TEXT:  
   
   
   
   
   
   
   
   
   
   
   
  Caravan Duty
  Caravan Duty
  Caravan Duty
  Caravan Duty    
   
  A One
  A One
  A One
  A One----Round D&D Living Greyhawk Adventure
  Round D&D Living Greyhawk Adventure
  Round D&D Living Greyhawk Adventure
  Round D&D Living Greyhawk Adventure    
   
  Gran March Regional #2
  Gran March Regional #2
  Gran March Regional #2
  Gran March Regional #2    
   
  by Pete Winz
  by Pete Winz
  by Pete Winz
  by Pete Winz    
   
   
   
   
   
   
  Blurb: You have been hired (or assigned, in the case of Army members) to guard a caravan of supplies traveling from 
  Buxton’s Crossing to Hochoch. Humanoid raids have been more frequent in the Dim Forest lately, so there is a good 
  chance that you’ll see some action. This tournament introduces many aspects of the Gran March region and is intended 
  for characters levels 1-6. 
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, ALTERNITY, 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 2000 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.  
  
  Caravan Duty 
   
  Page 2 
  This is a RPGA Network adventure game. A four-hour time 
  block has been allocated for playing the game (or this round 
  of the game), but the actual playing time will be about three 
  hours.  
   
  It is a good idea to ask each player to put a name tag 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 to keep track of 
  who is playing which character. 
   
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points: The RPGA has 
  three ways to score this game. Consult your convention 
  coordinator to determine which method to use: 
  1. 
  No-vote scoring: The players write their names and 
  numbers on the scoring packet grid, you fill in the top 
  of the grid. That is all. No one is rated. This method is 
  used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and the 
  scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the 
  convention coordinator wants information as to how 
  the game masters are performing, or the game master 
  wants feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the best amongst them, or when the adventure 
  is run in tournament format with winners and prizes. 
  Multi-round adventures usually required advancing a 
  smaller number of players than played the first round, 
  so voting is required for multi-round adventures. 
   
  When using Voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
   
  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 bold italics
  bold italics
  bold italics
  bold italics. 
  It is strongly recommended that you paraphrase the player 
  text, instead of reading it aloud, as some of the text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters.  
   
   
  LLLLIVING 
  IVING 
  IVING 
  IVING GGGGREYHAWK
  REYHAWK
  REYHAWK
  REYHAWK Tier 
   Tier 
   Tier 
   Tier 
  Structure
  Structure
  Structure
  Structure    
  To determine the tier, add the character levels of all the 
  characters. In addition, add the levels of any henchmen or 
  animals according to the values on their certificates. 
  Compare the total to the chart below to find the tier. 
   
   
  4 players 
  5 players 
  6 players 
  7 players 
  Lvl Cap 
  T1: 
  4-12 
  5-13 
  6-14 
  7-15 
  4nd  
  T2: 
  13-22 
  14-24 
  15-26 
  16-28 
  6th  
  T3: 
  23-32 
  25-35 
  27-38 
  29-41 
  8th  
   
  The level cap indicated the highest level of character 
  allowed to play this adventure. Characters of levels higher 
  than the highest level shown for the highest tier cannot 
  be played. 
   
   
  Lifestyle in 
  Lifestyle in 
  Lifestyle in 
  Lifestyle in LLLLIVING 
  IVING 
  IVING 
  IVING GGGGREYHAWK
  REYHAWK
  REYHAWK
  REYHAWK    
  PCs in Living Greyhawk events must pay a lifestyle cost 
  associated with the economic level of the place where the 
  adventure takes place. Lifestyle costs include expenses 
  incurred during the time between this adventure and the 
  last one, and all training costs associated with advancing 
  in levels. It does not cover cost of adventuring 
  equipment. PCs must pay for things bought during the 
  adventure (from equipment to drinks and meals and 
  lodging) at the prices stated in the scenario, or the Player’s 
  Handbook if the scenario does not specify.  
   
  The lifestyle costs are divided according to the 
  economic level that the PC wants to maintain, and there 
  are 
  Charisma-related 
  penalties 
  and 
  bonuses 
  for 
  maintaining certain lifestyles. 
  • 
  Destitute:
  Destitute:
  Destitute:
  Destitute: You have no living space, and must carry 
  all your gear everywhere. You stink and are 
  undernourished. You suffer a –3 on Charisma-related 
  skill checks. 
  • 
  Poor:
  Poor:
  Poor:
  Poor: You sleep in the common room of an inn, or 
  perhaps the loft of a stable. Your clothing is generally 
  worn and patched.You suffer –2 on Charisma-related 
  skill checks. 
  • 
  Low:
  Low:
  Low:
  Low: You rent a small room at a tavern, perhaps 
  shared with one or two other individuals. If you own 
  a home it is a one-room shack. It wouldn’t be wise to 
  leave anything of value laying around. You suffer –1 
  on Charisma-related skill checks. 
  • 
  Medium: 
  Medium: 
  Medium: 
  Medium: You are moderately successful, and your 
  equipment is plain but sturdy. You have your own 
  room in an inn or boarding house, where you can 
  leave items of moderate value without worrying 
  about them disappearing. 
  • 
  High: 
  High: 
  High: 
  High: You rent a roomy house or apartment, or own 
  a nice home. You own clothes for many occasions, 
  and can entertain anyone without feeling overly 
  ashamed. You receive a +1 bonus on Charisma-
  related skill checks.  
  • 
  Luxury: 
  Luxury: 
  Luxury: 
  Luxury: You have the best of everything – spacious 
  living quarters, exotic food, expensive clothes. Your 
  success is the envy of many. You have a +2 bonus on 
  Charisma-related skill checks. Equipment left at 
  home is generally quite secure. 
   
  Penalties or bonuses to CHA-related skills should be 
  applied at the DM’s discretion, and can sometimes 
  backfire – for example, a PC with a poor lifestyle would 
  
  Caravan Duty 
   
  Page 3 
  not have a penalty when talking to a beggar, but would 
  when talking to a city official.  A PC with a high lifestyle 
  should have a penalty when dealing with a group of street 
  thugs, where a PC with a destitute lifestyle might not. 
  You are encouraged to roleplay these reactions whenever 
  possible. 
   
  Have the players deduct the lifestyle costs for their 
  characters before play starts, noting the lifestyle on the 
  log sheet. 
   
  Because the PCs are temporarily serving in the Gran 
  March military, they are provided a medium lifestyle as 
  part of their pay (room, board, etc.). If a PC wishes to 
  maintain a lower lifestyle, this is possible but should 
  bring about chastisement from officers for slovenly dress, 
  etc. If a PC wishes to upgrade to a higher lifestyle, they 
  may pay according to the table below. 
   
  Lifestyle 
  Cost (gp)  
  Cha-related mod 
  Destitute 
  0 
  –3 
  Poor 
  0 
  –2 
  Low 
  0 
  –1 
  Medium 
  0 
  0 
  High 
  50 
  +1 
  Luxury 
  300 
  +2 
   
   
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Background
  Background
  Background
  Background    
  The events in this adventure take place along the road 
  between Buxton’s Crossing and Hochoch in the country 
  of Gran March (a map can be found on the Gran March 
  web site – http://granmarch.oerth.com). The PCs are 
  hired or commanded to act as guards of a caravan carrying 
  important supplies to the Army of Retribution in 
  Hochoch. The road is undergoing improvements to bring 
  it up to military grade in order to provide better support 
  to the Army of Retribution. This has caused the animosity 
  of certain sylvan elves who call the Dim Forest home. At 
  the same time, humanoids have become more active in 
  the Dim Forest and raids have stepped up on caravans 
  recently. In the current adventure, an unnamed agent has 
  induced some goblins to attack a particular caravan to 
  take a particular cargo. Following up on this unnamed 
  agent is left for future adventures in this series. 
   
  Introduction
  Introduction
  Introduction
  Introduction – The PCs are assigned to their duties. As 
  they are the least experienced soldiers in the current 
  caravan, they are assigned to the rear guard. They see two 
  wagons in the middle of the caravan that has extra guards 
  assigned. If the PCs get too nosey, they are told to mind 
  their own business. 
   
  Encounter 1
  Encounter 1
  Encounter 1
  Encounter 1 – The caravan reaches the edge of the Dim 
  Forest and comes to the end of the military grade road, 
  where they meet up with the work gang upgrading the 
  road. The PCs are drafted into a jury to try a case of 
  desertion from the work gang and decide punishment. 
  During this encounter, the nature of the work gangs (a 
  warning to the PCs to behave themselves or suffer a 
  similar fate), the reasons for the road building, and the 
  Code of Military Justice (a further warning) are explored 
  briefly.  
   
  Encounter 2
  Encounter 2
  Encounter 2
  Encounter 2 – As the lowest-ranking members of the 
  caravan guards, the PCs are assigned to dig the evening 
  latrine when the caravan stops for the night. As they dig, 
  they find themselves being watched by a band of sylvan 
  elves. The elves confront the PCs and ask why they are 
  killing the forest. Through discussion with the PCs, the 
  elves explain their opposition to the road (the section cut 
  off from the rest by the stone path will wither and die, the 
  forest does not belong to Gran March, etc.). They tell the 
  PCs to carry a message to their leaders that the road 
  building must stop or the enmity of the sylvan elves will 
  be assured.  
   
  Encounter 3
  Encounter 3
  Encounter 3
  Encounter 3 – The caravan reaches Fort Endurance. The 
  PCs are given a quick overview of the garrison and have a 
  chance to relate their encounter with the elves. The 
  garrison commander dismisses the meeting with the 
  elves as a threat by a bunch of hotheads who do not 
  represent the opinions of the majority. As the caravan 
  leaves, they are warned that there have been many more 
  raids on caravans recently, so keep an eye out.  
   
  Encounter 4
  Encounter 4
  Encounter 4
  Encounter 4 – The caravan is attacked by a large band of 
  goblins. The PCs face a small number of foes because the 
  goblins are concentrating on a particular target – the two 
  wagons mentioned in the introduction. After the PCs 
  defeat their foes (the combat will be made easy enough 
  that they should prevail without serious injury), they find 
  that many of the guards in the front and guarding the two 
  wagons have been injured or killed. One of the special 
  wagons (plus an ale wagon) has been taken away. The 
  caravan leader decides that the PCs are the ones most 
  easily spared and sends them after the missing wagon. If 
  they recover it, great, if they can't, they are to burn it. It 
  can't be allowed to remain in the hands of the goblins 
  because it holds hundreds of flasks of alchemist's fire. 
  Many of the goblins were slain, so the lieutenant thinks 
  that the PCs have a chance to succeed. He needs the rest 
  of his men to get the other wagon and remaining supplies 
  safely to their destination; the PCs are expendable and 
  he'll tell them so. 
   
  Encounter 5
  Encounter 5
  Encounter 5
  Encounter 5 – The PCs find it relatively easy to follow the 
  trail cut by the wagon through the underbrush, but those 
  with wilderness and rogue skills may be able to detect and 
  avoid some traps left behind by the goblins. 
   
  Encounter 6
  Encounter 6
  Encounter 6
  Encounter 6 – The PCs come upon the goblin camp. 
  They will then have to choose whether they recover or 
  destroy the wagon. It is relatively easy to set fire to it from 
  a distance – the wagon will explode most satisfactorily 
  (causing a major forest fire). Recovering the wagon will 
  be considerably more difficult, but will still be possible. 
  The strategy of the PCs in mounting their attack is a 
  deciding factor in their success.  
  
  Caravan Duty 
   
  Page 4 
   
  If the PCs defeat the goblins and successfully recover the 
  wagon, they find evidence that the goblins were promised 
  considerable wealth if they succeeded in stealing one or 
  both of the wagons carrying the alchemist’s fire.  
   
  Conclusion
  Conclusion
  Conclusion
  Conclusion – The caravan leader interviews the PCs and 
  award commendations or demerits depending on their 
  actions. He also tells them they can keep what they found 
  in the goblin camp (cash and some masterwork items) 
  and sees to it that a couple of flasks of the alchemist's fire 
  "fell off the wagon" (giving one to each surviving PC). 
  Characters that are in the military are allowed to request 
  permanent assignment to caravan guard duty and one 
  may receive a promotion based on merit. Military PCs 
  that shirk their duty to recover or destroy the alchemist’s 
  fire will be awarded a demerit. 
   
   
  Introduction
  Introduction
  Introduction
  Introduction    
  Determine from the background of each PC how they can 
  be brought into the scenario. PCs who are active in the 
  military are simply assigned to duty guarding the caravan 
  as part of their service. PCs who have served their tour of 
  duty have their reserve status activated for the duration of 
  the scenario. They will receive pay of 1 “lion” (gold piece) 
  plus food and shelter per week.   
   
  Those who are neither on active duty nor veterans (i.e., 
  women and foreigners) have to be brought in by another 
  method. Use character background information that 
  would apply to the current situation (i.e., those coming 
  from farms have been sent to make sure that the food 
  makes it to the delivery point so that the payment may be 
  collected, etc.). For PCs without a ready hook to bring 
  them in, approach them with a “press gang,” who 
  encourage the PCs to do their part out of patriotism and a 
  sense of adventure. They further “encourage” foreign 
  males to join up by implying violence followed by 
  deportation if the PC refuses. Try to avoid being overly 
  obnoxious, but make it clear that the PC is being 
  “volunteered” and doesn’t have much choice. These PCs 
  are offered the same pay as veterans receive (1 lion per 
  week), which may seem like very little but is more than 
  enough to live on, especially since food and shelter are 
  provided. If the players are still reluctant, you can be 
  blunt and tell them that if their PCs decline the offer, the 
  scenario is over for them (after all, they should have read 
  the adventure blurb and chosen an appropriate character).  
   
  After the PCs have all been induced to join the caravan 
  guards, the adventure proceeds with them being assigned 
  to their duties. 
   
  You have been told where to meet the caravan and were 
  You have been told where to meet the caravan and were 
  You have been told where to meet the caravan and were 
  You have been told where to meet the caravan and were 
  greeted there by a gruff Sergeant, who took you to wait outside 
  greeted there by a gruff Sergeant, who took you to wait outside 
  greeted there by a gruff Sergeant, who took you to wait outside 
  greeted there by a gruff Sergeant, who took you to wait outside 
  of a large tent. You see a number of others waiting there as 
  of a large tent. You see a number of others waiting there as 
  of a large tent. You see a number of others waiting there as 
  of a large tent. You see a number of others waiting there as 
  well.
  well.
  well.
  well.    
   
  Have the players give a physical description of their PCs 
  and allow them to interact for a time, then proceed with 
  the following. 
   
  A voice calls from within the tent, “Enter!” Inside, you find a 
  A voice calls from within the tent, “Enter!” Inside, you find a 
  A voice calls from within the tent, “Enter!” Inside, you find a 
  A voice calls from within the tent, “Enter!” Inside, you find a 
  tall, rather young man dressed in very fine clothes and high
  tall, rather young man dressed in very fine clothes and high
  tall, rather young man dressed in very fine clothes and high
  tall, rather young man dressed in very fine clothes and high----
  quality chain mail. His blond hai
  quality chain mail. His blond hai
  quality chain mail. His blond hai
  quality chain mail. His blond hair is cut very short and his 
  r is cut very short and his 
  r is cut very short and his 
  r is cut very short and his 
  blue eyes fix you with a steely glare. “I am Lieutenant 
  blue eyes fix you with a steely glare. “I am Lieutenant 
  blue eyes fix you with a steely glare. “I am Lieutenant 
  blue eyes fix you with a steely glare. “I am Lieutenant 
  Ennister. I am in command of this caravan. Even if you are 
  Ennister. I am in command of this caravan. Even if you are 
  Ennister. I am in command of this caravan. Even if you are 
  Ennister. I am in command of this caravan. Even if you are 
  not a regular member of the Gran March Army, you will 
  not a regular member of the Gran March Army, you will 
  not a regular member of the Gran March Army, you will 
  not a regular member of the Gran March Army, you will 
  address me as Lieutenant at all times, or your pay will be 
  address me as Lieutenant at all times, or your pay will be 
  address me as Lieutenant at all times, or your pay will be 
  address me as Lieutenant at all times, or your pay will be 
  docked. Am I clear?”
  docked. Am I clear?”
  docked. Am I clear?”
  docked. Am I clear?”    
   
  Lieutenant Ennister is the fourth son of an Elector in 
  Dieren. He feels that his only hope to achieve higher 
  station is through exemplary service. He is stiff and 
  formal and will not permit any sort of familiarity from 
  those under his command. He is not stupid, but he is 
  reluctant to take advice from commoners because he 
  believes that they lack intelligence. Were it otherwise, 
  they would be officers as well because even commoners 
  are chosen to advance into officer training based on 
  ability. However, he has learned to trust the advice of his 
  non-commissioned officers and will listen to the ideas of 
  the PCs should they convince an NCO to stand up for 
  them. Lieutenant Ennister is quick to recognize skill as 
  well as incompetence and will comment on either when 
  he sees it. 
   
  If the PCs respond to the question above positively and 
  with proper respect, he continues. If not, he visibly 
  bristles and says, “You are now part of a military unit and 
  this assignment will be carried out using military 
  discipline. I cannot allow you to disrupt the morale of this 
  Squadron. Were I not short of men, I would not have you 
  here. But I have no choice. Neither do you. Should you 
  cause further disruption of this assignment, punishment 
  will be swift and severe. Am I clear now?” He then 
  proceeds, but more coldly and with obvious disdain. 
   
  “Since you are all new to duty here and I have not yet had a 
  “Since you are all new to duty here and I have not yet had a 
  “Since you are all new to duty here and I have not yet had a 
  “Since you are all new to duty here and I have not yet had a 
  chance to evaluate your reliability, you will be assigned to the 
  chance to evaluate your reliability, you will be assigned to the 
  chance to evaluate your reliability, you will be assigned to the 
  chance to evaluate your reliability, you will be assigned to the 
  rear guard. I will be monitoring your performance. Serg
  rear guard. I will be monitoring your performance. Serg
  rear guard. I will be monitoring your performance. Serg
  rear guard. I will be monitoring your performance. Sergeant 
  eant 
  eant 
  eant 
  Anthorn will explain your duties. Sergeant!”
  Anthorn will explain your duties. Sergeant!”
  Anthorn will explain your duties. Sergeant!”
  Anthorn will explain your duties. Sergeant!”    
      
  The Sergeant comes into the tent and escorts you to the rear of 
  The Sergeant comes into the tent and escorts you to the rear of 
  The Sergeant comes into the tent and escorts you to the rear of 
  The Sergeant comes into the tent and escorts you to the rear of 
  the caravan, where a man dressed in chainmail and armed 
  the caravan, where a man dressed in chainmail and armed 
  the caravan, where a man dressed in chainmail and armed 
  the caravan, where a man dressed in chainmail and armed 
  with longsword, light crossbow, and lance sits astride a 
  with longsword, light crossbow, and lance sits astride a 
  with longsword, light crossbow, and lance sits astride a 
  with longsword, light crossbow, and lance sits astride a 
  medium warhorse. “This is Co
  medium warhorse. “This is Co
  medium warhorse. “This is Co
  medium warhorse. “This is Corporal Birkit, he’s in charge. 
  rporal Birkit, he’s in charge. 
  rporal Birkit, he’s in charge. 
  rporal Birkit, he’s in charge. 
  He’ll find mounts for you if’n you don’t got none already. 
  He’ll find mounts for you if’n you don’t got none already. 
  He’ll find mounts for you if’n you don’t got none already. 
  He’ll find mounts for you if’n you don’t got none already. 
  You’re to stay back here. Your biggest problem will be to make 
  You’re to stay back here. Your biggest problem will be to make 
  You’re to stay back here. Your biggest problem will be to make 
  You’re to stay back here. Your biggest problem will be to make 
  sure you don’t slip and fall in any horse droppings. I’ve made 
  sure you don’t slip and fall in any horse droppings. I’ve made 
  sure you don’t slip and fall in any horse droppings. I’ve made 
  sure you don’t slip and fall in any horse droppings. I’ve made 
  this run fifteen times in the last year 
  this run fifteen times in the last year 
  this run fifteen times in the last year 
  this run fifteen times in the last year and haven’t been 
  and haven’t been 
  and haven’t been 
  and haven’t been 
  attacked once. I’ve heard that others have, but don’t you worry 
  attacked once. I’ve heard that others have, but don’t you worry 
  attacked once. I’ve heard that others have, but don’t you worry 
  attacked once. I’ve heard that others have, but don’t you worry 
  none, you won’t see much action back here even if’n we do get 
  none, you won’t see much action back here even if’n we do get 
  none, you won’t see much action back here even if’n we do get 
  none, you won’t see much action back here even if’n we do get 
  hit. Bandits and gobbos always go for the ale wagons first, and 
  hit. Bandits and gobbos always go for the ale wagons first, and 
  hit. Bandits and gobbos always go for the ale wagons first, and 
  hit. Bandits and gobbos always go for the ale wagons first, and 
  they’re in the middle. One thing, don’t cross the
  they’re in the middle. One thing, don’t cross the
  they’re in the middle. One thing, don’t cross the
  they’re in the middle. One thing, don’t cross the Lieutenant or 
   Lieutenant or 
   Lieutenant or 
   Lieutenant or 
  he’ll have your guts for garters. Any questions?”
  he’ll have your guts for garters. Any questions?”
  he’ll have your guts for garters. Any questions?”
  he’ll have your guts for garters. Any questions?”    
   
  Sergeant Anthorn stands just over 6 feet tall and has a 
  very heavy build. His black hair is cropped short and his 
  
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  Page 5 
  soft brown eyes belie the iron discipline that comes out in 
  time of need. He does not stand on formality the way 
  Lieutenant Ennister does, but he won’t brook outright 
  disrespect toward anyone in the command order. He 
  prefers to be called Sarge, except when the Lieutenant is 
  around and he must be sure that the men address him 
  more formally. He is friendly and helpful to the PCs 
  provided that they don’t shirk their duties. If he thinks 
  that they’re slacking, he’ll assign them extra work to put 
  their minds back on their jobs (peeling potatoes and 
  scrubbing the blackened cook pots after meals are favorite 
  punishments).  
   
  Corporal Birkit stands 5’ 8” tall and has brown eyes and 
  brown hair that is slightly longer than regulations require. 
  He is extremely casual about most everything. His frame 
  is well padded and he only works as hard as is required to 
  keep out of trouble. However, he has a sharp mind and 
  has been able to act quickly and decisively in times of 
  battle and so has been promoted. He is not precisely lazy; 
  he just avoids whatever duties he can without attracting 
  attention. He simply wants to survive his tour of duty and 
  go back to raising horses on the farm his family runs. He 
  likes the rear guard because it’s safer and requires less 
  effort. He’ll make sure that everyone keeps a good watch 
  because not doing so would make it more likely that he’ll 
  get hurt. He’ll encourage the PCs to be friendly and 
  address him by his first name, Feodor, when the Sergeant 
  and Lieutenant aren’t around. 
   
  Sergeant Anthorn and Corporal Birkit answer the PCs’ 
  questions to the best of their ability. If the PCs have none, 
  proceed to Encounter One (although you can provide this 
  information later as necessary). Use the information 
  below and elsewhere in the scenario as appropriate and 
  improvise if necessary. 
   
  • 
  The soldiers guarding the caravan are members of 
  the 23rd Cavalry Squadron. They took heavy 
  casualties in some action out of Hochoch about a 
  year ago and have been rebuilding their strength 
  since then. In the meantime, they’ve been assigned 
  this cushy caravan duty. 
  • 
  Lieutentant Ennister is new. He’s only been in 
  command for the last month. He’s concerned about 
  the men getting too soft after this easy duty, so he’s 
  been stepping up on discipline, training, and 
  protocol. Sergeant Anthorn is somewhat glad to see 
  it. The men were getting too lax and he’s put some 
  starch back into them. It wouldn’t do to be too sloppy 
  when they go back to the front. 
  • 
  The trip normally takes about 8 days each way. The 
  first two out of Buxton’s Crossing are pretty easy, 
  because the road is paved and we’ll be using inns and 
  taverns for our overnight stops; after that, it’s mud 
  and tents except for the stopover in Orlane. The 
  military road stops at the edge of the Dim Forest, 
  where it becomes more of a wide trail. There’s a work 
  gang there, widening and paving the road to bring it 
  up to military grade. 
  • 
  The unit is almost up to full strength; it’s only short 
  one File (out of six). Normally, the short rolls would 
  be divided between all of the Files, but the 
  Lieutenant preferred that all the newbies be assigned 
  to one File in the rearguard for now. 
  • 
  There are 20 wagons in the caravan, with a total of 
  almost 50 guards, not counting the wagon drivers. 
  • 
  The wagons in the rear carry extra equipment for the 
  troops. This is mostly barding for the horses, in case 
  the unit needs to serve in a heavy cavalry role. 
  • 
  The rest of the cargo is mostly food, weapons, and 
  armor.  
  • 
  There are two wagons in the center with classified 
  cargo. They’re the ones covered by the big brown 
  tarps and guarded by two dedicated Files. Don’t go 
  near them and don’t ask anyone about them, or the 
  Lieutenant might take you for spies. (You should 
  make a mention of the two special wagons at some 
  point before Encounter 3 even if the PCs don’t ask 
  any questions that would lead in to that topic – the 
  activity surrounding them is strange enough to 
  notice on its own.) 
  • 
  One of the Files takes point, two more float along the 
  flanks, and the last two are assigned to guard some 
  particular wagons (see above). 
  • 
  The Lieutenant may seem pretty tough and by the 
  book, but if you keep your nose clean and do your 
  duty, he’ll give you good reports. He’s smart and will 
  likely go far, if he can ever get assigned to regular 
  duty. 
  • 
  Sergeant Anthorn has been in for six years and 
  Corporal Birkit for almost three. Anthorn is likely to 
  reenlist when his tour of duty is up, but Birkit wants 
  to get back to the horse farm his family works. 
   
  After the PCs have had a chance to get answers to their 
  questions and interact a bit if they did not take the 
  opportunity to do so before meeting the Lieutenant, the 
  caravan forms up and begins to move out. Proceed to 
  Encounter One. 
   
   
  Encounter One: Work Gang
  Encounter One: Work Gang
  Encounter One: Work Gang
  Encounter One: Work Gang    
  This encounter is intended to introduce the PCs to some 
  aspects of justice in Gran March. The PCs are called upon 
  to act as jurors in a trial. Try not to spend more than half 
  an hour total here if possible. Paraphrase the testimony as 
  much as necessary to allow sufficient time for the PCs to 
  deliberate at the end. 
   
  Your first two days of duty have been, well, boring. The paved 
  Your first two days of duty have been, well, boring. The paved 
  Your first two days of duty have been, well, boring. The paved 
  Your first two days of duty have been, well, boring. The paved 
  road makes travel easy, regular patrols on this stre
  road makes travel easy, regular patrols on this stre
  road makes travel easy, regular patrols on this stre
  road makes travel easy, regular patrols on this stretch make 
  tch make 
  tch make 
  tch make 
  bandits non
  bandits non
  bandits non
  bandits non----existent, and although you’ve been staying at inns 
  existent, and although you’ve been staying at inns 
  existent, and although you’ve been staying at inns 
  existent, and although you’ve been staying at inns 
  along the road, Lieutenant Ennister has been enforcing a 
  along the road, Lieutenant Ennister has been enforcing a 
  along the road, Lieutenant Ennister has been enforcing a 
  along the road, Lieutenant Ennister has been enforcing a 
  curfew. The sun has dropped low enough in the sky to tell you 
  curfew. The sun has dropped low enough in the sky to tell you 
  curfew. The sun has dropped low enough in the sky to tell you 
  curfew. The sun has dropped low enough in the sky to tell you 
  that you will be getting ready to stop soon and you can see edge 
  that you will be getting ready to stop soon and you can see edge 
  that you will be getting ready to stop soon and you can see edge 
  that you will be getting ready to stop soon and you can see edge 
  of the Dim Forest up ahead. As you get a bit closer, you begin 
  of the Dim Forest up ahead. As you get a bit closer, you begin 
  of the Dim Forest up ahead. As you get a bit closer, you begin 
  of the Dim Forest up ahead. As you get a bit closer, you begin 
  to make out the sound of a work chant punctuated by 
  to make out the sound of a work chant punctuated by 
  to make out the sound of a work chant punctuated by 
  to make out the sound of a work chant punctuated by 
  
  Caravan Duty 
   
  Page 6 
  hammers striking stone. Sergeant Anthorn comes riding back 
  hammers striking stone. Sergeant Anthorn comes riding back 
  hammers striking stone. Sergeant Anthorn comes riding back 
  hammers striking stone. Sergeant Anthorn comes riding back 
  to speak to Corporal Birkit.
  to speak to Corporal Birkit.
  to speak to Corporal Birkit.
  to speak to Corporal Birkit.    
      
  “We’ll be staying in the work camp tonight. The Lieu
  “We’ll be staying in the work camp tonight. The Lieu
  “We’ll be staying in the work camp tonight. The Lieu
  “We’ll be staying in the work camp tonight. The Lieutenant 
  tenant 
  tenant 
  tenant 
  will be going ahead to pay his respects to the officer in charge. 
  will be going ahead to pay his respects to the officer in charge. 
  will be going ahead to pay his respects to the officer in charge. 
  will be going ahead to pay his respects to the officer in charge. 
  He told me to make sure that we form a proper camp and keep 
  He told me to make sure that we form a proper camp and keep 
  He told me to make sure that we form a proper camp and keep 
  He told me to make sure that we form a proper camp and keep 
  the men from mixing with the gangers. See to it.”
  the men from mixing with the gangers. See to it.”
  the men from mixing with the gangers. See to it.”
  the men from mixing with the gangers. See to it.”    
   
  The PCs are assigned to see to the horses while the others 
  set up tents and make sure the camp is orderly. As they 
  perform their duties, they can see that the gangs continue 
  to work until the sun is almost too low to see properly. 
  The trail through the forest has already been widened to 
  at least a bowshot’s distance to either side for as far as you 
  can see into the forest. Some work gangs are leveling the 
  ground while others haul granite cobbles out of the backs 
  of wagons to where they are being driven into the ground 
  to form the new road. Just before work stops for the 
  night, another group comes along the road out of the 
  forest, pulling a massive sledge piled high with fresh-cut 
  timber. As the PCs and other guards settle down for their 
  meal, the work gangers are still putting away their tools 
  and unloading the trees from the sledge. The PCs get a 
  whiff of the food being cooked for the gangers and it is 
  not very appetizing. 
   
  Lieutenant Ennister comes back into your camp. Trailing 
  Lieutenant Ennister comes back into your camp. Trailing 
  Lieutenant Ennister comes back into your camp. Trailing 
  Lieutenant Ennister comes back into your camp. Trailing 
  behind him is another man dressed in leather armor and 
  behind him is another man dressed in leather armor and 
  behind him is another man dressed in leather armor and 
  behind him is another man dressed in leather armor and 
  armed with a longbow and shortsword. The Lieut
  armed with a longbow and shortsword. The Lieut
  armed with a longbow and shortsword. The Lieut
  armed with a longbow and shortsword. The Lieutenant 
  enant 
  enant 
  enant 
  addresses all of the caravan guards. 
  addresses all of the caravan guards. 
  addresses all of the caravan guards. 
  addresses all of the caravan guards.     
      
  “The commanding officer here needs volunteers for a jury. 
  “The commanding officer here needs volunteers for a jury. 
  “The commanding officer here needs volunteers for a jury. 
  “The commanding officer here needs volunteers for a jury. 
  Apparently some men tried to desert the work gang and were 
  Apparently some men tried to desert the work gang and were 
  Apparently some men tried to desert the work gang and were 
  Apparently some men tried to desert the work gang and were 
  captured. The Magistrate has arrived and it was decided in the 
  captured. The Magistrate has arrived and it was decided in the 
  captured. The Magistrate has arrived and it was decided in the 
  captured. The Magistrate has arrived and it was decided in the 
  interest of a fair trial that y
  interest of a fair trial that y
  interest of a fair trial that y
  interest of a fair trial that you would make better jurors than 
  ou would make better jurors than 
  ou would make better jurors than 
  ou would make better jurors than 
  the guards. Let’s see, you… you… you… you… you….” He 
  the guards. Let’s see, you… you… you… you… you….” He 
  the guards. Let’s see, you… you… you… you… you….” He 
  the guards. Let’s see, you… you… you… you… you….” He 
  points to each of you, as well as some of the other men until 
  points to each of you, as well as some of the other men until 
  points to each of you, as well as some of the other men until 
  points to each of you, as well as some of the other men until 
  nine jurors have been selected.
  nine jurors have been selected.
  nine jurors have been selected.
  nine jurors have been selected.    
   
  The man in leather armor is one of the work gang guards. 
  He escorts the PCs and other jurors to the tent where the 
  trial is to be held. There they meet Magistrate Romolos. 
  He says that because the accused men are work gang 
  members, they will be tried under military rather than 
  civilian law. The jury, rather than being composed of 
  veterans, is made up of active military members (he 
  assures anyone that protests that they are not in the army 
  that they have been temporary members ever since they 
  joined the caravan guards). The Magistrate presents the 
  evidence and the jury determines the punishment. Jurors 
  are permitted to ask questions that they feel will help in 
  meting justice (but that is not a free license to waste the 
  court’s time). There are three possible outcomes – the 
  jurors can find the defendants innocent of the crimes of 
  which they are accused, they can find them guilty with 
  extenuating circumstances and sentence them to 
  flogging, or they can find them guilty with intent and 
  sentence them to hang. The verdict need not be the same 
  for each defendant and a simple majority is all that is 
  required for a verdict to be reached. 
   
  After Magistrate Romolos is confident that the jurors 
  understand what is expected of them, he takes them into 
  the “courtroom.” A tent has been set up with a table and 
  chair for Magistrate Romolos, another chair for witnesses, 
  benches for the jurors, and another bench for the 
  defendants. The defendants are brought in under guard. 
  They are not bound, but there are enough guards present 
  to restrain them if necessary. The magistrate calls two 
  witnesses. 
   
  The first, Knight-Colonel Vargo Blitnik (Retired), is the 
  commanding officer of the work gang. While it appears 
  that he was once an exceptionally strong man, it is 
  obvious that the years have taken their toll on his body. 
  However, his demeanor and testimony make it clear that 
  what the years took away from his physical prowess, they 
  granted back in the form of experience and tactical 
  analysis ability. He volunteered for this duty when he 
  became too physically unfit to command an army in the 
  field. He is a firm believer in discipline and duty and he 
  runs his work gang with very little latitude. He testifies to 
  the following. 
  • 
  The three men accused of desertion, Walther 
  Mandurg, Arlin Crendle, and Bikko Nilst, were 
  assigned to tree-cutting duty. They went into the 
  woods and did not return that evening. A search 
  party (with dogs) was sent out the next day and 
  found them after two days of searching. 
  • 
  Walther 
  Mandurg 
  has 
  previously 
  attempted 
  desertion on three separate occasions. The first time 
  was while he was in the army. He was able to 
  convince his superiors that a mistake had occurred 
  and that he had not meant to desert. No formal 
  charges were drawn up, although the incident was 
  entered into his record. He again attempted 
  desertion within a year and, as punishment, was 
  assigned to the work gangs. The third offense 
  occurred 
  before 
  Knight-Colonel 
  Blitnik 
  took 
  command here. Mandurg was able to convince the 
  jury that he was a victim of circumstance and was 
  sentenced to flogging rather than facing a more 
  severe penalty. Mandurg’s record is filled with 
  incidents of disobedience and minor infractions. He 
  has been flogged on three occasions since Knight-
  Colonel Blitnik took command. He is not the type of 
  man that the Knight-Colonel would allow on 
  independent duty and the Knight-Colonel has no 
  idea how he managed to get assigned to a tree-cutting 
  crew. 
  • 
  Arlin Crendle was sent to the work gangs as a young 
  man (before he reached draft age), after having been 
  convicted of aggravated burglary (he and some fellow 
  gang members broke into a house, beat the 
  inhabitants severely, and made off with whatever 
  valuables they could carry). He has served without 
  any infractions of note, although he has been a 
  suspect in a number of thefts, both from fellow 
  inmates and from the common stores. There was 
  insufficient evidence to bring any of these matters 
  
  Caravan Duty 
   
  Page 7 
  before a formal court. He has served 5 years of a 10-
  year sentence. 
  • 
  Bikko Nilst is a very young man who has been 
  assigned to the work gangs because he was unfit for 
  military duty. His reports over the last year and a half 
  indicate a high degree of obedience but insufficient 
  intelligence. He has been involved in some fights in 
  the camp, but has not previously been subject to 
  disciplinary measures. 
   
  The second witness called is Corporal Rombault 
  Thuringeon, the leader of the search party that discovered 
  the fugitives. His testimony is as follows. 
  • 
  There were obvious attempts to conceal the trail. The 
  fugitives had walked in streambeds on more than 
  one occasion. This threw off the dogs, but 
  unfortunately for the fugitives, Corporal Thuringeon 
  was able to follow the trail from the overturned rocks 
  in the stream. 
  • 
  They found the fugitives in a makeshift camp 
  beneath an overhanging cliff. They had cut brush to 
  cover the entrance and had built a very small fire that 
  gave off little smoke. They had apparently been 
  hunting and foraging in the area, for he found several 
  skinned hares roasting on the fire. There were two 
  knives in the fugitives’ possession – such weapons 
  are not issued to work crews unless their duty 
  specifically requires them. Although they had 
  weapons, the fugitives did not resist. They told some 
  story about a goblin war band, but no evidence of 
  goblins was found anywhere in the area through 
  which the fugitives traveled. 
   
  The Magistrate gives the defendants a chance to speak for 
  themselves. Walther Mandurg speaks first. 
   
  “Look, we was just cuttin’ wood like we was supposed to when 
  “Look, we was just cuttin’ wood like we was supposed to when 
  “Look, we was just cuttin’ wood like we was supposed to when 
  “Look, we was just cuttin’ wood like we was supposed to when 
  a big band of goblins came by, like the Corporal told ya. We 
  a big band of goblins came by, like the Corporal told ya. We 
  a big band of goblins came by, like the Corporal told ya. We 
  a big band of goblins came by, like the Corporal told ya. We 
  tried to hide, but they seen us and since there was ten times a
  tried to hide, but they seen us and since there was ten times a
  tried to hide, but they seen us and since there was ten times a
  tried to hide, but they seen us and since there was ten times as s s s 
  many of them as of us, we figured the best chance we had was 
  many of them as of us, we figured the best chance we had was 
  many of them as of us, we figured the best chance we had was 
  many of them as of us, we figured the best chance we had was 
  to run. A couple of ‘em was too close to get by. Lucky for us, 
  to run. A couple of ‘em was too close to get by. Lucky for us, 
  to run. A couple of ‘em was too close to get by. Lucky for us, 
  to run. A couple of ‘em was too close to get by. Lucky for us, 
  Bikko was durn good with his axe and we was able to get 
  Bikko was durn good with his axe and we was able to get 
  Bikko was durn good with his axe and we was able to get 
  Bikko was durn good with his axe and we was able to get 
  away. That’s where Arlin and I got the knives. Well, we 
  away. That’s where Arlin and I got the knives. Well, we 
  away. That’s where Arlin and I got the knives. Well, we 
  away. That’s where Arlin and I got the knives. Well, we 
  outrun the rest of
  outrun the rest of
  outrun the rest of
  outrun the rest of ‘em, but we got lost. We used the streams like 
   ‘em, but we got lost. We used the streams like 
   ‘em, but we got lost. We used the streams like 
   ‘em, but we got lost. We used the streams like 
  the corporal said, to keep ‘em off our trail. I heard them goblins 
  the corporal said, to keep ‘em off our trail. I heard them goblins 
  the corporal said, to keep ‘em off our trail. I heard them goblins 
  the corporal said, to keep ‘em off our trail. I heard them goblins 
  got a sense of smell nigh as good as a dog’s, so we had to take 
  got a sense of smell nigh as good as a dog’s, so we had to take 
  got a sense of smell nigh as good as a dog’s, so we had to take 
  got a sense of smell nigh as good as a dog’s, so we had to take 
  percautions lest they catch us.” 
  percautions lest they catch us.” 
  percautions lest they catch us.” 
  percautions lest they catch us.”     
      
  “Well, like I said before, we got lost. We
  “Well, like I said before, we got lost. We
  “Well, like I said before, we got lost. We
  “Well, like I said before, we got lost. We figgered after a bit 
   figgered after a bit 
   figgered after a bit 
   figgered after a bit 
  that it would be best to just stay where we was, make camp, 
  that it would be best to just stay where we was, make camp, 
  that it would be best to just stay where we was, make camp, 
  that it would be best to just stay where we was, make camp, 
  and wait for you guys to find us. We knew you’d come lookin’ 
  and wait for you guys to find us. We knew you’d come lookin’ 
  and wait for you guys to find us. We knew you’d come lookin’ 
  and wait for you guys to find us. We knew you’d come lookin’ 
  and if we was still wanderin’ around, we might never meet 
  and if we was still wanderin’ around, we might never meet 
  and if we was still wanderin’ around, we might never meet 
  and if we was still wanderin’ around, we might never meet 
  up. Of course, we was getting hungry, havin’ no food to
  up. Of course, we was getting hungry, havin’ no food to
  up. Of course, we was getting hungry, havin’ no food to
  up. Of course, we was getting hungry, havin’ no food to speak 
   speak 
   speak 
   speak 
  of, so we caught us a few coneys and was roastin’ ‘em for 
  of, so we caught us a few coneys and was roastin’ ‘em for 
  of, so we caught us a few coneys and was roastin’ ‘em for 
  of, so we caught us a few coneys and was roastin’ ‘em for 
  dinner when you got there. As for why the Corporal didn’t 
  dinner when you got there. As for why the Corporal didn’t 
  dinner when you got there. As for why the Corporal didn’t 
  dinner when you got there. As for why the Corporal didn’t 
  find any sign of the goblins, I suppose they must’ve hid their 
  find any sign of the goblins, I suppose they must’ve hid their 
  find any sign of the goblins, I suppose they must’ve hid their 
  find any sign of the goblins, I suppose they must’ve hid their 
  tracks and taken away the bodies so’s not to be found.”
  tracks and taken away the bodies so’s not to be found.”
  tracks and taken away the bodies so’s not to be found.”
  tracks and taken away the bodies so’s not to be found.”    
      
  Bikko is visi
  Bikko is visi
  Bikko is visi
  Bikko is visibly squirming through much of this, but Arlin 
  bly squirming through much of this, but Arlin 
  bly squirming through much of this, but Arlin 
  bly squirming through much of this, but Arlin 
  shoots him a glare and he stops and looks at his feet. 
  shoots him a glare and he stops and looks at his feet. 
  shoots him a glare and he stops and looks at his feet. 
  shoots him a glare and he stops and looks at his feet.     
   
  Allow the PCs a chance to intervene here if they are so 
  inclined. If they do, use the information below to fill out 
  the story appropriately. If not, just proceed with the 
  prepared text below. 
   
  Magistrate Romolos turns to Arlin, “Do you have anything to 
  Magistrate Romolos turns to Arlin, “Do you have anything to 
  Magistrate Romolos turns to Arlin, “Do you have anything to 
  Magistrate Romolos turns to Arlin, “Do you have anything to 
  add?” Arlin says, “No, it was just like Walther said.” 
  add?” Arlin says, “No, it was just like Walther said.” 
  add?” Arlin says, “No, it was just like Walther said.” 
  add?” Arlin says, “No, it was just like Walther said.” 
  Magistrate Romolos turns to Bikko, “What about you? 
  Magistrate Romolos turns to Bikko, “What about you? 
  Magistrate Romolos turns to Bikko, “What about you? 
  Magistrate Romolos turns to Bikko, “What about you? 
  Anything you’d like to say in your defense?”
  Anything you’d like to say in your defense?”
  Anything you’d like to say in your defense?”
  Anything you’d like to say in your defense?”    
      
  Bik
  Bik
  Bik
  Bikko looks up. His expression is vacant and confused, “Huh?”
  ko looks up. His expression is vacant and confused, “Huh?”
  ko looks up. His expression is vacant and confused, “Huh?”
  ko looks up. His expression is vacant and confused, “Huh?”    
      
  The Magistrate says, “You are on trial for desertion. That 
  The Magistrate says, “You are on trial for desertion. That 
  The Magistrate says, “You are on trial for desertion. That 
  The Magistrate says, “You are on trial for desertion. That 
  means leaving the camp without being told you can. Do you 
  means leaving the camp without being told you can. Do you 
  means leaving the camp without being told you can. Do you 
  means leaving the camp without being told you can. Do you 
  want to say anything in your defense?”
  want to say anything in your defense?”
  want to say anything in your defense?”
  want to say anything in your defense?”    
      
  Bikko looks at Walther and Arlin, both 
  Bikko looks at Walther and Arlin, both 
  Bikko looks at Walther and Arlin, both 
  Bikko looks at Walther and Arlin, both shake their heads 
  shake their heads 
  shake their heads 
  shake their heads 
  almost imperceptibly. “Uhh, no, I guess not.”
  almost imperceptibly. “Uhh, no, I guess not.”
  almost imperceptibly. “Uhh, no, I guess not.”
  almost imperceptibly. “Uhh, no, I guess not.”    
      
  The Magistrate continues, “If you are found guilty, you could 
  The Magistrate continues, “If you are found guilty, you could 
  The Magistrate continues, “If you are found guilty, you could 
  The Magistrate continues, “If you are found guilty, you could 
  be flogged or even sentenced to hang. Does that change your 
  be flogged or even sentenced to hang. Does that change your 
  be flogged or even sentenced to hang. Does that change your 
  be flogged or even sentenced to hang. Does that change your 
  mind?”
  mind?”
  mind?”
  mind?”    
      
  Bikko looks scared and once again looks toward Walther and 
  Bikko looks scared and once again looks toward Walther and 
  Bikko looks scared and once again looks toward Walther and 
  Bikko looks scared and once again looks toward Walther and 
  Ar
  Ar
  Ar
  Arlin. Walther grits his teeth but Arlin jumps up. “Look, the 
  lin. Walther grits his teeth but Arlin jumps up. “Look, the 
  lin. Walther grits his teeth but Arlin jumps up. “Look, the 
  lin. Walther grits his teeth but Arlin jumps up. “Look, the 
  kid had nothin’ to do with it. He just wanted to be in the 
  kid had nothin’ to do with it. He just wanted to be in the 
  kid had nothin’ to do with it. He just wanted to be in the 
  kid had nothin’ to do with it. He just wanted to be in the 
  Army so bad that he’d do anything to get there. It was 
  Army so bad that he’d do anything to get there. It was 
  Army so bad that he’d do anything to get there. It was 
  Army so bad that he’d do anything to get there. It was 
  Walther’s idea.” 
  Walther’s idea.” 
  Walther’s idea.” 
  Walther’s idea.”     
      
  With this, Walther jumps up and starts to choke Arlin, “Why 
  With this, Walther jumps up and starts to choke Arlin, “Why 
  With this, Walther jumps up and starts to choke Arlin, “Why 
  With this, Walther jumps up and starts to choke Arlin, “Why 
  you
  you
  you
  you little….” The guards quickly grab him and hold him 
   little….” The guards quickly grab him and hold him 
   little….” The guards quickly grab him and hold him 
   little….” The guards quickly grab him and hold him 
  down.
  down.
  down.
  down.    
      
  Arlin continues, “Look, Bikko’s alright. Walther thought we 
  Arlin continues, “Look, Bikko’s alright. Walther thought we 
  Arlin continues, “Look, Bikko’s alright. Walther thought we 
  Arlin continues, “Look, Bikko’s alright. Walther thought we 
  might need someone real strong and he figured he could talk 
  might need someone real strong and he figured he could talk 
  might need someone real strong and he figured he could talk 
  might need someone real strong and he figured he could talk 
  Bikko into it. He told him that we was goin’ on a secret 
  Bikko into it. He told him that we was goin’ on a secret 
  Bikko into it. He told him that we was goin’ on a secret 
  Bikko into it. He told him that we was goin’ on a secret 
  mission and that we 
  mission and that we 
  mission and that we 
  mission and that we couldn’t tell no one. If we did our jobs 
  couldn’t tell no one. If we did our jobs 
  couldn’t tell no one. If we did our jobs 
  couldn’t tell no one. If we did our jobs 
  right and didn’t get caught, he was sure to get in the Army, 
  right and didn’t get caught, he was sure to get in the Army, 
  right and didn’t get caught, he was sure to get in the Army, 
  right and didn’t get caught, he was sure to get in the Army, 
  seein’ as how he was so smart as to pull off this big job. Me, I 
  seein’ as how he was so smart as to pull off this big job. Me, I 
  seein’ as how he was so smart as to pull off this big job. Me, I 
  seein’ as how he was so smart as to pull off this big job. Me, I 
  was just in it ‘cause Walther promised me gold. I suppose I 
  was just in it ‘cause Walther promised me gold. I suppose I 
  was just in it ‘cause Walther promised me gold. I suppose I 
  was just in it ‘cause Walther promised me gold. I suppose I 
  deserve to hang, but no way t
  deserve to hang, but no way t
  deserve to hang, but no way t
  deserve to hang, but no way the kid should. He didn’t do 
  he kid should. He didn’t do 
  he kid should. He didn’t do 
  he kid should. He didn’t do 
  nothin’ wrong.”
  nothin’ wrong.”
  nothin’ wrong.”
  nothin’ wrong.”    
      
  Bikko’s face falls, “You mean I won’t get in? It was all a trick?” 
  Bikko’s face falls, “You mean I won’t get in? It was all a trick?” 
  Bikko’s face falls, “You mean I won’t get in? It was all a trick?” 
  Bikko’s face falls, “You mean I won’t get in? It was all a trick?” 
  He starts to cry uncontrollably.
  He starts to cry uncontrollably.
  He starts to cry uncontrollably.
  He starts to cry uncontrollably.    
   
  The Magistrate asks the jurors if they have any further 
  questions for any of the witnesses. If not, he takes them to 
  a nearby tent to deliberate.  
   
  Let the PCs do most of the talking. There is one caravan 
  guard, Dortch, who has an outspoken opinion. He says to 
  hang them all. Everyone knows the penalty for escaping 
  from the work gangs – these guys have no excuse and 
  deserve to die as an example to the rest. The remaining 
  jurors simply watch the debate between the PCs and 
  Dortch, merely giving their approval when someone has 
  made a good point. In the end, Dortch and the other 
  jurors go with what the PCs recommend.  
   
  
  Caravan Duty 
   
  Page 8 
  After the trial, the caravan camps for the night and 
  departs into the Dim Forest in the morning. Proceed to 
  Encounter Two. 
   
  Fill out the appropriate section of the Critical Event 
  Summary, found at the end of this scenario, to indicate 
  the fates of Walther, Arlin, and Bikko. 
   
   
  Encounter Two: Ditch Digging
  Encounter Two: Ditch Digging
  Encounter Two: Ditch Digging
  Encounter Two: Ditch Digging    
  The first part of your journey into the Dim Forest is rather 
  The first part of your journey into the Dim Forest is rather 
  The first part of your journey into the Dim Forest is rather 
  The first part of your journey into the Dim Forest is rather 
  pleasant. The brush and trees have been cut well back from the 
  pleasant. The brush and trees have been cut well back from the 
  pleasant. The brush and trees have been cut well back from the 
  pleasant. The brush and trees have been cut well back from the 
  road, so a cool breeze wafts away the humidity seeping out 
  road, so a cool breeze wafts away the humidity seeping out 
  road, so a cool breeze wafts away the humidity seeping out 
  road, so a cool breeze wafts away the humidity seeping out 
  from the woods to eithe
  from the woods to eithe
  from the woods to eithe
  from the woods to either side. However, after the first mile, you 
  r side. However, after the first mile, you 
  r side. However, after the first mile, you 
  r side. However, after the first mile, you 
  reach the end of the new road construction and the forest closes 
  reach the end of the new road construction and the forest closes 
  reach the end of the new road construction and the forest closes 
  reach the end of the new road construction and the forest closes 
  in on either side of you. Occasionally, the trees are close 
  in on either side of you. Occasionally, the trees are close 
  in on either side of you. Occasionally, the trees are close 
  in on either side of you. Occasionally, the trees are close 
  enough to the road that their branches intertwine and block 
  enough to the road that their branches intertwine and block 
  enough to the road that their branches intertwine and block 
  enough to the road that their branches intertwine and block 
  out the sun above. The air b
  out the sun above. The air b
  out the sun above. The air b
  out the sun above. The air becomes stifling with humidity and 
  ecomes stifling with humidity and 
  ecomes stifling with humidity and 
  ecomes stifling with humidity and 
  biting insects begin to pester you incessantly. 
  biting insects begin to pester you incessantly. 
  biting insects begin to pester you incessantly. 
  biting insects begin to pester you incessantly.     
      
  As the day wears on, the openings in the tree cover that let in 
  As the day wears on, the openings in the tree cover that let in 
  As the day wears on, the openings in the tree cover that let in 
  As the day wears on, the openings in the tree cover that let in 
  the sun become less and less frequent, until only a faint light 
  the sun become less and less frequent, until only a faint light 
  the sun become less and less frequent, until only a faint light 
  the sun become less and less frequent, until only a faint light 
  filters down from above, leaving the forest 
  filters down from above, leaving the forest 
  filters down from above, leaving the forest 
  filters down from above, leaving the forest in twilight, despite 
  in twilight, despite 
  in twilight, despite 
  in twilight, despite 
  the fact that it’s high noon. The air is now so thick that you 
  the fact that it’s high noon. The air is now so thick that you 
  the fact that it’s high noon. The air is now so thick that you 
  the fact that it’s high noon. The air is now so thick that you 
  can barely breathe. The underbrush is sparse because so little 
  can barely breathe. The underbrush is sparse because so little 
  can barely breathe. The underbrush is sparse because so little 
  can barely breathe. The underbrush is sparse because so little 
  light makes it down through the trees above. Here and there, 
  light makes it down through the trees above. Here and there, 
  light makes it down through the trees above. Here and there, 
  light makes it down through the trees above. Here and there, 
  you can see a hole in the canopy where a tree ha
  you can see a hole in the canopy where a tree ha
  you can see a hole in the canopy where a tree ha
  you can see a hole in the canopy where a tree has fallen. The 
  s fallen. The 
  s fallen. The 
  s fallen. The 
  vegetation seems almost to be visibly growing up to the light 
  vegetation seems almost to be visibly growing up to the light 
  vegetation seems almost to be visibly growing up to the light 
  vegetation seems almost to be visibly growing up to the light 
  in these places and you imagine that it won’t be long before 
  in these places and you imagine that it won’t be long before 
  in these places and you imagine that it won’t be long before 
  in these places and you imagine that it won’t be long before 
  the light is once again shut out from reaching the forest floor.
  the light is once again shut out from reaching the forest floor.
  the light is once again shut out from reaching the forest floor.
  the light is once again shut out from reaching the forest floor.    
      
  You can make out occasional small animals in the wood
  You can make out occasional small animals in the wood
  You can make out occasional small animals in the wood
  You can make out occasional small animals in the woods s s s ––––    
  squirrels, rabbits, voles 
  squirrels, rabbits, voles 
  squirrels, rabbits, voles 
  squirrels, rabbits, voles –––– but seldom anything larger. There 
   but seldom anything larger. There 
   but seldom anything larger. There 
   but seldom anything larger. There 
  are birds in the trees and their raucous calls give the forest an 
  are birds in the trees and their raucous calls give the forest an 
  are birds in the trees and their raucous calls give the forest an 
  are birds in the trees and their raucous calls give the forest an 
  even more sinister air, as if it really needed it!
  even more sinister air, as if it really needed it!
  even more sinister air, as if it really needed it!
  even more sinister air, as if it really needed it!    
      
  However, your day is uneventful and eventually the light 
  However, your day is uneventful and eventually the light 
  However, your day is uneventful and eventually the light 
  However, your day is uneventful and eventually the light 
  filtering from 
  filtering from 
  filtering from 
  filtering from above becomes so weak that you cannot make 
  above becomes so weak that you cannot make 
  above becomes so weak that you cannot make 
  above becomes so weak that you cannot make 
  out the trail in front of you. The Lieutenant calls a halt and 
  out the trail in front of you. The Lieutenant calls a halt and 
  out the trail in front of you. The Lieutenant calls a halt and 
  out the trail in front of you. The Lieutenant calls a halt and 
  you’ve barely had time to take the tack off your horses and 
  you’ve barely had time to take the tack off your horses and 
  you’ve barely had time to take the tack off your horses and 
  you’ve barely had time to take the tack off your horses and 
  brush them down before the Sergeant approaches you with a 
  brush them down before the Sergeant approaches you with a 
  brush them down before the Sergeant approaches you with a 
  brush them down before the Sergeant approaches you with a 
  lit torch in one hand and a stac
  lit torch in one hand and a stac
  lit torch in one hand and a stac
  lit torch in one hand and a stack of shovels under his other 
  k of shovels under his other 
  k of shovels under his other 
  k of shovels under his other 
  arm. 
  arm. 
  arm. 
  arm.     
      
  “Hey, recruits, you’re on latrine duty. Make sure you dig the 
  “Hey, recruits, you’re on latrine duty. Make sure you dig the 
  “Hey, recruits, you’re on latrine duty. Make sure you dig the 
  “Hey, recruits, you’re on latrine duty. Make sure you dig the 
  pit far enough from the camp that we don’t smell it all night. 
  pit far enough from the camp that we don’t smell it all night. 
  pit far enough from the camp that we don’t smell it all night. 
  pit far enough from the camp that we don’t smell it all night. 
  And watch for poison oak!”
  And watch for poison oak!”
  And watch for poison oak!”
  And watch for poison oak!”    
   
  Let the PCs choose an appropriate location for the latrine. 
  After they have been digging for a time, have the PCs 
  make a Spot check (DC 20, +2 if the PC has declared that 
  he or she is actively keeping an eye out for danger). If a 
  PC is successful, he or she notices movements before the 
  elves have finished getting into position; otherwise, the 
  PCs are completely surrounded. 
   
  As you look at the forest around you, it moves. A dozen or so 
  As you look at the forest around you, it moves. A dozen or so 
  As you look at the forest around you, it moves. A dozen or so 
  As you look at the forest around you, it moves. A dozen or so 
  shapes in dark green and brown clothing seem to rise up from 
  shapes in dark green and brown clothing seem to rise up from 
  shapes in dark green and brown clothing seem to rise up from 
  shapes in dark green and brown clothing seem to rise up from 
  the very earth or from behind trees and shrubs you would 
  the very earth or from behind trees and shrubs you would 
  the very earth or from behind trees and shrubs you would 
  the very earth or from behind trees and shrubs you would 
  think too small to off
  think too small to off
  think too small to off
  think too small to offer concealment. One of them comes close 
  er concealment. One of them comes close 
  er concealment. One of them comes close 
  er concealment. One of them comes close 
  enough to the torchlight that you can make out his features 
  enough to the torchlight that you can make out his features 
  enough to the torchlight that you can make out his features 
  enough to the torchlight that you can make out his features ––––    
  he’s a sylvan elf!
  he’s a sylvan elf!
  he’s a sylvan elf!
  he’s a sylvan elf!    
      
  “Why do you humans always put your waste all in one place? 
  “Why do you humans always put your waste all in one place? 
  “Why do you humans always put your waste all in one place? 
  “Why do you humans always put your waste all in one place? 
  It is better to spread it out to fertilize many trees.”
  It is better to spread it out to fertilize many trees.”
  It is better to spread it out to fertilize many trees.”
  It is better to spread it out to fertilize many trees.”    
   
  Let the PCs and elves trade banter for a time. The elven 
  leader is named Olowyn Aelantheril. He is curious as to 
  what the PCs are up to here. He is aware that they are part 
  of the caravan not too far off, but when he finds out that 
  the caravan is on official Gran March business or is 
  carrying supplies for the Gran March Army, he visibly 
  stiffens. 
   
  “So you are with the tree killers. Why do you amputate the 
  “So you are with the tree killers. Why do you amputate the 
  “So you are with the tree killers. Why do you amputate the 
  “So you are with the tree killers. Why do you amputate the 
  southern woods?”
  southern woods?”
  southern woods?”
  southern woods?”    
   
  If the PCs ask for an explanation, he elaborates. Unless 
  the PCs make it clear that they oppose the military road 
  through the forest, he lumps them in with the rulers of 
  Gran March and treats them as if they had made the 
  decision to cut the road themselves. He is particularly 
  displeased with sylvan elf PCs; how can they stand with 
  the forest killers when the true path is obvious to all who 
  know the forest? 
   
  Olowyn does not attack, no matter how insulting the PCs 
  might become. If the PCs attack him, he attempts to 
  retreat without opening himself to attacks of opportunity. 
   
  Olowyn Aelanthyr, male elf Ftr5:
  Olowyn Aelanthyr, male elf Ftr5:
  Olowyn Aelanthyr, male elf Ftr5:
  Olowyn Aelanthyr, male elf Ftr5: CR 5; Medium 
  Humanoid (5 ft. 4 in. tall); HD 5d10+5; hp 35; Init +3 
  (Dex); Spd 30 ft.; AC 16 (+3 Dex, +3 studded leather); Atks 
  +7 melee (1d8+2 [crit 19-20], longsword), +8 ranged (1-8, 
  longbow); SQ immune to magic sleep spells and effects, +2 
  on saves vs. enchantment spells or effects; AL CG; SV Fort 
  +4, Ref +4, Will +1. 
   
  Str 14, Dex 17, Con 12, Int 10, Wis 10, Cha 14. 
   
  Skills: Search +2, Spot +2, Listen +2, Hide +4, Move 
  Silently +4. Feats: Point Blank Shot, Precise Shot, Rapid 
  Shot, Far Shot. 
      
   
  Elven Archer
  Elven Archer
  Elven Archer
  Elven Archers, male elf Ftr1 
  s, male elf Ftr1 
  s, male elf Ftr1 
  s, male elf Ftr1 (11): CR 8; Medium 
  Humanoid (5 ft. tall); HD 1d10+1; hp 11; Init +3 (Dex); 
  Spd 30 ft.; AC 16 (+3 Dex, +3 studded leather); Atks +3 
  melee (1d8+2 [crit 19-20], longsword), +4 ranged (1d8, 
  longbow); SQ immune to magic sleep spells and effects, +2 
  on saves vs. enchantment spells or effects; AL CG; SV Fort 
  +2, Ref +3, Will +0. 
   
  Str 14, Dex 16, Con 12, Int 10, Wis 10, Cha 10. 
      
  Skills: Search +2, Spot +2, Listen +2, Hide +2, Move 
  Silently +2. Feats: Point Blank Shot, Precise Shot. 
   
  “The stones you
  “The stones you
  “The stones you
  “The stones you put in the ground are to keep the trees from 
   put in the ground are to keep the trees from 
   put in the ground are to keep the trees from 
   put in the ground are to keep the trees from 
  growing again. They will keep the trees from growing long 
  growing again. They will keep the trees from growing long 
  growing again. They will keep the trees from growing long 
  growing again. They will keep the trees from growing long 
  after you are dead, after your children are dead, and their 
  after you are dead, after your children are dead, and their 
  after you are dead, after your children are dead, and their 
  after you are dead, after your children are dead, and their 
  children. There are too many for us to remove. You kill the 
  children. There are too many for us to remove. You kill the 
  children. There are too many for us to remove. You kill the 
  children. There are too many for us to remove. You kill the 
  trees for a bow shot to either s
  trees for a bow shot to either s
  trees for a bow shot to either s
  trees for a bow shot to either side. The trees can reclaim the 
  ide. The trees can reclaim the 
  ide. The trees can reclaim the 
  ide. The trees can reclaim the 
  path here in one of your lifetimes, but they will never reclaim 
  path here in one of your lifetimes, but they will never reclaim 
  path here in one of your lifetimes, but they will never reclaim 
  path here in one of your lifetimes, but they will never reclaim 
  the path you make now. You have cut off the woods south of 
  the path you make now. You have cut off the woods south of 
  the path you make now. You have cut off the woods south of 
  the path you make now. You have cut off the woods south of 
  your stone path so that they will never again be part of the 
  your stone path so that they will never again be part of the 
  your stone path so that they will never again be part of the 
  your stone path so that they will never again be part of the 
  
  Caravan Duty 
   
  Page 9 
  Dim Forest. Our people have seen this bef
  Dim Forest. Our people have seen this bef
  Dim Forest. Our people have seen this bef
  Dim Forest. Our people have seen this before. Once, not long 
  ore. Once, not long 
  ore. Once, not long 
  ore. Once, not long 
  past in the memory of my people, forest filled the whole of the 
  past in the memory of my people, forest filled the whole of the 
  past in the memory of my people, forest filled the whole of the 
  past in the memory of my people, forest filled the whole of the 
  Sheldomar Valley. Your people came and cut it into pieces and 
  Sheldomar Valley. Your people came and cut it into pieces and 
  Sheldomar Valley. Your people came and cut it into pieces and 
  Sheldomar Valley. Your people came and cut it into pieces and 
  then killed off the pieces one at a time. Why do you do this?”
  then killed off the pieces one at a time. Why do you do this?”
  then killed off the pieces one at a time. Why do you do this?”
  then killed off the pieces one at a time. Why do you do this?”    
   
  Allow the PCs to explain themselves and justify the 
  actions of Gran March, if they choose. If the PCs become 
  too offensive or when the debate has wound down, 
  Olowyn delivers his final message. If the PCs have taken 
  his side, he first says that he trusts them because they are 
  reasonable and can properly explain his message to their 
  leaders. 
   
  “Tell your leaders that Olowyn of the Free Band opposes them 
  “Tell your leaders that Olowyn of the Free Band opposes them 
  “Tell your leaders that Olowyn of the Free Band opposes them 
  “Tell your leaders that Olowyn of the Free Band opposes them 
  and their stone path. Some of our leaders are too weak and 
  and their stone path. Some of our leaders are too weak and 
  and their stone path. Some of our leaders are too weak and 
  and their stone path. Some of our leaders are too weak and 
  indecisive to see your actions for what they are. You covet the 
  indecisive to see your actions for what they are. You covet the 
  indecisive to see your actions for what they are. You covet the 
  indecisive to see your actions for what they are. You covet the 
  last lands of our people and yo
  last lands of our people and yo
  last lands of our people and yo
  last lands of our people and you intend to whittle them away a 
  u intend to whittle them away a 
  u intend to whittle them away a 
  u intend to whittle them away a 
  little at a time, as if we would not notice. Your lifetimes are 
  little at a time, as if we would not notice. Your lifetimes are 
  little at a time, as if we would not notice. Your lifetimes are 
  little at a time, as if we would not notice. Your lifetimes are 
  but a blink of an eye to us and we see what you do. It shall not 
  but a blink of an eye to us and we see what you do. It shall not 
  but a blink of an eye to us and we see what you do. It shall not 
  but a blink of an eye to us and we see what you do. It shall not 
  happen here. Tell your leaders that Olowyn and the Free Band 
  happen here. Tell your leaders that Olowyn and the Free Band 
  happen here. Tell your leaders that Olowyn and the Free Band 
  happen here. Tell your leaders that Olowyn and the Free Band 
  will stop the stone path if they d
  will stop the stone path if they d
  will stop the stone path if they d
  will stop the stone path if they do not.”
  o not.”
  o not.”
  o not.”    
      
  With that, the elves once again blend into the surrounding 
  With that, the elves once again blend into the surrounding 
  With that, the elves once again blend into the surrounding 
  With that, the elves once again blend into the surrounding 
  vegetation and move away slowly and silently until you can 
  vegetation and move away slowly and silently until you can 
  vegetation and move away slowly and silently until you can 
  vegetation and move away slowly and silently until you can 
  no longer see them.
  no longer see them.
  no longer see them.
  no longer see them.    
   
  If the PCs report their encounter to anyone, it eventually 
  reaches the ears of Lieutenant Ennister, who is very 
  interested in hearing the PCs’ version of events and the 
  message they are to deliver. He makes note of which PCs 
  acted diplomatically and deliberately and which did not 
  (consider actions here as part of the qualification for 
  military promotion). He tells the PCs that they will need 
  to write up their reports when they reach Fort Endurance 
  so that they may be delivered to the Warden of the Dim 
  March. Proceed to Encounter Three. 
   
  On the Critical Event Summary, indicate whether the 
  PCs acted diplomatically in their encounter with Olowyn 
  or in a fashion that was likely to make him angry. 
   
   
  Encounter Three: Fort 
  Encounter Three: Fort 
  Encounter Three: Fort 
  Encounter Three: Fort 
  Endurance
  Endurance
  Endurance
  Endurance    
  By nightfall of the second day, you reach Fort Endurance. It 
  By nightfall of the second day, you reach Fort Endurance. It 
  By nightfall of the second day, you reach Fort Endurance. It 
  By nightfall of the second day, you reach Fort Endurance. It 
  stands on a hill in a clearing of the forest. You can tell that the 
  stands on a hill in a clearing of the forest. You can tell that the 
  stands on a hill in a clearing of the forest. You can tell that the 
  stands on a hill in a clearing of the forest. You can tell that the 
  clearing is
  clearing is
  clearing is
  clearing is artificial by the smell of burning piles of brush 
   artificial by the smell of burning piles of brush 
   artificial by the smell of burning piles of brush 
   artificial by the smell of burning piles of brush 
  along the edges. Fortunately, the smoke keeps the insects away 
  along the edges. Fortunately, the smoke keeps the insects away 
  along the edges. Fortunately, the smoke keeps the insects away 
  along the edges. Fortunately, the smoke keeps the insects away 
  and you get the first respite from their buzzing and biting that 
  and you get the first respite from their buzzing and biting that 
  and you get the first respite from their buzzing and biting that 
  and you get the first respite from their buzzing and biting that 
  you’ve had since entering the forest.
  you’ve had since entering the forest.
  you’ve had since entering the forest.
  you’ve had since entering the forest.    
      
  The fort itself is a wooden palisade o
  The fort itself is a wooden palisade o
  The fort itself is a wooden palisade o
  The fort itself is a wooden palisade on the top of the hill. It 
  n the top of the hill. It 
  n the top of the hill. It 
  n the top of the hill. It 
  commands the trail below and you can tell that the watchmen 
  commands the trail below and you can tell that the watchmen 
  commands the trail below and you can tell that the watchmen 
  commands the trail below and you can tell that the watchmen 
  in the towers have alerted the garrison to your approach. The 
  in the towers have alerted the garrison to your approach. The 
  in the towers have alerted the garrison to your approach. The 
  in the towers have alerted the garrison to your approach. The 
  gates open wide, allowing you within.
  gates open wide, allowing you within.
  gates open wide, allowing you within.
  gates open wide, allowing you within.    
   
  Fort Endurance is a wilderness fort with few of the 
  amenities available in a regular inn. However, the food is 
  good and the beds are decent. There is no tavern or 
  entertainment here – the Warden does not permit it. If 
  you have more than two hours time left for play at this 
  point, you can expand on the encounters here, but be sure 
  to leave plenty of time for the combats in the later 
  encounters.  
   
  The PCs are first put to task writing their reports. A clerk 
  assists those who are unable to write Common. The 
  reports are taken away and delivered to the Warden. The 
  PCs never meet the Warden personally and if they press 
  the issue, they are told that he has little time to talk to 
  them and that they should have put everything into the 
  written report so that he can consult it at his leisure and 
  forward it if necessary.  
   
  Some of the men are more than happy to swap stories. 
  They are unconcerned about possible problems from the 
  sylvan elves, how many did the PCs see? Obviously, it was 
  simply a rogue band and even if they decided to actively 
  wage war on Gran March, there wouldn’t be enough of 
  them to worry about. Besides, there would likely be other 
  elves that oppose these and would help keep them away 
  from the road and fort. The real problem is the goblins. 
  They’ve been massing in the Oytwood south of the Javan 
  River and the Dim Forest west of the Realstream River. 
  Fort Endurance is here to keep them from cutting 
  Hochoch off from supply from the rest of Gran March. 
  The humanoid raids into this part of the Dim Forest have 
  stepped up, but are not yet frequent enough or in large 
  enough numbers to pose a threat to the fort. A caravan 
  guarded by a single cavalry Squadron, on the other hand, 
  might make tempting prey.  “Better be on your guard, I 
  say.” 
   
  The soldiers here are also privy to additional rumors. 
  Contact the Gran March Triad Point of Contact (Pete 
  Winz, pwinz@nc.rr.com) for a current rumor list. 
   
  If the PCs ask Lieutenant Ennister how the Warden 
  received their report, he tells them that the Warden 
  appreciates the information, but doesn’t think that it 
  bears much to be concerned about. There’s not a lot that a 
  dozen elves can do, especially when compared to the 
  giants and hordes of humanoids waiting across the Javan 
  and Realstream Rivers. 
   
  Lieutenant Ennister sets an overnight guard on the two 
  special wagons and no one is allowed to approach them. 
   
  When the caravan is set to depart the next morning, 
  proceed to Encounter Four. 
   
   
  Encounter Four: Ambush
  Encounter Four: Ambush
  Encounter Four: Ambush
  Encounter Four: Ambush    
  The cool breeze and warm sun in the open area around the 
  The cool breeze and warm sun in the open area around the 
  The cool breeze and warm sun in the open area around the 
  The cool breeze and warm sun in the open area around the 
  fort could almost make someone forget the rigo
  fort could almost make someone forget the rigo
  fort could almost make someone forget the rigo
  fort could almost make someone forget the rigors of the Dim 
  rs of the Dim 
  rs of the Dim 
  rs of the Dim 
  Forest, but the wave of humidity you feel as you once again 
  Forest, but the wave of humidity you feel as you once again 
  Forest, but the wave of humidity you feel as you once again 
  Forest, but the wave of humidity you feel as you once again 
  take the path into it’s murky depths is more than reminder 
  take the path into it’s murky depths is more than reminder 
  take the path into it’s murky depths is more than reminder 
  take the path into it’s murky depths is more than reminder 
  enough.
  enough.
  enough.
  enough.    
   
  
  Caravan Duty 
   
  Page 10 
  Have the PCs roll Spot checks (DC 16) to see if they 
  detect the goblins waiting in ambush. If they do, use the 
  following text. 
   
  It seems that the wagons are moving even more slowly today 
  It seems that the wagons are moving even more slowly today 
  It seems that the wagons are moving even more slowly today 
  It seems that the wagons are moving even more slowly today 
  than yesterday. You’ve been going for about four hours when 
  than yesterday. You’ve been going for about four hours when 
  than yesterday. You’ve been going for about four hours when 
  than yesterday. You’ve been going for about four hours when 
  you notice a little movement up ahead to one side of the road. 
  you notice a little movement up ahead to one side of the road. 
  you notice a little movement up ahead to one side of the road. 
  you notice a little movement up ahead to one side of the road. 
  Is it a rabbit? No, you definitely see a red
  Is it a rabbit? No, you definitely see a red
  Is it a rabbit? No, you definitely see a red
  Is it a rabbit? No, you definitely see a red----skinned humanoi
  skinned humanoi
  skinned humanoi
  skinned humanoid d d d 
  with a flat face, broad nose, and pointed ears. It must be a 
  with a flat face, broad nose, and pointed ears. It must be a 
  with a flat face, broad nose, and pointed ears. It must be a 
  with a flat face, broad nose, and pointed ears. It must be a 
  goblin! You can see more on each side of the road, readying to 
  goblin! You can see more on each side of the road, readying to 
  goblin! You can see more on each side of the road, readying to 
  goblin! You can see more on each side of the road, readying to 
  attack.
  attack.
  attack.
  attack.    
   
  If the PCs fail to Spot the goblins, use the following 
  instead. 
   
  It seems that the wagons are moving even more slowly tod
  It seems that the wagons are moving even more slowly tod
  It seems that the wagons are moving even more slowly tod
  It seems that the wagons are moving even more slowly today 
  ay 
  ay 
  ay 
  than yesterday. You’ve been going for about four hours when 
  than yesterday. You’ve been going for about four hours when 
  than yesterday. You’ve been going for about four hours when 
  than yesterday. You’ve been going for about four hours when 
  suddenly, Corporal Birkit sits bolt upright in his saddle. He 
  suddenly, Corporal Birkit sits bolt upright in his saddle. He 
  suddenly, Corporal Birkit sits bolt upright in his saddle. He 
  suddenly, Corporal Birkit sits bolt upright in his saddle. He 
  looks around to either side and to the rear. “Something’s not 
  looks around to either side and to the rear. “Something’s not 
  looks around to either side and to the rear. “Something’s not 
  looks around to either side and to the rear. “Something’s not 
  right here.” His gaze fixes on a point on the right side of the 
  right here.” His gaze fixes on a point on the right side of the 
  right here.” His gaze fixes on a point on the right side of the 
  right here.” His gaze fixes on a point on the right side of the 
  road,
  road,
  road,
  road, “Oh, sh…gakkk.” He falls from his horse, a small barbed 
   “Oh, sh…gakkk.” He falls from his horse, a small barbed 
   “Oh, sh…gakkk.” He falls from his horse, a small barbed 
   “Oh, sh…gakkk.” He falls from his horse, a small barbed 
  javelin piercing his throat. You can hear him gurgling from 
  javelin piercing his throat. You can hear him gurgling from 
  javelin piercing his throat. You can hear him gurgling from 
  javelin piercing his throat. You can hear him gurgling from 
  the ground. On each side of the road, you see a number of red
  the ground. On each side of the road, you see a number of red
  the ground. On each side of the road, you see a number of red
  the ground. On each side of the road, you see a number of red----
  skinned humanoids with flat faces, broad noses, and pointed 
  skinned humanoids with flat faces, broad noses, and pointed 
  skinned humanoids with flat faces, broad noses, and pointed 
  skinned humanoids with flat faces, broad noses, and pointed 
  ears.  
  ears.  
  ears.  
  ears.      
   
  In either case, the PCs are not surprised by the ambush. 
  They can hear sounds of battle from ahead as well. 
   
  Corporal Birkit took a critical hit and is at –2 hit points. 
  He will not stabilize on his own; he requires a successful 
  Heal check (DC 15) before 7 rounds have passed if he is 
  to live (make a note in the Critical Event Summary as to 
  whether Birkit lives or dies). In the meantime, a band of 
  goblins is throwing more javelins at the rearguard and 
  more are attacking the point and center detachments. 
   
  The goblins attacking the PCs have two objectives: (1) 
  keep the rearguard tied down long enough that the rest of 
  their forces can take a couple of wagons and (2) stay alive. 
  They have set up this ambush spot carefully. The goblins 
  are split equally between the two sides of the road. They 
  are positioned behind some covered pit traps (20 ft. wide 
  and 5 ft. across) and throw javelins at the PCs in the hope 
  of drawing them in. They have enough javelins laid in to 
  last them for the time they need to keep the PCs 
  occupied. If they choose, the PCs can hide in or under the 
  wagons, which provide half cover (+4 AC bonus) for PCs 
  still firing missile weapons or casting spells at the goblins 
  and total cover for PCs who do nothing but hide. 
   
  If the PCs charge the goblin positions, they have to deal 
  with the pit traps. A total weight of 100 lbs or more on the 
  covering of a pit trap causes it to collapse. Horses receive 
  +2 on their Reflex save if ridden into a pit area. If the 
  horse fails its save, this means that it does not shy at the 
  pit edge and will fall in unless additional action is taken. 
  If the rider makes his or her Reflex save, additional skills 
  can then be applied. A rider with the Tumble skill can 
  make a check (DC 15) to jump off the horse before it goes 
  into the pit, taking no damage. A rider with the Ride skill 
  can attempt to get the horse to jump the pit instead of 
  falling in on a successful check (DC 15). A horse that falls 
  into a pit will suffer a broken leg and will have to be put 
  down. If a PC falls into a pit and there are no other PCs 
  threatening them, the goblins will concentrate their fire 
  on the unfortunate person in the pit. Anyone falling into 
  a pit may attempt to Climb out (DC 15 – the walls provide 
  ready hand and foot holds, but they are not strong and 
  occasionally give way). 
   
  Tier 1 (EL 3)
  Tier 1 (EL 3)
  Tier 1 (EL 3)
  Tier 1 (EL 3)    
  Goblins
  Goblins
  Goblins
  Goblins (8): CR 2; Small Humanoid (3 ft. tall); HD 1d8; 
  hp 4; Init +1 (Dex); Spd 30 ft.; AC 15 (+1 size, +1 Dex, +3 
  studded leather); Atks +0 melee (1d8-1, morning star), +2 
  ranged (1d6-1, javelin); AL NE; SV Fort +0, Ref +3, Will 
  +0.  
   
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8. 
   
  Skills: Hide +6, Listen +3, Move Silently +5, Spot +3. 
  Feats: Alertness. 
   
  Pit Trap:
  Pit Trap:
  Pit Trap:
  Pit Trap: CR 1; 10 ft. deep (1d6); Reflex save to avoid (DC 
  15); Search (DC 15); Disable Device (DC 15). 
   
  Tier 2 (EL 5)
  Tier 2 (EL 5)
  Tier 2 (EL 5)
  Tier 2 (EL 5)    
  GGGGoblins
  oblins
  oblins
  oblins (12): CR 3; Small Humanoid (3 ft. tall); HD 1d8; 
  hp 4; Init +1 (Dex); Spd 30 ft.; AC 15 (+1 size, +1 Dex, +3 
  studded leather); Atks +0 melee (1d8-1, morning star), +2 
  ranged (1d6-1, javelin); AL NE; SV Fort +0, Ref +3, Will 
  +0.  
   
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8. 
   
  Skills: Hide +6, Listen +3, Move Silently +5, Spot +3. 
  Feats: Alertness. 
   
  Pit Trap:
  Pit Trap:
  Pit Trap:
  Pit Trap: CR 2; 10 ft. deep (1d6) with sharpened stakes 
  (1d4+1); Reflex save to avoid (DC 15); Search (DC 15); 
  Disable Device (DC 15). 
   
  Tier 3 (EL 7)
  Tier 3 (EL 7)
  Tier 3 (EL 7)
  Tier 3 (EL 7)    
  Gobl
  Gobl
  Gobl
  Goblins
  ins
  ins
  ins (24): CR 5; Small Humanoid (3 ft. tall); HD 1d8; 
  hp 4; Init +1 (Dex); Spd 30 ft.; AC 15 (+1 size, +1 Dex, +3 
  studded leather); Atks +0 melee (1d8-1, morning star), +2 
  ranged (1d6-1, javelin); AL NE; SV Fort +0, Ref +3, Will 
  +0.  
   
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8. 
   
  Skills: Hide +6, Listen +3, Move Silently +5, Spot +3. 
  Feats: Alertness. 
   
  Pit Trap:
  Pit Trap:
  Pit Trap:
  Pit Trap: CR 2; 10 ft. deep (1d6) with sharpened stakes 
  (1d4+1); Reflex save to avoid (DC 15); Search (DC 15); 
  Disable Device (DC 15). 
   
  If the goblins are able to keep the PCs tied down for 5 
  rounds, there is a shout in Goblinoid (“Run away!”) and 
  the goblins try to break off. If the PCs are able to 
  overcome their foes before this time, they may try to 
  relieve the other guards who are under attack. In this 
  case, they face two goblins each round until the attack is 
  called off (assume there is an unlimited supply, but never 
  have the PC face more than two at a time and do not add 
  more if the PC is trying to break off combat). 
   
  
  Caravan Duty 
   
  Page 11 
  If the PCs captured more than five goblins, they find one 
  that speaks Common, but the goblin only knows that the 
  Chief ordered them to attack the caravan and that they 
  were to take two wagons in particular. 
   
  After the fight is over, the PCs find that the other guards, 
  particularly those in the center of the caravan, had a much 
  worse time of it. Most of the men are severely wounded 
  and quite a few are dead. Scores of goblins lie dead as well. 
  Sergeant Anthorn is tending to the wounded in this area. 
  The PCs can see that one of the ale wagons is missing, as 
  is one of the specially protected wagons. 
   
  “It’s hard to understand. Gobbos never take this much 
  “It’s hard to understand. Gobbos never take this much 
  “It’s hard to understand. Gobbos never take this much 
  “It’s hard to understand. Gobbos never take this much 
  punishment before they break, especially over an ale wagon.”
  punishment before they break, especially over an ale wagon.”
  punishment before they break, especially over an ale wagon.”
  punishment before they break, especially over an ale wagon.”    
      
  Lieutenant Ennister approaches, his arm bound in a sling, “It 
  Lieutenant Ennister approaches, his arm bound in a sling, “It 
  Lieutenant Ennister approaches, his arm bound in a sling, “It 
  Lieutenant Ennister approaches, his arm bound in a sling, “It 
  wasn’t the ale wagons t
  wasn’t the ale wagons t
  wasn’t the ale wagons t
  wasn’t the ale wagons they were aiming for, although they did 
  hey were aiming for, although they did 
  hey were aiming for, although they did 
  hey were aiming for, although they did 
  take one.” He points to the dead horse in the traces of the 
  take one.” He points to the dead horse in the traces of the 
  take one.” He points to the dead horse in the traces of the 
  take one.” He points to the dead horse in the traces of the 
  second special wagon. “They would have taken this, too, if they 
  second special wagon. “They would have taken this, too, if they 
  second special wagon. “They would have taken this, too, if they 
  second special wagon. “They would have taken this, too, if they 
  could.” He pauses for a minute. “We must get it back, but I 
  could.” He pauses for a minute. “We must get it back, but I 
  could.” He pauses for a minute. “We must get it back, but I 
  could.” He pauses for a minute. “We must get it back, but I 
  also must make sure that the one 
  also must make sure that the one 
  also must make sure that the one 
  also must make sure that the one we still have makes it safely 
  we still have makes it safely 
  we still have makes it safely 
  we still have makes it safely 
  to Hochoch.” 
  to Hochoch.” 
  to Hochoch.” 
  to Hochoch.”     
      
  He turns to you, “You’re expendable. Even without you, I 
  He turns to you, “You’re expendable. Even without you, I 
  He turns to you, “You’re expendable. Even without you, I 
  He turns to you, “You’re expendable. Even without you, I 
  should be able to deliver the remaining cargo. I need you to go 
  should be able to deliver the remaining cargo. I need you to go 
  should be able to deliver the remaining cargo. I need you to go 
  should be able to deliver the remaining cargo. I need you to go 
  after the other wagon.  Recover it if you can, destroy it if you 
  after the other wagon.  Recover it if you can, destroy it if you 
  after the other wagon.  Recover it if you can, destroy it if you 
  after the other wagon.  Recover it if you can, destroy it if you 
  must, but do not under an
  must, but do not under an
  must, but do not under an
  must, but do not under any circumstances let the goblins keep 
  y circumstances let the goblins keep 
  y circumstances let the goblins keep 
  y circumstances let the goblins keep 
  possession of it. It would mean great ill to Gran March if they 
  possession of it. It would mean great ill to Gran March if they 
  possession of it. It would mean great ill to Gran March if they 
  possession of it. It would mean great ill to Gran March if they 
  do. It’s packed full of alchemist’s fire.”
  do. It’s packed full of alchemist’s fire.”
  do. It’s packed full of alchemist’s fire.”
  do. It’s packed full of alchemist’s fire.”    
   
  Lieutenant Ennister explains that he thinks that the PCs 
  are capable of pulling it off, given the large casualties 
  suffered by the goblins in the attack, or he wouldn’t be 
  sending them. He’ll administer some of his personal 
  healing potions to wounded PCs to make sure they’re as 
  ready as they can be for the mission (bring all the PCs up 
  to full hit points). He tells them that the goblins are 
  almost certainly partaking of the ale they stole as well, 
  which should also act in the PCs’ favor. Finally, he tells 
  them that should they die in performance of this mission, 
  he’ll make sure their families are taken care of. He 
  informs the PCs that the caravan will wait for an extra two 
  days in Orlane because it is not safe to camp here on the 
  trail for that much time. 
   
  If any of the PCs say they won’t go, Lieutenant Ennister 
  rises up on the balls of his feet, the color draining from 
  his face as he grits his teeth. “Perhaps you are not fully 
  conversant in the Code of Military Justice. We are in what 
  is classified as an “endangered” situation. Should you 
  refuse to follow a direct order with the result that the 
  Army of Gran March is put into greater danger, I could 
  have you put to death where you stand.” The surviving 
  soldiers begin loosening weapons in their sheaths and 
  loading crossbows while watching the PCs carefully. 
   
  When the PCs are ready to follow the goblins’ trail, 
  proceed to Encounter Five. 
   
  Make a note in the Critical Event Summary whether 
  Corporal Birkit lived or died. 
   
   
  Encounter Five: Following the 
  Encounter Five: Following the 
  Encounter Five: Following the 
  Encounter Five: Following the 
  Trail
  Trail
  Trail
  Trail    
  The goblin’s trail is rather easy to find because the wagons 
  The goblin’s trail is rather easy to find because the wagons 
  The goblin’s trail is rather easy to find because the wagons 
  The goblin’s trail is rather easy to find because the wagons 
  have caused considerable damage to the underbrush as they
  have caused considerable damage to the underbrush as they
  have caused considerable damage to the underbrush as they
  have caused considerable damage to the underbrush as they    
  were dragged off the road. The wheels cut into the leafy mulch 
  were dragged off the road. The wheels cut into the leafy mulch 
  were dragged off the road. The wheels cut into the leafy mulch 
  were dragged off the road. The wheels cut into the leafy mulch 
  that covers the forest floor, leaving tracks that are easy to 
  that covers the forest floor, leaving tracks that are easy to 
  that covers the forest floor, leaving tracks that are easy to 
  that covers the forest floor, leaving tracks that are easy to 
  follow. 
  follow. 
  follow. 
  follow.     
   
  The goblins are quite aware that the wagons leave obvious 
  trails – they’re counting on it. About two miles away from 
  the main road, they detour the wagons to one side, cover 
  up the tracks, and lay a false trail into a couple of traps 
  they have set. The goblins created the false trail by 
  dragging some wheel sections attached to poles across the 
  forest floor, which leaves a slightly different type of mark 
  that can be detected by an experienced eye when viewed 
  closely. Those who are applying Spot, Tracking, or 
  Wilderness Lore skills to following the trail may make an 
  opposed check (DC 16) to notice where the wagons have 
  been detoured or may detect that the current trail is false 
  if they apply the skill after the detour point has been 
  passed. 
   
  Determine at the outset whether the PCs take any 
  precautions as they follow the trail. If they follow the false 
  trail and are taking precautions, they have a chance to 
  find the traps without triggering them first (use the 
  Search skill at the given DC for each trap).  
   
  The first trap is a pit dug into the path of the false trail, 
  covered with branches and soil and a layer of dead leaves. 
  The pit was set up some days ago, so it is not obviously 
  fresh. The pit is rather easy to detect and disarm because 
  the covering will give slightly before the PC falls in. 
   
  Pit Trap:
  Pit Trap:
  Pit Trap:
  Pit Trap: CR 2; 10 ft. deep (1d6) with sharpened stakes at 
  the bottom (1d4+1); Reflex save to avoid (DC 15); Search 
  (DC 15); Disable Device (DC 15). 
   
  Unfortunately, the goblins did not think about the clue 
  that this trap will provide to the PCs – how did the 
  goblins get the wagons across the pit? 
   
  If the PCs continue along the false trail, they encounter a 
  second, more deadly trap. A log has been covered in 
  sharpened wooden stakes and suspended from ropes 
  between two trees. A tripwire releases the log, which 
  swings down along the path the PCs are following about 3 
  ft. above ground level. The person who triggered the trap 
  and anyone within 5 ft. must make a Reflex save to avoid 
  being hit by the log. They have to make a second Reflex 
  save when the log swings back in the other direction. 
  Anyone hit on the first pass is thrown clear and need not 
  make a second save. The PCs may think of simply falling 
  prone on the first pass. Doing so gives them +2 on their 
  
  Caravan Duty 
   
  Page 12 
  save, but it also causes them an additional problem. The 
  rope has been set up to slip while it travels so that the log 
  actually hits the ground at the point of the tripwire on its 
  return and bounces and rolls for about 5 ft. before 
  stopping. Those who are prone in the affected area 
  receive a –4 on their second Reflex save. 
   
  Deadfall:
  Deadfall:
  Deadfall:
  Deadfall: CR: 3; 200 lb. log (1d6) with sharpened stakes 
  (2d4); Reflex save to avoid (DC 18); Search (DC 18); 
  Disable Device (DC 18). 
   
  The false trail stops a short distance after the deadfall. 
  Someone with the tracking skill can make a check (DC 
  20) to then follow the trail left by the goblins who set the 
  false trail. If the PCs have figured out that the trail is false 
  and decide to backtrack to where the genuine trail splits 
  off, they may “Take 10” or “Take 20” to find the real trail 
  (DC 16). If the PCs find the way to the goblin camp by 
  following either of the two possible trails, proceed to 
  Encounter Six. If they do not find either trail, they return 
  empty-handed; proceed to the Conclusion. 
   
   
  Encounter Six: Counter Attack
  Encounter Six: Counter Attack
  Encounter Six: Counter Attack
  Encounter Six: Counter Attack    
  It is nearly nightfall by the time you catch up to the goblins. 
  It is nearly nightfall by the time you catch up to the goblins. 
  It is nearly nightfall by the time you catch up to the goblins. 
  It is nearly nightfall by the time you catch up to the goblins. 
  Even before you see them, you can hear the
  Even before you see them, you can hear the
  Even before you see them, you can hear the
  Even before you see them, you can hear their merriment as 
  ir merriment as 
  ir merriment as 
  ir merriment as 
  they celebrate their victory with the ale from the caravan. It is 
  they celebrate their victory with the ale from the caravan. It is 
  they celebrate their victory with the ale from the caravan. It is 
  they celebrate their victory with the ale from the caravan. It is 
  relatively easy to get within visual distance of the goblin camp 
  relatively easy to get within visual distance of the goblin camp 
  relatively easy to get within visual distance of the goblin camp 
  relatively easy to get within visual distance of the goblin camp 
  without being noticed. You see that the goblins have started a 
  without being noticed. You see that the goblins have started a 
  without being noticed. You see that the goblins have started a 
  without being noticed. You see that the goblins have started a 
  bonfire and are roasting a large animal over i
  bonfire and are roasting a large animal over i
  bonfire and are roasting a large animal over i
  bonfire and are roasting a large animal over it. After longer 
  t. After longer 
  t. After longer 
  t. After longer 
  observation, you’d guess that it was one of the horses that 
  observation, you’d guess that it was one of the horses that 
  observation, you’d guess that it was one of the horses that 
  observation, you’d guess that it was one of the horses that 
  pulled the ale wagon. The other wagon still has its full team 
  pulled the ale wagon. The other wagon still has its full team 
  pulled the ale wagon. The other wagon still has its full team 
  pulled the ale wagon. The other wagon still has its full team 
  hitched up. 
  hitched up. 
  hitched up. 
  hitched up.     
   
  Tell the PCs how many goblins they see based on their 
  tier. Let them come up with their own plan for recovering 
  or destroying the wagon and use your best judgment as to 
  its success or failure. The goblins are not paying much 
  attention, so it is much easier to sneak up on them (apply 
  a –2 situational modifier to their Spot checks). However, 
  there are two goblins who are sitting in the driver’s seat of 
  the wagon full of alchemist’s fire. If they are attacked and 
  both are not slain in the first round, the alarm is raised 
  and all of the goblins will attack. 
   
  Should the PCs decide to wait until the goblins have 
  drunken themselves into a stupor, they see the following 
  events, depending on exactly how long they chose to 
  wait. After about 2 hours, a larger goblin shouts some 
  commands at some others and the horses pulling the 
  wagon carrying the alchemist’s fire are unhitched and 
  eight guards are set to watch the perimeter. They are not 
  allowed to drink any more, but they pay as much 
  attention to their companions as to their duties and so 
  they still suffer –2 on their Spot checks. By the time 
  another 2 hours have passed, the drinking goblins have all 
  passed out and the guards send some of their number into 
  the camp to bring some ale back to the guard posts.  
   
  If the PCs wait another 2 hours (about 2 A.M.), all of the 
  goblins will be passed out in a drunken stupor. The PCs 
  may then attempt to kill the goblins as they sleep. There 
  is still some danger in this given that a goblin might wake 
  up enough to make a noise before it dies. Give each 
  goblin about to be attacked an opposed Listen check vs. a 
  PC’s Move Silently check. The PC is able to take his or her 
  time and is in no immediate danger so long as the goblins 
  remain asleep, so a PC may “Take 10” on the Move 
  Silently check. Because of unfavorable circumstances 
  (drunk and asleep), apply a –6 penalty to the goblin’s 
  Listen check (which gives a net –3 after the goblin’s racial 
  modifier has been applied). If the goblin is successful, it 
  will wake up enough to make a sound before it dies, 
  which will alert the others. The drunken goblins will 
  suffer –2 penalties on all rolls for the remainder of 
  combat, due to their inebriation. 
   
  Any significant flame or heavy object dropping on the 
  wagon full of alchemist’s fire is sufficient to get the whole 
  thing to blow up, taking everything in a 30 ft. radius with 
  it. This will also start a huge forest fire and the PCs have 
  to flee as fast as they can to avoid being consumed in the 
  fire, which burns so hot that it is able to cause the trees in 
  this wet, humid environment to burst into flame. 
   
  Tier 1 (EL 4)
  Tier 1 (EL 4)
  Tier 1 (EL 4)
  Tier 1 (EL 4)    
  Goblin Band (16)
  Goblin Band (16)
  Goblin Band (16)
  Goblin Band (16): CR 4; Small Humanoid (3 ft. tall); HD 
  1d8; hp 4; Init +1 (Dex); Spd 30 ft.; AC 15 (+1 size, +1 Dex, 
  +3 studded leather); Atks +0 melee (1d8-1, morning star), 
  +2 ranged (1d6-1, javelin); AL NE; SV Fort +0, Ref +3, Will 
  +0.  
   
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8. 
   
  Skills: Hide +6, Listen +3, Move Silently +5, Spot +3. 
  Feats: Alertness. 
   
  Tier 2 (EL 6)
  Tier 2 (EL 6)
  Tier 2 (EL 6)
  Tier 2 (EL 6)    
  Goblin Band (32)
  Goblin Band (32)
  Goblin Band (32)
  Goblin Band (32): CR 6; Small Humanoid (3 ft. tall); HD 
  1d8; hp 4; Init +1 (Dex); Spd 30 ft.; AC 15 (+1 size, +1 Dex, 
  +3 studded leather); Atks +0 melee (1d8-1, morning star), 
  +2 ranged (1d6-1, javelin); AL NE; SV Fort +0, Ref +3, Will 
  +0.  
   
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8. 
   
  Skills: Hide +6, Listen +3, Move Silently +5, Spot +3. 
  Feats: Alertness. 
   
  Tier 3 (EL 8)
  Tier 3 (EL 8)
  Tier 3 (EL 8)
  Tier 3 (EL 8)    
  Goblin Band (32)
  Goblin Band (32)
  Goblin Band (32)
  Goblin Band (32): CR 6; Small Humanoid (3 ft. tall); HD 
  1d8; hp 4; Init +1 (Dex); Spd 30 ft.; AC 15 (+1 size, +1 Dex, 
  +3 studded leather); Atks +0 melee (1d8-1, morning star), 
  +2 ranged (1d6-1, javelin); AL NE; SV Fort +0, Ref +3, Will 
  +0.  
   
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8. 
   
  Skills: Hide +6, Listen +3, Move Silently +5, Spot +3. 
  Feats: Alertness. 
   
  Blaarnotiuk, Goblin Chieftan, male goblin Bbn2:
  Blaarnotiuk, Goblin Chieftan, male goblin Bbn2:
  Blaarnotiuk, Goblin Chieftan, male goblin Bbn2:
  Blaarnotiuk, Goblin Chieftan, male goblin Bbn2: CR 2; 
  Small Humanoid (3 ft. tall); 1d8+2 + 2d12+4; hp 28; Init 
  +2 (Dex); Spd 30 ft.; AC 16 (+1 size, +2 Dex, +3 studded 
  leather); Atks +4 melee (1d8+2, morning star), +5 ranged 
  
  Caravan Duty 
   
  Page 13 
  (1d6+2, javelin); SA Bbn rage 1/day; SQ Bbn uncanny 
  dodge; AL NE; SV Fort +3, Ref +4, Will +0. 
   
  Str 14, Dex 15, Con 14, Int 10, Wis 11, Cha 8. 
   
  Skills: Hide +6, Listen +3, Move Silently +5, Spot +3; 
  Feats: Alertness, Power Attack. 
   
  SA: Bbn rage—+4 Str, +4 Con, +2 morale bonus to 
  Will saves, –2 to AC for 7 rounds, but then fatigued (–2 
  Str, –2 Dex, can’t charge or run) for duration of 
  encounter. 
   
  SQ: Bbn uncanny dodge—retains Dex bonus to AC 
  regardless of being flat-footed or struck by invisible 
  attacker. 
   
  Should the PCs loot the goblin camp, they find that the 
  goblin’s equipment is too poor to be worth anything. 
  However, they do find the equivalent of 15 gp in assorted 
  coins and a chest holding a masterwork longsword (315 
  gp) and a set masterwork chainmail sized for a human 
  (300 gp). The PCs also find a note (Player’s Handout #1
  Player’s Handout #1
  Player’s Handout #1
  Player’s Handout #1). 
  All of this treasure is destroyed if the PCs set fire to the 
  wagon rather than recover it. 
   
  Fill out the appropriate section of the Critical Event 
  Summary to show whether the PCs recovered the wagon, 
  destroyed it, or left it in the hands of the goblins. 
   
   
  Conclusion
  Conclusion
  Conclusion
  Conclusion    
  The PCs find the caravan waiting for them in Orlane. If 
  they have brought back the wagon full of alchemist’s fire, 
  Lieutenant Ennister is very pleased. He asks for a full 
  report and he notes particularly heroic actions or good 
  strategy and tactics (make a note of which PC was the 
  most effective in the success of the mission, an additional 
  reward is associated with outstanding military conduct). 
  All military PCs will receive a Commendation (issue each 
  an appropriate certificate). If the PCs recovered any loot 
  from the goblins, Lieutenant Ennister tells them to keep 
  it (spoils of war are normally divided among all members 
  of a unit, but he will consider that these spoils belong to 
  the File only, rather than the entire Squadron). In 
  addition, he gives each PC a flask of alchemist’s fire. 
   
  If they destroyed the wagon instead, Lieutenant Ennister 
  is aware of it already because the smoke was visible for 
  miles and the sylvan elves have already lodged a protest. 
  He is still interested in what the PCs have to report, but 
  no special notice occurs.  
   
  Should the PCs have succeeded totally or in part, 
  Lieutenant Ennister offers to recommend that military 
  PCs be assigned to caravan duty on a permanent basis if 
  they like. This will permit them to participate in scenarios 
  that take place anywhere along one of Gran March’s 
  major roads without requiring that they take leave (they 
  just happen to be in the area at the time the scenario 
  occurs). 
   
  If the PCs failed totally, Lieutenant Ennister demands a 
  full explanation and issues reprimands to military PCs 
  that he feels failed their duty (i.e., if you think that a 
  military PC did not really try to accomplish the task, issue 
  a Demerit certificate). Make a note in the Critical Event 
  Summary of any Demerits awarded. 
   
  The caravan continues on to Hochoch. The city is still 
  rebuilding after having been occupied by the giants and 
  the camp of the Army of Retribution outside the city is 
  impressive indeed. 
   
  The End
  The End
  The End
  The End    
   
   
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary    
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  discretionary 
  roleplaying 
  experience 
  award. 
  The 
  roleplaying award should be given for consistent 
  character portrayal and contribution to the fun of the 
  game. You can award different roleplaying amounts to 
  different characters. 
   
  Award the total value (objectives plus roleplaying) to 
  each character. 
   
  Encounter One
  Encounter One
  Encounter One
  Encounter One    
  Good 
  role-playing 
  throughout 
  the 
  jury 
  deliberations 
  25 xp 
   
  Encounter Two
  Encounter Two
  Encounter Two
  Encounter Two    
  Good role-playing with the elves 
  25 xp 
   
  Encounter Four
  Encounter Four
  Encounter Four
  Encounter Four    
  Defeating all of the goblins 
  100 xp 
   
  or 
  Defeating some of the goblins 
  50 xp 
   
  Encounter Five
  Encounter Five
  Encounter Five
  Encounter Five    
  Finding the first trap w/o triggering it* 
  50 xp 
  Finding the second trap w/o triggering it* 
  50 xp 
  * Credit should be given for finding the trap if 
  the PCs bypassed it by finding the correct trail 
  before encountering the trap. 
   
  Encounter Six
  Encounter Six
  Encounter Six
  Encounter Six    
  Recovering the wagon  
  200 xp 
   
  or 
  Destroying the wagon 
  100 xp 
   
  Total experience for objectives 
  450 xp 
  Discretionary roleplaying award 
  0-50 xp 
   
  Total possible experience
  Total possible experience
  Total possible experience
  Total possible experience    
  500 xp
  500 xp
  500 xp
  500 xp    
   
   
  Treasure Summary
  Treasure Summary
  Treasure Summary
  Treasure Summary    
  Player characters may keep items from the scenario that 
  are listed on the treasure list below or which meet the 
  following conditions:  
  
  Caravan Duty 
   
  Page 14 
   
  1. 
  The item must be non-magical and specifically listed 
  in the text of the adventure (e.g., armor on foes). If it 
  is not listed in the text, the characters cannot keep it. 
  Items of this nature can be sold for 50% of book 
  value, or recorded on a log sheet.  
  2. 
  Animals, followers, monsters, henchmen, and so 
  forth (any living being, basically) may not be kept 
  from a scenario for any reason unless the treasure 
  summary lists the being specifically. It is okay for the 
  player characters to form relationships with NPCs, 
  but these will not be certed and cannot bring 
  material benefit to the character. Contacts (sources of 
  extra information) must be specifically certed. 
  3. 
  Theft is against the law, but may be practiced by 
  some player characters. Items which are worth more 
  than 500 gp that are of personal significance to the 
  owner (including family heirlooms), and all magical 
  items, will be discovered in the possession of the 
  character by one means or another. The character 
  must return the item and pay a fine equal to three 
  times the value of the item stolen. In addition, the 
  PC caught receives campaign-decided penalties for 
  being known as a thief, such as Infamy. For other 
  stolen items which meet the criteria in #1 above, use 
  your judgment and the circumstances within the 
  game to determine whether a PC thief gets away with 
  the theft or not.  
   
  Any item retained according to these rules, which does 
  not have a certificate, will not ever have a certificate 
  issued for it.  
   
  The campaign staff reserves the right to take away 
  any item or gold acquired for things it later finds 
  unreasonable but which were allowed at the time. 
   
  Encounter Six
  Encounter Six
  Encounter Six
  Encounter Six    
  • 
  15 gp in miscellaneous coins 
  • 
  Masterwork longsword (Medium, 315 gp, 4 lb., steel): 
  This longsword is rather utilitarian, lacking any 
  special marking or adornment. However, it is very 
  well balanced and holds an extremely fine edge, 
  marking it as a superior weapon of its type. 
  • 
  Masterwork chainmail (Mdium, 300 gp, 40 lb.): This 
  suit of steel chainmail is wrought from extremely 
  fine rings that have been joined exceptionally well, 
  providing for increased mobility. It has been coated 
  with oil so as to prevent rust, but must be maintained 
  regularly as with any other chainmail. 
   
  Conclusion
  Conclusion
  Conclusion
  Conclusion    
  • 
  1 gp in pay for each non-military PC (normal pay for 
  military PCs) 
  • 
  One flask of alchemist’s fire per PC (20 gp, 1 lb., 
  liquid in a ceramic flask) 
  • 
  Commendation: Awarded to active military or 
  veteran PCs who participated in a successful recovery 
  of the wagon full of alchemist’s fire, this 
  commendation 
  reads, 
  “____________ 
  is 
  hereby 
  Commended for action above the call of duty in 
  recovery of vital military equipment from a goblin 
  raiding party.” 
  • 
  Assignment to Caravan Duty: If an active military PC 
  participated in successful mission (recovery or 
  destruction of the wagon full of alchemist’s fire), 
  Lieutenant Ennister offers to recommend that he or 
  she be assigned to caravan duty on a continuing 
  basis. Those who accept receive a cert that reads, 
  “The soldier known as ___________ has been assigned to 
  caravan guard duty. This PC is allowed to participate 
  in any Gran March scenarios set close to one of the 
  major roads without having to request leave. The 
  time units for the scenario are covered under the 
  time units required for membership in the military, 
  even for scenarios that are not normally covered 
  under military time units. The PC just happens to be 
  in the area and can participate in his or her spare 
  time. This does not apply to scenarios that require 
  significant travel away from the main roads.” 
  • 
  Promotion – If an active military or veteran PC was 
  particularly vital in recovering the wagon of 
  alchemist’s fire, either in leadership or in fighting 
  ability, that PC will receive a Promotion. Only one 
  Promotion may be awarded in this scenario, based on 
  the DM’s judgment. If no single qualified PC stood 
  out, no promotion should be awarded. The 
  promotion reads, “For exceptional performance of 
  duty, ________________ is awarded a promotion to the rank 
  of  
  �� Soldier 
  �� Corporal 
  �� Sergeant 
  �� Staff Sergeant 
  �� Line (Pride, Quiver) Sergeant 
  �� Senior Staff Sergeant 
  �� Senior Army Sergeant 
  �� Lieutenant 
  �� Captain  
  in the Gran March Army, with all privileges and 
  responsibilities thereof.” 
  • 
  Demerit – If a military PC shirked his or her duty in 
  recovering the wagon, the PC is awarded a Demerit, 
  which reads, “_______________ has received a Demerit for 
  conduct unbecoming of a soldier in the Gran March 
  Army.” 
   
  
  Caravan Duty 
   
  Page 15 
  Critical Event Summary
  Critical Event Summary
  Critical Event Summary
  Critical Event Summary    
  Please fill out the information below based on the events that occurred during scenario play and return this form to the 
  Gran March Regional Point of Contact: 
   
  Pete Winz 
  1006 Queensbury Circle 
  Durham, NC 27713 
   
  The input from these forms will help to determine future campaign events. Thanks for your assistance.  
   
  Encounter 1
  Encounter 1
  Encounter 1
  Encounter 1    
  What is the fate of the defendants (hanged, flogged, set free)? 
   
  Walther Mandurg: 
   
  Arlin Crendle: 
   
  Bikko Nilst: 
   
   
  Encounter 2
  Encounter 2
  Encounter 2
  Encounter 2    
  What impression did the PCs leave with Olowyn Aelantheril and the Free Band (i.e., were the PCs antagonistic, 
  diplomatic, conciliatory, etc.)? 
   
   
   
   
  Encounter 4
  Encounter 4
  Encounter 4
  Encounter 4    
  Did Corporal Birkit live or die? 
   
   
  Encounter 6
  Encounter 6
  Encounter 6
  Encounter 6    
  What became of the wagon full of alchemist’s fire (recovered, burned, or left in the hands of the goblins)? 
   
   
  Conclusions
  Conclusions
  Conclusions
  Conclusions    
  List the player and PC names of any military PCs who received a Demerit. 
   
   
   
   
  Were there any other events of note not covered in the sections above? 
   
   
  
  Caravan Duty 
   
  Page 16 
  Player Handout #1
  Player Handout #1
  Player Handout #1
  Player Handout #1    
   
  Blaarnotiuk, I’ll keep the words simple this time because you couldn’t grasp it 
  before. If you don’t deliver the wagons to the appointed place, you don’t get 
  paid. I get nothing, you get nothing. No half in advance, no money for nothing, 
  no taking the gold and taking a walk. I’ll raise the payment to 1000 gold for 
  each of them and, of course, you keep anything else you take. The wagons 
  you’re looking for will have brown canvas coverings and will have extra guards. 
  They will be in the next caravan. Don’t mess with what’s inside – you’re likely to 
  get hurt. You don’t have much time, so you’d better get started. I will be most 
  upset if you don’t have something for me when next we meet. 
   
  K. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Sheldomar Valley/Gran March/GRM1-02 - Caravan Duty.pdf