TEXT:  
  ULP3-04 
   
   
   
   
   
   
   
   
   
   
  Wrapped in Death 
   
   
  A One-Round D&D® LIVING GREYHAWK®  
  Principality of Ulek Regional Adventure 
   
   
   
   
   
  by Christopher Reed 
   
   
   
   
   
  What dark secrets lie near the village of Cassius?  Remnants of invaders and a mysterious mage have 
  residents on the jump.  Will you be able to unravel the truth, before being fitted for a burial shroud? 
  A Principality of Ulek regional adventure for APLs 4-12. 
   
   
   
   
   
   
   
  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 Willams, Richard Baker, and Peter Adkison. 
   
   
  This Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any form 
  without written permission. To learn more about the Open Gaming License and the d20 system License, please visit 
  www.wizards.com/d20. 
   
  
  Wrapped in Death 
   
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  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA® are registered trademarks of Wizards of the Coast, Inc. LIVING GREYHAWK 
  is a trademark of Wizards of the Coast, Inc. Scenario detail copyright 2002 by Wizards of the Coast, Inc. ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
  
  Wrapped in Death 
   
  Page 3 
  This is an RPGA Network scenario for the 
  DUNGEONS & DRAGONS game. Most sanctioned 
  events delegate a four-hour time block for each 
  round of this scenario, with actual playing time 
  being around three hours. The rest of the time is 
  spent in preparation before game play, reward 
  distribution and scoring after the game. The 
  following guidelines are here to help you with both 
  the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of 
  playing an RPGA scenario.  
   
  Preparation 
  First, print this scenario. This scenario was created 
  to support double-sided printing, but printing it 
  single sided works as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before 
  running the event. Take time to review any special 
  rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the DUNGEON 
  MASTER’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It’s also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario described in the introduction.  
   
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. You cannot have 
  more than six players participating in the game. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s name 
  at the bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for both the 
  players and the DM to keep track of who is playing 
  what character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. But, as the DM, you can 
  bar the use of even Core Rulebooks during certain 
  times of play. For example, usually the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Text that appears in bold italics is player 
  information, 
  which 
  you 
  may 
  read 
  aloud 
  or 
  paraphrase as appropriate. Text in appendixes 
  contains important DM notes, for you, offering 
  insight to issues particular to the adventure. 
  Monster and non-player character (NPC) statistics 
  are provided with each encounter in abbreviated 
  form. Full monster statistics for standard monsters 
  are provided in the Monster Manual, while statistics 
  for unusual monster and unique individuals are 
  profiled in the Appendix at the end of the adventure. 
  You should review all of these statistics before the 
  game starts to refresh you memory of the creatures’ 
  abilities. 
   
  LIVING GREYHAWK Levels of Play 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure's 
  challenges 
  are 
  proportioned 
  to 
  the 
  average 
  character level of the character participating in the 
  adventure. To determine the Average Party Level 
  (APL):  
   
  1) Determine the character level for each 
  character participating in the adventure.  
   
  2) If characters bring animals that have been 
  trained for combat (usually war horses and riding 
  dogs), other than those brought by virtue of a class 
  ability (such as animal companions, familiars, a 
  paladin's mounts, and so forth) use the following 
  chart to determine the number of levels you add to 
  the sum above. Add each character's animals 
  separately. A single character may only bring four 
  or fewer animals of this type, and animals with 
  different CRs are added separately.  
   
   
  CR  
  1 
  2 
  3 
  4 
  1/4 and 1/6 0 
  0 
  0 
  1 
  1/3 and 1/2 0 
  0 
  1 
  1 
   
  1 
   
  1 
  1 
  2 
  3 
   
  2 
   
  2 
  3 
  4 
  5 
   
  3 
   
  3 
  4 
  5 
  6 
   
  4 
   
  4 
  5 
  6 
  7 
   
   
  3) Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure-round 
  up. 
  
  Wrapped in Death 
   
  Page 4 
   
  4) If you are running a table of six characters, 
  add one to that average. 
   
  By following these four steps, you have determined 
  the modified APL. Throughout this adventure, APLs 
  categorize the level of challenge that the characters 
  face. APLs are given in even-numbered increments. 
  If the APL of your group falls on an odd number, ask 
  them before the adventure begins whether they 
  would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the 
  lower adjacent APL.  
   
  APL also affects the amount of experience you 
  may gain at the end of an adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL that this adventure is 
  played at playing at, that character will receive only 
  half of the experience points awarded for the 
  adventure. This simulates the fact that either your 
  character was not as challenged as normal, or 
  relied on help by higher-level characters to reach 
  the objectives. 
   
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even 
  five 1st-level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure. If your 
  group is APL 1 there are two things that you can do 
  to help even the score. 
   
  1) Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level characters to 
  play at that table. 
   
  2) Advise characters to buy riding dogs to 
  help protect them, and fight for them. All riding dogs 
  are considered trained to attack. Characters who 
  want their dog to attack they must succeed at a 
  Handle Animal or Charisma check (DC 10). Failure 
  indicates that the animal will not attack that round. 
  This is usually a free action (see DUNGEON 
  MASTER’S Guide Chapter 2: Characters) that may be 
  attempted each round. If an animal loses half or 
  more hp in a single round it flees, unless another 
  check is successful.  
   
  Time Units and Upkeep 
  This is a standard two-round Regional adventure set 
  in the Principality of Ulek. All in-region characters 
  pay two Time Units to participate in the adventure, 
  while out-of-region characters pay four Time Units.  
  Adventures’ Standard Upkeep costs 24 gp.  Rich 
  Upkeep costs 100 gp, and Luxury Upkeep costs 
  200 gp. 
   
   
   
  Adventure Summary and 
  Background 
  This is the twenty-fourth scenario for the Principality 
  of Ulek in the RPGA Living Greyhawk Campaign. 
  Below is some general background information. 
   
  • 
  While a dwarf rules the Principality of Ulek, and 
  all of the nobles are dwarves, the Principality 
  consists of more humans than any other race. 
  • 
  The Principality of Ulek is presently at war with 
  the Pomarj and especially those under the 
  command of an unknown creature known as the 
  Warlord. The territory east of the Lortmil Hills is 
  currently contested, and a large number of the 
  Principality of Ulek's residents, have been 
  forced to flee their homes due to the humanoid 
  invaders of the Pomarj. 
  • 
  The Pomarj is a humanoid state, composed 
  mainly of orcs, goblins, and the like. 
   
  Back in 584 CY, the village of Cassius was 
  attacked by a Pomarj force seeking to gain a 
  foothold in the Lortmil Hills before pressing onward. 
   Fortunately for the Principality of Ulek, the Royal 
  Army was able to force the Pomarjian ogre leader 
  (or hill giant on higher APLs), Gron, and the orcs 
  and ogres under his grip away from the village.  
  Unfortunately, 
  a 
  number 
  of 
  the 
  Pomarjian 
  humanoids were able to escape and soon they 
  found a nearby cave to hide in.  Due to the heavy 
  losses the Pomarjian force had sustained, Gron 
  decided to wait in the cave until the Principality of 
  Ulek let their guard down.  During his wait, he 
  ordered his troops to expand the cave and seek 
  other uncovered underground areas that could be 
  reached from their current position.  Soon Gron 
  grew very sick.  Realizing his life was ending, he 
  ordered that upon his death his body should be 
  specially handled, which included a form of 
  mummification process.  Zabel, an orc shaman, 
  would conduct the mummification process.  When 
  Gron finally did pass on, several of his most loyal 
  ogre minions also undertook the process.  Gron 
  was buried in a newly discovered natural chamber 
  deep within the Lortmil Hills.  Over the next few 
  months, the rest of the Pomarjian forces died due to 
  a variety of reasons including starvation and battles 
  with the Royal Army. 
   
  Recently 
  an 
  arcane 
  necromancer 
  named 
  Emblemet, 
  a 
  follower 
  of 
  the 
  Warlord, has 
  
  Wrapped in Death 
   
  Page 5 
  rediscovered the Pomarjian force's lair by accident. 
   Emblemet has been searching for a legendary item 
  known as the Ring of Death.  His search has led 
  him through the village of Cassius and ultimately to 
  the Pomarjian mausoleum.  As for the Ring of 
  Death, Emblemet knows it is quite close but has 
  been unable to determine it's exact location.  
  Unfortunately for Emblemet, his undead minions are 
  unable to assist in this search due to the magical 
  nature of the ring. 
   
  With Emblemet, but against her will was 
  Mendareta, 
  Emblemet's 
  captive 
  love 
  interest.  
  Preferring death to life in Emblemet's captivity, 
  Mendareta took her own life and has manifested as 
  a ghost in the area where she died.  She knows of 
  Emblemet's intense interest in locating the Ring of 
  Death and stresses to the PC’s that finding this evil 
  item, keeping it from the minions of the Warlord and 
  destroying it should be the priority of any hero.  Due 
  to his demented love for Mendareta, Emblemet has 
  kept her body well preserved within the caves 
  below. 
   
   
  The PCs begin the adventure having just arrived 
  in the small village of Cassius in the Lortmil Hills.  
  Royal Army PCs have been sent here to ensure the 
  safety of the village.  Mine Ranger PCs have been 
  sent here to check on the rumors of a nearby cave 
  and explore further, if possible.  Travel through the 
  village has always been light but the happenings in 
  the Disputed Territory have led the other (non-Royal 
  Army and non-Mine Ranger) PCs here. 
   
  The PCs can wander about the small village of 
  Cassius and make small purchases from the few 
  shops that are located here.  The PCs can also talk 
  with the various village folk they come across.  
  Each of the folks the PCs visit is quite interested in 
  the adventurers, since they rarely receive visitors.  
  The only other recent visitor was a wizardly 
  gentleman, Emblemet, who was seeking some type 
  of magical ring.  He left the village about a month 
  ago and hasn't been seen since. 
   
  Nearing the caves the PCs learned about in the 
  village of Cassius, the PCs can attempt to search 
  for clues, such as tracks.  Due to the heavy rains 
  that passed through here only two nights prior, little 
  can be learned outside the caves. 
   
  Entering the caves, the PCs run into a large 
  area with several pools of water created by the 
  numerous 
  stalactites 
  and 
  stalagmites 
  here.  
  Covering the floor are bones and decayed corpses 
  of roughly human (orcs) and larger (ogre) size.  
  Upon entering, the bones form into numerous 
  undead skeletons that attack without fear.  The 
  number of skeletons is based on the party's APL 
  plus the total number of cleric levels in the party. 
   
  There are seemingly no exits from this area but 
  investigation of the pools of water reveals that one of 
  them conceals an underwater passageway after a 
  five-foot drop. 
   
  Upon entering the pool of water, the PCs learn 
  that the tunnel extends for at least thirty feet.  On 
  the other end of the tunnel, waiting over the exiting 
  pool of water is at least one wraith.  (There are more 
  wraiths at higher APLs.)  The wraith enters the pool, 
  attacking the PCs while they are in the tunnel filled 
  with water.  An underwater combat with the wraith 
  ensues. 
   
  After dealing with the underwater combat with 
  the wraiths, the PCs discover the wraith's lair and a 
  natural tunnel heading onward.  Continuing onward, 
  they encounter a falling block trap with weight of the 
  block and falling distance based on APL. 
   
  Entering this area, it is easy to determine that it 
  was dug out due to the relatively straight walls 
  compared to the previously natural tunnels.  On 
  both the right and left walls are three large vertical 
  caskets.  Within several of the caskets are 
  mummified ogres (using the template from Savage 
  Species).  On higher APLs, to increase the 
  challenge of this particular fight, the mummified 
  ogres may also be spellstitched.  On the far wall is 
  a set of large double doors that are double locked 
  but not trapped. 
   
  Passing through the double doors, the PCs see 
  the next room seems to hold the final resting-place 
  of some creature of importance due to the large 
  stone coffin resting in the back of the room.  
  Instead, the stone coffin is empty but trapped with a 
  poisonous gas.  Hidden near the ceiling just behind 
  the stone coffin is a secret door that leads to a 
  spiral staircase down. 
   
  The old wooden spiral staircase leads down for 
  a distance depending on the party's APL.  Due to 
  the spiral staircase's old and decaying condition, 
  any weight over 250 pounds causes it to break, 
  sending the PCs crashing down. 
   
  Upon reaching the bottom of the spiral 
  staircase, either by foot, flight or fall, the PCs see a 
  narrow natural passageway leading into a spacious 
  cavern.  In the back of the cavern are seven 
  caskets, one of which displays several strange 
  markings upon it.  Inside this casket is Gron, who 
  is now a mummified spellstitched ogre (or hill giant 
  on higher APLs).  To increase the challenge on 
  higher APLs the mummified spellstitched ogre (or 
  hill giant) is covered in brown mold, plus a pet of the 
  
  Wrapped in Death 
   
  Page 6 
  ogre (or hill giant) leader, a mummified spellstitched 
  bat, is hiding on the ceiling.  
   
  Upon entering this side area, the PCs see a 
  human female's body (Mendareta) lying on a large 
  boulder.  Her white dress is stained with blood due 
  to a self-inflicted wound.  Mendareta took her own 
  life instead of continuing to be held in Emblemet's 
  captivity. 
   
  Soon after the PCs enter this area, Mendareta, 
  in ghost form, enters the room and pleads with the 
  PCs to: 
  1) Slay Emblemet for his crimes against not 
  only her, but also those whom he has killed 
  and wrongfully raised into undead. 
  2) Ensure that all the undead located in these 
  caves are destroyed. 
  3) Take her body to the village of Hyle and 
  give it a proper burial. 
   
   
  This area houses Emblemet's current resting-
  place.  Emblemet sleeps, prepares and eats his 
  meals here.  While very basic, it serves his needs.  
  Located here are Emblemet's notes, which make 
  mention to a magical, yet extremely evil, ring known 
  as The Ring of Death.  His notes state that the ring 
  is close but still hasn't been located.  His notes 
  also state that his undead minions have been 
  unable to aid in the search, likely due to the 
  magical nature of the ring.  His notes also include 
  mention of a more powerful necromancer, whom he 
  takes orders from.  This unnamed necromancer 
  directly serves the Warlord. 
   
  Emblemet's notes also make mention of an 
  upcoming series of attacks on several nearby 
  villages (including Cassius) in which Emblemet's 
  undead minions will only be a minor part of the 
  Warlord’s forces. 
   
  As the PCs start to head out of the cave, they 
  find Emblemet waiting for them in the large entrance 
  cavern. The arcane necromancer Emblemet (with a 
  cleric necromancer, Coultin, on higher APLs) 
  returned to the caves while the PCs were exploring 
  the deeper sections and quickly realized that 
  someone had intruded into his lair.   Emblemet 
  decided to wait until the intruders emerged from the 
  pool of water via the hidden passage before 
  confronting them with force (aided by Coultin on 
  higher APLs). 
   
   
  NOTE: This adventure is both a Royal Army 
  and Mine Ranger mission. 
   
  Introduction 
  Before starting the adventure: 
   
   
  1) Check to see which PCs are members of the 
  Royal Army Principality of Ulek meta-gaming 
  organization.  Give those PCs Player's Handout #1. 
   
  2) Check to see which PCs are members of the 
  Mine Ranger Principality of Ulek meta-gaming 
  organization.  Give those PCs Player's Handout #2. 
   
   
  Once all the Army and Mine Ranger PC’s (if 
  any) have been given a chance to read the special 
  handouts, continue with the following: 
   
  You make your way into the village of Cassius 
  in the Lortmil Hills on this humid morning.  
  Some of you have been directed here, while 
  others have come for your own reasons. 
   
  During your travels you haven't seen a 
  single traveler, so traffic through the village is 
  apparently very light. 
   
  Continue with the first encounter. 
   
  Encounter 1: Cassius 
  Having entered the village of Cassius, the PCs are 
  open to talk to anyone they find or wander about 
  visiting the few shops that can be found here.  The 
  shops include: 
   
  � Sylonia's General Store 
  � Sotorrie's Spirits 
  � Furmenta's Beasts of Burden 
   
   
  Sylonia's General Store 
  Sylonia Siruliulus runs this general store.  Originally 
  started by her husband Cirlus, she has continued 
  its operation after his death in 584 CY. 
   
  Cirlus, a member of the Royal Army, died at the 
  hands of several ogres while protecting the village of 
  Cassius from a Pomarjian force seeking to gain a 
  foothold in the Lortmil Hills before pressing onward. 
   
  Sylonia is "rough around the edges" and can be 
  taken as being gruff or even mean.  This attitude 
  was developed by the loss of her husband.  She 
  has no other family, so the general store is now her 
  life. 
   
  The general store is an average sized building 
  near the middle of town.  Basic goods of all types 
  can be found here.  (All goods from the Player's 
  Handbook can be purchased here).  The goods 
  
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  Page 7 
  found here are packed tightly to maximize the 
  space that is available. 
   
  If 
  asked 
  about 
  any 
  rumors 
  or 
  recent 
  happenings, Sylonia informs the PCs that about a 
  month ago, a thin stranger came to town and 
  purchased various goods from her.  She heard that 
  he went to explore some caves just east of here but 
  since the battle with the Pomarjian forces (in 584 
  CY) no one has dared to investigate that area. 
   
  Sylonia Siruliulus (female human Exp4; Appraise 
  +5, 
  Gather 
  Information 
  +5, 
  Intimidate 
  +5, 
  Knowledge (History) +7, Knowledge (Local) +7, 
  Sense Motive +8, Speak Language (Common, 
  Dwarven, Halfling), Spot +3) merchant 
   
  Description: Sylonia is a 28-year-old female 
  human (Oeridian).  She has dark brown hair that 
  ends just past the top of her shoulders.  She is 5 
  foot, 4 inches tall and is on the trim side.  She has 
  tan skin and grey eyes.  She wears comfortable 
  clothes that do not impede upon her work.  Sylonia 
  is "rough around the edges" and can be taken as 
  being gruff or even mean.  This attitude was 
  developed by the loss of her husband.  She has no 
  other family, so the general store is now her life. 
   
  Sotorrie's Spirits 
  Sans Sotorrie runs this little tavern.  He says little 
  and seems a bit bored or perhaps glum.  Actually, 
  he is sad due to the recent passing of his wife.  
  With his two children all grown up and having moved 
  on to other parts of the Principality of Ulek, he now 
  lives by himself. 
   
  If 
  asked 
  about 
  any 
  rumors 
  or 
  recent 
  happenings, he informs the PCs that he has heard 
  several rumors about a wizardly fellow coming into 
  the village about a month ago looking for some 
  magical ring.  From what Sans hears (he didn't 
  actually meet the fellow) the guy was pretty intent 
  on finding it. 
   
  His tavern is small but quaint.  He has two 
  rooms for rent for folks who need a place to rest for 
  the evening. 
   
  Sans Sotorrie (male human Exp5; Alchemy +2, 
  Bluff +7, Gather Information +10, Heal +1, Innuendo 
  +5, Listen +8, Profession (Brewer) +5, Read Lips 
  +5, Sense Motive +5, Speak Language (Common, 
  Dwarven, Halfling)) merchant 
   
  Description: Sans is an aged male human 
  (Suel).  He is about 5 foot, 7 inches tall with 
  thinning hair.  His skin is fair and his eyes are pale 
  blue.  He wears a white shirt and a pair of brownish 
  trousers.  He is sad due to the recent passing of his 
  wife.  With his two children all grown up and having 
  moved on to other parts of the Principality of Ulek, 
  he now lives by himself. 
   
  Furmenta's Beasts of Burden 
  Fruud Furmenta runs this shop that sells various 
  beasts of burden, but only those that can be found 
  in the Player's Handbook.  Fruud loves to be around 
  animals, whether it is training them or just playing 
  with them.  The only thing Fruud loves more than 
  animals is his family.  His wife, Labreea, recently 
  had twin boys (Olquar and Magtar). 
   
  His store is quite small but he does have a 
  good bit of fenced in area to hold all of the animals. 
   
  He has recently sold a number of animals to 
  the farmer Cocistian Quaspus, who lives east of 
  town. 
   
  If 
  asked 
  about 
  any 
  rumors 
  or 
  recent 
  happenings, he remembers a wizardly man coming 
  to town about a month ago who wished to purchase 
  a horse.  However, for some reason every animal 
  seemed afraid of him and thus he left empty 
  handed. 
   
  Fruud Furmenta (male human Exp3; Animal 
  Empathy +8, Handle Animal +8, Knowledge 
  (Nature) +6, Listen +4, Profession (rancher) +2, 
  Ride +8, Speak Language (Common, Dwarven), 
  Spot +4) merchant 
   
  Description: Fruud is a 30-year-old male human 
  (Oeridian).  He is six feet tall and bulky.  He has 
  dark tan skin and blue eyes. He wears comfortable 
  clothes that do not impede upon his work.  Fruud 
  loves to be around animals, whether it is training 
  them or just playing with them.  The only thing 
  Fruud loves more than animals is his family. 
   
   
  Other notable NPCs that PCs could talk to that 
  could assist them in this adventure include: 
   
  � Cocistian Quaspus (human farmer) 
  � Brusk Hammerstone (dwarven herdsman) 
  � Bubby Bluebottle (halfling kid) 
   
   
   
   
   
   
  Other Notable NPCs 
   
  
  Wrapped in Death 
   
  Page 8 
  Cocistian Quaspus 
  Cocistian's farm lies between the village of Cassius 
  and the caves that are the PC's ultimate mission for 
  this day. 
   
  If Cocistian is sought by the PCs, he is found 
  working his fields.  His property borders on Brusk 
  Hammerstone extensive fields and pastures.  If 
  asked about any recent oddities, Cocistian can tell 
  the PCs about a gentleman who was seeking a 
  magical ring and the location of several caves just 
  east of the village and his farm.  Cocistian is unsure 
  why anyone would want to venture there, as in 584 
  CY a Pomarjian force was driven back by the 
  Principality of Ulek Royal Army.  The orcs and 
  ogres that survived the battle are said to have 
  escaped to these caves.  Since that day, no one 
  from the village has gone near them for fear of what 
  could lie there. 
   
  Cocistian 
  Quaspus 
  (male 
  human 
  Com2; 
  Knowledge (nature) +5, Profession (farmer) +5) 
  farmer 
   
  Description: Cocistian is a middle aged human 
  (Suel) man. He is about 5 feet, 9 inches tall, thin 
  but muscular.  His fair skin is ruddy red and his 
  eyes are light blue.  While working in his fields, he 
  wears a pair of brownish trousers and a well-worn 
  pair of sandals.  He prefers to keep his back bare.  
  He should be played like an old southern farmer 
  complete with accent. 
   
   
  Brusk Hammerstone 
  Brusk herds sheep and cattle on a hill near 
  Cocistian's farm.  His land lies between the village 
  of Cassius and the caves that are the PC's ultimate 
  mission for this day. 
   
  If Brusk is sought by the PCs, he is tending to 
  his animals.  If asked about any recent oddities, 
  Brusk can tell the PCs about a gentleman who was 
  seeking a magical ring and the location of several 
  caves just east of the village and Brusk’s lands.  
  Brusk sent him away, as something with this man 
  just didn't seem right. 
   
  Brusk Hammerstone (male dwarf Com2; Handle 
  Animal +5, Profession (herdsman) +5) herdsman 
   
  Description: Brusk is an aging dwarf.  He is just 
  a hair over 4 feet tall.  He is bulky with deeply 
  tanned skin and dark eyes.  He wears a dull brown 
  suit while performing his choirs. 
   
   
  Bubby Bluebottle 
  Bubby Bluebottle should be used if the PCs are 
  dragging or wandering about off track, in order to get 
  the adventure going again. 
   
  Bubby is a young halfling boy who has lots of 
  questions and lots to say.  He'll point the PCs to 
  three locations (see above) and two others (see 
  notable NPCs) asking them if they knew this or that 
  about them. 
   
  Bubby Bluebottle (male human Com1; Listen +4, 
  Spot +4) kid 
   
  Description: Bubby is a young halfling boy.  He 
  is about 2 feet tall and quite thin.  His skin is ruddy 
  and his eyes are black.  His clothes are tattered 
  and dirty.  Always questioning, always talking and 
  hungry too, that's Bubby. 
   
  Encounter 2: Search for 
  Clues 
  After a walk of about thirty minutes, you near 
  some cave entrances that might be the ones you 
  heard about back in the village of Cassius. 
   
  Allow the PCs to take any precautions they would 
  like, such as casting preparatory spells or 
  searching for clues.  Due to the heavy rains that 
  passed through here two nights prior, it requires a 
  Search check (DC 35) to notice a set of human 
  footprints.  Those with the Track feat who succeed 
  at the DC notice the footprints head away from the 
  cave entrance.  Nothing else of interest can be 
  found here. 
   
  Encounter 3: The Dead 
  When the PCs enter the cave, continue with the 
  following: 
   
  As you climb down several rocks to enter the 
  cave, you are able to peer about inside using the 
  late morning sunlight filtering into the cave.  
  With the aid of this sunlight, it appears that a 
  short, wide tunnel lies before you before it 
  expends into a large cavern of some type. 
   
  Allow the PCs a moment before continuing onward. 
   
  As you continue into the cave, you can see the 
  large cavern contains six pools of water as well 
  as 
  numerous 
  stalactites 
  and 
  stalagmites 
  scattered about the chamber.  While you gaze at 
  them and their natural beauty, you hear a 
  
  Wrapped in Death 
   
  Page 9 
  droplet of water fall into one of the pools.  You 
  do not see any other passages leading into this 
  area. 
   
  The rest of the scene here is much more 
  unpleasant as you see the floor is covered with 
  the bones and decaying corpses of several 
  roughly human and larger size figures. 
   
  Suddenly, a light wind caresses your back, 
  brushing past you.  As it does, some of the dirt 
  on the cave's floor rises into the air.  As the dirt 
  rises, so do the bones, forming menacing 
  skeletons.  A host of skeletons of various sizes 
  now stand before you with undead claws 
  seeming ready to dig deep into your living flesh. 
   
   
  The medium-size skeletons are the remains of 
  dead orcs, while the large skeletons are the 
  remains of ogres. 
   
  Once the PCs have defeated the skeletons, 
  they may wonder where to continue.  Attempts to 
  locate a secret door are unsuccessful, as there 
  simply aren't any here.  But investigation of the 
  pools of water reveals that one of them conceals a 
  water-filled passageway after a five-foot drop.  The 
  other pools of water are only a few feet in depth and 
  lead nowhere. 
   
  Thus to continue the adventure, the PCs must 
  enter the pool of water, following the tunnel to where 
  it leads.  Once they begin to do this, continue with 
  the next encounter. 
   
  NOTE: Once the PCs enter the pool of water and 
  move into the underwater tunnel, they enter the area 
  of an unhallow spell.  A dispel magic effect has 
  been tied to the unhallow spell.  Thus for the 
  remainder of the event (starting with encounter four 
  until encounter eleven): 
   
  1) The site is guarded by a magic circle 
  against good effect. 
  2) All turning checks to turn undead suffer a -4 
  profane penalty and turning checks to 
  rebuke undead gain a +4 profane bonus.  
  Spell resistance does not apply to this 
  effect. 
  3) The dispel magic spell has been fixed to 
  the unhallow site.  It’s at a caster level 
  equal to Emblemet’s (see Appendix I, 
  Encounter Twelve, at the appropriate APL) 
  and acts as a targeted dispel against 
  everything that enters this site or is 
  cast/used within this site.  Any magic item 
  that is suppressed by this effect remains 
  suppressed until it leaves this area. 
   
  Additionally, due to a special ceremony that 
  Emblemet has performed to Nerull within this area, 
  all undead gain a +2 turning resistance. 
   
  These effects are only for encounters four 
  through eleven. 
   
  APL 4 (EL 2) 
  Medium-size Skeleton (6): hp 12 each; see 
  Monster Manual. 
   
  APL 6 (EL 4) 
  Medium-size Skeleton (9): hp 12 each; see 
  Monster Manual. 
   
  Large Skeleton (1): hp 24; see Monster Manual. 
   
  APL 8 (EL 6) 
  Medium-size Skeleton (9): hp 12 each; see 
  Monster Manual. 
   
  Large Skeleton (6): hp 24 each; see Monster 
  Manual. 
   
  APL 10 (EL 8) 
  Medium-size Skeleton (14): hp 12 each; see 
  Monster Manual. 
   
  Large Skeleton (9): hp 24 each; see Monster 
  Manual. 
   
  APL 12 (EL 10) 
  Medium-size Skeleton (14): hp 12 each; see 
  Monster Manual. 
   
  Large Skeleton (14): hp 24 each; see Monster 
  Manual. 
   
  Encounter 4: Water Wraiths 
  When the first PC steps into the pool of water, 
  continue with the following. 
   
  Stepping into the murky pool, goose bumps 
  form on your skin due to the coolness of the 
  water.  As you feel and look around, you are 
  able to determine that there is a five-foot tunnel 
  completely underwater just a mere five feet 
  down from the surface of this pool.  How long 
  the tunnel extends is impossible to determine. 
   
  Upon entering the pool of water and proceeding into 
  the underwater tunnel, the PCs learn that the tunnel 
  extends for at least thirty feet.  On the other end of 
  
  Wrapped in Death 
   
  Page 10 
  the tunnel out of the view of the PCs, waiting over 
  the exit from the passage is at least one wraith.  
  (There are more wraiths at higher APLs.)  The 
  wraith enters the passage area, attacking the PCs 
  while they are in the tunnel filled with water.  An 
  underwater combat with the wraith ensues.  Since 
  the wraith is undead and incorporeal it does not 
  need to breathe or make  swim checks. 
   
  PC can either swim or walk through the tunnel. 
   PCs can swim one-quarter speed as a move-
  equivalent action or one-half speed as a full-round 
  action.  PCs walking on the bottom of the tunnel 
  can move at one-half speed as a move-equivalent 
  action or at full speed as a full-round action. 
   
  Please see DM's Aid #3 for rules on underwater 
  combat. 
   
  APL 4 (EL5) 
  Wraith (1): hp 40; see Monster Manual. 
   
  APL 6 (EL7) 
  Wraith (2): hp 40 each; see Monster Manual. 
   
  APL 8 (EL8) 
  Wraith (3): hp 40 each; see Monster Manual. 
   
  APL 10 (EL10) 
  Advanced Wraith (3): hp 75 each; see Appendix 
  1: NPCs. 
   
  APL 12 (EL12) 
  Advanced Wraith (6): hp 75 each; see Appendix 
  1: NPCs. 
   
  Encounter 5: Wraith's Lair 
  and a Block to the Head 
  Having dealt with the water wraiths, each of you 
  pulls yourself out of the water on the other side 
  of the water-filled tunnel.  You quickly see the 
  empty wraith's lair plus water slopped around 
  the edges of the pool you stand next to.  This is 
  obviously how the water wraiths knew you had 
  entered the tunnel. 
   
  A single natural tunnel looms before you. 
   
  Quickly drying yourself off, you continue 
  onward down the tunnel. 
   
  Down the tunnel a bit (see the appropriate map) is a 
  falling block trap that is triggered by stepping on a 
  particular five-foot by ten-foot square area. 
   
  Once having dealt with the trap, continue with 
  the next encounter. 
   
  APL 4 (EL 1) 
  Falling Block Trap: CR 1; mechanical; location 
  trigger; repair reset; Atk +5 ranged (2d6); Search 
  (DC 21); Disable Device (DC 20).  Note: The block 
  is 5 ft. by 10 ft. 
   
  APL 6 (EL 2) 
  Falling Bolt Trap: CR 2; mechanical; location 
  trigger; repair reset; Atk +10 ranged (4d6); Search 
  (DC 25); Disable Device (DC 25).  Note: The block 
  is 5 ft. by 10 ft. 
   
  APL 8 (EL 3) 
  Falling Bolt Trap: CR 3; mechanical; location 
  trigger; repair reset; Atk +15 ranged (6d6); Search 
  (DC 29); Disable Device (DC 25).  Note: The block 
  is 5 ft. by 10 ft. 
   
  APL 10 (EL 4) 
  Falling Bolt Trap: CR 4; mechanical; location 
  trigger; repair reset; Atk +20 ranged (8d6); Search 
  (DC 34); Disable Device (DC 25).  Note: The block 
  is 5 ft. by 10 ft. 
   
  APL 12 (EL 5) 
  Falling Bolt Trap: CR 5; mechanical; location 
  trigger; repair reset; Atk +25 ranged (10d6); Search 
  (DC 37); Disable Device (DC 25).  Note: The block 
  is 5 ft. by 10 ft. 
   
  Encounter 6: Mummified 
  Ogres 
  Continuing down the natural tunnel, an eerie 
  silence fills the air.  Soon the tunnel leads into 
  an excavated square room.  It is forty feet long 
  and wide and twenty feet tall.  Resting against 
  both side walls are three large caskets with a 
  length of at least twelve feet.  Painted on each of 
  the caskets is a picture of a large humanoid 
  creature, apparently that of a giant.  Several 
  broken urns litter the room.  On the opposite 
  side of the room from you is a set of large 
  wooden double doors. 
   
  Abruptly, several of the caskets burst open, 
  revealing a horrifying sight. 
   
  
  Wrapped in Death 
   
  Page 11 
  Stepping out of the caskets is one (or more) 
  mummified ogre.  On higher APLs, the mummified 
  ogres have been spellstitched. 
   
  They attack until destroyed.  On APLs 4-8, the 
  mummified ogres simply attack in melee with their 
  slam attacks.  On APLs 10 & 12, the spellstitched-
  mummified ogres first attempt to use their spell-like 
  abilities, while keeping spread out and then move 
  into melee with their slam attacks. 
   
  The caskets and broken urns have no value and 
  are empty. 
   
  The large wooden double doors are double 
  locked but not trapped.  The double doors can be 
  opened with two successful Open Lock (DC 25) 
  checks.  Alternatively, they can be battered down 
  (DC 25).  The doors have are two inches think have 
  a hardness of 5 and 20 hit points.  Once the PCs 
  have found a way through the doors, continue with 
  the next encounter. 
   
  APL 4 (EL 5) 
  Mummified Ogre (1): hp 33; see Appendix 1: 
  NPCs. 
   
  APL 6 (EL 7) 
  Mummified Ogre (2): hp 33 each; see Appendix 1: 
  NPCs. 
   
  APL 8 (EL 8) 
  Mummified Ogre (3): hp 33 each; see Appendix 1: 
  NPCs. 
   
  APL 10 (EL 10) 
  Spellstitched Mummified Ogre (4): hp 33 each; 
  see Appendix 1: NPCs. 
   
  APL 12 (EL 12) 
  Spellstitched Mummified Ogre Fighter (4): hp 45 
  each; see Appendix 1: NPCs. 
   
  Encounter 7: Final Resting 
  Place? 
  Passing through the double doors, you see it 
  leads to another room.  This room is forty feet in 
  length, twenty feet in width and twenty feet high. 
   At the back of the room is a large stone coffin 
  resting firmly on the floor.  The stone coffin is 
  trimmed in gold and has several carvings on the 
  side of it. 
   
  The large stone coffin is not as it appears.  While 
  PCs may believe it to be the final resting place of 
  some now dead creature or perhaps the lair of some 
  nasty, evil creature, it is merely a stepping stone to 
  a large secret door in the ceiling that leads to a 
  spiral staircase and a trap for the curious and/or 
  greedy. 
   
  PCs who lift the lid off the coffin (Strength 
  check: DC 15) set off a trap that releases a 
  poisonous gas (see below). 
   
  PCs searching the ceiling of the room just over 
  the stone coffin can, with a successful Search 
  check (DC 25), locate a secret trap door that leads 
  to a spiral staircase that heads down. 
   
  All APLs (EL 3) 
  Poisonous Gas Trap: CR 3; mechanical; location 
  trigger; repair reset; no attack roll necessary (see 
  note below); Search (DC 21); Disable Device (DC 
  25).  Note: Trap releases brain dust (Confusion/1d4 
  Wis). 
   
  Encounter 8: Spiral Staircase 
  Having found the secret trap door that was 
  hidden over the stone coffin, you proceed down 
  a short tunnel until you came to an enormous 
  spiral staircase that resides in front of you now. 
   
  The spiral staircase is made out of wood and 
  appears to have seen better days, as numerous 
  scratches and chips can be seen on them.  
  Additionally, several stairs are broken or 
  altogether missing. 
   
  The wooden spiral staircase leads straight down for 
  over one hundred and twenty feet.  Due to the spiral 
  staircase's old and decaying condition, any weight 
  over 250 pounds causes it to break sending the 
  PCs crashing down at a distance dependant solely 
  on APL.  (at APL 4 the distance is quite smaller 
  then at APL 12.) 
   
  Once the PCs have gotten to the bottom of the 
  spiral staircase, continue with the next encounter. 
   
  APL 4 (EL 1) 
  Collapsing Stairs: CR 1; mechanical; location 
  trigger; repair reset; no attack roll necessary (2d6); 
  Search/Knowledge [Engineering] (DC 20). 
   
  APL 6 (EL 2) 
  Collapsing Stairs: CR 2; mechanical; location 
  trigger; repair reset; no attack roll necessary (4d6); 
  Search/Knowledge [Engineering] (DC 20). 
  
  Wrapped in Death 
   
  Page 12 
   
  APL 8 (EL 3) 
  Collapsing Stairs: CR 3; mechanical; location 
  trigger; repair reset; no attack roll necessary (6d6); 
  Search/Knowledge [Engineering] (DC 20). 
   
  APL 10 (EL 4) 
  Collapsing Stairs: CR 4; mechanical; location 
  trigger; repair reset; no attack roll necessary (8d6); 
  Search/Knowledge [Engineering] (DC 20). 
   
  APL 12 (EL 5) 
  Collapsing Stairs: CR 5; mechanical; location 
  trigger; repair reset; no attack roll necessary (10d6); 
  Search/Knowledge [Engineering] (DC 20). 
   
  Encounter 9: Oh My Mummy! 
  Upon reaching the bottom of the spiral staircase, 
  you see a narrow natural passageway that leads 
  into a spacious cavern.  In the back of the 
  cavern are seven large caskets, like the ones 
  you have previously seen.  However, the one in 
  the middle is at least fifteen feet tall, unlike the 
  others 
  that 
  are 
  about 
  twelve 
  feet 
  tall.  
  Additionally, you notice that this larger casket 
  has several strange markings on it in addition to 
  the painted picture of a large humanoid or 
  giant. 
   
  There is also an opening on either side of 
  the cavern extending into other areas just out of 
  view. 
   
  Inside 
  the 
  casket 
  is 
  Gron, 
  a 
  mummified 
  spellstitched ogre (or hill giant on APL 12).  He 
  attacks in melee using his slam attacks.  He only 
  uses his spell-like abilities as a last resort. 
   
  Starting at APL 6, Gron is covered in brown 
  mold.  Brown mold feeds on warmth, drawing heat 
  from anything around it.  Living creatures within 5 
  feet of it take 3d6 points of cold subdual damage.  
  Fire brought within 5 feet of the mold causes it to 
  instantly double in size.  Cold damage, such as 
  from a cone of cold, instantly destroys it.  Since 
  Gron is undead, the brown mold has no effect on 
  him. 
   
  Starting at APL 10, the PCs also encounter (2 
  at APL 10 and 6 at APL 12) spellstitched-
  mummified bats, some of Gron's former pets.  They 
  are hiding on the ceiling and require a successful 
  Spot check (DC 24) to notice.  They use their spell-
  like abilities, first using magic jar and then 
  enervation to slow down the PCs and then attacking 
  in melee if pressed into the situation. 
   
  On APL 12, Gron and his pet bats are 
  augmented by six mummified ogres.  They reside in 
  the other caskets in the room.  They attack the 
  nearest PC. 
   
  All these creatures attack until destroyed. 
   
  APL 4 (EL 6) 
  Gron, Spellstitched Mummified Ogre: hp 33; see 
  Appendix 1: NPCs. 
   
  APL 6 (EL 8) 
  Gron, Spellstitched Mummified Ogre: hp 33; see 
  Appendix 1: NPCs. 
   
  APL 8 (EL 10) 
  Gron, Spellstitched Mummified Ogre Ftr2: hp 
  45; see Appendix 1: NPCs. 
   
  APL 10 (EL 13) 
  Gron, Spellstitched Mummified Hill Giant: hp 
  92; see Appendix 1: NPCs. 
   
  Spellstitched Mummified Bat (2): hp 7 each; see 
  Appendix 1: NPCs. 
   
  APL 12 (EL 15) 
  Gron, Spellstitched Mummified Hill Giant: hp 
  92; see Appendix 1: NPCs. 
   
  Spellstitched Mummified Bat (6): hp 7 each; see 
  Appendix 1: NPCs. 
   
  Mummified Ogre (6): hp 33 each; see Appendix 1: 
  NPCs. 
   
  Encounter 10: Friendly Ghost 
  Entering this side area, you see a human 
  female's body lying atop a large boulder.  Her 
  white dress is stained with blood. 
   
  The human female's body is that of Mendareta.  Her 
  white dress is stained with blood due to a self-
  inflicted wound.  Mendareta took her own life 
  instead of continuing to be held in Emblemet's 
  captivity. 
   
  Soon after the PCs enter this area, Mendareta, 
  in ghost form, enters the room and pleads with the 
  PCs to: 
  
  Wrapped in Death 
   
  Page 13 
  1) Slay Emblemet for his crimes against not 
  only her, but also those he has killed and 
  wrongfully raised into undead, to use for his 
  vile purposes. 
  2) Ensure that all the undead located in these 
  caves are destroyed. 
  3) Take her body to the village of Hyle and 
  give it a proper burial. 
   
   
  If the PCs refuse to do any of three tasks for 
  her 
  or 
  attempt 
  to 
  attack 
  her, 
  she weeps 
  uncontrollably and eventually wanders off.  She will 
  not attack the PCs regardless of any actions they 
  take against her. 
   
  If asked questions, the ghost of Mendareta tries 
  to answer as best she can.  She knows the 
  following: 
   
  1) The person behind the spellstitched undead 
  is Emblemet, an arcane necromancer and 
  follower of Nerull. 
  2) Emblemet has caused the death of 
  numerous people and brought them into an 
  undead life. 
  3) Emblemet had a love interest in her, 
  holding her captive when she didn't feel the 
  same way towards him. 
  4) Emblemet is seeking a magical but evil 
  ring, known as the Ring of Death.  
  Unfortunately, she knows nothing further 
  about this ring except that he has not 
  discovered it and seems to be having 
  trouble doing so. 
  5) Emblemet left the caves two days ago, 
  perhaps to make arrangements for a large 
  battle that is set to take place.  She 
  believes that many of the towns and 
  villages on the eastern edge of the 
  Principality of Ulek will be attacked by 
  undead forces. These forces will be 
  controlled by a powerful necromancer who 
  is the Warlord's right hand man.  She is 
  unsure when Emblemet might return. 
  6) Emblemet is sometimes visited by a cleric 
  of Nerull named Coultin. 
  7) She has been dead for several weeks and 
  does not wish to return to the land of the 
  living. 
   
  Encounter 11: No One's 
  Home 
  Entering this area, you see it has recently been 
  used.  Two small cots have been set up, along 
  with a makeshift wooden table and two aging 
  wooden chairs.  Away from all of this is the 
  repulsive sight of some strange markings next to 
  the blood covered profane altar to an evil god. 
   
  This area is Emblemet's current resting place.  
  Emblemet is the arcane necromancer who found 
  this cave and spellstitched the mummified creatures 
  located here. 
   
  Emblemet sleeps, prepares and eats his meals 
  here.  While very basic, it serves his needs.  
  Located here are Emblemet's notes, which make 
  mention to a magical, yet extremely evil, ring known 
  as The Ring of Death.  His notes state that the ring 
  is close but still hasn't been located.  His notes 
  also state that his undead minions have been 
  unable to aid, likely due to some magical property 
  of the ring.  His notes also include mention of a 
  more powerful necromancer, whom he takes orders 
  from.  This unnamed necromancer directly serves 
  the Warlord. 
   
  Emblemet's notes also make mention of an 
  upcoming attack on a variety of nearby villages, 
  including Cassius, in which Emblemet's undead 
  minions will only be a minor part of the host. 
   
  Nothing else of interest lies here and Emblemet 
  is nowhere to be found.  (at least until the PCs 
  make their way out of this blasphemous place). 
   
  Encounter 12: Oh . . . There 
  You Are! 
  When the PCs head back to the surface, continue 
  with the following: 
   
  Heading back in the direction you came, you 
  manage to find a way back up the unsteady 
  stairs with new and unsettling information.  You 
  reach the wraith's lair, where the underwater 
  tunnel is your final obstacle before making it 
  back to the surface. 
   
  Waiting for the PCs in the large cavern that 
  contains six pools of water is Emblemet, an arcane 
  necromancer and follower of Nerull.  While the 
  undead horrors had resided here before he came, it 
  was 
  he 
  who 
  heightened 
  their 
  power 
  and 
  commanded them.  At APL 12, Coultin, a cleric of 
  Nerull, accompanies him. 
   
  While the PCs were exploring his home, he 
  returned to find the skeletons defeated and water 
  
  Wrapped in Death 
   
  Page 14 
  from the pool on the floor.  Thus, he knew someone 
  had been here, so he has been patiently waiting 
  until they came back through the pool of water. 
   
  While exiting the pool of water, PCs receive a -
  20 circumstance penalty to both Hide and Move 
  Silently checks.  Also, it is likely only one PC will 
  be out of the underwater tunnel when combat starts. 
   
  Emblemet is a slightly mad, so during combat 
  he shouts various things to the PCs including: 
   
  1) "What have you done with my lover?" 
  2) "Death is upon you, why not join me 
  instead?" 
  3) "I will find it, I will find the Ring of 
  Death!" 
  4) "Why have you invaded my home?" 
  5) "Even if you defeat me, waves of death 
  shall roll over your land." 
   
   
  Some of these are small hints on various items. 
   
  When combat starts, Emblemet first drinks his 
  potion of haste and then focuses on using his 
  spells and magic items.  He only attacks in melee if 
  these options are exhausted.  Coultin, for APL 12, 
  attacks in melee whenever possible. 
   
  APL 4 (EL 4) 
  Emblemet: Male Human Sor4; hp 21; see 
  Appendix 1: NPCs. 
   
  APL 6 (EL 6) 
  Emblemet: Male Human Sor6; hp 31; see 
  Appendix 1: NPCs. 
   
  APL 8 (EL 8) 
  Emblemet: Male Human Sor8; hp 41; see 
  Appendix 1: NPCs. 
   
  APL 10 (EL 10) 
  Emblemet: Male Human Sor10; hp 51; see 
  Appendix 1: NPCs. 
   
  APL 12 (EL 12) 
  Emblemet: Male Human Sor10; hp 51; see 
  Appendix 1: NPCs. 
   
  Coultin: Male Human Clr9; hp 76 (67); see 
  Appendix 1: NPCs. 
   
  Conclusion 
  Having survived the undead and their evil 
  arcane necromantic master, you leave the 
  profane cave near the village of Cassius. 
   
  Check to see if any PCs are planning to take the 
  body of Mendareta back to the village of Hyle for 
  burial.  If they do so, Mendareta's father (Tataric), 
  being a cleric of St. Cuthbert is willing to teach 
  clerics, druids, paladins, and rangers with a home 
  region of the Principality of Ulek a new spell called 
  detect disease.  As the judge, you should ensure 
  that the PC's home region is indeed the Principality 
  of Ulek. 
   
  Details of this new spell can be found in the 
  Treasure Summary plus this event's AR. 
   
  Also, members of the Royal Army and/or Mine 
  Rangers earn a commendation for their part in this 
  mission. 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign 
  the experience award. Award the total value to each 
  character. 
   
  Encounters 3: The Dead 
  Defeat skeletons. 
   
  APL 4 
  30 XP 
   
  APL 6 
  60 XP 
   
  APL 8 
  90 XP 
   
  APL 10 
  120 XP 
   
  APL 12 
  120 XP 
   
  Encounter 4: Water Wraiths  
  Defeat wraiths.  
   
  APL 4 
  120 XP 
   
  APL 6 
  150 XP 
   
  APL 8 
  180 XP 
   
  APL 10 
  210 XP 
   
  APL 12 
  240 XP 
   
  Encounter 5: Wraith's Lair and Block to 
  the Head 
  Survive trap. 
   
  APL 4 
  30 XP 
   
  APL 6 
  30 XP 
   
  APL 8 
  30 XP 
   
  APL 10 
  30 XP 
  
  Wrapped in Death 
   
  Page 15 
   
  APL 12 
  30 XP 
   
  Encounter 6: Mummified Ogres 
  Defeat the mummified creatures.  
   
  APL 4 
  120 XP 
   
  APL 6 
  150 XP 
   
  APL 8 
  180 XP 
   
  APL 10 
  210 XP 
   
  APL 12 
  240 XP 
   
  Encounter 8: Collapsing Stairs 
  Survive trap. 
   
  APL 4 
  30 XP 
   
  APL 6 
  30 XP 
   
  APL 8 
  30 XP 
   
  APL 10 
  30 XP 
   
  APL 12 
  30 XP 
   
  Encounter 9: Oh My Mummy! 
  Defeat the mummified creatures.  
   
  APL 4 
  120 XP 
   
  APL 6 
  180 XP 
   
  APL 8 
  240 XP 
   
  APL 10 
  270 XP 
   
  APL 12 
  330 XP 
   
  Encounter 12: Oh . . . There You Are!  
  Defeat the flesh golems. 
   
  APL 4 
  90 XP 
   
  APL 6 
  120 XP 
   
  APL 8 
  150 XP 
   
  APL 10 
  210 XP 
   
  APL 12 
  270 XP 
   
  Role-play Experience 
  Good role-play throughout the event.  
   
  APL 4 
  90 XP 
   
  APL 6 
  135 XP 
   
  APL 8 
  180 XP 
   
  APL 10 
  225 XP 
   
  APL 12 
   270 XP 
   
  Total Possible Experience  
   
  APL 4 
  675 XP 
   
  APL 6 
  900 XP 
   
  APL 8 
  1125 XP 
   
  APL 10 
  1350 XP 
   
  APL 12 
  1575 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 treasurer.  
   
  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 minute 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 (that is, 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 piece 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 treasures from each encounter add it up 
  and that is 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.  
   
  Treasure Key:  
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
   
  Encounter 9: Oh My Mummy! 
  Strip and sell the mummified spellstitched ogre's (or 
  hill giant's) ring. 
  
  Wrapped in Death 
   
  Page 16 
   
  APL 4: L: 0 gp; C: 0 gp; M: boots of the 
  winterlands (Value 208 gp per character). 
   
  APL 6: L: 0 gp; C: 0 gp; M: boots of the 
  winterlands (Value 208 gp per character). 
   
  APL 8: L: 0 gp; C: 0 gp; M: boots of the 
  winterlands (Value 208 gp per character). 
   
  APL 10: L: 0 gp; C: 0 gp; M: boots of the 
  winterlands (Value 208 gp per character). 
   
  APL 12: L: 0 gp; C: 0 gp; M: boots of the 
  winterlands (Value 208 gp per character). 
   
  Encounter 12: Oh . . . There You Are! 
  Strip and sell the necromancer's gear. 
   
  APL 4: L: 1 gp; C: 0 gp; M: cloak of resistance 
  +2 (Value 333 gp per character); everburning torch 
  (Value 7 gp per character); potion of cure serious 
  wounds (Value 62 gp per character); potion of fly 
  (Value 62 gp per character); potion of haste (Value 
  62 
  gp 
  per 
  character); 
  potion 
  of 
  remove 
  blindness/deafness (Value 62 gp per character); 
  potion of water breathing (Value 62 gp per 
  character). 
   
  APL 6: L: 1 gp; C: 0 gp; M: cloak of resistance 
  +2 (Value 333 gp per character); everburning torch 
  (Value 7 gp per character); necklace of acid balls 
  [type II] (Value 225 gp per character); potion of cure 
  serious wounds (Value 62 gp per character); potion 
  of fly (Value 62 gp per character); potion of haste 
  (Value 62 gp per character); potion of remove 
  blindness/deafness (Value 62 gp per character); 
  potion of water breathing (Value 62 gp per 
  character). 
   
  APL 8: L: 1 gp; C: 0 gp; M: cloak of resistance 
  +3 (Value 750 gp per character); everburning torch 
  (Value 7 gp per character); necklace of acid balls 
  [type II] (Value 225 gp per character); potion of cure 
  serious wounds (Value 62 gp per character); potion 
  of fly (Value 62 gp per character); potion of haste 
  (Value 62 gp per character); potion of remove 
  blindness/deafness (Value 62 gp per character); 
  potion of water breathing (Value 62 gp per 
  character). 
   
  APL 10: L: 1 gp; C: 33 gp; M: cloak of 
  resistance +3 (Value 750 gp per character); 
  everburning torch (Value 7 gp per character); 
  necklace of acid balls [type II] (Value 225 gp per 
  character); periapt of health (Value 625 gp per 
  character); potion of cure serious wounds (Value 62 
  gp per character); potion of fly (Value 62 gp per 
  character); potion of haste (Value 62 gp per 
  character); potion of remove blindness/deafness 
  (Value 62 gp per character); potion of water 
  breathing (Value 62 gp per character); ring of 
  feather falling (Value 183 gp per character). 
   
  APL 12: L: 214 gp; C: 100 gp; M: cloak of 
  resistance +4 (Value 1333 gp per character); 
  everburning torch (Value 7 gp per character); 
  necklace of acid balls [type II] (Value 225 gp per 
  character); periapt of health (Value 625 gp per 
  character); potion of cure serious wounds (Value 62 
  gp per character); potion of fly (Value 62 gp per 
  character); potion of haste (Value 62 gp per 
  character); potion of remove blindness/deafness 
  (Value 62 gp per character); potion of water 
  breathing (Value 62 gp per character); ring of 
  feather falling (Value 183 gp per character). 
   
  Total Possible Treasure 
   
  APL 4: L: 1 gp; C: 0 gp; M: 858 gp; 
   
   
  Total: 859 gp (600 gp) 
   
  APL 6: L: 1 gp; C: 0 gp; M: 1083 gp; 
   
   
  Total: 1084 gp (800 gp) 
   
  APL 8: L: 1 gp; C: 0 gp; M: 1500 gp; 
   
   
  Total: 1501 gp (1250 gp) 
   
  APL 10: L: 1 gp; C: 33 gp; M: 2308 gp; 
   
   
  Total: 2342 gp (2100 gp) 
   
  APL 12: L: 214 gp; C: 100 gp; M: 2778 gp; 
   
   
  Total: 3053 gp (3000 gp) 
   
   
  Special 
  ο Royal Army Commendation 
  For successfully defeating a potential threat to the 
  Principality of Ulek, you, a member of the 
  Principality of Ulek Royal Army, have received this 
  commendation. 
   
  ο Mine Rangers Commendation 
  For successfully defeating a potential threat to the 
  Principality of Ulek, you, a member of the Mine 
  Rangers, have received this commendation. 
   
  υ Necklace of Acid Balls (Type II) 
  This necklace functions just like a Necklace of 
  Fireballs (Type II) except that the type of damage is 
  acid instead of fire. 
   
  Caster 
  Level: 
  10th; 
  Prerequisites: 
  Craft 
  Wondrous Item, Energy Substitution, fireball; 
  Market Price: 2,700 gp; Weight: 2 lbs. 
   
  ο Tataric Instructs 
  This PC has gained access to the following spell: 
  Detect Disease 
  Divination 
  Level: Clr 0, Drd 0, Pal 1, Rgr 1 
  
  Wrapped in Death 
   
  Page 17 
  Components: V, S 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target or Area: One creature, one object, or a 5-ft. 
  cube. 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  You determine whether a creature, object or 
  area has been diseased or can deliver a disease.  
  You can determine the exact type of disease with a 
  successful Wisdom check (non-magical disease 
  DC 20; magical disease DC 25).  A character with 
  the Heal skill may try a Heal check (DC as above) if 
  the Wisdom check fails, or may try the Heal check 
  prior to the Wisdom check. 
   
  The spell can penetrate barriers, but 1 foot of 
  stone, 1 inch of common metal, a thin sheet of 
  lead, or 3 feet of wood or dirt blocks it. 
   
   
  Item Access 
  APL 4 
  Boots of the Winterlands 
  Cloak of resistance +2 
  Everburning torch 
  Potion of cure serious wounds 
  Potion of fly 
  Potion of haste 
  Potion of remove blindness/deafness 
  Potion of water breathing 
   
  APL 6 
  Necklace of acid balls [type II] 
   
  APL 8 
  Cloak of resistance +3 
   
  APL 10 
  Periapt of health 
  Ring of feather falling 
  APL 12 
  Cloak of resistance +4 
   
   
   
   
  
  Wrapped in Death 
   
  Page 18 
  Appendix I: NPCs 
  Encounter 4 
  Advanced 
  Wraith: 
  Medium-Size 
  Undead 
  (Incorporeal); HD 10d12; hp 75; Init +7 (Dex, 
  Improved Initiative); Spd 30 ft., fly 60 ft. (good); 
  AC 15 (touch 15, flat-footed 12); Atks +8 melee 
  (1d4 plus 1d6 permanent Constitution drain, 
  incorporeal touch); SA Constitution drain, create 
  spawn; 
  SQ 
  Undead, 
  incorporeal, 
  +2 
  turn 
  resistance, 
  unnatural 
  aura, 
  daylight 
  powerlessness; AL LE; SV Fort +3, Ref +6, Will 
  +9; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15. 
   
  Skills and Feats: Hide +16, Intimidate +10, 
  Intuit Direction +6, Listen +12, Search +10, 
  Sense Motive +8, Spot +17; Alertness, Blind-
  Fight, Combat Reflexes, Flyby Attack, Improved 
  Initiative. 
   
  Encounter 6 
  APL 4 (EL 5) 
  Mummified Ogre (1): Large Undead; HD 
  4d12+3; hp 33; Init -2 (Dex); Spd 20 ft.; AC 15 
  (touch 7, flat-footed 15); Atks +9 melee (2d6+10 
  plus disease, slam); SA Despair (DC 14), disease 
  (DC 14); SQ DR 5/+1, fire vulnerability, resistant 
  to blows, undead traits; AL LE; SV Fort +4, Ref -
  1, Will +3; Str 24, Dex 6, Con -, Int 2, Wis 14, 
  Cha 12. 
   
  Skills and Feats: Climb +5, Listen +2, Spot 
  +2; Toughness, Weapon Focus (greatclub). 
   
  APL 6 (EL 7) 
  Mummified Ogre (2): Large Undead; HD 
  4d12+3; hp 33 each; Init -2 (Dex); Spd 20 ft.; AC 
  15 (touch 7, flat-footed 15); Atks +9 melee 
  (2d6+10 plus disease, slam); SA Despair (DC 
  14), disease (DC 14); SQ DR 5/+1, fire 
  vulnerability, resistant to blows, undead traits; AL 
  LE; SV Fort +4, Ref -1, Will +3; Str 24, Dex 6, 
  Con -, Int 2, Wis 14, Cha 12. 
   
  Skills and Feats: Climb +5, Listen +2, Spot 
  +2; Toughness, Weapon Focus (greatclub). 
   
  APL 8 (EL 8) 
  Mummified Ogre (3): Large Undead; HD 
  4d12+3; hp 33 each; Init -2 (Dex); Spd 20 ft.; AC 
  15 (touch 7, flat-footed 15); Atks +9 melee 
  (2d6+10 plus disease, slam); SA Despair (DC 
  14), disease (DC 14); SQ DR 5/+1, fire 
  vulnerability, resistant to blows, undead traits; AL 
  LE; SV Fort +4, Ref -1, Will +3; Str 24, Dex 6, 
  Con -, Int 2, Wis 14, Cha 12. 
   
  Skills and Feats: Climb +5, Listen +2, Spot 
  +2; Toughness, Weapon Focus (greatclub). 
   
  APL 10 (EL 10) 
  Spellstitched Mummified Ogre (4): Large 
  Undead; HD 4d12+3; hp 33 each; Init -2 (Dex); 
  Spd 20 ft.; AC 15 (touch 7, flat-footed 15); Atks 
  +9 melee (2d6+10 plus disease, slam); SA 
  Despair (DC 14), disease (DC 14); SQ DR 5/+1, 
  fire vulnerability, resistant to blows, undead traits, 
  turn resistance +2; SR 16; AL LE; SV Fort +6, 
  Ref +1, Will +5; Str 24, Dex 6, Con -, Int 2, Wis 
  14, Cha 12. 
   
  Skills and Feats: Climb +5, Listen +2, Spot 
  +2; Toughness, Weapon Focus (greatclub). 
   
  Spell-Like Abilities: 3/day - flaming sphere, 
  magic missile; 1/day - fireball, glitterdust, grease, 
  lightning bolt.  Caster level 4th; save DC 11 + spell 
  level. 
   
  APL 12 (EL 12) 
  Spellstitched Mummified Ogre Fighter (4): 
  Large Undead Ftr2; HD 6d12+3; hp 45 each; Init -
  2 (Dex); Spd 20 ft.; AC 15 (touch 7, flat-footed 
  15); Atks +11 melee (2d6+10 plus disease, 
  slam); SA Despair (DC 15), disease (DC 15); SQ 
  DR 5/+1, fire vulnerability, resistant to blows, 
  undead traits, turn resistance +2; SR 16; AL LE; 
  SV Fort +9, Ref +1, Will +5; Str 24, Dex 6, Con -, 
  Int 2, Wis 14, Cha 12. 
   
  Skills and Feats: Climb +7, Listen +2, Spot 
  +2; Blind-Fight, Improved Initiative, Power Attack, 
  Toughness, Weapon Focus (greatclub). 
   
  Spell-Like Abilities: 3/day - flaming sphere, 
  magic missile; 1/day - fireball, glitterdust, grease, 
  lightning bolt.  Caster level 6th; save DC 11 + spell 
  level. 
   
  Encounter 9 
  APL 4 (EL 6) 
  Gron, Spellstitched Mummified Ogre: Large 
  Undead; HD 4d12+3; hp 33; Init -2 (Dex); Spd 20 
  ft.; AC 15 (touch 7, flat-footed 15); Atks +9 melee 
  (2d6+10 plus disease, slam); SA Despair (DC 
  14), disease (DC 14); SQ DR 5/+1, fire 
  vulnerability, resistant to blows, undead traits, 
  turn resistance +2; SR 16; AL LE; SV Fort +6, 
  Ref +1, Will +5; Str 24, Dex 6, Con -, Int 2, Wis 
  14, Cha 12. 
  
  Wrapped in Death 
   
  Page 19 
   
  Skills and Feats: Climb +5, Listen +2, Spot 
  +2; Toughness, Weapon Focus (greatclub). 
   
  Spell-Like Abilities: 3/day - flaming sphere, 
  magic missile; 1/day - fireball, glitterdust, 
  lightning bolt, mage armor.  Caster level 4th; save 
  DC 11 + spell level. 
   
  Possessions: ring of coolness. 
   
  APL 6 (EL 8) 
  Gron, Spellstitched Mummified Ogre: Large 
  Undead; HD 4d12+3; hp 33; Init -2 (Dex); Spd 20 
  ft.; AC 15 (touch 7, flat-footed 15); Atks +9 melee 
  (2d6+10 plus disease, slam); SA Despair (DC 
  14), disease (DC 14); SQ DR 5/+1, fire 
  vulnerability, resistant to blows, undead traits, 
  turn resistance +2; SR 16; AL LE; SV Fort +6, 
  Ref +1, Will +5; Str 24, Dex 6, Con -, Int 2, Wis 
  14, Cha 12. 
   
  Skills and Feats: Climb +5, Listen +2, Spot 
  +2; Toughness, Weapon Focus (greatclub). 
   
  Spell-Like Abilities: 3/day - flaming sphere, 
  magic missile; 1/day - fireball, glitterdust, 
  lightning bolt, mage armor.  Caster level 4th; save 
  DC 11 + spell level. 
   
  Possessions: ring of coolness. 
   
  APL 8 (EL 10) 
  Gron, Spellstitched Mummified Ogre Fighter: 
  Large Undead; HD 6d12+3; hp 45; Init -2 (Dex); 
  Spd 20 ft.; AC 15 (touch 7, flat-footed 15); Atks 
  +11 melee (2d6+10 plus disease, slam); SA 
  Despair (DC 15), disease (DC 15); SQ DR 5/+1, 
  fire vulnerability, resistant to blows, undead traits, 
  turn resistance +2; SR 16; AL LE; SV Fort +9, 
  Ref +1, Will +5; Str 24, Dex 6, Con -, Int 2, Wis 
  14, Cha 12. 
   
  Skills and Feats: Climb +7, Listen +2, Spot 
  +2; Blind-Fight, Improved Initiative, Power Attack, 
  Toughness, Weapon Focus (greatclub). 
   
  Spell-Like Abilities: 3/day - flaming sphere, 
  magic missile; 1/day - fireball, glitterdust, 
  lightning bolt, mage armor.  Caster level 6th; save 
  DC 11 + spell level. 
   
  Possessions: ring of coolness. 
   
  APL 10 (EL 13) 
  Gron, Spellstitched Mummified Hill Giant: 
  Large Undead; HD 12d12+3; hp 92; Init -2 (Dex); 
  Spd 30 ft.; AC 16 (touch 7, flat-footed 16); Atks 
  +17/+11 melee (2d6+13 plus disease, slam); SA 
  Despair (DC 18), disease (DC 18), rock throwing; 
  SQ DR 10/+3, fire vulnerability, resistant to blows, 
  undead traits, turn resistance +2, rock catching; 
  SR 20; AL LE; SV Fort +10, Ref +4, Will +8; Str 
  28, Dex 6, Con -, Int 2, Wis 14, Cha 21. 
   
  Skills and Feats: Climb +11, Jump +11, Spot 
  +6; Toughness, Weapon Focus (greatclub). 
   
  Spell-Like Abilities: 3/day - flaming sphere, 
  magic missile; 1/day - fireball, glitterdust, 
  lightning bolt, mage armor.  Caster level 4th; save 
  DC 15 + spell level. 
   
  Possessions: ring of coolness. 
   
  Spellstitched Mummified Bats (2): Diminutive 
  Undead; HD 1/4d12+3; hp 7 each; Init +1 (Dex); 
  Spd 5 ft., 40 ft. (good); AC 23 (touch 15, flat-
  footed 18); Atks +1 melee (1d3-3 plus disease, 
  slam); SA Despair (DC 15), disease (DC 15); SQ 
  DR 5/+1, fire vulnerability, resistant to blows, 
  undead traits, turn resistance +2; SR 15; AL LE; 
  SV Fort +4, Ref +5, Will +6; Str 4, Dex 13, Con -, 
  Int 2, Wis 18, Cha 8. 
   
  Skills and Feats: Listen +11, Move Silently 
  +5, Spot +11; Toughness. 
   
  Spell-Like Abilities: 3/day - magic missle, 
  melf's acid arrow; 1/day - cloudkill, darkness, 
  enervation, flame arrow, magic jar, ray of 
  enfeeblement, stinking cloud, wall of fire.  Caster 
  level 1st; save DC 9 + spell level. 
   
  APL 12 (EL 15) 
  Gron, Spellstitched Mummified Hill Giant: 
  Large Undead; HD 12d12+3; hp 92; Init -2 (Dex); 
  Spd 30 ft.; AC 16 (touch 7, flat-footed 16); Atks 
  +17/+11 melee (2d6+13 plus disease, slam); SA 
  Despair (DC 18), disease (DC 18), rock throwing; 
  SQ DR 10/+3, fire vulnerability, resistant to blows, 
  undead traits, turn resistance +2, rock catching; 
  SR 20; AL LE; SV Fort +10, Ref +4, Will +8; Str 
  28, Dex 6, Con -, Int 2, Wis 14, Cha 21. 
   
  Skills and Feats: Climb +11, Jump +11, Spot 
  +6; Toughness, Weapon Focus (greatclub). 
   
  Spell-Like Abilities: 3/day - flaming sphere, 
  magic missile; 1/day - fireball, glitterdust, 
  lightning bolt, mage armor.  Caster level 4th; save 
  DC 15 + spell level. 
   
  Possessions: ring of coolness. 
   
  Spellstitched Mummified Bats (6): Diminutive 
  Undead; HD 1/4d12+3; hp 7 each; Init +1 (Dex); 
  Spd 5 ft., 40 ft. (good); AC 23 (touch 15, flat-
  footed 18); Atks +1 melee (1d3-3 plus disease, 
  slam); SA Despair (DC 15), disease (DC 15); SQ 
  DR 5/+1, fire vulnerability, resistant to blows, 
  undead traits, turn resistance +2; SR 15; AL LE; 
  
  Wrapped in Death 
   
  Page 20 
  SV Fort +4, Ref +5, Will +6; Str 4, Dex 13, Con -, 
  Int 2, Wis 18, Cha 8. 
   
  Skills and Feats: Listen +11, Move Silently 
  +5, Spot +11; Toughness. 
   
  Spell-Like Abilities: 3/day - magic missle, 
  melf's acid arrow; 1/day - cloudkill, darkness, 
  enervation, flame arrow, magic jar, ray of 
  enfeeblement, stinking cloud, wall of fire.  Caster 
  level 1st; save DC 9 + spell level. 
   
  Mummified Ogre (6): Large Undead; HD 
  4d12+3; hp 33 each; Init -2 (Dex); Spd 20 ft.; AC 
  15 (touch 7, flat-footed 15); Atks +9 melee 
  (2d6+10, slam); SA Despair, disease; SQ DR 
  5/+1, fire vulnerability, resistant to blows, undead 
  traits; AL LE; SV Fort +4, Ref -1, Will +3; Str 24, 
  Dex 6, Con -, Int 2, Wis 14, Cha 12. 
   
  Skills and Feats: Climb +5, Listen +2 Spot 
  +2; Toughness, Weapon Focus (greatclub). 
   
  Encounter 12 
  APL 4 (EL 4) 
  Emblemet: Male Human Sor4; Medium-size 
  human; HD 4d4+8; hp 21; Init +6 (Dex, Improved 
  Initiative); Spd 30 ft.; AC 12 (touch 12, flat-footed 
  10); Atks +1 melee (1d4-1 [crit 19-20], dagger); 
  AL NE; SV Fort +5, Ref +5, Will +8; Str 8, Dex 
  14, Con 14, Int 10, Wis 14, Cha 16. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +13, 
  Knowledge (arcana) +1, Knowledge (undead) +3; 
  Combat Casting, Improved Initiative, Weapon 
  Finesse (touch). 
   
  Spells Known (6/7/4; base DC = 13 + spell 
  level): 0 – detect magic, disrupt undead, flare, 
  light, ray of frost, read magic; 1st – chill touch, 
  mage armor, shield; 2nd – ghoul touch. 
   
  Possessions: 
  silver 
  dagger, 
  cloak 
  of 
  resistance +2, everburning torch, potion of cure 
  serious wounds, potion of fly, potion of haste, 
  potion of remove blindness/deafness, potion of 
  water breathing. 
   
  APL 6 (EL 6) 
  Emblemet: Male Human Sor6; Medium-size 
  human; HD 6d4+12; hp 31; Init +6 (Dex, Improved 
  Initiative); Spd 30 ft.; AC 12 (touch 12, flat-footed 
  10); Atks +2 melee (1d4-1 [crit 19-20], dagger); 
  AL NE; SV Fort +6, Ref +6, Will +9; Str 8, Dex 
  14, Con 14, Int 10, Wis 14, Cha 16. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +15, 
  Knowledge (arcana) +1, Knowledge (undead) +4; 
  Combat Casting, Dodge, Improved Initiative, 
  Weapon Finesse (touch). 
   
  Spells Known (6/7/6/4; base DC = 13 + spell 
  level): 0 – arcane mark, detect magic, disrupt 
  undead, flare, light, ray of frost, read magic; 1st – 
  cause fear, chill touch, mage armor, shield; 2nd – 
  ghoul touch, scare; 3rd – vampiric touch. 
   
  Possessions: 
  silver 
  dagger, 
  cloak 
  of 
  resistance +2, everburning torch, necklace of 
  acid balls [type II], potion of cure serious wounds, 
  potion of fly, potion of haste, potion of remove 
  blindness/deafness, potion of water breathing. 
   
  APL 8 (EL 8) 
  Emblemet: Male Human Sor8; Medium-size 
  human; HD 8d4+16; hp 41; Init +6 (Dex, Improved 
  Initiative); Spd 30 ft.; AC 12 (touch 12, flat-footed 
  10); Atks +3 melee (1d4-1 [crit 19-20], dagger); 
  AL NE; SV Fort +7, Ref +7, Will +11; Str 8, Dex 
  14, Con 14, Int 10, Wis 15, Cha 16. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +17, 
  Knowledge (arcana) +1, Knowledge (undead) +5; 
  Combat Casting, Dodge, Improved Initiative, 
  Weapon Finesse (touch). 
   
  Spells Known (6/7/7/6/3; base DC = 13 + 
  spell level): 0 – arcane mark, detect magic, 
  disrupt undead, flare, light, ray of frost, read 
  magic, resistance; 1st – cause fear, chill touch, 
  mage armor, magic missile, shield; 2nd – ghoul 
  touch, scare, spectral hand; 3rd – fireball, 
  vampiric touch; 4th – enervation. 
   
  Possessions: 
  silver 
  dagger, 
  cloak 
  of 
  resistance +3, everburning torch, necklace of 
  acid balls [type II], potion of cure serious wounds, 
  potion of fly, potion of haste, potion of remove 
  blindness/deafness, potion of water breathing. 
   
  APL 10 (EL 10) 
  Emblemet: Male Human Sor10; Medium-size 
  human; HD 10d4+20; hp 51; Init +6 (Dex, 
  Improved Initiative); Spd 30 ft.; AC 12 (touch 12, 
  flat-footed 10); Atks +4 melee (1d4-1 [crit 19-20], 
  dagger); AL NE; SV Fort +8, Ref +8, Will +12; Str 
  8, Dex 14, Con 14, Int 10, Wis 15, Cha 16. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +19, 
  Knowledge (arcana) +1, Knowledge (undead) +6; 
  Combat Casting, Dodge, Improved Initiative, Spell 
  Focus (necromancy), Weapon Finesse (touch). 
   
  Spells Known (6/7/7/7/5/3; base DC = 13 + 
  spell level): 0 – arcane mark, detect magic, 
  disrupt undead, flare, guidance, light, ray of frost, 
  read magic, resistance; 1st – cause fear, chill 
  touch, glitterdust, mage armor, magic missile, 
  shield; 2nd – ghoul touch, scare, spectral hand; 3rd 
  
  Wrapped in Death 
   
  Page 21 
  – fireball, lightning bolt, vampiric touch; 4th – 
  enervation, fire shield; 5th – cone of cold. 
   
  Possessions: 
  silver 
  dagger, 
  cloak 
  of 
  resistance +3, everburning torch, necklace of 
  acid balls [type II], periapt of health, potion of 
  cure serious wounds, potion of fly, potion of 
  haste, potion of remove blindness/deafness, 
  potion of water breathing, ring of feather falling. 
   
  APL 12 (EL 12) 
  Emblemet: Male Human Sor11; Medium-size 
  human; HD 11d4+22; hp 56; Init +6 (Dex, 
  Improved Initiative); Spd 30 ft.; AC 12 (touch 12, 
  flat-footed 10); Atks +4 melee (1d4-1 [crit 19-20], 
  dagger); AL NE; SV Fort +9, Ref +9, Will +13; Str 
  8, Dex 14, Con 14, Int 10, Wis 15, Cha 16. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +20, 
  Knowledge (arcana) +2, Knowledge (undead) +6; 
  Combat Casting, Dodge, Improved Initiative, Spell 
  Focus (necromancy), Weapon Finesse (touch). 
   
  Spells Known (6/7/7/7/6/4; base DC = 13 + 
  spell level): 0 – arcane mark, detect magic, 
  disrupt undead, flare, guidance, light, ray of frost, 
  read magic, resistance; 1st – cause fear, chill 
  touch, glitterdust, mage armor, magic missile, 
  shield; 2nd – ghoul touch, scare, spectral hand, 
  web; 3rd – fireball, lightning bolt, stinking cloud, 
  vampiric touch; 4th – enervation, fear, fire shield; 
  5th – animate dead, cone of cold. 
   
  Possessions: 
  silver 
  dagger, 
  cloak 
  of 
  resistance +4, everburning torch, necklace of 
  acid balls [type II], periapt of health, potion of 
  cure serious wounds, potion of fly, potion of 
  haste, potion of remove blindness/deafness, 
  potion of water breathing, ring of feather falling. 
   
  Coultin: Male Human Clr9; Medium-size human; 
  HD 9d8+27(18); hp 76 (67); Init +1 (Dex); Spd 20 
  ft.; AC 22 (touch 11, flat-footed 21); Atks +12/+7 
  melee (2d4+7 [crit x4], scythe); AL NE; SV Fort 
  +8, Ref +4, Will +9; Str 16 (14 w/o bull's 
  strength), Dex 12, Con 16 (14 w/o endurance), Int 
  10, Wis 16, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +20, 
  Knowledge (religion) +12; Blind-Fight, Combat 
  Casting, Extra Turning, Power Attack, Skill Focus 
  (Concentration). 
   
  Spells Known (6/5+1/5+1/4+1/2+1/1+1; base 
  DC = 13 + spell level): 0 – detect magic, detect 
  magic, detect poison, guidance, read magic, 
  resistance; 1st – cause fear*, cure light wounds, 
  divine favor, endure elements [fire] (pre-cast), 
  endure elements [cold] (pre-cast), shield of faith; 
  2nd – bull's strength (pre-cast), darkness, death 
  knell*, endurance (pre-cast), hold person, resist 
  elements; 3rd – dispel magic, magic circle against 
  good*, magic vestment (pre-cast), protection from 
  elements, protection from elements; 4th – freedom 
  of movement, greater magic weapon (pre-cast on 
  scythe), unholy blight*; 5th – slay living*, spell 
  resistance. 
  *Domain spell. Domains: Death (Death touch 
  once per day); Evil (Cast evil spells at +1 caster 
  level.) 
   
  Possessions: full plate armor, masterwork 
  scythe, potion of haste. 
   
   
   
   
  
  Wrapped in Death 
   
  Page 22 
  Player's Handout 1: Royal Army Member's Note 
   
   
  Dear Noted Member of the Royal Army, 
   
  As part of your duties, you are asked to ensure 
  the safety of the village of Cassius.  Please go 
  there and talk to the folk who live there.  Any 
  findings should be investigated upon in full. 
   
  A report will be needed upon completion of your 
  mission. 
   
  Good Day, 
   
   Master Sergeant Turk Axegrinder 
   
   
   
  
  Wrapped in Death 
   
  Page 23 
  Player's Handout 2: Mine Ranger's Member Note  
   
   
  Dear Noted Member of the Mine Rangers, 
   
  As part of your duties, you are asked to seek 
  out the caves near the village of Cassius, 
  investigate them and report back with any 
  details 
  that 
  you 
  learn. 
   
  Quickness 
  and 
  steadiness are needed in said mission. 
   
  First go to the village of Cassius and find a 
  group that will ensure your success in the 
  mission. 
   
  Good Day, 
   
   General Brunar Blackhand of the Mine Rangers 
   
   
  
  Wrapped in Death 
   
  Page 24 
  DM's Aid 1: Map #1 
   
   
  
  Wrapped in Death 
   
  Page 25 
  DM's Aid 2: Map #2 
   
   
   
   
   
   
  
  Wrapped in Death 
   
  Page 26 
  DM's Aid #3: Underwater Rules 
   
  The D&D rules don't cover underwater combat 
  specifically, so please follow these rules when the 
  characters are underwater. Some of them are 
  repeated from the D&D rules, but this way the DM 
  has all the relevant rules in one place. 
    
  Breathing 
  All surface-dwelling creatures must have some 
  means of breathing underwater.  Spells, such as 
  water breathing, plus magic items, such as 
  potions of water, necklaces of adaptation, pearls 
  of the sirines, rings of elemental command 
  (water), iridescent ioun stones, and helms of 
  underwater action all would be prove helpful to 
  PCs. 
    
   
  Drowning 
  Any PC can hold his breath for a number of 
  rounds equal to twice her Constitution score.  
  After this period of time, the PC must make a 
  Constitution check (DC 10) every round in order to 
  continue holding his breath.  Each round, the DC 
  increases by one.  When the character finally 
  fails his Constitution check, he begins to drown.  
  In the first round, he falls unconscious (0 hp).  
  The following round, she drops to -1 hit points and 
  is dying.  In the third round, she drowns.  Native 
  water breathers cannot drown underwater.  The 
  Endurance feat bonus can be used for this check. 
    
   
  Combat 
  If character or monster doesn't have a swimming 
  speed (or freedom of movement effect), it suffers a 
  –2 penalty to attacks and damage when 
  underwater.  Any slashing weapon, blunt weapon, 
  claw attacks, or tail attack also inflicts half 
  damage.  Even if the character or monster has a 
  swimming 
  speed 
  (such 
  as 
  native 
  aquatic 
  species), it still inflicts half damage with slashing 
  or blunt weapons (but not claws) unless it has a 
  freedom of movement effect.  Piercing melee 
  weapons and specially designed piercing missile 
  weapons do normal damage underwater.  Thrown 
  weapons and missile weapons not designed to 
  work 
  underwater 
  are 
  useless 
  underwater.  
  Crossbows, being self-propelled, work somewhat 
  underwater.  Reduce range increment to 30 ft., 
  and reduce damage dealt in half.  The maximum 
  Dex bonus that can be applied while underwater 
  is +2.  Characters who have lower Dex maximum 
  allowances due to armor are still constrained to 
  the lowest number. 
   
  When firing from a dry area into water, a self-
  propelled missile (crossbow bolts) travels as 
  normal while in the dry area.  Once it enters 
  water, range is reduced as mentioned above and 
  all applicable penalties come into effect.  In 
  addition, any missile fired from a dry area into 
  water has a max reach of its range increment, 
  including the distance traveled while in a dry area. 
   Beyond that the missile is considered to be 
  ineffective and does not deal damage.  The 
  reverse, firing from water into a dry area, is the 
  same. 
   
  Example: a light crossbow (range increment 
  80 ft.) while underwater has a range increment of 
  30 ft. If fired from 10 ft. inside a dry area into 
  water, once the bolt enters the water it will only 
  travel 20 ft. more before becoming useless. 
   
   
  Magic Items 
  Being underwater has numerous effects on magic 
  items.  Some have their effects altered while 
  others are non-functional. 
   
  Potions, dusts, oils, and powders do not 
  function underwater except within a pocket of air 
  or the use of a helm of underwater action.  They 
  are diluted by water and dispersed before they 
  can be consumed. 
   
  Submersion alters spell effects from magic 
  items in the same way it alters spells. A wand of 
  fireballs, for example, would not function just as a 
  fireball spell would not. 
   
  Magical 
  weapons 
  whose 
  non-magical 
  equivalents do not function underwater also do not 
  function.  Maces, hammers, etc., would be 
  useless unless a freedom of movement spell is 
  used.  Bows are useless underwater, and 
  crossbows suffer the penalties described above in 
  Combat.  Note that a freedom of movement spell 
  does not affect missile weapons, only melee 
  weapons. 
   
  Bags of holding are destroyed if opened 
  underwater. Water, which weighs 65 pounds per 
  cubic foot, would rush in, overload, and rupture 
  the bag. 
  
  Wrapped in Death 
   
  Page 27 
   
  It is assumed that scrolls are kept inside a 
  watertight case and therefore safe from the effects 
  of submersion.  Once a scroll case is opened 
  underwater, a Fort save (DC 20, with a save 
  bonus of 2 + one-half caster level) must be made. 
   A failure indicates damage resulting in the loss of 
  1d4 spells. 
   
   
  Movement 
  There are two common ways for a PC to travel 
  underwater.  The first is swimming, which is 
  covered in the Swimming section below.  The 
  second is sinking to the bottom and walking.  A 
  character can walk at a rate equal to one-half of 
  his land movement per round (due to the bulky 
  equipment). 
   
   
  Speaking 
  Surface-dwelling characters can only produce 
  normal, undistorted speech through the help of 
  magic devices and spells.  In the absence of this 
  aid, the casting of spells that require verbal 
  components is impossible.  Additionally, helms of 
  underwater action, rings of freedom of movement, 
  pearls of sirines, or airy water spell allow normal 
  speech. 
   
   
  Spells 
  Spells are altered by the underwater world.  
  Spells whose effects require air (such as fire-
  based spells) do not work underwater.  Spells 
  with electrical effects act as fireball spells 
  centered on the effect itself, or the beginning of 
  the effect (as in the case of a lightning bolt), doing 
  their dice in electrical damage.  Creatures that 
  cannot breathe underwater cannot be summoned 
  underwater.  All other spells work as described. 
   
  Wizards' spellbooks must be stored in water-
  resistant pouches or protected in some way from 
  the effects of submersion. Only spellbooks made 
  specifically to be used underwater can be opened 
  and used while a wizard is submerged.  If an 
  unprotected spellbook is exposed to water, it 
  must make a Fort save (DC 20, with a save bonus 
  of 2 + one-half owner's level) for every full day of 
  immersion to avoid being damaged.  A failure 
  indicates that 1d8 spells have been destroyed.  
  For the purposes of this tournament, effects on 
  components or holy symbols are ignored entirely. 
    
  Swimming 
  Characters make swimming checks each round 
  to see if they move forward in the water.  A 
  successful swim check (DC 10), required each 
  round, allows the characters to swim one-half 
  speed as a full-round action or one-quarter speed 
  as a move-equivalent action.  If the characters fail, 
  they make no progress through the water.  If they 
  fail by 5 or more, they start to drown. 
   
  
  Wrapped in Death 
   
  Page 28 
  STORY SUMMARY 
  for use at Weekend in the Principality of Ulek #3. 
   
  Please fill out the following and return the results to Christopher Reed at fltriad@aol.com. 
   
  1. Did any PC spend the extra time (1 TU) to take Mendareta's body back to Hyle for 
  proper burial? 
  YES 
  NO 
  a) If so, who? 
   
   
  Real Name: 
  Character Name: 
  RPGA #: 
   
  _________________________________________________________ 
   
  _________________________________________________________ 
   
  _________________________________________________________ 
   
  _________________________________________________________ 
   
   
  2. Did any PC spend the extra time (1 TU) to learn the new spell? 
   
   
  YES 
  NO 
  a) If so, who? 
   
   
  Real Name: 
  Character Name: 
  RPGA #: 
   
  _________________________________________________________ 
   
  _________________________________________________________ 
   
   
  3. Did the characters defeat all of the undead? 
  YES 
  NO 
   
   
  4. Did the characters defeat Emblemet? 
  YES 
  NO 
   
   
  5. Did any characters receive the Royal Army Commendation? 
    
   
  YES 
  NO 
  a) If so, who? 
   
   
  Real Name: 
  Character Name: 
  RPGA #: 
   
  _________________________________________________________ 
   
  _________________________________________________________ 
   
   
  6. Did any characters receive the Mine Rangers Commendation? 
    
   
  YES 
  NO 
  a) If so, who? 
   
   
  Real Name: 
  Character Name: 
  RPGA #: 
   
  _________________________________________________________ 
   
  _________________________________________________________ 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Principality of Ulek/593/Normal Scenarios/ULP3-04 - Wrapped in Death (APL 4-12)/ULP3-04 - Wrapped in Death.pdf