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 the author.  To learn more about the Open Gaming License and the d20 system 
  license, please visit www.wizards.com/d20 
   
  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.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the RPGA 
  Network.  
   
  FURintro4-03 
   
   
   
   
   
   
   
  Wreath of the Dead 
   
  A One-Round D&D LIVING GREYHAWK®  
  Furyondy Regional Adventure 
  Version 1.1 
   
  by Andrew Nuxoll 
  edited by Michelle Sharp 
   
   
   
  Sometimes the dead come back.  In this case, the dead man appears to be a former Captain of the 
  Furyondy military who supposedly was killed more than fifteen years ago.  Why has he waited so long to 
  ask for help and why is he doing it under such mysterious circumstances?  An introductory adventure for 
  first level PCs only. 
   
   
   
   
  
  Wreath of the Dead 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario. The rest of the time is spent in 
  preparation before game play, 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 you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work 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 
  you run your game. Be sure to familiarize yourself 
  with 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 is 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 as 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. As well, 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 the 
  players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the DM 
  can bar the use of even core rulebooks during 
  certain times of play. For example, 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.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in gray boxes. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, the 
  players and DM score the game. Complete the 
  RPGA scoring grid with names and RPGA numbers 
  only, and the event information at the top. RPGA no 
  longer uses voting for any reported results. Give the 
  Scoring Packet to your event coordinator.  
   
  
  Wreath of the Dead 
   
  Page 3 
  # 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 
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring 
  their own characters with them. If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, ant then have any players without 
  a character create on. Once all players have a 
  LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
   
  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 PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
   
  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 being war horses, dogs 
  trained for war), other than those brought by 
  virtue of a class ability (i.e. animal companions, 
  familiars paladin’s mounts, etc) use the sidebar 
  chart to determine the number of levels you add 
  to the sum above. 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. 
  3. Sum the results of 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. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  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 the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is being 
  played at, that character will receive only half of the 
  experience points awarded for the adventure. This 
  simulates the face 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. PCs who want 
  their dogs to attack must succeed at a Handle 
  Animal or Charisma check (DC 10). Failure 
  indicates that the animal will not attack that 
  round. This is a free action (spoken command) 
  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 one-round Regional adventure, 
  set in Furyondy.  Characters native to Furyondy pay 
  one Time Unit per round, all others pay two Time 
  Units per round.  Adventurer’s Standard Upkeep 
  costs 12gp per Time Unit.  Rich Upkeep costs 50gp 
  
  Wreath of the Dead 
   
  Page 4 
  per Time Unit.  Luxury Upkeep costs 100gp per 
  Time Unit. 
  
  Wreath of the Dead 
   
  Page 5 
  Adventure Background 
   
  Years ago, when Iuz first threatened the 
  civilized peoples, Furyondy built a small redoubt 
  called the Rond's Keep on their border with the Old 
  One's lands.  The purpose of this small fortress was 
  to provide a lookout both on land and sea for any 
  invasion. 
   
  Alas, Rond's Keep fell quickly and early during 
  the invasion of Furyondy in 582CY.  The keep’s 
  inhabitants were unable to warn their countrymen of 
  the invading hordes.  A huge hole was ripped into 
  the side of the curtain wall and the keep’s tower 
  was burned and felled by fiery catapult shells.  Iuz's 
  hordes swarmed over the keep but the defenders 
  bravely stood their ground. Rather than waste 
  another day fighting for what amounted to a lost 
  cause, the army moved on.  A contingent of undead 
  was left to lay siege to the keep and starve the 
  remaining inhabitants into submission.  The 
  mindless “soldiers” were given these orders: 
  1. Surround the keep and attack any humanoid 
  who leaves it. 
  2. Defend yourself from any attack on the ground. 
   
  The keep's hopelessly small contingent of 
  defenders managed to keep the fire from spreading. 
   After discovering the siege, they waited patiently 
  for help from their kinsmen.  They've waited a very 
  long time.  Iuz's army captured Crockport and held 
  it for a year.  When the city was liberated the land 
  surrounding Rond's Keep remained nominally under 
  Iuz's control.  Scouts from Furyondy reported 
  Rond's Keep had been breached and burned.  Its 
  occupants were assumed dead and since Rond’s 
  Keep was clearly unsalvageable it was forgotten by 
  both armies. 
   
  The undead surrounding the keep did not forget. 
   The survivors faced a long a difficult winter in 
  582CY and their numbers dwindled further.  The 
  following Spring the residents took what little seed 
  they had left and planted it in the keep's courtyard. 
  Their small flock of sheep was allowed to graze in 
  the field, sometimes even at the feet of the 
  mindless enemy.  Somehow, the prisoners in the 
  keep have survived from year to year. 
   
  Numerous residents have attempted escape.  
  All have failed.  Many were cut down less than 200 
  yards from the keeps' walls.  Last spring, two 
  teenage boys who have spent their lives in the keep 
  executed a novel idea.  They spent an entire winter 
  weaving sheep’s wool into stout twine. With the aid 
  of the keep’s sole gnomish resident, they built a 
  gigantic kite using a pair of old sheets.  That 
  Spring, when the area’s powerful winds blew east 
  they were able to sail the kite out over the water of 
  the Whyestil lake and let it go.   Attached to the 
  kite was a small wooden box, waterproofed with 
  wax and containing a plea for rescue.  At first the 
  box and kite sunk but after a few months on the 
  lake bottom it broke free and slowly, ever so slowly, 
  has 
  floated 
  southward 
  toward 
  the 
  city 
  of 
  Crockport… 
   
  Adventure Summary  
   
  Rond’s Keep, which stood on the former border 
  between Furyondy and the empire of Iuz, was 
  thought lost.  In fact, its residents have been under 
  siege by a small army of undead for more than a 
  decade.  Appendix B contains heaps of helpful 
  information about Rond’s Keep.  Some of the 
  information will be invaluable while running this 
  module.  You should read the appendix entirely 
  before running this scenario and refer back to it as 
  necessary during play. 
   
  Introduction: The adventure begins when the PCs 
  meet Algar, and acquire a rescue note that points 
  them toward Rond’s Keep that was believed 
  destroyed during the invasion of 582 CY.  By doing 
  some research they determine where the keep is 
  located. 
   
  Encounter One:  The PCs travel toward the keep 
  and see first hand the enemy they and their 
  countrymen 
  are 
  facing. 
   
  Unless 
  they 
  are 
  exceptionally careful, an orc patrol spots them and 
  moves to intercept.  The PCs must fight, fly or 
  convince the orcs that they are not invaders or 
  spies. 
   
  Encounter Two: 
   
  The PCs reach the keep but find only a ruin in 
  the midst of a desolate landscape riddled with the 
  bodies of the fallen.  When they enter the ruin, they 
  discover it is indeed inhabited.  As they talk to the 
  keep’s residents they also discover that they are 
  now trapped in the keep as well.  The keep is under 
  siege by hundreds of undead skeletons. 
   
  Encounter Three: 
   
  The PCs attempt to leave the keep (with or 
  without the NPCs in tow) and are beset by hordes 
  of undead.  They are (likely) pushed back and made 
  to consider some other way out.  This encounter 
  may occur multiple times. 
   
  Encounter Four: 
  
  Wreath of the Dead 
   
  Page 6 
   
  The PCs discover clues leading to a possible 
  escape 
  from 
  the 
  former 
  captain’s 
  quarters.  
  Unfortunately, the former captain has lost his 
  sanity.  The PCs must convince, trick or defeat him 
  to gain access to the escape hatch. 
   
  Conclusion: 
   
  The PCs manage to escape the keep.  
  Hopefully, they have rescued at least some of the 
  residents as well… 
   
  Introduction 
  Begin with character introductions and have the 
  players determine why their characters are in 
  Crockport and how they’ve ended up banding 
  together in their quest for adventure. 
   
  It’s another long, empty day in the city of 
  Crockport.  What’s left of your coin has been 
  dwindling over the past few weeks as you’ve 
  scoured the city in a fruitless search for 
  adventure. With Crockport’s unique tax free 
  status for adventurers there’s been a large influx 
  of mercenaries, dragon slayers, war heroes and 
  dungeon delvers. It’s a definitely a buyer’s 
  market in this city.  Nobody wants to hire a band 
  of wet-behind-the-ears adventurers like you 
  when there are veterans to be had for the same 
  price. 
   
  You’ve just emerged from a dockside 
  warehouse where you had an interview with a 
  merchant looking for caravan guards.  The 
  interview lasted all of 2 minutes and you’re quite 
  certain you did not get the job.   
  You 
  hardly notice a small boy of perhaps ten years 
  seated upon the cobblestones and dressed in 
  rags.  He’s clearly one of the thousands of 
  refugees that still crowd the city more than a 
  decade after its liberation.  But the boy rises 
  quickly and runs up to you with an earnest look 
  on his face.  “Looking fer treasure…fer 
  adventure?,” he asks just above a whisper.  “I’ve 
  just the thing for you.”  The boy proffers a 
  small, rectangular box.  At one time, the box 
  was sealed entirely in a half-inch layer of wax 
  but someone has since chipped it away to get at 
  the contents.  “Inside this box is a secret.  I’ll let 
  you have it for just a pair of wheatsheaves.  I’ve 
  got to buy bread y’know to feed my mum and 
  my seven brothers and sisters.” 
   
  Creatures:  
  Algar: Male human child Rog1 (Bluff +7, Sense 
  Motive +6, Diplomacy +6). 
   
  The boy is Algar, who is actually 13 years old 
  and more than a little street wise.  While he does 
  indeed have a mother and two siblings (not seven), 
  he has not seen them in over a year.  Algar is fast 
  on his way toward becoming a junior member of the 
  local thieves guild. 
  If the PCs ask questions about him or the box, 
  Algar will make up any story if he thinks it will 
  impress the PCs and make a sale.  The truth is that 
  one of Algar’s fellow urchins found the box floating 
  in the lake just east of the harbor.  Algar took the 
  box by force and later opened it.  
  If the PCs haggle, he can be talked down as 
  low as 1gp (but no lower) with a successful 
  opposed Diplomacy check.  He runs away 
  immediately from any credible threat of violence. 
  Algar will not allow anyone to see what’s inside 
  the box.  Nor will he allow anyone to actually have 
  the box if he can help it.  If the PCs hand him any 
  coin for the box he attempts to renege on the deal 
  by leaping up and running away with both the cash 
  and the box.  If the PCs give chase Algar drops the 
  box to save his own skin.  Under no circumstances 
  will he willingly engage in combat with any PC. 
  What the box actually contains is rectangular 
  length of tanned sheepskin that has been imprinted 
  with a message. (Give the PCs player handout #1.) 
   
  If the PCs investigate a Captain in the Furyondy 
  military named Jelamas Welider they quickly end 
  up at the hall of records in the city (Gather 
  Information DC 10 to find out that this is where they 
  should go.) There they are met by a scribe named 
  Hath.   
  Hath Berener: Male human Exp4. 
   
  Hath is grumpy, cranky old man that does not 
  like people.  He particularly dislikes “nosy people.”  
  He truly loaths “nosy, lazy adventurerers like 
  yourselves.”  Hath tries at first to turn the PCs away 
  with a rude word but when they persist, he gruffly 
  charges them 2gp to locate and copy any public 
  records he can find.  “Go away and come back 
  tomorrow!,” he cranks and turns his back on them.  
  When they return the next day Hath hands them a 
  public précis of the Captain’s military service 
  record.  (Give the PCs player handout #2.) 
   
  This record should point the PCs to Rond’s 
  Keep.  (The rescue message deliberately does not 
  mention the keep for fear that the box might end up 
  in the wrong hands.)  A Gather Information check 
  (DC 14), Bardic Knowledge check (DC 12) or 
  Knowledge(local) check (DC 12) will all reveal the 
  following information about Rond’s Keep: 
  
  Wreath of the Dead 
   
  Page 7 
  • 
  The keep was originally built to defend 
  Furyondy from encroachment by the lands 
  of Iuz during the Old One’s imprisonment.  
  • 
  After Iuz’s escape, the keep became a key 
  lookout post for providing early warning of a 
  possible invasion.  It had a tall tower that 
  could see out over Whyestil Lake. 
  • 
  The keep was used as a safehouse for 
  Furyondy spies sneaking into Iuz’s lands. 
  • 
  Rond’s Keep fell during the invasion of 582 
  CY and was reduced to a ruin.  All souls 
  were lost. 
   
  The PCs can find out where Rond’s keep is 
  located via any reasonable method including various 
  Knowledge checks (Geography – DC 10; Local [Iuz 
  Border States] – DC 15 or Bardic – DC 12), Gather 
  Information (DC 16) or asking Hath. If the PCs ask 
  Hath about how to get to Rond’s Keep he offers to 
  sell them a map to the keep.  If they seem eager, 
  he smugly asks an outrageous sum of 50gp for it.  
  Otherwise, he’ll take any price they offer as long as 
  it’s at least 2gp.  
   
  Once the PCs know how to get to the keep, 
  give them player handout #3. 
   
  Encounter One 
  The PCs should pack and plan for their journey to 
  Rond’s Keep.  It is approximately 130 miles due 
  north of Crockport near the coast of the Whyestil 
  Lake.  
   
  Recruiting Help 
  If there are less than six players at the table then 
  the party is approached by a minor cleric of the 
  church of Heironeous.  If the party consists of only 
  four players, then the cleric has brought a paladin 
  friend with him. The cleric offers to lend a hand with 
  the PCs’ mission.  Read the following text: 
   
   
  With an air of excitement about your 
  upcoming adventure, you settle your bill with 
  the inn and emerge onto the streets of the city 
  with a full belly and a full pack. You are mildly 
  surprised to see a short, wiry man standing in 
  the street as if waiting for you. [Next to him 
  stands a proud looking gnome in shining plate 
  mail.]  The human [and gnome each] bears the 
  ‘fist and thunderbolt’ of Heironeous prominently 
  on his breast.   
   
  The 
  man 
  smiles 
  broadly 
  beneath 
  a 
  handlebar mustache.  “Good day to you,” he 
  says.  “My name is Hathshire Dellerond [and this 
  is my constant friend Pasqual.] I’ve chanced to 
  be at the hall of records earlier and learned, 
  quite by accident, that you’ve been making 
  inquiries into the fate of one Captain Jelamas 
  Welider. My deepest apologies if this sounds too 
  forward, but Captain Welider was a close friend 
  of my father’s. I have always wished to attempt a 
  covert mission to Rond’s Keep in hopes of 
  retrieving his remains and perhaps some 
  explanation of what happened all those years 
  ago.  But of course, such a mission is dangerous 
  and probably fruitless.” 
   
  The man pauses briefly and his eye ranges 
  over you and your equipment. 
   
  “Forgive me if this sounds forward, but by 
  the look of you, you may be embarking on just 
  such a mission.  I cannot help but ask that if I 
  have guessed correctly, you would be willing 
  allow me [us] to join your party?  I assure you I 
  can carry my own weight and will gladly share 
  what meager blessings of Valorous One that he 
  has deigned me worthy of. 
  It’s up to the PCs to accept or decline his offer 
  as they see fit. If the party accepts Hathshire’s offer 
  then give them Players Handout 5: Hathshire 
  Dellerond.  If Pasqual is present as well, also give 
  the PCs Players Handout 6:  Pasquallimarminous 
  Disillinticut the Dog Hearted. 
  Under no circumstances can the party exceed 
  six members.  
   
  Travel by Boat 
  If the party chooses to travel via the lake, they’ll 
  have a hard time finding someone willing to take 
  them that close to Iuz’s territory but it is possible 
  for 25gp per PC and a DC15 Diplomacy check to 
  convince Barrister, the brash young captain of a 
  small keelboat, to take them.  He has made a 
  couple of runs into the dangerous northern waters of 
  Whyestil Lake in the past.  He’ll hint at this and if 
  the PCs press he will whisper a tale about a band of 
  powerful adventurers on a mission for a secret 
  society known only as the Drinkers of the Cup of 
  Midnight. 
  Due to the high winds Barrister won’t be able to 
  set sail until five days after the PCs initially meet 
  Algar.  The journey itself takes three more days.  
  They party arrives (after an uneventful journey) on 
  the coast less than two miles from the Keep.  
  Barrister, will point them in the right direction and 
  tell them that in younger days “a sailor could use 
  that proud keep’s tower to guide ‘is way home but 
  now ‘tis naught by rubble, alas.”  He agrees to wait 
  there no more than 36 hours before leaving the PCs 
  
  Wreath of the Dead 
   
  Page 8 
  to fend for themselves.  He and his crew will not 
  leave the boat for more than ten minutes except to 
  save their lives.   
   
  Barrister Lightwind: Male half-elf Rog3. 
  Crewmen (9):  Exp1 (7 humans, 1 half-elf, 1 half-
  orc). 
   
  If the PCs are forced to return to Crockport by 
  land, they may still encounter the patrol (see Travel 
  by Land below) on their return trip. 
   
  Travel by Land 
  It is expected the most parties will travel by land 
  and on foot.  If they leave in the morning and do not 
  delay, they will arrive at the keep on the afternoon of 
  their fifth day of travel.  If they travel by horseback, 
  then they will arrive at midday on the third day of 
  travel.  
  When the PCs are about halfway through their 
  journey, 
  the 
  party 
  is 
  beset 
  by 
  a 
  severe 
  windstorm(see page 95 of the DMG).  Small sized 
  PCs must make a DC 15 Fortitude save to avoid 
  being knocked down.  They may decide to hole up 
  and let the storm blow over (which takes about four 
  hours), or they may simply use a horse or strong 
  PC to brace the smaller player.  These decisions 
  may affect the ensuing encounter. 
  Regardless of their reaction to the wind, read 
  the following: 
  In Crockport, the devastation wrought by the 
  war is evident in the faces of the people.  As you 
  travel some distance north of the city, you see 
  that devastation is borne on the face of the 
  land.  Fields, once full of grain, lie fallow.  Many 
  trees have been cut down, uprooted or simply 
  died where they stood as if they could not bear 
  the loss of their brethren.  Here and there, you 
  come across the long decayed skeleton of an 
  orc or human still bearing the rusted remains of 
  armor and weapons.  Powerful winds howl 
  across the landscape as if in mourning for the 
  dead.  Fresher carrion and those beasts that feed 
  upon it are common. 
   
  Patrols by the forces of Iuz are common too. 
  You've avoided them so far with little difficulty.  
  For the past few hours, the already powerful 
  winds have picked up a notch and you find you 
  have to work even harder to keep your feet. 
  Fortunately, visibility is greatly reduced so you 
  don't expect to encounter any patrols.  Thus, it 
  is with surprise and dismay that you suddenly 
  discern a group of humanoids cresting a rise 
  and heading directly for your position. 
  [Unless the party has been particularly stealthy 
  about their movements, also read the following.] 
   
  They've clearly spotted you and begin to run 
  forward to intercept your position. One of them, 
  probably their leader, calls out in a gruff voice 
  but his words are lost in the wind... 
   
  This is an orc patrol that has stumbled upon the 
  party.  The encounter begins when the orcs are 80 
  feet away. PCs who make a Spot check (DC 17) 
  are able to act in the surprise round.  The orcs use 
  their surprise round action to run forward 60 feet 
  (bringing them to a position 20 feet from the PCs).  
  A Sense Motive check (DC 15) indicates that they 
  are not planning to attack immediately, but they do 
  look aggressive. 
   
  If the orcs see the party casting any spells the 
  party receives a -2 penalty to any Diplomacy rolls 
  made to avoid a fight.  If the party attacks with 
  ranged weapons and/or spells, the orcs respond 
  immediately and there is no parley.   
   
  If the party does not attack, the orcs halt about 
  20 feet away.  Their leader, Groshnak, is clearly a 
  cleric of Iuz.  In addition to his holy symbol, he has 
  the symbol of Iuz emblazoned on his shield. He 
  addresses them first in Orc and then in Common, 
  "You are trespassers in the lands of Iuz!  State your 
  business."  The PCs get a +2 circumstance bonus 
  to any Diplomacy checks if they respond in Orc.  If 
  they cannot convince Groshnak that they have a 
  legitimate reason for being there, he laughs and 
  orders them killed.  If the Diplomacy check 
  succeeds and their manufactured purpose sounds 
  important, he may offer to escort them to their 
  destination (hoping to gain favor with his superiors).  
  He will accept any excuse they use to decline the 
  offer but feel free to extend the exchange to 
  emphasize the danger of the situation. If their 
  reason for being in Iuz's territory sounds routine or 
  unimportant, 
  Groshnak 
  looks 
  disappointed 
  (because he was hoping for a fight). He says 
  something insulting (i.e., "You should put that 
  gnome on a leash!") and moves away with the 
  patrol. 
   
  APL2 (EL 3) 
  Groshnak: Male orc Clr2, hp 15, see Appendix A. 
  Orc Warriors (3):  hp 5; see Monster Manual p.203 
   
   
  Tactics: If given the opportunity, the orc 
  warriors will always spend a round throwing their 
  javelins and drawing their falchions before engaging 
  in melee.  They all target the same PC.  The orc 
  warriors always fight until slain.  Groshnak begins 
  
  Wreath of the Dead 
   
  Page 9 
  combat with Protection from Good spell followed by 
  spells appropriate to the situation.  He will not enter 
  melee unless he is engaged by a PC. 
   
  Treasure:  Most of the valuable equipment is 
  carried by Groshnak.  If he escapes, decrease the 
  treasure values accordingly. 
   
  APL 2: L: 129 gp; C: 8 gp; M: 4 gp (Scroll of 
  Protection from Good 2gp; Scroll of Cause Fear 
  2gp) 
   
  Encounter Two 
  Whether they arrive by land or by lake, the party will 
  eventually come within sight of the keep.  Read the 
  following: 
   
  Before you lay the ruins of a small keep.  
  Much of the curtain wall is still standing, but 
  there is a gigantic hole in the western wall and a 
  smaller hole in the southeast corner that is filled 
  with a large pile of rubble.  Sometime in the 
  distant past, the walls were blackened by fire but 
  time has weathered away most of this evidence.  
    
  The land around the keep is littered with the 
  long dead bodies of soldiers.  Armor and 
  weapons lie rusting from the yellowed skeletons 
  of hundreds of men and orcs.  Most of them lie 
  at least partially buried in the soft earth.  The 
  surrounding vegetation is light brush and crab 
  grass.  Some trees grow north of the keep but 
  many of them seem to be dead. 
   
  Everything is silent except for the long, low 
  moan of the wind.  Surely, no one lives in this 
  blasted ruin… 
   
  The residents are indeed within the keep, but 
  they take great pains to conceal their presence lest 
  they be discovered by a patrol.  The skeletons that 
  surround the keep are currently unanimated.  In 
  fact, over half the bodies that the PCs see are 
  actually undead.   
   
  Development: 
  The 
  PCs 
  will 
  likely 
  be 
  suspicious of the bodies and rightfully so.  Any 
  attempt to attack or turn them causes the 
  skeletons to rise and respond en masse.  Go 
  immediately 
  to 
  Encounter 
  3. 
   
  Aggressively 
  disturbing or scattering the bones has a similar 
  effect.  If the PCs retreat out of sight of the keep, 
  then the skeletons cease their attacks, return to 
  their former positions and deanimate.  They will not 
  reanimate again unless the PCs attack again (or 
  enter and leave the keep). 
   
  If the PCs opt to search the battlefield for 
  treasure before they enter the keep they have a 
  chance of finding a few items remaining from the 
  battle.  The initial Search is DC 10 to find one item 
  of treasure.  Each successful Search adds +2 to 
  the DC (because the remaining items are harder to 
  find).   Roll 1d8 to determine what the PCs find:   
  1. A +1 spiked gauntlet engraved with the 
  symbol of Iuz on its fist. 
  2. A rotted purse containing 7gp in mixed 
  Furyondian coinage 
  3. an intact bottle of antitoxin 
  4. Portable ram 
  5. A rusted helm with Nystul’s Magic Aura 
  cast upon it to make it appear to be a Helm 
  of Comprehending Languages 
  6. A necklace made with the teeth of a 
  displacer beat. 
  7. A scroll tube containing a scroll of 
  Protection from Evil 
  8. Two bags of rusty, but still usable, caltrops. 
   
  If you reroll a number you’ve rolled before then 
  the PCs have disturbed the undead enough that 
  they rise and attack until the PCs retreat from sight 
  of the keep (go to Encounter 3).  The skeletons 
  then return to their posts and deanimate.  They do 
  not reanimate when the PCs return. 
   
  Cedric is on watch duty when the PCs arrive 
  and unless they are able to find cover or 
  concealment as they cross the open ground 
  surrounding the keep, he spots them in plenty of 
  time to warn everyone in the keep. 
   
  The PCs may decide to wait and enter the keep 
  after dark.  Roll 1d10 every hour that they wait 
  outside the keep.  A roll of 1 indicates that they 
  spot another orc patrol approaching from the 
  northwest.  The party will have to Hide to prevent 
  themselves from being Spotted by the patrol. 
  Patrols never approach or enter Rond’s Keep as 
  they have been ordered to steer clear of it. 
   
  If the party approaches the keep at night, they 
  can attempt to Hide and Move Silently across the 
  open ground.  Again, assume Cedric is on duty and 
  make the usual opposed skill rolls (keeping in mind 
  a –1 penalty for every 10 feet of distance).  If the 
  PCs are successful (or even partly successful), 
  you’ll have to modify the text below as the residents 
  need a full minute (10 rounds) of warning to prepare 
  their defense. 
   
  Once they get within fifty feet, the party will 
  hear the sheep bleating but no other sound.  Once 
  they can see the keep’s courtyard read the 
  following: 
   
  Within the wall is an odd sight.  The entire 
  courtyard has been plowed and several different 
  crops are growing from the hard earth.  In the 
  southeast corner, a sheep pen contains perhaps 
  two-dozen sheep.  Two buildings, including a 
  
  Wreath of the Dead 
   
  Page 10 
  stable, are intact and a third is half destroyed by 
  fire. 
   
  Emerging from behind the burned building 
  is a solidly built man in leather armor.  He bears 
  a longsword on his hip.  You realize that other 
  people are visible as well.  A half-orc girl of 
  perhaps 10 years of age has risen up from her 
  hiding place on the stable roof to train a 
  shortbow in your direction.  A woman steps 
  from behind the sheep pen to eye you warily 
  and then speaks, “Please, do not take another 
  step.  Stow your weapons and we will parley.” 
   
  Creatures:  
  Cedric: Male human Ftr1, see Appendix B. 
  Gwedith: Female human Drd2, see Appendix B. 
  Borry Busybottom male gnome Exp3, hp 10. 
  Thom Stout male human Com3 hp 7. 
  Greela Stout female orc hp 5. 
  Thede Stout male human child Com1, hp 3. 
  Greeta Stout female half-orc child Com1, hp 2. 
  Brind Ulheart male human Exp1, hp 3. 
  Den Edekor male human Com1, hp 2. 
   
  The man in leather armor is Cedric.  The half-orc girl 
  on the roof is Greeta.  If any PC deliberately takes 
  another step (or any abrupt unpredictable action), 
  Greeta fires her bow at the offender.  Gwedith is the 
  woman who is addressing the PCs.  
   
  The remaining NPCs listed above are hiding 
  throughout the courtyard from positions of full cover. 
   Give the PCs a Spot check (DC 5) to notice one of 
  them.  A DC 15 Spot check notices all six of them. 
   The remaining residents are holed up in the cellar 
  of the dining hall except Captain Jelamas who is 
  oblivious to the PCs’ arrival and remains in his 
  quarters. 
   
  In the unlikely event that the party attacks the 
  villagers, they respond with thrown rocks and run 
  from melee.  Gwedith and Cedric hold their ground 
  until they are felled. Gwedith attempts to parley the 
  entire time.  On round three of the fighting, the 
  captain emerges from his quarters with a longsword 
  (given to him for this occasion by Runnymede) and 
  charges with a mighty bellow.  He fights until slain. 
   
  Much more likely is a short parley.  The 
  residents are desperate for good news and will 
  respond favorably to any friendly word from the PCs. 
   As soon as the PCs admit they are there in 
  response to the rescue message, they are made 
  welcome.  All activity ceases (except for watch 
  duty) and a small feast is prepared to welcome the 
  party. Thom asks the party to tell their entire story 
  from start to finish.  Keath asks them to repeat it.  
  Many are in tears at the good news.  What follows 
  is a night of food, drink, singing and dancing.  The 
  DM should feel free to introduce any or all of the 
  following events: 
  � Thom offers to give the PCs a tour of the 
  keep.  (Players Handout #4). 
  � The Captain makes an abrupt entrance and 
  demands to know what the noise is about.  
  He is tactfully informed that “new recruits” 
  have arrived.  When he hears this he 
  demands that the PCs stand at attention 
  and report. 
  � Runnymede emerges from the cellar with a 
  pair of old casks.  There is a roar of 
  approval from most and drinks are passed 
  around.  (Moonshine (poison), DC 15 
  Fortitude save for half damage, 1 hp 
  nonlethal 
  damage/1d4 
  hp 
  non-lethal 
  damage.  The Fortitude save DC increases 
  by +2 for each additional drink imbibed.) 
  � Borry and Runnymede entertain everyone 
  with a musical light show (courtesy of 
  Borry’s racial spells and Runnymede’s 
  flute) retelling the story of the terrible battle 
  that began the siege. 
  � Thede and Keath animatedly tell the story 
  of how they used a giant kite to deposit the 
  box containing the rescue message. 
  � Cedric quizzes the PCs about their 
  background. 
  � Greela begins arm-wrestling all takers.  
  Treat this as an opposed roll plus both 
  Dexterity and Strength modifiers.  (Greela’s 
  total modifier is +6.) 
  � Keath presents the PCs with a pair of 
  handwoven wool blankets. 
  � Nella asks the PCs about news of the 
  outside world.  Everyone quiets to listen.  If 
  the PCs limit their news to Furyondy and 
  Iuz, Bareb probes for news of the wider 
  Flanaess. 
   
  What is implicit in all this celebrating is that the 
  PCs (powerful adventurers that they are) have come 
  to destroy the skeletons and free the residents from 
  the siege.  If the PCs haven’t realized that the Keep 
  is under siege, have this information leak out during 
  a somber moment.  Perhaps someone waxes 
  philosophical about where s/he will go once finally 
  freed from the siege.  Once the news drops, the 
  room falls silent and all the townspeople will watch 
  carefully to see how the PCs react to the 
  information. 
   
  If the PCs have already encountered the 
  skeletons then they know what is at stake but there 
  
  Wreath of the Dead 
   
  Page 11 
  may still be awkward moments as many NPCs 
  thank the PCs for their impending rescue. This 
  information should not be given away for free but 
  should be a reward for roleplaying and winning the 
  trust of a resident rather than because of a lucky 
  Gather Information roll. 
   
  Throughout the celebration and any time 
  thereafter, the PCs may start asking questions and 
  gathering information.  There are several interesting 
  tidbits of information that they may glean which 
  could prove invaluable.  
  � Runnymede 
  has 
  heard 
  the 
  Captain 
  mumbling in his sleep about expecting a 
  spy to arrive that night via the escape 
  tunnel.  He thinks it’s nothing but may drop 
  the information if the right question is asked 
  (particularly if one or more PCs have out-
  drunk him.) 
  � Gwedith is a druid and (if asked politely) 
  will memorize spells they might need to 
  help with the ensuing combat. 
  � Cedric has a fair skill with the bow and is 
  willing to help out if asked (and especially if 
  the party volunteers to help keep watch that 
  night).  Unfortunately, arrows are of little 
  use against the skeletons. 
  � Sheryn observes wryly that if the PCs want 
  the residents to survive they’ll need the 
  leadership of Gwedith (or Cedric at the 
  least). 
  � Borry has noticed unusual stonework at the 
  base of the building under the Captain’s 
  quarters. 
  � Keath and Thede know their way safely 
  through the rubble where the tower once 
  stood.  This information is valuable because 
  it provides an exit to the keep that is 
  closest to the lake should the PCs intend 
  to escape in that direction. 
  � Thaddeus tells them that the skeletons 
  don’t attack the sheep when they are 
  released to graze. 
   
  As the celebration wanes (or when the PCs 
  ask), Cedric leads the party to two rooms in the 
  converted stables to bed down.  If anyone keeps 
  watch in the stables, they hear excited whispers all 
  night as the sleepless residents’ consider their 
  impending freedom. 
   
  In the morning, the adventure begins anew.  The 
  residents begin to pack their belongings for travel.  
  The PCs may attempt to exit the keep by force or 
  by stealth (Encounter 3) or they may have picked 
  up a hint that could lead them to the escape tunnel 
  under the Captain’s quarters (Encounter 4). 
   
  Treasure:   All treasure is gained by searching 
  the area around the keep. 
   
  APL 2: L: 5 gp; C: 1 gp; M: 578 gp (Scroll of 
  Protection from Evil 2gp; +1 Spiked Gauntlet 
  576gp). 
   
  Encounter Three 
  Sooner or later the PCs are likely to face the 
  skeletons who are laying siege to the keep.  In all, 
  there are hundreds of them arrayed around the 
  grounds surrounding the keep.  However, only a 
  subset of them will rise and attack anyone who 
  causes them to animate.  These will always arrive 
  in the following order until at least 40 (but no more 
  than 48) have arrived: 
   
  Round 1:  1d4+1 skeletons 
   
  Round 2:  2d6 skeletons 
   
  Round 3:  3d8 skeletons 
   
  Round 4:  2d6 skeletons 
   
  Subsequent rounds:  2d6 skeletons 
   
  All of the skeletons are arrayed randomly 
  around the keep in a deanimated state.  The 
  following 
  events 
  trigger 
  their 
  animation 
  and 
  immediate attack: 
  • 
  Someone emerges from the keep via any 
  method including (but not limited to) 
  climbing over the wall, blasting through the 
  wall, digging under the wall, walking 
  through the large hole in the curtain wall, 
  exiting through the main gate, etc. etc.   
  • 
  Someone disturbs the skeletons in any 
  significant manner.  Touching the bones is 
  ok but moving them is not. 
  • 
  Someone outside the keep attacks the 
  skeletons using any means (magical 
  attack, 
  melee 
  attack, 
  ranged 
  attack, 
  turning, etc.) 
   
   
  The first time the PCs cause the skeletons to 
  animate, read the following: 
   
  With an ominous rattle, the bones of some 
  of the skeletons nearest you clamber together to 
  form a humanoid shape.  A malevolent red light 
  glows in each of their eye sockets.  As you 
  prepare to defend yourself, you catch sight of 
  dozens more of them throughout the field 
  surrounding the keep.  Each one rises quickly 
  to its feet and begins striding purposefully 
  toward you.  A few of them bear old weapons, 
  rusted beyond use.  The rest look prepared to 
  rend your flesh with wicked, bony fingers.  
  
  Wreath of the Dead 
   
  Page 12 
  Indeed, a veritable army of undead is marching 
  forward to destroy you. 
   
  APL2 (EL 6) 
  Human Warrior Skeletons (40-48): hp 6 each; 
  see Monster Manual page 226.  NOTE:  All 
  skeletons have natural attacks only. 
   
   
  Tactics: Once the skeletons animate, they 
  immediately attack the offender that triggered this 
  until he is felled and dying (below 0 hit points).  
  They then proceed to attack the next offender if 
  there is one.  Otherwise, they disperse and 
  deanimate. 
   
  For example, if Bob the Fighter kicks a 
  deanimated skeleton in the skull all the skeletons 
  rise and attack Bob.  Jane the wizard can stand 
  right next to Bob and as long she doesn’t attack the 
  skeletons they will leave her alone.  The moment 
  Jane attacks a skeleton she is added to the “hit list” 
  and she will be attacked when Bob is felled.  Thus, 
  it is important to keep careful track of who attacks 
  the skeletons and in what order as this dictates the 
  skeletons’ tactics. 
   
  One someone has been attacked by the 
  skeletons she can avoid further attack by a) 
  (re)entering the keep b) moving to a position that is 
  more than 1500 feet away from the keep or c) 
  dropping below zero hit points.  Once the skeletons 
  have deanimated they forget the previous encounter 
  entirely and all the conditions for animation reset. 
   
  Treasure:  None.  All the equipment once 
  worn by the skeletons has long since rotted away 
  or rusted to uselessness.  However, if the PCs do a 
  search of the area they may find the items detailed 
  in the previous encounter. 
   
  Development: Despite the fact that the PCs 
  will likely face this encounter, it is unlikely that they 
  will be able to defeat it by force of arms.  Therefore, 
  as the DM you must handle this encounter 
  carefully.  It is up to the PCs to discover that the 
  skeletons are more than they can handle. Lest you 
  destroy the party outright, it is important that you 
  always leave an easy avenue of escape open to 
  them at all times.  As new skeletons enter the area, 
  they should arrive from all directions save one.  This 
  is sensible anyway since the PCs will likely 
  approach from a “safe” area inside the keep. 
   
  It’s not impossible for the party to beat the 
  skeletons.  If they manage to defeat all of them, 
  then they have opened a temporary hole in the 
  siege line that can be used for exit.  A new batch of 
  skeletons will reanimate and attack in exactly one 
  hour.  So the PCs have that long to gather up the 
  keep’s residents and get them out.  Unfortunately, 
  Captain Welider will not leave his post and must be 
  subdued or dealt with (see Encounter 4) if the PCs 
  want him to come along.  Cedric will not abandon 
  the Captain unless the PCs succeed at a 
  Diplomacy check (DC 19). 
   
  Ingenious PCs can also use themselves as a 
  distraction to allow the keep residents to escape.  
  A likely scenario is as follows.  First, the PCs 
  emerge from the keep and trigger the skeletons. 
  Second, the NPCs emerge immediately thereafter 
  and begin running from the keep.  Third, the PCs 
  continue to engage the skeletons (likely using full 
  defensive) until the NPCs can escape.  Fourth, the 
  PCs retreat into the keep to recoup until they can 
  make a run for it themselves (or perhaps use Hide 
  from Undead spells). 
   
  In order for such a plan to succeed, the party 
  must delay the skeletons long enough for the NPCs 
  to be at least 1000 feet from the keep.  They 
  actually need to travel a total 1500 feet to escape 
  the skeletons but a 1000 ft head start is enough to 
  get them out with only a minor injury or two.  All of 
  the NPCs except Borry and Keath (who move at 20 
  ft) have a movement rate of 30 ft.  If these two NPCs 
  can be sped up (likely by giving them a mount) then 
  the NPCs can run 1000 feet in nine rounds.  If Borry 
  and Keath are not aided then it will take thirteen 
  rounds.  If the PCs fail to delay the skeletons long 
  enough, the NPCs begin to take casualties as 
  follows: 
   
  1 Round:  1d2–1 casualties 
   
  2 Rounds:  1d2 casualties 
   
  3 Rounds: 1d4 casualties 
   
  4 Rounds: 3d4 casualties 
   
  5 Rounds:  all but 1d2 NPCs are killed 
   
  6 Rounds:  all NPCs are killed 
   
  If either Gwedith or Cedric stays behind to help 
  the PCs delay, then the numbers of casualties are 
  doubled and all NPCs are killed if they need more 
  than three unassisted rounds to escape.  A better 
  way to defeat the skeletons is to avoid them 
  altogether (see the next encounter).   
   
  Encounter Four 
   
  The best way to escape from Rond’s Keep is 
  via its secret escape tunnel.  A hidden trapdoor 
  under the Captain’s bed leads to a flight of stairs 
  and a dusty but dry tunnel that emerges about 2000 
  feet due west of the keep (and within sight of 
  Whyestil Lake).  To reach the tunnel the PCs must 
  best Captain Welider who has been jealously 
  
  Wreath of the Dead 
   
  Page 13 
  guarding the secret of its existence for two 
  decades. 
   
  The Captain is currently the only person in the 
  keep who is aware of the tunnel’s existence.  He is 
  also quite insane as he believes that the keep still 
  contains a military garrison under his command and 
  he is still acting under his original orders.  As such, 
  the tunnel’s existence may not be revealed unless 
  he believes it is necessary.  Captain Welider will 
  only believe it is necessary if his country has 
  something to gain. An example of a valid reason for 
  using the tunnel is to smuggle a message back to 
  Crockport that could not be delivered via exiting the 
  front door.  He will not reveal the tunnel in order to 
  save the lives of his soldiers.  He believes that 
  these men and women are here to give their lives 
  defending their country and he’s not about to let 
  them skirt that duty. 
   
  The PCs may begin to suspect that there’s an 
  alternate exit for a number of reasons.  First, they 
  may have picked up a hint from another resident in 
  conversation (see Encounter 2).  Second, they may 
  have attempted to search the entire keep and 
  become suspicious when they discovered that the 
  Captain was protecting his room and preventing 
  anyone from entering it.  Third, after fighting the 
  skeletons they will begin to hope that there must be 
  another exit.  As the DM, it is important that you do 
  not let the PCs get too frustrated with their 
  situation.  If a combat heavy party is enjoying 
  multiple attempts to beat the skeletons in direct 
  combat, let them try.  If a party is stumped and 
  stewing, then it’s time to subtly drop a hint 
  (probably via a Wisdom check). 
   
  The Captain, for his part, rarely leaves sight of 
  his quarters.  He has most of his meals brought to 
  him there but about once a month he eats with “his 
  troops” to improve morale.  About three times a 
  week he leaves his quarters to walk the keeps’ 
  grounds and “inspect his troops”.  He walks right 
  through the crops in the courtyard (much to the 
  consternation of everyone else). On any given 
  inspection he may choose to visit the sheep pen, 
  the stables, the dining hall or the tower ruins 
  (determine randomly).  If someone is present in a 
  location then he’ll ask that “soldier” how he’s doing 
  and respond to most answers with “very good” or 
  “carry on.”  He is rarely gone for more than five or 
  ten minutes during these inspections.   
   
  Three times a day (once in the morning, once in 
  mid-afternoon and once at night) Captain Welider 
  climbs to the top of the wall and stares north toward 
  the enemy for about five minutes.  Then he returns 
  to his room. 
    
  There are many strategies that the party may 
  employ to deal with the Captain.  In general, you 
  should give any idea a reasonable chance of 
  success.  Here are some likely scenarios and how 
  to handle them: 
  • 
  Stealth:  The PCs may try to sneak into 
  the Captain’s quarters while he is out.  
  (See above for more details on his habits.)  
  Secretly roll 3d4 to determine how many 
  minutes the Captain will be absent.  The 
  PCs can extend this time with a reasonable 
  distraction.  He generally keeps a sharp 
  eye out and will notice the PCs if they just 
  enter the barracks.  (Remember, a PC 
  must have cover or concealment to use the 
  Hide skill.)  Once a PC reaches the door, 
  she will find that it is locked with an 
  average lock (DC 25).  It takes a full round 
  to try to pick the lock (or two minutes to 
  “take 20” on the check).  Once inside the 
  room, the interloper(s) must make a DC 20 
  Search check to find the hidden trap door. 
  • 
  Diplomacy:  The PCs may attempt to 
  convince the Captain that there is a need 
  for one or more of them to exit the keep in 
  hopes that he may reveal the existence of 
  an alternate exit.  The Captain begins with 
  an attitude of friendly.  First, his attitude 
  must be raised to helpful before there is 
  any chance of success.  Second, the PCs 
  will need to provide a good reason for using 
  the trapdoor and succeed at a Bluff check 
  to convince the Captain of it. (If their reason 
  is a reality then the section below entitled 
  “Therapy” may be more appropriate.)  If 
  they succeed at both of these checks then 
  the Captain ushers the PC who makes the 
  Diplomacy check into the room and closes 
  the door.  He then quietly reveals the 
  existence of the secret trapdoor to this one 
  PC.  If the reason they concocted for 
  exiting the keep can be met immediately, 
  the Captain insists that the PC leave at 
  once.  Another Bluff check could be 
  required to delay this or allow other PCs or 
  residents to come along. 
  • 
  Therapy:  The party may attempt to draw 
  the Captain’s attention to his own insanity 
  in hopes of reaching some sort of 
  breakthrough.  Adjudicate this with a 
  Diplomacy check at DC 21. Everyone in the 
  party can aid this attempt. Each failed 
  attempt lowers the Captains attitude.  Each 
  successful attempt improves his attitude.  
  
  Wreath of the Dead 
   
  Page 14 
  Should his attitude become hostile, the 
  Captain will crack and attack the PCs (see 
  Force below).  Should his attitude become 
  friendly, he lets out a terrific scream of 
  anguish and collapses to the ground in a 
  catatonic state.  He awakens in 3d6 hours. 
  Allow the Captain a Will save (DC 22) with 
  his original bonus.  If he succeeds, then his 
  sanity has returned but he is still distraught 
  by the events of the attack and his behavior 
  since.  Otherwise, the Captain returns to 
  his previous behavior and pretends the 
  incident did not occur. 
  • 
  Force:  The PCs may attempt to subdue 
  the Captain by force.  Attacking him with 
  lethal force is an evil act.  The Captain has 
  no weapons but will grab an improvised 
  weapon.  If forced to perform unarmed 
  attacks, he does not have the Improved 
  Unarmed feat and thus will take attacks of 
  opportunity from those he attempts to 
  strike.  The Captain fights until he is 
  unconscious. 
   
  The PCs may attempt to enlist the aid of the keep’s 
  residents to negotiate with the Captain.  Individual 
  residents can be convinced to help using a 
  Diplomacy check (DC 15).  The keep’s residents 
  have attempted to reason with the Captain in the 
  past and they are aware of the fact that he may 
  react violently.  If the party can convince Gwedith to 
  help, then all subsequent checks to enlist aid from 
  keep residents receive a +4 circumstance bonus.  
  For simplicity, assume that each aiding NPC adds 
  +1 to a Diplomacy check. 
   
  APL 2 (EL 3) 
   
  Captain Jelamas Welider: Male human ex-
  Pal5, hp 35, see Appendix A. 
   
   
  Treasure: If the PCs search Captain Welider’s 
  room they will find several valuable personal effects 
  and the last payroll sent to the Keep in a foot 
  locker.  The locker is locked with an average lock 
  (DC 25).  The keep residents will not knowingly 
  allow the PCs to keep the Captain’s personal 
  effects but they will allow the PCs to keep the 
  payroll money as a reward for their freedom. 
   
  APL 2: L: 0 gp; C: 250 gp; M: 0 gp 
   
  Conclusion 
  The PCs will hopefully eventually find themselves 
  and most (if not all) of the keep’s former residents 
  safely outside the wreath of undead laying siege to 
  the keep.  When this happens, read the following 
  conclusion. 
   
  As you glance back at the ruins of Rond’s 
  Keep, the wind picks up bearing the crisp scent 
  of freedom.  With freedom comes choice.  Most 
  of the keep’s former residents have chosen to 
  follow you back to Crockport at least for the 
  short term.   Others have chosen a different 
  path.  Gwedith’s eyes in particular look west, 
  toward her former demesne in the Vesve Forest. 
   Thom Stout and his family will be traveling 
  with her at least until they can find an out of the 
  way homestead of their own where Greela will 
  not be persecuted because of her race. Keath 
  has decided to travel with them.  Dack and 
  Bareb have already begun speaking in hushed 
  Backlunish about their eventual homecoming.  
  Everywhere spirits are high as the two parties 
  bid farewell to each other and set off in their 
  respective directions.  Yet no one can help 
  looking back at Rond’s Keep one last time and 
  wondering what the future might hold for their 
  former home and prison. 
   
  The End 
   
   
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign 
  the experience award.  Award the total value 
  (objectives plus roleplaying) to each character. 
   
  Encounter One 
  Defeat Iuz orc patrol (by combat or diplomacy). 
  APL2 90 xp 
   
  Encounter Three 
  The PCs defeat the skeleton siege.  (Successful 
  escape from the keep qualifies as defeating this 
  encounter.) 
  APL2 180 xp 
   
  Encounter  Four 
  Successfully deal with Captain Jelamas Welider. 
  APL2 90 xp 
   
  Discretionary roleplaying award 
  APL2 90 xp 
   
  
  Wreath of the Dead 
   
  Page 15 
  Total possible experience:  
   
  APL2 450 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.  Because this is a 
  Regional scenario, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
   
  Encounter One:   
   
  APL 2: L: 129 gp; C: 8 gp; M: 4 gp 
   
  Encounter Two:   
   
  APL 2: L: 5 gp; C: 1 gp; M: 578 gp  
   
  Encounter Four:   
   
  APL 2: L: 0 gp; C: 250 gp; M: 0 gp 
   
  Total Possible Treasure 
  APL 2: L: 134 gp; C: 259 gp; M: 582 gp  - Total: 
  975 gp 
   
   
   
   
   
   
  
  Wreath of the Dead 
   
  Page 16 
  Appendix A:  Encounter Statistics 
   
   
  Encounter One: 
   
  Groshnak, CR 2; Male Orc Clr2;  Medium Humanoid; 
  2d8+2; 15 hp; Init +1; Spd 20 ft.; base speed 30 ft.; AC 
  19 (touch 11, flat-footed 18)[+6 armor, +2 shield, +1 
  dex]; BA/G +1/+4; Atk +4 melee (1d8+3 heavy mace,); 
  Full Atk +4 melee (1d8+3 heavy mace); SA Spells; SQ 
  Darkvision 60 ft., Light Sensitivity, Rebuke Undead; 
  SV Fort +4, Ref +1, Will +5; AL CE; Str 16, Dex 12, Con 
  12, Int 10, Wis 14, Cha 10. 
  Skills and Feats: Concentration +9, Diplomacy +4. 
  Speak Common, Orc; Combat Casting. 
   
  Spells Prepared: (4/3+1; base DC=12 + spell 
  level): 0 — Create Water, Detect Magic, Inflict Minor 
  Wounds, Resistance; 1st — Command, Cure Light 
  Wounds, Divine Favor, Protection from Good
   
  Possessions: 39 gp, heavy steel shield, Manacles, 
  Rations, trail (6 days), Scroll Case, Banded mail, Holy 
  symbol, wooden, Flask of Ale, Spyglass, Waterskin, 
  Protection from Good Scroll, Cause Fear Scroll. 
   
  Encounter Four: 
   
  Captain Jelamas Welider: male human ex-Pal5; CR 
  3*; medium humanoid; 5d10+5; hp 39; Init +0; Spd 30 
  ft; AC 11 (touch 11, flat-footed 10); BA/G +5/+7; Atk 
  +7 melee (1d3+2 nonlethal damage, unarmed); Full Att 
  +7/+3 melee (1d3+2 nonlethal damage, unarmed); AL 
  CG; SV Fort +5, Ref +2, Will –2; Str 14, Dex 12, Con 12, 
  Int 11, Wis 4 (normally 11), Cha 14. 
   
  Skills and Feats: Concentration +2, Diplomacy 
  +8, Handle Animal +4, Heal +0 (normally +3), 
  Knowledge(Nobility) +1, Knowledge (Religion) +1, 
  Ride +7, Sense Motive +0 (normally +3); Mounted 
  Combat, Spirited Charge, Trample. 
   
  Possessions: 22gp. 
   
  *Note: The CR has been adjusted due to his 
  mental condition and lack of armor or weapons.   
   
   
   
  
  Wreath of the Dead 
   
  Page 17 
  Appendix B:  A Micro-Gazetteer of Rond’s Keep  
   
  Buildings and Areas in the Keep 
   
  Main Gate 
   
  The main gate to the keep contains a 
  massive of set of iron bound wooden doors with a 
  large bolt that requires a combined strength of 25 
  to lift.  Set into one of the doors is a much 
  smaller door of the normal dimensions for medium 
  sized humanoids.  This door is also blocked by 
  the bolt and cannot be opened unless the bolt is 
  removed.  The residents of the keep have not 
  opened these main doors since before the siege 
  began. 
   
  West Wall Breach 
   
  The forces of Iuz used a pair of massive, hill 
  giant powered battering rams to make this 
  gigantic hole in the wall.  Shortly afterward, they 
  toppled the tower with a barrage rocks and 
  flaming barrels launched by catapults.  The battle 
  was both spectacular and short.  Due to some 
  wise 
  preparations 
  and 
  clever 
  tactics, 
  the 
  defenders inflicted massive casualties on the 
  invaders during the barrage.  The undead siege 
  was designed as a terrible form of revenge. 
   
  Wall 
   
  The wall surrounding the courtyard is six feet 
  thick and topped with crenellations at waist 
  height.  An iron ladder to the east of the main 
  gate provides access to the wall.  A second 
  ladder behind the well also provides access.  
  There used to be two other ladders but they were 
  torn down and reforged when metal was needed 
  for new tools or repairs. 
   
  Courtyard 
   
  The courtyard has been almost completely 
  turned into farmland.  Residents (and the PCs) 
  are obliged to walk along the edges of the 
  courtyard when moving from building to building to 
  avoid damaging the precious plants.  Crops being 
  grown include corn, beans, two types of winter 
  squash, beets, onions, and potatoes.  There is 
  also a short row of blueberry bushes near the 
  dining hall and six small apple trees near the 
  tower ruins. 
   
  Dinning Hall 
   
  The dining hall is a drab 50’x50’ building.  It 
  remains virtually unchanged from its original 
  creation, although some of the original tables 
  have been removed and their wood used for other 
  purposes.  A large stone hearth is used for 
  cooking and a trap door in the northwest corner 
  leads down to a 10’x10’ food cellar.  One corner 
  of the cellar is dominated by Runnymede’s 
  makeshift distillery. 
   
  Former Stables 
   
  Shortly after the siege began, the stables 
  were converted into living quarters to replace 
  those that were lost.  The walls of the stalls have 
  been finished using woolen blankets for curtains 
  and doors.  Common courtesy is to call politely 
  before entering someone’s room. The forge 
  (located at the east end of this building) is still 
  used occasionally but only when necessary as 
  the smoke may draw attention to the keep.  Borry 
  keeps scrap lumber and metal here for making 
  repairs and building new items.  The plow is also 
  stored here. 
   
  Damaged Living Quarters 
   
  This building was partially destroyed by the 
  collapse of the tower and the ensuing fire.  Its pre-
  siege purpose was to provide officers’ and guests’ 
  quarters and this remains the case…though the 
  guests are quite a bit more permanent.  Captain 
  Welider lives in a room in the northeast corner of 
  the building. The Stouts were given a room in this 
  building because they were deemed too noisy for 
  the stables.  Cedric was given a room because of 
  his military status and only recently took a 
  roommate (Runnymede) after an argument with 
  Gwedith.  The residents draw lots each year to 
  see who wins the privilege of living in the fourth 
  guest room.   This year’s winners are Dak and 
  Barab.  A large part of the ruined half of the 
  building has been converted into a shaded porch. 
   Keath’s loom and the sheep’s wool is stored 
  here.  The porch has several chairs and is often 
  used as a break room on hot days. 
   
  Tower Ruins 
   
  The tower used to be a full nine stories tall 
  and the pile of rubble now stands 15 feet tall at its 
  
  Wreath of the Dead 
   
  Page 18 
  peak. It has been thoroughly picked over by the 
  keep’s residents. 
   
  Residents of the Keep 
   
  There are currently sixteen people and 
  twenty-one sheep living in the keep.  Brief 
  character outlines are provided for each resident. 
     
  Except for Gwedith and Cedric, none of the 
  keep’s residents will ever help the PCs in a fight.  
  Should both Gwedith and Cedric assist the PCs 
  against the skeletons, it is likely that the other 
  residents will flee from the combat. 
   
   
  Captain Jelamas Welider (ex-Pal5, NG) 
  is a human male, about 50 years old.  He is the 
  keep’s former commander.  Jelamas was unable 
  to cope with the loss of his keep, his men and his 
  liberty and is now quite insane.  He believes the 
  keep is still a military garrison under his 
  command and responds violently to anyone who 
  attempts to injure this false reality.   
   
  All of the keep residents refer to him as “The 
  Captain” and address him as “sir” when he is 
  around.  Most pity him and all have learned that 
  the best way to cope with his illness is to go 
  along with it.  They have, however, confiscated all 
  of his weapons.  
   
  Jelamas will treat the PCs as soldiers newly 
  stationed under his command.  He will expect 
  them to report in with him upon first arriving at the 
  keep and address him as “sir.” 
   
  (See  Appendix A, Encounter 4 for Captain 
  Welider’s statistics.) 
   
   
  Gwedith Eloven is a half-elf female druid 
  who wandered into the keep about five years ago. 
   Her animal companion at the time was a wolf 
  who died defending her from the skeletons, which 
  allowed her to escape into the keep with her life.  
  Her healing spells and survival skills  have made 
  her an indispensable asset to the community.  
  That, combined with her patient wisdom, has 
  made her the de facto leader of the keep’s 
  residents.  All residents (except the Captain) 
  recognize her calm authority on the rare 
  occasions when she exercises it. 
   
  Gwedith Eloven: female half-elf Drd2; CR 2; 
  medium humanoid; HD 2d8; hp 13; Init +1; Spd 
  30 ft; AC 13 (touch 11, flat-footed 12)[+1 dex, +2 
  armor]; BA/G +1/+1; Atk +0 melee (1d6-1 
  quarterstaff) or +2 ranged (1d4-1 sling); Full Att 
  +0 melee (1d6-1 quarterstaff) or +2 ranged (1d4-1 
  sling); SA Spells; SQ Half-elf traits, nature sense, 
  animal 
  companion, 
  wild 
  empathy, 
  evasion, 
  woodland stride; AL N; SV Fort +3, Ref +1, Will 
  +5; Str 8, Dex 12, Con 10, Int 13, Wis 15, Cha 
  14.   
   
  Skills and Feats: Diplomacy +8, Handle 
  Animal +6, Heal +5, Knowledge(Nature) +8, 
  Listen +5, Spot +5, Survival +9; Track. 
   
  Spells Prepared (4/2; base DC = 12 + spell 
  level): 0—[light, create water, cure minor wounds, 
  guidance]; 
  1st—[calm 
  animals; 
  cure 
  light 
  wounds]. 
   
  Possessions: leather armor, holly, mistletoe, 
  quarterstaff, sling, 10 sling bullets. 
   
  Sheep (21):  small animal; CR 1/21; animal 
  swarm, HD 1d4, hp 2; Init +1; Speed 30ft; AC 12 
  (touch 12, flat-footed 11); BA/G –3/-3; Atk –3 (1d3 
  – 3 head butt) or –3 (1d4 – 3 bite); Full Att: –3 
  (1d3 – 3 head butt) or –3 (1d4 – 3 bite); SA none; 
  SQ none; AL N; SV Fort +0, Ref +1, Will –2; Str 
  4 Dex 13 Con 10, Int 1, Wis 6, Cha 8.  
   
  Cedric Ridd is a human male almost 40 years 
  old.  He is one of only eleven soldiers that 
  survived the attack on Rond’s keep.  Of those 
  eleven, eight attempted to escape and were killed 
  by the skeletons.  A ninth took his own life many 
  years ago.  The Captain and Cedric are all that 
  remain.  Before Gwedith arrived, Cedric was the 
  leader of this unusual hamlet.  Cedric has always 
  been a dour man and the loss of his position has 
  made him more so.  Much of his days are spent 
  alone patrolling the walls and hunting for fowl that 
  might land within the keep’s walls.  Cedric owns 
  both of the only two still-functioning short bows in 
  the keep. Cedric also serves as the law 
  enforcement officer in the keep and he will 
  coordinate the arrest of the PCs should they 
  violate any rules. 
   
  Cedric Ridd: male human Ftr1; CR 1; medium 
  humanoid; HD 1d10+2; hp 12; Init +2; Spd 30 ft.; 
  AC 16 (touch 12, flat-footed 14); BA/G +1/+1; Atk 
  +2 melee (1d8+1 longsword) or +4 ranged (1d6 
  mw shortbow); Full Att +2 melee (1d8+1 
  longsword) or +4 ranged (1d6 mw shortbow); AL 
  N; SV Fort +4, Ref +2, Will +1; Str 13, Dex 15, 
  Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Craft(fletcher) +2, Ride +4, 
  Spot +3, Sense Motive +3; Point Blank Shot, 
  Precise Shot, Rapid Shot. 
  
  Wreath of the Dead 
   
  Page 19 
   
  Possessions: 
  chain 
  shirt, 
  longsword, 
  masterwork shortbow, 20 arrows, four +1 arrows. 
   
   
  Borry Busybottom (Exp3, CN, 10 hp) is a 
  male gnome metalsmith who was staying within 
  the safety of the keep’s walls on the night of the 
  attack.  At the time, he was carrying a shipment 
  of weapons north in hopes of selling them to Iuz’s 
  army for a tidy profit. The keep’s residents found 
  this out long ago and have forgiven him. Borry 
  now serves nominally as the village blacksmith 
  and carpenter.  Borry has proven quite creative at 
  performing makeshift repairs to the keep’s 
  buildings and equipment using limited materials. 
   
   
  Thom Stout (Com3, LG, 7 hp) is the keep’s 
  former stable hand.  He is also Thede’s father.  
  Thede’s mother, a soldier, perished during the 
  keeps’ fall.  Thom has subsequently taken a new 
  wife, Greela.  After the keeps’ fall, Thom’s 
  experience as a stable hand was useless as the 
  only two horses that survived the original assault 
  were eaten.  Thom has taken up farming and 
  proved quite apt at it. 
   
   
  Greela Stout (Com1, N, 5 hp) is an orc 
  and the wife of Thom.  She was framed for the 
  poisoning of her tribe’s chief and forced to run for 
  her life.  She stumbled into the fortress a few 
  years after it was destroyed.  Cedric and Borry 
  wanted her dead but Thom defended her claiming 
  they could not condemn her for her race.  Greela 
  has proved remarkably useful to the people and 
  loyal to Thom.   
   
   
  Thede Stout (Com1, N, 3 hp) is eldest son 
  of Thom Stout.  He is fourteen years old and full 
  human (Greela’s stepson).  He and Keath are 
  best friends.  The two have a reputation for 
  causing trouble.  Keath is the brains and Thede is 
  the brawn.  Both of them will be anxious to help 
  the PCs in any way they can and Thede in 
  particular will follow the PCs around as they 
  investigate 
  and 
  offer 
  “helpful” 
  suggestions.   
  However, if he is confronted about being annoying 
  or in the way, he will get the hint and leave the 
  party alone. 
   
   
  Greeta Stout (Com1, LN, 2 hp) is the half-
  orc daughter of Thom and Greela.  Greeta is as 
  stubborn and hard working as her father and as 
  shy and strong as her mother.  She works 
  exclusively in the fields.  Until recently, she rarely 
  strayed far from her mother’s side.  Lately, 
  however, she has taken to learning to fence with 
  Cedric who began giving her lessons begrudgingly 
  at first but now enjoys the attention of a talented 
  pupil.  
   
   
  Thaddeus Stout (Com1, N, 2 hp) is the 
  half-orc son of Thom and Greela. Thaddeus is an 
  avid admirer of Gwedith whom he regards as a 
  mentor.  Though only 10 years old, he is almost 
  as large and as wise as an adult.   Friendly but 
  aloof, much like his mentor, Thaddeus is often 
  with “his” sheep and will be a little reluctant to 
  leave them behind should the opportunity for 
  escape present itself. 
   
   
  Runnymede Blaine (Exp2, CG, 7 hp) is a 
  human male over sixty years old.  On his fiftieth 
  birthday, Runnymede abandoned a long career as 
  a barkeep and set off to be a traveling bard.  
  Unfortunately, for him he hadn’t been wandering 
  two months before he ended up trapped in the 
  keep.  He plays the flute reasonably well but 
  knows precious few songs.  He’ll be delighted to 
  have a new audience in the PCs.  Runnymede 
  makes potent homebrewed ale in the cellar under 
  the dining hall.  Runnymede is sprightly for a man 
  of his age and enjoys an on-again-off-again 
  courtship with Sheryn whom he helps in the 
  kitchen. 
   
   
  Sheryn (Com1, CG, 2 hp) is a human 
  female in her early fifties.  She is a former 
  prostitute who lived and worked at Rond’s Keep 
  when it was attacked.  Her entire life has been 
  hard.  She was born and raised in a wretched 
  farm only 80 miles from Dorakaa.  Half her family 
  was killed during an orc raid when she was 8.  
  Even though there is no practical demand for her 
  former profession she is even more saucy than 
  she used to be. So, now she's the cook. She’s 
  actually a pretty good one too. 
   
   
  Keath Lowell (Com1, LG, 2 hp) is a human 
  about twenty years old who is Thede's best friend. 
  Keath was the son of a soldier.  He has a limp 
  and walks with a cane.  Keath is the keep’s sole 
  weaver (a position he inherited from an elderly 
  man who died from a fall a few years ago).  He is 
  diligent and careful but the clothes and blankets 
  he creates for the keep’s residents are mediocre. 
   Everyone in the keep wears clothes tailored by 
  Keath or his predecessor. 
  
  Wreath of the Dead 
   
  Page 20 
   
   
  Nella Stone (Com1, NG, 2 hp) is a human 
  woman about 30 years old.  She was the wife of a 
  soldier who died defending the keep.  She is the 
  “town gossip” and will be quick to tell the PCs 
  much more than they want to know about the 
  personal lives of the keep’s residents.  She will 
  also ask probing questions of the PCs and be 
  quick to pass anything she learns on to everyone 
  else. 
   
   
  Dack Fens (Com1, LN, 2 hp) is a 
  Backlunish woman in her mid 30s.  She and her 
  husband were traveling to Furyondy from the 
  lands of the Wolf Nomads when they were 
  waylaid at Rond’s Keep.  She is quiet and polite. 
   She helps Borry with repairs and tasks that 
  require someone taller. 
   
   
  Bareb Fens (Com1, CN, 2 hp) is a 
  Backlunish male in his mid 30s.  He is Dack’s 
  husband and equally polite (though less quiet).  
  He helps on the farm though he has a reputation 
  for laziness. 
   
   
  Brind Ulheart (Exp1, LG, 3 hp) is a human 
  male in his mid forties.  He is a farmer who fled to 
  Rond’s Keep when he spotted Iuz’s army 
  approaching his homestead.  It was Brind’s idea 
  to farm the courtyard: an idea that saved their 
  lives.  Though a quiet man, he is well esteemed 
  and prideful.  He will treat the PCs politely but 
  expect a mild amount of deference in return.   
   
   
  Den Edekor (Com1, LG, 2 hp) is human 
  male in his mid 30s.  He was also a farmer who 
  escaped to the keep during the fight.  His farming 
  skills and knowledge, although less than Brind’s, 
  are no less useful. 
  . 
  
  Wreath of the Dead 
   
  Page 21 
   
  Player Handout #1:  A Mysterious Note 
   
   
   
   
   
   
  
  Wreath of the Dead 
   
  Page 22 
   
  Player Handout #2:  Summary of the Career of Captain Jelamas Welider 
   
  Public Information on the military career of Jelamas Welider is as follows. 
   
  11 Harvester 569 CY Entered the Furyondy War College  
  (Ward of the Church of Heironeous) 
  26 Goodmonth 573 CY Graduation, Cum Laude 
  Commisioned into the Furyondy Military 
  Assigned to Brancast Keep 
  01 Readying 574 CY Promoted to Lieutenant, First Class 
  15 Patchwall 576 CY Distinguised Service Medal 
  14 Readying 577 CY Transferred to Redoubt 
  Entered 113th Calvalry 
  08 Planting 579 CY Combat Service Medal 
  27 Planting 579 CY Medal of Valor 
  Medal of Survival (near-mortal wound) 
  Promoted to Captain 
  15 Coldeven 579 CY Distinguished Service Medal 
  28 Harvester 579 CY Transferred to Rond’s Keep (Lt. Commander) 
  11 Fireseek 581 CY Elevated to Commander of Rond’s Keep 
  ?? Flocktime 582 CY Killed in Action, Rond’s Keep 
   
   
   
   
   
   
  
  Wreath of the Dead 
   
  Page 23 
   
  Player Handout #3:  Location of Rond’s Keep 
   
   
   
   
   
   
  
  Wreath of the Dead 
   
  Page 24 
   
  Player Handout #4:   Keep Layout 
   
   
   
   
   
   
  
  Wreath of the Dead 
   
  Page 25 
   
  Player Handout #5:  Hathshire Dellerond    
   
  Hathshire Dellerond: Male Human Clr1; CR 1; 
  Medium Humanoid (5'6"); HD 1d8+1; hp 9; Init +1; 
  Spd 30 ft.; AC 17, touch 11, flat-footed 16; 
  BAB/Grp: +0/+2; Atk:  +3 melee (1d8+2/x3 
  battleaxe); Full Atk:  +3 melee (1d8+2/x3 
  battleaxe) or  +1 ranged (1d8 light crossbow); SQ 
  Good Domain, War Domain, Turn Undead; AL 
  LG; SV Fort +3, Ref +1, Will +4; Str 14, Dex 12, 
  Con 12, Int 10, Wis 14, Cha 14. 
   
  Skills and Feats: Concentration +5, Heal +6, 
  Knowledge (Religion) +4; Languages: Common; 
  Combat Casting, Martial Weapon Proficiency 
  (Longsword), Weapon Focus (Battleaxe). 
   
  Possessions: 
  battleaxe, 
  chain 
  shirt, 
  crossbow bolts (×10), heavy steel shield, light 
  crossbow. 
   
  Spells (3/2+1): 0 - detect magic, guidance, 
  light; 1 - bless, command, protection from evil*. 
   
  *domain spell
   
  
  Wreath of the Dead 
   
  Page 26 
   
  Player Handout #6:  Pasquallimarminous Disillinticut the Dog Hearted   
   
  Pasquallimarminous Disillinticut the Dog Hearted: 
  Male Gnome Pal1; CR 1; Small Humanoid (3'5"); 
  HD 1d10+3; hp 13; Init +1; Spd 15 ft.; AC 19, 
  touch 11, flat-footed 19; BAB/Grp: +1/-4; Atk: +1 
  melee (1d6+2/x3 Battleaxe); Full Atk: +1 melee 
  (1d6+2/x3 
  Battleaxe) 
  or 
  +0 
  ranged 
  (1d8 
  Crossbow, heavy) or +1 melee (1d2+2 Strike, 
  Unarmed); SQ Low-light Vision, Gnome Spell-
  Like Abilities, Aura of Good, Detect Evil, Smite 
  Evil; AL LG; SV Fort +5, Ref +1, Will -1; Str 14, 
  Dex 12, Con 16, Int 10, Wis 8, Cha 14. 
   
  Skills and Feats: Knowledge (Religion) +4, 
  Ride +2; Languages: Common, Gnome; Power 
  Attack. 
   
  Possessions: backpack, battleaxe, bedroll, 
  10 crossbow bolts, heavy crossbow, flint and 
  steel, holy symbol, trail rations, heavy steel 
  shield, splint mail, 3 torches, waterskin.  
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Furyondy/FUR4-A03 - Wreath of the Dead.pdf