battle axe)  
  Skills  Listen +4, Spot +3 
  Possessions combat gear plus chain shirt armor, 
  heavy wooden shield, battleaxe, 3 javelins 
  Smite Law (Su): once per day, an anarchic 
  gnoll can make a normal attack to deal an extra 
  4 points of damage against a lawful opponent. 
  PAL7-04 The Spirit of the Law 
   
  Page 21 
  
  APL 6 
  ENCOUNTER 1: DANGEROUS ROAD 
  G R AV E  T O UC HE D G H O U L S C AR B AR I AN CR  5 
  Male undead (augmented human) barbarian 1/scout 3 
  CE Medium undead (augmented Humanoid) 
  Init +5; Senses Darkvision 60ft.; Listen +10, Spot +10 
  Languages Common  
  AC 20, touch 14, flat-footed 20; Uncanny Dodge 
   (+4 Dex, +4 armor, +2 natural) 
  hp 39 (4 HD) 
  Immune Undead immunities 
  Resist ; +6 Turn Resistance 
  Fort +4, Ref +7, Will +6 
  Speed 50 ft. (10 squares) 
  Melee 2 Claws +7 (1d4+4 plus paralysis)  
   
  and Bite + 5 (1d6+2 plus paralysis plus ghoul 
  fever)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +7 
  Atk Options Ghoul Fever, Paralysis, Rage 1/day (3 
  rounds), Skirmish +1d6/+1 
  Combat Gear  
  Abilities Str 18, Dex 18, Con --, Int 10, Wis 16, Cha 
  15 
  SQ Battle Fortitude +1, Fast Movement, Trackless 
  Step, Trapfinding, Uncanny Dodge 
  Feats 
  Improved 
  Turn 
  Resistance, 
  Improved 
  Toughness , Iron Will , MultiattackB
  Skills  Hide +7, Jump +23, Listen +10, Move Silently 
  +7, Spot +10, Survival +8, Tumble +11 
  Possessions combat gear plus mithral chain shirt 
  Ghoul Fever (Su): Disease – bite, Fortitude save DC 
  14, incubation period 1 day, damage 1d3 Con and 
  1d3 Dex.. An afflicted humanoid who dies of ghoul 
  fever rises as a ghoul at the next midnight. A 
  humanoid who becomes a ghoul in this way retains 
  none of the abilities it possessed in life. It is not 
  under the control of any other ghouls, but it 
  hungers for the flesh of the living and behaves like 
  a normal ghoul in all respects. A humanoid of 4 HD 
  or higher rises as a ghast, rather than a ghoul.  
  Paralysis (Ex): Victims hit by a gravetouched ghoul’s 
  bite or claw attack must make a successful 
  Fortitude save DC 14 or be paralyzed for 1d4+1 
  rounds. Elves have immunity to this paralysis. 
  Skirmish (Ex): During any round in which the scout 
  moves at least 10 feet from her starting position, 
  she deals an extra 1d6 damage and gains a +1 
  Competence bonus to AC. This extra damage does 
  not apply to creatures immune to damage from 
  critical hits 
   
  When raging, the Gravetouched ghoul has the 
  following changed statistics:  
   
  AC 18, touch 12, flat-footed 18 
  Will +8 
  Melee 2 Claws +9 (1d4+6 plus paralysis)  
   
  and Bite + 7 (1d6+3 plus paralysis plus ghoul 
  fever)  
  Grp +9 
  Abilities Str 22 
   
  ENCOUNTER 7: THE SPIRIT OF THE 
  LAW 
  AN AR C HI C O G R E 
  CR  4 
  CE Large giant (extraplanar)  
  Init -1; Senses Listen +4, Spot +3; Darkvision 60 ft; 
  Low-light vision 
  Languages Common, giant  
  AC 19, touch 8, flat-footed 19 
   (-1 Dex, +4 armor, +5 natural, -1 size, +2 shield) 
  hp 30 (4 HD); Fast Healing 1 
  Immune polymorph, petrification 
  Resist ; Acid 5, Cold 5, Electricity 5, Fire 5, Sonic 5 
  Fort +6, Ref +0, Will +3 
  Speed 40 ft. (8 squares) 
  Melee battleaxe+8 (2d6+5/x3)  
  Range javelin +1 (1d8+5/x3)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +3; Grp +12 
  Atk Options Smite Law 
  Combat Gear  
  Abilities Str 21, Dex 18 Con 15, Int 6, Wis 10, Cha 7 
  Feats Iron Will, Weapon Focus (battle axe)  
  Skills  Listen +4, Spot +3 
  Possessions combat gear plus chain shirt armor, 
  heavy wooden shield, battleaxe, 3 javelins 
  Smite Law (Su): once per day, an anarchic 
  gnoll can make a normal attack to deal an extra 
  4 points of damage against a lawful opponent. 
  PAL7-04 The Spirit of the Law 
   
  Page 22 
  
  APL 8 
  ENCOUNTER 1: DANGEROUS ROAD 
   
  G R AV E  T O UC HE D G H O U L S C AR B AR I AN CR  7 
  Male undead (augmented human) barbarian 1/scout 5 
  CE Medium undead (augmented humanoid) 
  Init +5; Senses Darkvision 60ft.; Listen +10, Spot +10 
  Languages Common  
  AC 20, touch 14, flat-footed 20; Uncanny Dodge 
   (+4 Dex, +4 armor, +2 natural) 
  hp 58 (6 HD) 
  Immune Undead immunities; Evasion 
  Resist ; +6 Turn Resistance 
  Fort +4, Ref +8, Will +6 
  Speed 50 ft. (10 squares) 
  Melee 2 Claws +8 (1d4+4 plus paralysis)  
   
  and Bite + 6 (1d6+2 plus paralysis plus ghoul 
  fever)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +8 
  Atk Options Ghoul Fever, Paralysis, Rage 1/day (3 
  rounds), Skirmish +4d6/+3 
  Combat Gear  
  Abilities Str 18, Dex 18, Con --, Int 10, Wis 16, Cha 
  15 
  SQ Battle Fortitude +1, Evasion, Fast Movement, 
  Trackless Step, Trapfinding, Uncanny Dodge 
  Feats Improved Turn Resistance, Improved Skirmish 
  , Improved Toughness , Iron Will , MultiattackB
  Skills  Hide +13, Jump +23, Listen +10, Move Silently 
  +13, Spot +10, Survival +8, Tumble +15 
  Possessions combat gear plus mithral chain shirt  
  Ghoul Fever (Su): Disease – bite, Fortitude save DC 
  15, incubation period 1 day, damage 1d3 Con and 
  1d3 Dex.. An afflicted humanoid who dies of ghoul 
  fever rises as a ghoul at the next midnight. A 
  humanoid who becomes a ghoul in this way retains 
  none of the abilities it possessed in life. It is not 
  under the control of any other ghouls, but it 
  hungers for the flesh of the living and behaves like 
  a normal ghoul in all respects. A humanoid of 4 HD 
  or higher rises as a ghast, rather than a ghoul.  
  Paralysis (Ex): Victims hit by a gravetouched ghoul’s 
  bite or claw attack must make a successful 
  Fortitude save DC15 or be paralyzed for 1d4+1 
  rounds. Elves have immunity to this paralysis 
  Skirmish (Ex): During any round in which the scout 
  moves at least 10 feet from her starting position, 
  she deals an extra 2d6 damage and gains a +2 
  Competence bonus to AC. This extra damage does 
  not apply to creatures immune to damage from 
  critical hits. If instead she moves 20 feet from her 
  starting position, she deals an extra 4d6 damage 
  and gains a +3 competence bonus to AC.  
   
  When raging, the Gravetouched ghoul has the 
  following changed statistics:  
   
  AC 18, touch 12, flat-footed 18 
  Will +8 
  Melee 2 Claws +10 (1d4+6 plus paralysis)  
   
  and Bite + 8 (1d6+3 plus paralysis plus ghoul 
  fever)  
  Grp +10 
  Abilities Str 22 
  PAL7-04 The Spirit of the Law 
   
  Page 23 
  
  APL 10 
  ENCOUNTER 1: DANGEROUS ROAD 
   
  G R AV E  T O UC HE D G H O U L S C AR B AR I AN CR  9 
  Male undead (augmented human) barbarian 1/scout 7 
  CE Medium undead (augmented humanoid) 
  Init +5; Senses Darkvision 60ft.; Listen +14, Spot +14 
  Languages Common  
  AC 22, touch 15, flat-footed 22; Uncanny Dodge 
   (+4 Dex, +5 armor, +1 deflection, +2 natural) 
  hp 78 (8 HD) 
  Immune Undead immunities, Evasion 
  Resist ; +6 Turn Resistance 
  Fort +5, Ref +9, Will +7 
  Speed 50 ft. (10 squares) 
  Melee 2 Claws +10 (1d4+4 plus paralysis)  
   
  and Bite + 8 (1d6+2 plus paralysis plus ghoul 
  fever)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +10 
  Atk Options Ghoul Fever, Paralysis, Rage 1/day (3 
  rounds), Skirmish +4d6/+4 
  Combat Gear  
  Abilities Str 18, Dex 18, Con --, Int 10, Wis 16, Cha 
  16 
  SQ Battle Fortitude +1, Evasion, Fast Movement, 
  Flawless Stride, Trackless Step, Trapfinding, 
  Uncanny Dodge 
  Feats Improved Turn Resistance , Improved Skirmish 
  , Improved Toughness , Iron Will , MultiattackB
  Skills  Hide +15, Jump +23, Listen +14, Move Silently 
  +15, Spot +14, Survival +11, Tumble +17 
  Possessions combat gear plus +1 mithral chain shirt, 
  +1 ring of protection 
  Flawless Stride (Ex): A scout can move through any 
  sort of terrain that slows movement (such as 
  undergrowth, rubble, and similar terrain) at her 
  normal speed and without taking damage or 
  suffering any other impairment. 
   
  This ability does not let her move more quickly 
  through terrain that requires a Climb or Swim 
  check to navigate, nor can she move more quickly 
  through terrain or undergrowth that has been 
  magically manipulated to impede motion.  
   
  A scout loses this benefit when wearing medium or 
  heavy armor or when carrying a medium or heavy 
  load. 
  Ghoul Fever (Su): Disease – bite, Fortitude save DC 
  17, incubation period 1 day, damage 1d3 Con and 
  1d3 Dex.. An afflicted humanoid who dies of ghoul 
  fever rises as a ghoul at the next midnight. A 
  humanoid who becomes a ghoul in this way retains 
  none of the abilities it possessed in life. It is not 
  under the control of any other ghouls, but it 
  hungers for the flesh of the living and behaves like 
  a normal ghoul in all respects. A humanoid of 4 HD 
  or higher rises as a ghast, rather than a ghoul.  
  Paralysis (Ex): Victims hit by a gravetouched ghoul’s 
  bite or claw attack must make a successful 
  Fortitude save DC17 or be paralyzed for 1d4+1 
  rounds. Elves have immunity to this paralysis 
  Skirmish (Ex): During any round in which the scout 
  moves at least 10 feet from her starting position, 
  she deals an extra 2d6 damage and gains a +3 
  Competence bonus to AC. This extra damage does 
  not apply to creatures immune to damage from 
  critical hits. If instead she moves 20 feet from her 
  starting position, she deals an extra 4d6 damage 
  and gains a +4 competence bonus to AC 
   
  When raging, the Gravetouched ghoul has the 
  following changed statistics:  
   
  AC 20, touch 13, flat-footed 20 
  Will +9 
  Melee 2 Claws +12 (1d4+6 plus paralysis)  
   
  and Bite + 10 (1d6+3 plus paralysis plus ghoul 
  fever)  
  Grp +12 
  Abilities Str 22 
   
  ENCOUNTER 4: WAGON TROUBLE 
   
  O G R E  
  W E R E-W O L F  
  ( H Y BRI D,  
  AF F LI C TE D)
   
  CR  9 
  Male ogre were-wolf ranger 2/fighter 2 
  CE Large giant (shapechanger) 
  Init +3; Senses Darkvision 60ft, Low-light vision, 
  Scent; Listen +6, Spot +5 
  Languages Common, Giant  
  AC 25, touch 12, flat-footed 22 
   (+3 Dex, +5 armor, -1 size, +7 natural, +1 shield) 
  hp 96 (10 HD) DR 5/silver 
  Fort +19, Ref +10, Will +5 
  Speed 40 ft. (8 squares) 
  Melee masterwork longsword +18/13 (2d6+13/19-20) 
   
  and Bite + 12 (1d6+4)  
  OR 
   
  Primary masterwork longsword +16/11 (2d6+9/19-
  20) 
   
  and 
  Secondary 
  masterwork 
  longsword 
  +16 
  (2d6+4/19-20) 
   
  and Bite + 10 (1d6+4)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8; Grp +21 
  Atk Options Favored Enemy (elf) +2 
  Combat Gear  
  Abilities Str 28, Dex 16, Con 22, Int 8, Wis 14, Cha 4 
  SQ Wolf Empathy, Wild Empathy 
  Feats Iron WillB , Over-Sized Two-Weapon Fighting , 
  Toughness, TrackB, Two-Weapon Defense , Two-
  Weapon FightingB, Weapon Focus (bite), Weapon 
  Focus (greatclub)Weapon Focus (longsword)  
  Skills  Control Shape +14, Hide -1 Jump +13, Listen 
  +6, Move Silently +3, Spot +5, Survival +4/ (+8 
  Tracking) 
  Possessions Combat Gear plus large chain shirt +1, 
  large masterwork longsword (x2), dragon mask  
  Alternate Form (Su): A Were-wolf can assume a 
  bipedal hybrid form or the form of a Dire Wolf 
  PAL7-04 The Spirit of the Law 
   
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  PAL7-04 The Spirit of the Law 
   
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  APL 12 
  ENCOUNTER 1: DANGEROUS ROAD 
   
  AB Y S S AL  G H O U L 
  CR  10 
  CE Medium undead (extraplanar) 
  Init +7; Senses Blindsight 90ft, Listen +2, Spot +2 
  Languages Common, Abyssal 
  AC 27, touch 13, flat-footed 27; Uncanny Dodge 
   (+3 Dex, +14 natural) 
  hp 104 (16 HD) 
  Immune Undead immunities, Electricity 
  Resist ; Acid 20, Cold 20, Fire 20, SR20 
  Fort +5, Ref +10, Will +12 
  Speed 40 ft. (8 squares) 
  Melee 2 Front Claws +15 (1d4+7 plus disease)  
   
  and Rear Claws + 13 (2d4+3 plus disease) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +15 
  Atk Options Disease, Improved Grab, Sneak Attack 
  +5d6, Wisdom Drain 
  Combat Gear None 
  Abilities Str 25, Dex 16, Con --, Int 14, Wis 15, Cha 
  18  
  SQ Deathwatch, Uncanny Dodge 
  Feats Dodge, Improved Initiative, Lightning Reflexes, 
  Mobility, Multiattack, Spring Attack 
  Skills  Balance +20, Climb +20, Hide +20, Jump +23, 
  Move Silently +20, Tumble +20 
  Possessions combat gear  
  Disease (Ex): Disease – Front or Rear Claws, 
  Fortitude save DC 18, incubation period 1 day, 
  damage 1d6 Con. Each day a creature fails a 
  Fortitude save vs. Disease, she must immediately 
  make another save or take one point of 
  Constitution Drain.  
  Improved Grab (Ex): If an Abyssal Ghoul hits an 
  opponent its own size or smaller with both front 
  claws, it deals normal damage and attempts to 
  start a grapple as a free action without provoking 
  an attack of opportunity. If it gets a hold, on 
  subsequent turns it can attempt to pin and use its 
  Wisdom Drain ability. In either case, each 
  successful grapple check it makes in successive 
  rounds automatically deal damage from both front 
  claws.  
  Deathwatch (Sp): This ability functions like the 
  deathwatch spell, except that it is always active 
  and an abyssal ghoul always knows how near 
  death all creatures within 90 feet of it are. Because 
  of this knowledge, it often pauses to kill creatures 
  near death (those with 3 or fewer hit points left) 
  before moving on to attack healthier foes.  
  Wisdom Drain (Sp): If an abyssal ghoul successfully 
  pins a living opponent, it can drain 1d6 points of 
  Wisdom with its smoky tongue on the same action. 
  Each round thereafter that the pin is maintained the 
  ghoul automatically drains an additional 1d6 points 
  of Wisdom. A creature reduced to 0 Wisdom by an 
  abyssal ghoul becomes unconscious until at least 
  one point of Wisdom is restored.  
   
  ENCOUNTER 4: WAGON TROUBLE 
   
  O G R E  
  W E R E-W O L F  
  ( H Y BRI D,  
  AF F LI C TE D)
   
  CR  11 
  Male ogre were-wolf ranger 2/fighter 4 
  CE Large giant (shapechanger) 
  Init +3; Senses Darkvision 60ft, Lowlightvision, 
  Scent; Listen +6, Spot +5 
  Languages Common, Giant  
  AC 26, touch 12, flat-footed 23 
   (+3 Dex, +6 armor, -1 size, +7 natural, +1 shield) 
  hp 132 (12 HD) DR 5/silver 
  Fort +22, Ref +13, Will +8 
  Speed 40 ft. (8 squares) 
  Melee masterwork longsword +22/17 (2d6+17/19-20) 
   
  and Bite + 16 (1d6+6)  
  OR 
   
  Primary 
  masterwork 
  longsword 
  +20/18 
  (2d6+13/19-20) 
   
  and 
  Secondary 
  masterwork 
  longsword 
  +20 
  (2d6+8/19-20) 
   
  and Bite + 14 (1d6+6)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +23 
  Atk Options Favored Enemy (elf) +2 
  Combat Gear  
  Abilities Str 29, Dex 16, Con 22, Int 8, Wis 14, Cha 4 
  SQ Wolf Empathy, Wild Empathy 
  Feats Iron WillB, Melee Weapon Mastery (slashing)  
  Over-Sized Two-Weapon Fighting , Toughness, 
  TrackB, Two-Weapon Defense , Two-Weapon 
  FightingB, Weapon Focus (bite), Weapon Focus 
  (greatclub) Weapon Focus (longsword) Weapon 
  Specialization (longsword)  
  Skills  Control Shape +16, Hide -1 Jump +13, Listen 
  +6, Move Silently +3, Spot +5, Survival +4/ (+8 
  Tracking) 
  Possessions Combat Gear plus large chain shirt +2, 
  masterwork 
  large 
  longsword 
  (x2), 
  cloak 
  of 
  resistance +2, Dragon Mask  
  Alternate Form (Su): A Were-wolf can assume 
  a bipedal hybrid form or the form of a Dire Wolf 
   
  ENCOUNTER 7: THE SPIRIT OF THE 
  LAW 
  AD V AN CE D S H I E L D  G U AR DI AN 
  CR  10 
  N Large construct 
  Init +0; Senses Listen +0, Spot +0; Darkvision 60 ft; 
  Low-light vision 
  Languages Common 
  AC 24, touch 9, flat-footed 24 
   (+0 Dex, +15 natural, -1 size) 
  hp 202 (24 HD); Fast Healing 5 
  Immune construct immunities 
  Fort +8, Ref +8, Will +8 
  Speed 30 ft. (6 squares) 
  Melee 2 slams+24 (1d8+7)   
  Space 10 ft.; Reach 10 ft. 
  PAL7-04 The Spirit of the Law 
   
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  Base Atk +18; Grp +29 Atk Options spell storing 
  (chaos hammer) 
  Combat Gear  
  Abilities Str 25, Dex 10 Con --, Int --, Wis 10, Cha 1  
  SQ Find Master, Guard, Shield Other, Spell Storing 
  Feats -- 
  Skills -- 
  Possessions combat gear  
  Find Master (Su): As long as a shield guardian and 
  its amulet are on the same plane, the shield 
  guardian can find the amulet wearer (or just the 
  amulet, if it is removed after the guardian is 
  called). 
  Guard (Ex): If ordered to do so, a shield guardian 
  moves swiftly to defend the wearer of its amulet, 
  blocking blows and disrupting foes. All attacks 
  against the amulet wearer take a –2 penalty 
  when the shield guardian is adjacent to its 
  master. 
  Shield Other (Sp): The wearer of a shield 
  guardian’s amulet can activate this defense 
  ability if within 100 ft of the shield guardian. Just 
  as the spell of the same name, this ability 
  transfers to the shield guardian half the damage 
  that would be dealt to the amulet wearer (this 
  ability does not provide the spell’s AC or save 
  bonuses). 
  Spell Storing (Sp): a shield guardian can store one 
  spell of 4th level or lower that is cast into it by 
  another creature. It “casts” this spell when 
  commanded to do so or when a predefined 
  situation arises. Once this spell is used, the 
  shield guardian can store another spell (or the 
  same spell again). 
  PAL7-04 The Spirit of the Law 
   
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  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
   
  Ballista Proficiency  
  You have trained in Ballista operation. 
   
  Benefit: You do not take the normal –4 non-
  proficiency penalty when making an attack roll with a 
  ballista 
   
  Special: A fighter can select Ballista Proficiency as 
  one of his Fighter Bonus Feats.  
   
  Source: Heroes of Battle 96 
   
  Improved Skirmish  
  With a few extra steps, you gain even greater benefits 
  from your skirmishing combat style. 
   
  Prerequisite: Skirmish +2d6/+1 AC. 
   
   
  Benefit: If you move at least 20 feet away from 
  where you were at the start of your turn, your skirmish 
  damage increases by 2d6 and your competence bonus 
  to AC from skirmish improves by 3.  
   
  Normal: A scout’s bonus damage and AC bonus 
  apply if she moves at least 10 feet away from where she 
  was at the start of her turn. 
   
  Special: A scout can select Improved Skirmish as 
  one of her scout bonus feats. 
   
  Source: Complete Scoundrel 78 
   
  Improved Toughness  
  You are significantly tougher than normal.  
   
  Prerequisite: Base Fortitude save bonus +2 
   
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit points. 
  If you lose a HD (such as by losing a level), you lose 1 
  hit point permanently.  
   
  Special: A fighter can select Improved Toughness 
  as one of his Fighter Bonus Feats. 
   
  Source: Complete Warrior 101 
   
  Improved Turn Resistance  
  You have a better than normal chance to resist turning. 
   
  Prerequisite: Undead type 
   
   
  Benefit: You are less easily affected by clerics or 
  paladins than you normally would be. When resolving 
  a turn, rebuke, command or bolster attempt, add +4 to 
  your character level (monster Hit Dice plus class levels) 
  to determine your Hit Dice for turn, rebuke, command 
  and bolster attempts.  
   
  Source: Libris Mortis 27 
   
  Melee Weapon Mastery  
  You have mastered a wide range of weapons. Your 
  training with one specific weapon now extends to 
  other weapons of a similar sort.  
  Prerequisite: 
  Proficiency with selected weapon, Weapon Focus with 
  selected weapon, Weapon Specialization with selected 
  weapon, base attack bonus +8.  
   
  Benefit: When you select this feat, choose 
  bludgeoning, piercing or slashing. You must have 
  Weapon Focus and Weapon Specialization with a 
  melee weapon that deals this type of damage. When 
  using any melee weapon that has the damage type you 
  selected, you gain a +2 bonus on attack rolls and a +2 
  bonus on damage rolls.  
   
  Special: You can select this feat more than once. 
  Each time, you select a new damage type.  
   
  A fighter can select Melee Weapon Mastery as one 
  of his Fighter Bonus Feats. 
   
  Source: Player’s Handbook II 81 
   
  Over−Sized Two Weapon Fighting  
  You are adept at wielding larger than normal weapons 
  in your off hand. 
   
  Prerequisite: STR 13, Two-Weapon Fighting. 
   
  Benefit: When wielding a one-handed weapon in 
  your off hand, you take penalties for fighting with two 
  weapons as if you were wielding a light weapon in your 
  off hand.  
   
  Special: A fighter can select Over-Sized Two 
  Weapon Fighting as one of his Fighter Bonus Feats. 
   
  Source: Complete Adventurer 111 
   
  MAGIC ITEMS 
   
  Dragon Mask  
   
  Description: Glistening metals and brilliant 
  paints adorn this elaborate mask, which has the shape 
  of a stylized dragon head. Spreading like a sunburst 
  around the draconic features are rays of shimmering 
  metal and glass, one for each breed of metallic and 
  chromatic dragon. 
   
  Activation: Swift (command) 
   
  Effect: When activated, a Dragon Mask allows you 
  to use See Invisibility, as the spell, for 5 minutes. This 
  ability functions two times per day. 
   
  Aura/Caster Level: Moderate divination. CL 6th 
   
  Construction: 
  Craft 
  Wondrous 
  Item, 
  See 
  Invisibility, 2,000 gp, 160 XP, 4 days 
   
  Price: 4,000 gp 
   
  Source: Magic Item Compendium 94 
   
   
  Goggles of Foefinding  
   
  Description: The lenses of these goggles 
  continually fade back and forth between soot black and 
  snow white. 
   
  Activation: -- 
   
  Effect: When you attack foes that have cover 
  while you wear goggles of foefinding, you can ignore the 
  cover bonus to AC they would normally receive. The 
  PAL7-04 The Spirit of the Law 
   
  Page 28 
  
  goggles do not, however, allow you to circumvent the 
  effect of total cover.. 
   
  Aura/Caster Level: Faint divination. CL 7th 
   
  Construction: 
  Craft 
  Wondrous 
  Item, 
  Clairvoyance/Clairaudience, 1,250 gp, 100 XP, 3 days 
   
  Price: 2,500 gp 
   
  Source: Magic Item Compendium 108 
   
  Healing Belt  
   
  Description: This broad leather belt is studded 
  with three moonstones. 
   
  Activation: -- and standard (command) 
   
  Effect: While wearing a healing belt, you gain a +2 
  competence bonus on Heal checks. This is a 
  continuous effect and requires no activation. 
   
  In addition, the belt has 3 charges, which are 
  renewed each day at dawn. Spending 1 or more charges 
  allows you to channel positive energy and heal damage 
  with a touch (you can also use this ability to harm 
  undead, dealing them an equivalent amount of damage 
  instead). 
   
  1 charge: heals 2d8 points of damage. 
   
  2 charges: heals 3d8 points of damage. 
   
  3 charges: heals 4d8 points of damage.  
   
  Aura/Caster Level: Faint conjuration. CL 3rd 
   
  Construction: Craft Wondrous Item, Scure 
  moderate wounds, 500 gp, 40 XP, 1 days 
   
  Price: 750 gp 
   
  Source: Magic Item Compendium 110 
   
  Ring of Adamantine Touch  
   
  Description: Three strips of adamantine form this 
  simple band. The inner strip has a brushed metal 
  finish, the outer strips are polished to a shine.. 
   
  Activation: -- 
   
  Effect: While you wear this ring, your melee 
  attacks (whether natural or with a weapon) are treated 
  as adamantine for the purpose of overcoming damage 
  reduction. 
   
  Aura/Caster Level: strong transmutation. CL 
  10th 
   
  Construction: Forge Ring, touch of adamantine 
  (BOED 110), 3,000 gp, 240 XP, 6 days 
   
  Price: 6,000 gp 
   
  Source: Magic Item Compendium 121 
   
  PAL7-04 The Spirit of the Law 
   
  Page 29 
  
  APPENDIX 3: RELEVANT LAWS OF THE PALE 
  (Excerpted directly from http://www.theocracyofthepale.com/background/gazetteer/law.html) 
   
  Social Law 
   
  Social law is the law of the land as it pertains to people getting along with each other. These are the traditional laws 
  which most lawful nations have. Even the Bandit Kingdoms have their social laws which help everyone to know what 
  the minions of Iuz may arrest them for. In the Pale, they are similar to those found in most good kingdoms as well. 
  I 
  n all cases, these laws are for the purpose of adding flavor to scenarios in the Theocracy of the Pale. Judges may 
  assess TU penalties when necessary based on these guidelines, but no judge may remove a character from play without 
  contacting the Pale Triad. In cases of the first two murder crimes, the Triad should be contacted. For the purposes of this 
  document, 1 week = 1 TU and 1 month = 4 TUs. 
   
  There are many other laws of the Theocracy as almost every possible aspect of society is regulated in the Pale. Most 
  do not pertain to player characters though and are not listed here for simplicity, but this should give all a fair view of 
  what the Theocracy’s legal system is like. 
   
  Murder 
   
  Murder is broken down into three subcategories in the Theocracy: Fiendish Murder, Chaotic Murder, and Negligent 
  Murder. 
   
  Fiendish Murder is the intentional murder of an innocent whether or not it is convenient to a person’s goal. This type of 
  murder is an evil act and will result in the offending person’s death by execution if captured. Once captured, the suspect 
  will be placed on trial, which lasts 2 weeks. If the suspect is convicted, the Church confiscates all of the convicted 
  person’s equipment and wealth, and the murderer will be placed in a secured area for 1 month. While awaiting 
  execution, select members of the clergy prepare the murderer’s soul for the netherworld, as well as offering the 
  murderer time to resolve his own spiritual issues before being executed. They are then executed by burning, with their 
  ashes then scattered to the winds. The authorities of the Theocracy have no intention of allowing people like this to 
  return to life. Only a true resurrection can bring such a person back to life. Note that the killing of all Priests and Paladins 
  ordained by the Church of the One True Path is considered a Fiendish Murder, except where it is proven that said 
  clergy was a heretic. (Evil priests who profess devotion to Pholtus are heretics as are those who would attack innocents 
  to kill them without provocation.) If convicted, the person also forfeits all property to the church.  
   
  Chaotic Murder is the killing of a citizen of the Pale in hot blood (such as killing a guard when discovered attempting to 
  steal an item from a home) and is also punishable by death. If the person committing the crime is identified by 
  witnesses, or the victim’s corpse is left in a condition amenable to a speak with dead spell (which will then permit the 
  victim to identify his killer), the offending person will be found and arrested. The suspect is then placed on trial, which 
  lasts 2 weeks. If the suspect is convicted, the Church confiscates all of the convicted person’s equipment and wealth, and 
  the murderer is placed in a secure area for 1 month. While awaiting execution, select members of the clergy prepare the 
  murderer’s soul for the netherworld, as well as offering the murderer time to resolve his own spiritual issues before 
  being executed. They are then executed by burning. As one might expect, clerics of Pholtus will refuse any requests to 
  resurrect such an individual, but the ashes of such a criminal are not scattered to the winds at least. It takes at least a 
  resurrection to bring such a person back from the dead. Since this is not able to be received from the Church of the One 
  True Path, those wishing to aid in the murderer’s return must be able to do it themselves or find someone who will. This 
  requires at least 1 person other than the murderer to spent 2 TUs tracking down someone who will cast the spell. This 
  can be reduced to 1 TU with a successful Gather Information check (DC 25). Even when brought back from the dead, 
  the murderer will still be labeled a criminal in the Theocracy. They suffer a -4 penalty on all social interaction checks 
  involving Palish Officials. 
   
  Negligent Murder is the act of killing another individual by accident. This normally occurs through negligence or 
  complete accident. Anyone allowing the death of an innocent citizen of the Theocracy through his or her actions will be 
  arrested and put on trial. Some examples of this would include casting a spell to destroy an enemy, but catching several 
  innocent townsfolk in the area of effect or chasing a fiend off with a spell and then not pursuing him to keep him from 
  killing innocent townsfolk once the effect of the spell was broken. The trial for this crime always takes one week to 
  perform. If found guilty of being responsible by action or lack of action for the death of the citizen(s), the accused can be 
  sentenced to a minimum of 1 month and a maximum of 3 months in a New Dawn Camp. They must also pay for the 
  raise dead or resurrection of the victim (whichever is needed). 
  PAL7-04 The Spirit of the Law 
   
  Page 30 
  
   
  Assault 
   
  There are two categories of assault in the Theocracy of the Pale: deadly assault and chaotic assault. Assault charges are 
  never brought against those persons in the Theocracy who are found to be legally defending themselves. 
   
  Deadly Assault is the act of attacking persons without legitimate provocation and with the intent to kill them. This is a 
  very serious offense and if the attack actually results in the death of the victim, the person can also be charged with 
  Chaotic Murder. Many have faced this charge when they attacked those they thought meant to attack them; it is 
  necessary to ensure you are at risk before attacking others. The Theocracy is not a place where one should attack people 
  in dark alleys and then ask questions later unless the possible victim has already drawn weapons. Those charged with 
  this crime will be tried over the period of 1 week. If found guilty, they are sentenced to a minimum of 2 months and a 
  maximum of four months in a New Dawn Camp to learn to be more orderly in their attitudes. They must also pay a fine 
  of 1gp per HP of damage inflicted on any living creature and must replace any damaged goods,  
   
  Chaotic Assault is the charge for public disturbances such as in the case of a barroom brawl. In general, the Theocracy 
  only charges those who start these types of disturbances, but sometimes those who participate are charged as well, 
  depending on their level of participation. These cases are heard by lesser Justicars on the same day the charge is leveled. 
  The sentence is generally one week in a New Dawn Camp to consider the orderly nature of society, but is never more 
  than two weeks. They must also pay a fine of 1gp per HP of damage inflicted on any living creature and must replace any 
  damaged goods, 
   
  Ecclesiastical Law 
   
  Ecclesiastical law is the law of the Church of the One True Path as dictated to the citizens of the Theocracy of the Pale. 
  The two laws most well known by all citizens of the Theocracy are listed here. The first is the law prohibiting 
  proselytizing to any deity other than Pholtus within the borders of the Theocracy. The second is heresy, which is the 
  most serious ecclesiastical offense anyone can make. 
   
  Violations of ecclesiastical law are judged in Ecclesiastical Courts. In all cases heard by the Ecclesiastical Courts 
  guilt is assumed and innocence must be proven. The accused are allowed to present their own arguments and others 
  may speak on their behalf as character witnesses to try and sway the court’s opinion, but no one should confuse an 
  ecclesiastical trial as a trial by their peers. The Church of the One True Path considers violations of ecclesiastical law 
  seriously and only a few defendants have ever been proven innocent once accused by the Church. The Church is a 
  bureaucracy with an army of bureaucrats well capable of proving their case long before any are brought to trial.  
   
  Proselytizing by Non-Pholtans 
   
  It is illegal for non-Pholtan clerics to proselytize in the Pale. Any cleric violating this law is put on public trial for 1 week. 
  Once convicted, they will be sentenced depending on their alignment (or the alignment of the deity they were 
  proselytizing), taking the worse of the two sentences if they are different. 
   
  If the convict/deity was LG, LN, or NG, they are sentenced to 2 week in a New Dawn Camp. If the convict/deity 
  has an alignment of True Neutral, the sentence is 1 month in a New Dawn Camp. If the convict/deity has an alignment 
  of CG or CN, they will be sentenced to 2 months in a New Dawn Camp. Clerics of St. Cuthbert are currently considered 
  to be chaotic in the Theocracy—both for the historical connection of St. Cuthbert with the burning of Old 
  Wintershiven and the recent connection of heretical Cuthbertites with the cult of Hextor. Clerics of St. Cuthbert are cut 
  no slack with regard to any offense, and are generally treated poorly. This results in a sentence of 2 months as well. 
   
  Evil clerics proselytizing in the Theocracy (or those proselytizing or even venerating an evil deity) are sentenced to 
  half a year in a New Dawn Camp immediately. While they serve their sentence, the Church will also investigate the 
  greater charge of Consorting With Fiends, which is usually easily proved in the case of evil clerics. Those found guilty of 
  this greater charge are sentenced to death by burning (see below). The convict will also pay a fine of 50gp per character 
  level to the church. 
   
   
   
   
  PAL7-04 The Spirit of the Law 
   
  Page 31 
  
   
  DM MAPS 1: THE SOUTHWEST PALE 
   
    
    
   
  Source: http://www.theocracyofthepale.com/background/maps.html [Eric Anondson] 
  PAL7-04 The Spirit of the Law 
   
  Page 32 
  
  DM MAPS 2: ENCOUNTER 4: WAGON TROUBLE 
   
  PAL7-04 The Spirit of the Law 
   
  Page 33 
  
  DM MAPS 3: ENCOUNTER 6 THE SPRIT OF THE LAW 
   
  PAL7-04 The Spirit of the Law 
   
  Page 34 
  
  DM AID 1: SPECIAL RULES FOR THE PALE 
  Non-Pholtan Holy Symbols 
   
  It is illegal for adventurers to display a human holy symbol other than that of Pholtus in the Pale. 
   
  The intent of this rule is to properly depict the flavor of the Pale as a single religion theocracy ruled over by the 
  Church of the One True Path and not to create player-vs.-player conflict. It is meant to enhance the role-playing of living 
  under a religious government that does not allow freedom of religion. 
   
  PCs displaying the holy symbol of any human deity other than that of Pholtus should be fined and their holy 
  symbol should be confiscated for destruction by the Palish authorities. The amount of the fine varies by APL: APL 2—
  90gp. APL 4—130gp. APL 6—180gp, APL 8—260gp, APL 10—460gp, APL 12—660gp. The confiscation and fine should 
  take place as soon as any Palish authorities notice the holy symbol. This may leave a non-Pholtan cleric without his holy 
  symbol for the adventure, as non-Pholtan holy symbols may not be purchased in the Pale without taking special actions.
   
  Non-human PCs are exempt from this law when displaying their racial deities’ holy symbol(s). Non-humans are 
  heathens who cannot even recognize the glory of Pholtus due to their beliefs in their own racial deities. If they can be 
  brought to the light of Pholtus, this is good and perhaps they can be redeemed, but if they do not, it is of no 
  consequence. Non-humans wearing the holy symbols of a human deity are treated the same as a human wearing a non-
  Pholtan holy symbol as they have shown that their souls have chosen to acknowledge human beliefs and culture, and 
  they should, therefore, be brought to the truth of Pholtus. 
   
  Some deities require special adjudication for this rule due to their positions within non-human cultures as well as 
  within human cultures. 
   
  • 
  Bleredd – Considered a human deity, due to his origins as an Oeridian deity and continued worship by Oeridians. 
  • 
  Ehlonna – Considered an elven deity when worn as a holy symbol by elves only. This is due to special dispensation 
  and negotiations with the Phostaldaron to allow for continued use of the Treaty Road through the Phostwood and 
  into Tenh for the liberation and relief efforts in that region. All non-elves will be penalized as if violating the law 
  even if they are not human as Ehlonna is considered to be a human deity. 
  • 
  Fortubo – Considered a dwarven deity, as he has withdrawn his support from the Suel, where his origins lie, in 
  favor of fighting against the derro and their evil deity. 
  • 
  Jascar – Considered a human deity, since his origins are Suel and his primary worshippers still include many Suel. 
  • 
  Nazarn – Considered a half-orc deity, since even though his origin is Suel, he was a half-orc himself and is 
  venerated primarily by half-orcs. 
  • 
  Ulaa – Considered a human deity, due to her position as the wife of the Oeridian god, Bleredd, and her worship by 
  humans. 
   
  Deities with Special Consideration due to their status: 
   
  • 
  St. Cuthbert – Clergy loyal to St. Cuthbert were found to be working with clergy loyal to an infernal deity in the 
  past. Displaying the holy symbol of St. Cuthbert is as offensive as displaying the holy symbol of a force of Chaos. 
  See the next entry for worshippers of Chaotic deities. 
  • 
  Chaotic Deities – Worshippers of Chaotic deities are fined double the usual fine, for being Agents of Chaos. 
  • 
  Evil Deities – If a PC is found to be carrying the unholy symbol of an evil deity, all normal actions will be taken, and 
  a geas/quest is cast on the PC to keep him from touching the unholy symbols of evil deities in the future. (The above 
  assumes that the PC is not actually a cleric of the evil deity, since that is prohibited in the Living Greyhawk 
  Campaign.) 
   
  No PC may enforce this rule through combat or offensive physical actions. Player-vs-player conflict will be adjudicated 
  as a violation of the RPGA General Rules, as always. If one PC chooses to report another PC to the authorities for a 
  violation of this law, he will also be questioned and detained as to why he was associating with such a heathen, but will 
  not be penalized. 
   
  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 
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  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/Living Greyhawk/Modules/Theocracy of the Pale/597/Normal Scenarios/PAL7-04 - The Spirit of the Law (APL 2-12)/PAL7-04 - The Spirit of the Law.pdf