TEXT: Under Siege
  A One-Round D&D 3rd Edition LIVING GREYHAWK™ Adventure
  by Pete Winz
  A quick stopover in Fort Endurance turns into a longer stay than you imagined. The goblins are on the rise and
  it’s up to you to do your part in stopping them. Active military members may use Military Time Units to play
  this scenario. A Gran March Regional scenario characters levels 1-6
  DUNGEONS & DRAGONS, D&D, GREYHAWK, ROLE PLAYING GAMES ASSOCIATION and RPGA are registered trademarks owned by Wizards of the Coast,
  Inc. LIVING GREYHAWK and the D20 system logo are trademarks owned by Wizards of the Coast, Inc. All Wizards characters, character names, and
  the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. Any reproductions or unauthorized use of material or artwork
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc.  This scenario is intended for organized play use
  only and may not be reproduced without approval of the RPGA Network. 
  © 2000 Wizards of the Coast, Inc. All rights reserved. 
  Visit our Website at:
  www.wizards.com/rpga
  GRM1-05
  
  GETTING STARTED
  Under Siege
  1
  T
  his is an RPGA® Network scenario for the DUNGEONS &
  DRAGONS® game. A four-hour time block has been allocated for
  each round of this scenario, but the actual playing time will be clos-
  er to three hours. The rest of the time is spent in preparation before
  game play, and scoring after the game. The following guidelines are
  here to help you with both the preparation and voting segment of
  the game. Read this page carefully so that you know and can com-
  municate to your players the special aspects of playing an RPGA
  scenario. 
  Preparation
  First you should print this scenario. This scenario was created to
  support double-sided printing, but printing it single sided will
  work as well. There is enough room along the inside margin to
  bind the adventure, if you desire. 
  Read this entire adventure at least once before you run your
  game. Be sure to familiarize yourself with any special rules, spells, or
  equipment presented in the adventure. It may help to highlight par-
  ticularly important passages. 
  When you run an RPGA D&D adventure we assume that you
  have access to the following books: the Player’s Handbook, the
  Dungeon Master’s Guide, and the Monster Manual. We also assume
  that you have a set of dice (at least one d4, d6, d8, d10, d12, and
  d20), some scrap paper, a pencil, an RPGA scoring packet, and
  your sense of fun. It is also a good idea to have a way to track
  movement during combat. This can be as simple as a pad of graph
  paper and a pencil, as handy as a vinyl grid map and chits, or as
  elaborate as resin dungeon walls and miniatures.
  Instruct the players either to prepare their characters now, or
  wait until you read the introduction, depending on the require-
  ments of the scenario as described in the introduction. 
  Keep in mind that you must have at least four players (not
  counting the DM), for the game session to be a sanctioned RPGA
  event. As well, you cannot have more than seven players partici-
  pating in the game.
  Once you are ready to play, it is handy to instruct each player
  to place a nametag in front of him or her. The tag should have the
  player’s name at the bottom, and the character’s name, race, and
  gender at the top. This makes it easier for the players (and the
  DM) to keep track of who is playing which character.
  The players are free to use the game rules to learn about
  equipment and weapons their characters are carrying. That said,
  you as the DM can bar the use of even core rule books during cer-
  tain times of play. For example, the players are not free to consult
  the DUNGEON MASTER’s Guide when confronted with a trap or haz-
  ard, or the Monster Manual when confronted with a monster. 
  Some of the text in this scenario is written so that you may
  present it as written to the players, while other text is for your
  eyes only. Text for the players will be in gray boxes. It’s strongly
  recommended that you paraphrase the player text instead of
  reading it aloud. Some of this text is general and must be adapted
  to the specific situation or to actions of the player characters.
  Scoring
  After the players have completed the scenario or the time allot-
  ted to run the scenario has run out, the players and DM score the
  game. The RPGA has three ways to score its games. Consult your
  convention coordinator to determine which method to use for
  this scenario:
  1-No-vote scoring: The players write their names and RPGA 
  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 event coordinator wants information on 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 the group, or 
  when the adventure is run in tournament format with 
  winners and prizes. 
  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. It’s a good idea to
  have the players vote while you determine treasure and experi-
  ence awards for the scenario. 
  After voting, give the Scoring Packet to your event coordinator.
  
  GETTING STARTED
  Under Siege
  2
  T
  his is a LIVING GREYHAWK Adventure. As a LIVING™ adven-
  ture, it is expected that players will bring their own charac-
  ters with them. If players do not have a LIVING GREYHAWK char-
  acter generated, get a copy of the current LIVING GREYHAWK char-
  acter generation guidelines, a character sheet, and a LIVING
  GREYHAWK log sheet from your convention coordinator or the
  RPGA Web site, and then have any players without a character
  create one. Once all players have a LIVING GREYHAWK character,
  play can begin. 
  Along with the other materials that you are assumed to have
  in order to run a D&D game, it is also recommended that you
  have a copy of the LIVING GREYHAWK Gazetteer.
  LIVING GREYHAWK Tier Structure
  Because players bring their own characters to LIVING GREYHAWK
  campaigns, this adventure is tiered. Basically, the challenges in this
  adventure are proportioned to the average character level of the
  characters participating in the adventure. To determine the tier
  that you will use to run this adventure, add the character levels of
  all the characters. In addition, add the levels of any cohorts or ani-
  mals according to the values on their certificates. Cross-reference
  the total and the number of players participating in the game
  using the chart below to determine the tier used for this adven-
  ture.
  4 players
  5 players
  6 players
  7 players
  Lvl Cap
  T1:
  4-12
  5-13
  6-14
  7-15
  4th 
  T2:
  13-22
  14-24
  15-26
  16-28
  6th 
  T3:
  23-32
  25-35
  27-38
  29-41
  8th
  The level cap indicated is 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
  At the beginning of every scenario, each PC is required to
  pay upkeep costs matching the level of lifestyle they wish to
  maintain. The lifestyles, and the effects that each has on play,
  are:
  Destitute
  You have no living space, and must carry all your
  gear everywhere. You eat poor quality food. You
  wear a peasant outfit, your only change of clothes.
  Poor
  You sleep in poor accommodations, and eat poor
  quality food. You wear a peasant outfit, and have
  two sets of clothing.
  Common
  You have common lodgings, and eat common
  quality food. You have normal clothing for your
  profession (adventuring); nothing fancy. You prob-
  ably have two or three sets of clothing.
  High
  You stay in good quality lodgings, and eat good
  quality food. You wear anything in value up to
  courtier’s outfits, and generally buy a new set of
  clothing every two weeks.
  Luxury
  You have luxurious accommodations (twice the
  cost of good accommodations), and you eat excel-
  lent foods. You can throw a banquet for your
  friends every day, and frequently do. You wear
  clothing up to the value of noble’s outfit, and buy
  a new set of clothes every week. 
  Lifestyles come with bonuses or penalties to Diplomacy,
  Intimidate, Disguise, and Bluff skill checks. These penalties,
  shown below, should be applied at the DM’s discretion, and can
  sometimes backfire—for example, a PC with a poor lifestyle
  would 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.
  DMs are encouraged to role-play these reactions whenever
  possible.
  Lifestyle
  Cost
  Skill Modifier
  Destitute
  14 sp
  -2
  Poor
  43 sp
  -1
  Common
  12 gp
  0
  High
  250 gp
  +1
  Luxury
  500 gp
  +2
  
  THE ADVENTURE
  Under Siege
  3
  Adventure Summary and
  Background
  This scenario continues the plot line begun in “Caravan Duty”
  (Gran March Regional #2), in which the PCs were assigned to
  guard a caravan carrying important military supplies against
  potential goblin raids as it traveled through the Dim Forest. It is
  not necessary to have played that scenario to enjoy this one, but
  the results of its play were used in determining some of the
  events that occur here.
  In this scenario, the goblins pick up the offensive, laying
  siege to Fort Endurance. The PCs are called upon to do their part
  in defending the fort and summoning reinforcements.
  Introduction: The adventure starts with the PCs staying
  overnight at Fort Endurance. In the morning, the Warden of the
  Dim March makes an announcement that no one will be allowed
  to leave – a massive goblin advance is under way and the roads
  are not safe. All those within the fort who are not already
  assigned to duties are told to line up so that they can be inter-
  viewed to determine where they can best be put to use. The PCs
  happen to be near each other in line.
  Encounter One: The PCs are put together in one squad and a
  sergeant interviews them, asking questions about their willing-
  ness to fight and their abilities. During this process, the goblins
  arrive and the siege begins.
  Encounter Two: The PCs are assigned to duty on the walls.
  There they witness the murder of the messengers, who were cap-
  tured by the goblins. They are also present when a goblin sniper
  shoots arrows into the fort from an almost impossible distance.
  Encounter Three: The next day, the PCs are brought before a
  sergeant, who has a special mission for them. They have been
  selected to take a message to Buxton’s Crossing. The message is a
  call for reinforcements. The PCs will exit the fort via a secret tun-
  nel leading to a spot deep in the forest. The PCs encounter a gob-
  lin patrol near the tunnel’s exit.
  Encounter Four: The PCs find a large goblin force in their path
  and are forced to move around them. Their new path takes them
  very close to the edge of the fortress clearing, where they stum-
  ble upon one of the goblin sniper’s blinds. 
  Encounter Five: The PCs come across a trail of blood. The trail
  heads in the same direction that the PCs are heading. Following
  it leads them to an injured sylvan elf who is trying to reach the
  Dim Forest road work gang to warn of impending attack.
  Encounter Six: The PCs warn the work gang and aid in their
  defense. The battle should be adjusted to fit the time remaining
  in the round.
  Conclusion: The reinforcements are sent to relieve Fort
  Endurance. 
  Introduction
  Last night ended with routine stopover at Fort Endurance, but
  this morning has been far from routine. The Warden of the Dim
  March has called a meeting of all personnel and visitors to the
  fort. Everyone stands in the misty morning light, as the Warden
  addresses the crowd from a review stand. 
  “I regret to inform you that our patrols have detected mas-
  sive numbers of goblins advancing through the Dim Forest and
  converging on the fort. It is unsafe to travel on the road at this
  time and so visitors will not be permitted to leave. Messengers
  have been dispatched to request reinforcements. Soldiers will
  assume their alert duty stations. Those of you who are not
  already assigned to duty stations will form a line so that we may
  determine how to best utilize your abilities in defense of the
  fort. That is all.” 
  With that, the Warden leaves and a lieutenant takes over the task
  of organizing the “volunteers.”
  Development: The PCs find themselves together in line. Have
  them give their physical descriptions and allow them to role-play
  meeting each other. They may ask the lieutenant questions as he
  chivvies them into line, but he doesn’t really know much more
  than what the Warden reported during his speech. Here are some
  additional details he can offer in response to questions.
  •
  The patrols, as well as the scouts sent later, were not able to 
  get an exact count of the goblins, but there were definitely 
  more than enough to pose a threat to the fort. They are 
  approaching from all directions. 
  •
  The goblins should reach the fort in a couple of hours. 
  •
  Three messengers were sent out before dawn on the fastest 
  available horses. They should reach Orlane in about 18 hours
  of hard riding, switching horses on the way. The closest 
  available reinforcements are there. 
  •
  The soonest time reinforcements could arrive would be three
  days. The fort has sufficient supplies to withstand a siege of a
  month or more.
  The lieutenant separates those waiting in line into groups, telling
  them that they are now assigned to Dim March Provisional
  Pikeline A. The PCs are grouped together in File Six. 
  
  THE ADVENTURE
  Under Siege
  4
  Encounter 1: The Siege Begins
  As the PCs wait in line, they can see that a tent has been set up at
  the front of the line. The Files enter as a group and are inter-
  viewed for about 5 minutes. As the PCs get near the front of the
  line (about a half an hour after the Warden’s announcement),
  there is an alarm from one of the guard towers. The interviewing
  sergeant comes out of the tent shouting, “To the walls! To the
  walls!” There is a general rush toward the stairs leading to the
  walkways. If the PCs don’t immediately follow suit, an officer
  stops long enough to tell them to do so directly. Proceed with the
  following.
  You find a clear spot on the wall. The 30-ft. height of the walls com-
  bined with the elevation of the hill gives you an excellent view of
  the forest surrounding the fortress. Soon, dark shapes appear at the
  edge of the wood. Their numbers grow until there are too many to
  count. They begin to clash their weapons on their shields and the
  clamor becomes so great that it is difficult to hear the orders being
  shouted to ready for a charge. The siege-engine crews in the tow-
  ers prepare their weapons.
  To your left, in another makeshift File of soldiers, one of the
  draftees clutches a spear with trembling hands. “I-I-I’m just a
  scribe, not a soldier. I don’t even live here. I just came with a cara-
  van from Keoland to square some accounts. I don’t want to die…”
  Allow the PCs some time to interact with the scribe if they like.
  He’s got no idea of what’s going on or what’s expected of him in
  this situation. He’s simply terrified out of his wits. Before too
  long, however, the attack will commence.
  With a mighty howl from hundreds of throats, the massed gob-
  lin army surges up the hill. The leading elements carry climbing
  ladders and continue to march up the slope, while others carry-
  ing buckets, logs, and shortbows hold midway between the fort
  and the forest beyond. The officers within the fort shout to hold
  fire until the goblins close the range. 
  The goblin archers quickly build large fires and begin to
  shoot burning arrows toward the fort. Their range is extreme,
  making it very difficult to hit much of anything, but their num-
  bers are great enough to send wave after wave of blazing missiles
  into and over the walls of the fort. Numerous small fires take
  hold on the buildings within, but the massive logs of the walls
  are too large to ignite. 
  Then the catapults on the towers begin to launch their mis-
  siles. One stone scores a direct hit on a goblin bonfire, scattering
  burning logs and buckets of pitch on the unfortunate archers
  nearby. The charging goblins pick up their pace as they come
  within bow range. The order comes, “Fire!”
  If the PCs take the time to look around, they will see some equip-
  ment that they might find useful in fending off the goblin attack.
  There are numerous buckets of sand for extinguishing fires and
  forked poles for pushing away siege ladders. There are also coils
  of rope. A PC should be able to find any of these items ready to
  hand if he or she needs it. When the goblin siege ladders go up,
  the PCs will see some of the veterans picking up the poles and
  pushing the ladders away if they haven’t already thought of doing
  this themselves.
  Creatures: The goblin attack will continue for 4 more rounds
  and then the goblins will break and run at top speed back to the
  safety of the forest. Here are the ranges for the duration of the
  attack.
  Round 1:
  Start at 120 ft., close to 60 ft.
  Round 2:
  Start at 60 ft., close to the wall.
  Round 3:
  Put up scaling ladders, climb to the top.
  Round 4:
  Attempt to gain foothold.
  Round 5:
  Begin retreat, run to 120 ft., cease-fire.
  All Tiers (EL variable)
  Goblins (unlimited): CR 1/4; Small Humanoid (3 ft. tall); HD
  1d8; hp 4; Init +1 (Dex); Spd 30 ft.; AC 15/touch 12, flatfooted 14
  (+1 size, +1 Dex, +3 studded leather); Atks +0 melee (1d8-1, morn-
  ing 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.
  Goblin Archers (unlimited): CR 1/4; Small Humanoid (3 ft.
  tall); HD 1d8; hp 4; Init +1 (Dex); Spd 30 ft.; AC 15/touch 12, flat-
  footed 14  (+1 size, +1 Dex, +3 studded leather); Atks +0 melee
  (1d8-1, morning star), +2 ranged (1d6, shortbow); 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.
  Tactics: Four goblins are required to carry each scaling ladder,
  and if one drops, the others trip and fall. However, there are
  enough goblins that the ladder will be picked up again the next
  round (adjust the timing for Rounds 1-3 above for each ladder
  crew delayed in this fashion). 
  There are four scaling ladders bound for the PCs’ section of
  the wall. A ladder can be pushed away from the wall far enough
  to fall with a Strength check (DC 15). There is only enough room
  for two poles to engage a ladder at the same time, but two PCs can
  push each pole, so up to four individuals may cooperate on the
  Strength check. If the PCs think to push ladder sideways, hoping
  to hit another ladder, they will be able to use only one pole due
  to the angle, but the Strength check will be lower (DC 13) due to
  having to push a shorter distance to unbalance the ladder. If the
  PCs succeed in tipping a ladder in this fashion, have the primary
  pusher roll to hit AC 10 (apply a –4 non-proficiency penalty). A
  
  THE ADVENTURE
  Under Siege
  5
  hit results in the second ladder being knocked down as well, but
  only one additional ladder may be knocked down in this way. If
  PCs want to do physical damage to the ladder, its stats are below.
  When a ladder falls to the ground it takes 1d6 damage, when a
  ladder crashes into another ladder it takes 1d4 damage (both
  bludgeoning). 
  Goblin ladders: 1 in. thick; hardness 5; hp 10; AC 5, Break DC
  18.
  Climbing goblins lose their Dex bonuses to AC (becoming AC
  14) and attackers receive a +2 circumstance bonus to hit them. If
  someone tries to drop a sand bucket or other heavy object on a
  climbing goblin, make a ranged touch attack (with a –4 non-pro-
  ficiency penalty but a +2 circumstance bonus). A hit forces the
  goblin to make a reflex save (DC 14 or DC 16 for larger objects)
  or tumbling down the ladder and he will take a large number of
  goblins climbing behind him with him (this should also happen
  if a regular attack succeeds in dropping a climbing goblin).
  Goblins felled in this way will take 1d6 points of subdual damage. 
  If such attacks are successful, describe the goblins falling in
  droves so as to give the PCs the feeling that they are truly heroic,
  but to also give them some idea of the difficulty of attacking
  while climbing (a preview of what they face in Encounter Four).
  A goblin will gain a foothold (i.e., come over the wall to stand
  on the walkway within) if he drops a PC in melee combat or if no
  PC is ready to engage him in melee while he attempts to cross
  over. Give goblins attacking from the top of the ladder a –2 cir-
  cumstance modifier to their attack rolls.
  The goblin archers will send a burning arrow in the direction
  of a random PC each round, but they are 250 ft. away and so are
  at –10 to hit. In addition, PCs who are standing upright receive
  one-half cover from the fortress walls (giving the goblin archers
  an additional –4 to attacks). Those who duck down receive total
  cover and will not be subjected to these random attacks. Likewise
  if the PCs decide to launch ranged attacks at the goblins they will
  suffer penalties for the long range. As well, the goblin archer ben-
  efit from Three-quarters concealment (30% miss chance) as they
  are firing from the cover of the forest. 
  Development: After the goblins break and the cease-fire order is
  given, proceed with the following.
  Hundreds of dead and dying goblins lie on the hillside around
  the fort. The smell of blood and burning flesh hangs in the air.
  The moans of the wounded within and without the fort give the
  scene an even more hellish feel. You notice the Keoish scribe—
  dead on the catwalk, a smoldering fire arrow buried in his chest.
  The retreating goblins stopped once they achieved the safety
  of the forest and now you can hear the sound of axes. The siege
  has begun.
  The PCs are once again ordered to get in line for their interview.
  They don’t have to wait long for their turn. They are asked a num-
  ber of questions about their military service (if any), current rank,
  special training or abilities, and willingness to fight. The PCs will
  be told that the current organization is provisional. After the
  Warden has a chance to look over the information gathered by
  the sergeants, everyone will be assigned to units or duties more
  suited to their qualifications. The highest-ranking PC will be
  placed in command of the file in the interim. If there is not an
  obvious choice of leader based on rank, the sergeant will choose
  a brevet corporal using his own judgement (you should choose
  based on what the sergeant may have seen of their defense of the
  wall and their behavior during the interview). The PCs are told
  that they will be assigned to a shift guarding the walls until the
  new organization and duty rosters are developed. They are to
  report to the gate-side wall immediately following lunch and will
  be on duty until after the next shift has eaten dinner.
  Encounter 2: Guarding the Walls
  There are three notable events that the PCs witness during their
  first turn on the walls. 
  A. Fate of the Messengers
  Shortly after the PCs take their posts, they will see a flurry of gob-
  lin activity near where the west road comes out of the forest.
  Three men tied to wooden X’s are brought forth to where they
  can be seen from the fortress walls. Two hang limply but the third
  struggles against his bonds. The goblins prop the X’s up and start
  throwing things at the men. The limp men are almost certainly
  dead because they make no sound as they are hit, but the third
  howls piteously. A murmur can be heard from the other guards,
  “The messengers, they’ve caught the messengers!” A man in
  robes on one of the towers stands forth, points his finger, utters
  some mystical phrases, and three missiles shoot forth, striking
  the captive. He no longer cries out. Robbed of their fun, the gob-
  lins bring forth the messenger’s horses, slaughter them, roast
  them, and eat them.
  B. Goblin Siege Engines
  The PCs can see a lot of activity by the goblins in constructing
  siege engines. One tower is being constructed a little too close to
  the forest’s edge and the defenders destroy it with a well-aimed
  stone from a tower catapult. Goblins and splinters are sent flying,
  evoking a cheer from the soldiers on the walls. The other projects
  are moved farther back, out of sight, but the sounds of construc-
  tion can still be heard.
  C. Sniper Attack
  As the PCs near the end of their shift, a female lieutenant comes
  by on a tour of the walls. A sssh-toonk sound is heard and the PCs
  see an arrow suddenly sprout from her left shoulder. She shouts,
  
  THE ADVENTURE
  Under Siege
  6
  “Sniper! Everybody down!” PCs trying to locate the sniper will
  need to make Spot checks (DC 20). Those who are successful will
  see a little movement from up in a tree about 20 ft. into the woods
  (a total of almost 520 ft. from the walls of the fort). Allow the PCs
  to fire upon the sniper (refer to Encounter Four for his stats), but
  use appropriate modifiers for his range and the three-quarters
  concealment the dense foliage of the trees provide. If he is hit, he
  will retreat into total cover and will receive magical healing
  before Encounter 4.
  The lieutenant will ask for someone to stand by ready to
  bandage her as she pushes the arrow all the way through her
  shoulder, revealing a wickedly barbed head. “Definitely of goblin
  make, although how the little bugger managed to shoot it this far
  is beyond me.” 
  The PCs are relieved, sent to their supper, and told to sleep as
  much as possible. During their meal, they hear reports of addi-
  tional sniper attacks. The attacks have been spread out over time
  and have hit different parts of the wall, but they have all been
  concentrated on officers and siege engine crews.
  Encounter 3: Special Mission
  When the PCs awaken the next morning, they are told to report
  to the sergeant’s office in their barracks after they’ve had break-
  fast. It is suggested that clerics and wizards wait until after the
  meeting to pray/study. Once they arrive, the sergeant has some
  news for them.
  “All right then, I’ll make this clear and to the point. You’ve been
  selected for a special mission. As you know by now, our messen-
  gers did not make it through the goblin lines. We need to get
  word about the attack out and we must request reinforcements or
  Fort Endurance may fall. We’re going to be sending you out
  through a secret passage after dark tonight. You will head towards
  Buxton’s Crossing because we estimate that there are too many
  goblin patrols in the other direction. There are three things you
  should keep in mind.
  One – it is imperative that the tunnel not be discovered by
  the goblins. It must be preserved as an escape route.
  Two – although there are several groups being sent, you
  should assume that you are the only hope for the survival of the
  fort. You may well be.
  Three – after what happened to the previous messengers, it’s
  probably a good idea to keep from being taken alive.
  Any questions?”
  The sergeant answers any questions they might have about the
  mission. Here is some of the information that the PCs might find
  useful.
  Why them? Why not? They are not part of the regular detach-
  ment and so have not been figured into the normal defense plans,
  so are less needed in that area. 
  What’s the tunnel like? Engineers built it for quick travel by a
  large group (either for escape or as a sally port). It is 10-ft. wide
  and goes for about 500 yards straight out into the forest. Continual
  flame torches illuminate most of its length. The secret door at the
  end comes out in the back part of a small L-shaped cave. The
  scouts have been careful to place panther spoor there on a regu-
  lar basis to make it appear dangerous to casual observation.
  Can we get supplies/weapons? The sergeant authorizes them
  to procure longswords, shortswords, leather armor, bows, cross-
  bows, arrows, and bolts from stores (no other arms and armor are
  available). He also authorizes them to procure food and whatever
  other miscellaneous equipment they can make a logical case for,
  within reason. He makes it clear that any remaining equipment
  and supplies must be returned at mission’s end.
  How do we find our way through the forest? The tunnel
  comes out in a cave leading into a ravine on the side of the fort
  opposite the road. The ravine should provide some concealment
  from nearby goblins. Follow the ravine uphill until it ends and
  then look for the trail marks cut into trees and rocks (he shows
  them some signs). The marks will lead you to the road, turn right
  and you’re on your way to Buxton’s Crossing.
  Development: The journey through the tunnel is uneventful.
  The PCs come out in a 5-ft. wide, 7-ft. high cave that extends for
  10 ft. from the secret door, takes a sharp turn to the left, and goes
  for another 15 ft., increasing to 10 ft. wide and 15 ft. high at the
  mouth. It comes out into a 25-ft. deep ravine cut into the
  bedrock. The ravine has steep, relatively smooth walls that are
  about 30 ft. apart at this point (Climbing checks are at DC 25).
  The bottom is filled with 6- to 18-inch diameter rocks with bits of
  soil hosting small plants and creepers (sufficient for entangle, but
  not for cover) in the crevices between, making for treacherous
  footing. Unfortunately, there is a goblin scouting patrol about 50
  feet up the ravine moving down toward the cave at the time the
  PCs come out. 
  Determine surprise by having two of the goblins and any PCs
  within 10 feet of the cave entrance make opposed Move
  Silently/Listen checks (goblin check modifiers vary by tier, see
  below). If the PCs have taken precautions to keep from being
  noticed (e.g., sending only one or two of their party ahead to
  check out the ravine first, declaring particular caution in move-
  ment or watchfulness, etc.), give them a +2 circumstance bonus
  to their checks because the cave offers some protection. 
  If both the PCs and the goblins fail to notice each other, the
  PCs come out of the cave unaware of the goblins, who are also
  surprised for the first round. Start the first combat round with
  both groups within 30 feet of each other. 
  If the goblins hear something but the PCs don’t, they will
  move to within 20 ft. and hurl their javelins at the first PC out of
  the cave. Sneak attack bonuses apply to flat-footed PCs, so be
  careful on Tier 1 to have each goblin attack in turn and switch tar-
  gets if a PC drops.
  
  THE ADVENTURE
  Under Siege
  7
  If the goblins are surprised but the PCs are not, let the PCs
  determine their next course of action. The goblins will notice the
  cave entrance and send one scout to investigate it. If the PCs back
  out of sight, have the goblin roll a Spot check (DC 15, -2 due to
  darkness) to notice the disturbance in the carefully arranged
  predator spoor. If the goblin fails, he will draw a quick rune near
  the entrance (“Danger”) and rejoin his companions. If he spots
  the signs that the PCs have been here, he shouts out in goblin,
  “Something here, come!” and the others join him in moving into
  the cave. If the PCs move all the way back beyond the secret door,
  the goblins will investigate thoroughly and find it on a successful
  Search check (DC 20). If they find the secret door, they will not
  be surprised to find the PCs behind it. Otherwise, they move on
  their way down the ravine. When the PCs come out, proceed to
  Encounter 4.
  Tactics: Once melee has begun, the goblins will try to flee as
  soon as they determine that they are outnumbered. They will
  attempt to run up the ravine to rejoin their main force. The rocky,
  uneven ground and darkness make it difficult to run quickly
  (half movement), so the PCs have some time to try to catch them
  before they escape (give them 20 rounds and then proceed to
  Encounter 4, paraphrasing as appropriate). Goblins who get more
  than 60 ft. ahead of the PCs cannot be seen except through
  extraordinary means (100% concealment due to darkness). If any
  of the goblins report back to their army, the secret tunnel will be
  discovered (enter this information in the Critical Event
  Summary and use it to determine the appropriate Conclusion). If
  the PCs let the goblins get away and then go back through the
  secret passage to warn the fort that it is secret no longer, they will
  be chastised for their failure. The secret door will be sealed and
  the PCs will be lowered over the wall as quietly as possible, so
  that they may continue with their mission. Proceed to the part of
  Encounter Four where they stumble upon the signs of the sniper.
  If the PCs defeat the goblins, let them declare what they’re
  doing with the bodies. Even a poor attempt at concealment will
  be sufficient to keep the approaching army from noticing them,
  but have the PCs make some rolls for effect. Between the dark-
  ness and the necessity of watching their footing in the rocky
  ravine, the goblin army has no chance to notice their fallen com-
  rades unless they’re in plain sight. They won’t bother looking for
  them later. Proceed to Encounter Four.
  Tier 1 (EL 3)
  Goblin Rog1 (3): CR 1; Small Humanoid (3 ft. tall); HD  1d6+1;
  hp 7; Init +2 (Dex); Spd 30 ft.; AC 16 (+1 size, +2 Dex, +3 studded
  leather); Atks +1 melee (1d8, morning star), +3 ranged (1d6,
  javelin); SA Rog sneak attack +1d6; AL NE; SV Fort +0, Ref +4,
  Will +1. 
  Str 10, Dex 14, Con 12, Int 10, Wis 12, Cha 8.
  Skills: Hide +7, Listen +3, Move Silently +6, Spot +3. Feats:
  Alertness.
  Equipment: Studded leather armor, morning star, 3 javelins,
  30 gp in miscellaneous coins total for all of them.
  Tier 2 (EL 5)
  Goblin Rog1 (5): CR 1; Small Humanoid (3 ft. tall); HD 1d6+1;
  hp 7; Init +2 (Dex); Spd 30 ft.; AC 16 (+1 size, +2 Dex, +3 studded
  leather); Atks +1 melee (1d8, morning star), +3 ranged (1d6,
  javelin); SA Rog sneak attack +1d6; AL NE; SV Fort +0, Ref +4,
  Will +1. 
  Str 10, Dex 14, Con 12, Int 10, Wis 11, Cha 8.
  Skills: Hide +7, Listen +3, Move Silently +6, Spot +3. Feats:
  Alertness.
  Equipment: Studded leather armor, morning star, 3 javelins,
  30 gp in miscellaneous coins total for all of them.
  Tier 3 (EL 7)
  Goblin Rog2 (6): CR 2; Small Humanoid (3 ft. tall); HD 2d6+2;
  hp 14; Init +2 (Dex); Spd 30 ft.; AC 16 (+1 size, +2 Dex, +3 studded
  leather); Atks +2 melee (1d8, morning star), +4 ranged (1d6,
  javelin); SA Rog sneak attack +1d6; SQ Rog evasion; AL NE; SV
  Fort +0, Ref +4, Will +1. 
  Str 10, Dex 14, Con 12, Int 10, Wis 11, Cha 8.
  Skills: Hide +8, Listen +3, Move Silently +7, Spot +3. Feats:
  Alertness.
  SQ: Rog evasion—when spell allows Reflex save for half dam-
  age, they take no damage on successful save and full damage on
  failed save.
  Equipment: Studded leather armor, morning star, 3 javelins,
  30 gp in miscellaneous coins total for all of them.
  Encounter Four: Sniper
  The PCs can arrive at this encounter in a number of ways. The
  read-aloud text below is written from the standpoint that the PCs
  are moving up the ravine after exiting the secret passage. If the
  PCs instead went back to the fort, skip to the read-aloud text sec-
  tion where the PCs find signs of the sniper.
  You make your way up the ravine. The steep stone walls have
  been worn smooth by countless spring floods. The rocks filling
  the bottom occasionally turn beneath your feet. Lichens and
  small plants grow up between the water-worn stones, dampening
  the echoes of your passage. The depth of the ravine continues to
  be about 25 feet but the walls have closed to 20 feet apart. From
  ahead, you hear a faint sound that begins to grow. 
  Pause for a moment to determine PC actions, but things develop
  fairly quickly, so proceed with the following before the PCs can
  launch any complex plans.
  The volume increases too slowly for it to be coming from a flash
  flood. It does not take long for you to be able to tell that the
  
  THE ADVENTURE
  Under Siege
  8
  sound is made by hundreds of hob-nailed boots crashing on the
  rocks of the ravine floor.
  Tell the PCs that it sounds like the approaching army will be in
  sight in about half a minute. Let the PCs discuss their situation
  and make some plans, but describe the gradually growing noise
  of the oncoming goblin army. Make it clear that there are far too
  many to fight and that their time is running out. 
  If the PCs are inclined to try to climb the walls, tell them that
  it lacks handholds and footholds, making the climb extremely
  difficult even for an advanced climber and nearly impossible for
  most anyone else (DC 25). It’s possible that someone has a rope
  with a grappling hook. A hit against AC 10 will get the grappling
  hook over the edge of the ravine. However, as soon as any weight
  is put upon it, the hook comes down in a shower of loose dirt and
  dead leaves—there is nothing for it to grip on close enough to
  the rim to be of use to the PCs. If they have spells or magical
  items that will allow someone to ascend quickly and tie a rope,
  tell them that even at an accelerated climbing rate, there’s proba-
  bly not enough time for everyone to climb up. If everyone can fly
  by magical means, let them get out that way, but they notice some
  movement high in a tree back toward the clearing’s edge, where
  the sniper is set up. It is important that they still have the oppor-
  tunity to attack him if they so choose.
  Barring that, they should decide to run for it down the ravine.
  The ravine walls continue to be too steep and smooth for climb-
  ing until it comes very close to the edge of the clearing made for
  Fort Endurance. Describe the sound of the goblin army follow-
  ing closely the whole way. 
  The PCs may decide to hide in the cave or the secret passage.
  If they do, have another force of goblins come along just as they
  come out of hiding, forcing them to once again run down the
  ravine.  
  Just before the ravine empties out into the clearing, there is a
  side channel on the right that looks easy to negotiate (no Climb
  check required). At the top of the channel, there are some places
  where the PCs can hide if they choose. The goblin force begins to
  construct siege engines at the mouth of the ravine. Tell the PCs
  that they can make out the sounds of axes chopping trees and the
  crashing of stones being collected and dumped into piles. When
  they decide to move on, proceed with the following:
  The sun begins to rise and you can make out the walls of Fort
  Endurance through the trees at the edge of the clearing. The goblins
  begin to pick up the pace of their construction projects, judging by
  the noise coming from their nearby camp and the ravine below.
  Turning towards the forest and your assigned mission, you notice
  something lying on the ground—a piece of oiled parchment.
  If the PCs pick it up and examine it, they can see that it has
  crumbs of cheese on it. It looks to be the wrapping of a standard
  Gran March Army-issue dry food packet. It is relatively dry, so it
  could not have been sitting here long. The PCs will probably get
  the idea to look up eventually, but if they don’t, give them anoth-
  er clue by having a second piece of parchment fall from above. If
  the PCs decide to ignore the parchment, proceed to Encounter 5.
  You should also fill out this result in the Critical Event Summary
  and use this information in determining the appropriate
  Conclusion.
  When the PCs do look up, tell them that they see a platform
  fastened about 30 ft. up in a nearby tree. Checking out the tree
  will reveal small wedges nailed into it, providing handholds and
  footholds for an easy climb (DC 12). The platform itself is about
  10 ft. by 10 ft., sticking out toward Fort Endurance. There is a 3-
  ft. diameter hole cut out near the tree trunk so that a climber can
  pass through.
  The PCs cannot see the sniper (and he can’t see them at the
  moment either). Have climbers make a Move Silently roll to
  sneak up on him. If he hears movement, he’ll peek down through
  the hole and then fire upon the PCs. The sniper receives 50%
  cover when shooting through the hole (PCs are at –4 to hit and
  he receives a +2 bonus to Reflex saves). Also note that climbing
  defenders cannot use Dex bonuses to AC and attackers receive a
  +2 circumstance bonus to hit them. 
  Tactics: The sniper will not shout for help because he fears that
  this might draw attention from the fort (they shot a ballista bolt
  that came awfully close when he was on a different platform yes-
  terday). If things get really bad, he has a rope attached from one
  corner of the platform to a nearby tree and he will slide down it
  in order to get away. If he reaches the ground, he will shout for
  assistance as he runs because he’s no longer worried about fire
  from the siege engines of the fort. Unfortunately for him, once
  he’s on the ground, the other goblins will not be able to hear him
  over the sounds of construction. Log whether he lives or dies in
  the Critical Event Summary and use this information in deter-
  mining the appropriate Conclusion. 
  Tier 1 (EL3)
  Grizvit, male goblin Ftr3: CR 3; Small Goblinoid (3 ft. tall); HD
  3d10+6; hp 32; Init +3 (Dex); Spd 30 ft.; AC 17 (+3 studded leather,
  +3 Dex, +1 size); Atks +5 melee (1d4+2 [crit 19-20], dagger), +9
  ranged (1d6+2 [crit x3], mighty masterwork composite shortbow
  and masterwork arrows, range increment 105 ft.); AL NE; SV Fort
  +6, Ref +6, Will +2.
  Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 8.
  Skills: Hide +7, Listen +4, Move Silently +6, Spot +4, Climb +8;
  Feats: Alertness, Weapon Focus (composite shortbow), Point
  Blank Shot, Precise Shot, Far Shot. 
  Equipment: Mighty masterwork composite shortbow, 20+
  masterwork arrows (there will be 20 left after the combat is over),
  masterwork bowmaking toolkit, studded leather armor, dagger,
  bedroll, six days trail rations, 10 gp in miscellaneous coins.
  
  THE ADVENTURE
  Under Siege
  9
  Tier 2 (EL6)
  Grizvit, male goblin Ftr6: CR 6; Small Goblinoid (3 ft. tall); HD
  6d10+12; hp 53; Init +3 (Dex); Spd 30 ft.; AC 17 (+3 studded
  leather, +3 Dex, +1 size); Atks +8/+3 melee (1d4+2 [crit 19-20],
  dagger), +12/+7 ranged (1d6+2 [crit x3], mighty masterwork
  composite shortbow and masterwork arrows, range increment
  105 ft.); AL NE; SV Fort +7, Ref +7, Will +3.
  Str 14, Dex 17, Con 14, Int 10, Wis 12, Cha 8.
  Skills: Hide +8, Listen +4, Move Silently +8, Spot +4, Climb
  +11; Feats: Alertness, Weapon Focus (composite shortbow), Point
  Blank Shot, Precise Shot, Far Shot, Rapid Shot, Quick Draw,
  Weapon Specialization (composite shortbow). 
  Equipment: Mighty masterwork composite shortbow, 20+
  masterwork arrows (there will be 20 left after the combat is over),
  masterwork bowmaking toolkit, studded leather armor, dagger,
  bedroll, six days trail rations, 10 gp in miscellaneous coins.
  Tier 3 (EL8)
  Grizvit, male goblin Ftr8: CR 8; Small Goblinoid (3 ft. tall); HD
  8d10+16; hp 67; Init +4 (Dex); Spd 30 ft.; AC 18 (+3 studded
  leather, +4 Dex, +1 size); Atks +10/+5 melee (1d4+2 [crit 19-20],
  dagger), +15/+10 ranged (1d6+2 [crit 19-20, x3], mighty master-
  work composite shortbow and masterwork arrows, range incre-
  ment 105 ft.); AL NE; SV Fort +8, Ref +7, Will +3.
  Str 14, Dex 18, Con 14, Int 10, Wis 12, Cha 8.
  Skills: Hide +10, Listen +4, Move Silently +9, Spot +4, Climb
  +13; Feats: Alertness, Weapon Focus (composite shortbow), Point
  Blank Shot, Precise Shot, Far Shot, Rapid Shot, Quick Draw,
  Weapon Specialization (composite shortbow), Improved Critical
  (composite shortbow). 
  Equipment: Mighty masterwork composite shortbow, 20+
  masterwork arrows (there will be 20 left after the combat is over),
  masterwork bowmaking toolkit, studded leather armor, dagger,
  bedroll, six days trail rations, 10 gp in miscellaneous coins.
  When the PCs are ready to move on, proceed to Encounter 5.
  Encounter 5: A Warning
  The PCs can easily find the trail markings at the point where the
  ravine ends deep within the forest. They do not reach the road
  before it becomes too dark for anyone without darkvision or a
  source of light to proceed. Have PCs describe how they’re setting
  up camp for the night and determine whether they light a fire or
  set watches. Describe unusual sounds through the night (noth-
  ing out of the ordinary for anyone who has spent much time in
  the Dim Forest before), but there are no attacks. After another
  half day of walking, the PCs spy something unusual
  As you proceed through the forest, you see a streak of blood on
  the ground ahead of you. You can also make out drag marks that
  are obviously moving in the same direction that you are heading.
  PCs with the Tracking feat may make a check (DC 15) to see that
  the trail was made within the last hour and that it is from one
  heavily wounded individual dragging himself along. Determine
  PC actions, when they are ready to move forward, proceed with
  the following.
  As you move along, you come to an open area. Before you, a syl-
  van elf lies on the ground with his back to a tree. He sees you and
  half raises a bow with an arrow knocked before once again sag-
  ging down. He has a horrible wound on his left thigh, which has
  been bandaged poorly and still leaks some blood.
  The elf is Worolan Ethelos (War4, 23 hp, currently at 2 hp). He
  was a member of a scouting party that overheard some orcs
  speaking of a plan to attack the road-builders. The orc force num-
  bers over 300, judging by the plans they heard discussed. On
  their way to warn the work crew, they were ambushed and only
  he survives. He declines the first offer of healing, instead sug-
  gesting that it be saved for real need—the PCs must complete his
  mission to bring warning of the attack. 
  If the PCs question as to why he’s interested in helping the
  road crews, he will reply that unlike some of his brethren, he
  believes that the giants and their minions pose a real threat to the
  sylvan elves. He fully supports the efforts of Gran March to end
  that threat. The road is a small price to pay to avoid losing their
  homes all together, as some of their cousins to the west have
  done. The leader of his war band was a strong supporter of
  increased alliance with Gran March, but unfortunately, he’s now
  dead.
  Worolan will accept healing if the PCs insist (if they don’t, he
  will later die). If he is healed enough to walk (i.e., he receives any
  magical healing at all), he leaves the delivery of the warning to
  the road crews to the PCs and instead goes to find some of his
  people to help in the defense. Make a note in the Critical Event
  Summary of whether he lives or dies. When the PCs are ready to
  continue on their way, proceed to Encounter 6.
  Encounter 6: Work Gang
  The PCs come to the road shortly after they leave Worolan. It is
  not long at all before they come close enough to the work camp
  to hear the first signs of it.
  From ahead of you on the trail you can hear the steady sound of
  axes chopping. The depth, speed, and cadence of the blows sug-
  gest that two men are working together on bringing down an
  extremely large tree.
  Allow the PCs to declare any actions they wish. When they are
  ready to move toward the sound, proceed with the following.
  
  THE ADVENTURE
  Under Siege
  10
  You move closer and come to a point where you can see the source
  of the sound. Rather than a team, you can see that it is a single man
  chopping furiously at a 5-ft. diameter tree with an axe so large that
  it could pass for a military issue greataxe. A number of others
  stand to one side, leaning on their axes and staring in apparent
  awe. The man who is working is stripped to the waist and his
  strapping muscles gleam with sweat. His blows are unceasing and
  wood chips are flying off the tree at an astounding rate. 
  If the PCs speak, one of the men standing by will shush them and
  come over to speak quietly, “You don’t want to distract Bikko, he’s
  a wonder to behold when he gets like this, but he’ll stop at the lit-
  tlest thing.” The man chopping wood is Bikko Nilst. Some of the
  PCs may recognize him from “Caravan Duty” (where he stood
  trial and was ultimately found innocent of desertion charges). 
  As the man said, Bikko will stop at the slightest distraction
  and it’s already too late. The other men will groan and glare at the
  PCs, picking up their axes to get back to work themselves. One of
  them will grumble, “If they’d have let him go another 20 minutes,
  he’d have had it down. Now it’ll take the rest of us the better part
  of an hour.”
  Bikko will cheerfully greet anyone who identifies him or her-
  self as a juror as his trial, but it is fairly obvious that he doesn’t
  remember him or her one bit. Bikko is rather dim, but cheerful.
  He’s eager to please but his previous desertion charge has made
  him extremely wary about taking advice from others that might
  lead him to further trouble of a similar nature. He’ll insist regard-
  less of what the PCs say that his job is to chop wood until dark
  and he’s not going anywhere before then without orders from the
  guards. 
  The other workers are of a similar belief. They know that
  Knight-Colonel Vargo Blitnik (the commander of the work
  camp) is a very hard man to please and anything resembling
  shirking of duty will be met with stiff punishment. It will take
  some severe effort on the part of the PCs to convince them to
  head to the safety of the camp. PCs can use Diplomacy,
  Intimidation, or Bluff checks to make their case (all at DC 15).
  Give the PCs circumstance bonuses for particularly convincing
  in-character arguments and allow them to combine efforts
  (assign one PC to be the leader based on roleplaying and then
  have the others make checks at DC 10 to see if they can con-
  tribute +2 to his roll). Allow the PCs no more than two chances
  to make their case. After that, the men want to get back to work,
  but they will direct the PCs toward the camp.
  As the PCs move closer to the camp, they will see more work-
  ers busy with various aspects of the road-building project (cut-
  ting and dragging trees, grading the ground, breaking rock for
  the granite cobbles, pounding them into the dirt, etc.). If the PCs
  try to stop to talk, guards will tell them to move along and let the
  gangers do their jobs. 
  When the PCs approach the camp, a guard meets them and
  asks their business. If any of the work crew is with them, he will
  inquire with some menace as to why they saw fit to leave their
  assigned duties. He will be suspicious and somewhat hostile to
  the PCs at first, but will change quickly to obsequious assistance
  at the first sign of someone pulling rank or of the importance of
  their message. He will then immediately escort them to Knight-
  Colonel Blitnik’s tent.
  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 speech 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 physi-
  cally unfit to command an army in the field (he walks with an
  obvious limp and has numerous visible scars). He is a firm believ-
  er in discipline and duty and he runs his work gang with very lit-
  tle latitude.
  Upon hearing the PCs’ story, the Knight-Colonel immediately
  issues a recall of all work gangs and orders his lieutenants to
  begin building up the camp’s fortifications post haste. He also dis-
  patches a messenger to carry the news of the attack on Fort
  Endurance to Buxton’s Crossing. There is sufficient time for a
  very low wall to be built from the logs taken from the forest, but
  little else (the wall is sufficient to break a charge, however). 
  The PCs are assigned to guard a small section of the wall and
  are able to take up their positions before the battle is joined.
  Allow them to make some preparations if they’re so inclined.
  Bikko is assigned to a section near them and you might describe
  him laying about with his greataxe if the PCs seem interested in
  his fate.
  Tier 1 (EL3)
  Orcs (6): CR 1/2; Medium Humanoid (6 ft. tall); HD 1d8; hp 4;
  Init +0; Spd 20 ft. (scale mail); AC 14 (+4 scale mail); Atks +2
  melee (1d12+3 [crit x3], greataxe), +0 ranged (1d6+2, javelin); SQ
  Darkvision 60 ft., light sensitivity; AL CE; SV Fort +2, Ref +0, Will
  –1. 
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8.
  Skills: Listen +4, Spot +3. Feats: Alertness.
  SQ: Light sensitivity—Suffer –1 penalty to attack roles in
  bright sunlight or within the radius of a daylight spell.
  Equipment: Scale mail, greataxe, 3 javelins each, 45 gp in mis-
  cellaneous coins total for all of them.
  Tier 2 (EL5)
  Orcs (9): CR 1/2; Medium Humanoid (6 ft. tall); HD 1d8; hp 4;
  Init +0; Spd 20 ft. (scale mail); AC 14 (+4 scale mail); Atks +2
  melee (1d12+3 [crit x3], greataxe), +0 ranged (1d6+2, javelin); SQ
  Darkvision 60 ft., light sensitivity; AL CE; SV Fort +2, Ref +0, Will
  –1. 
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8.
  Skills: Listen +4, Spot +3. Feats: Alertness.
  
  THE ADVENTURE
  Under Siege
  11
  SQ: Light sensitivity—Suffer –1 penalty to attack roles in
  bright sunlight or within the radius of a daylight spell.
  Equipment: Scale mail, greataxe, 3 javelins each, 45 gp in mis-
  cellaneous coins total for all of them.
  Tier 3 (EL6)
  Orcs (12): CR 1/2; Medium Humanoid (6 ft. tall); HD 1d8; hp 4;
  Init +0; Spd 20 ft. (scale mail); AC 14 (+4 scale mail); Atks +2
  melee (1d12+3 [crit x3], greataxe), +0 ranged (1d6+2, javelin); SQ
  Darkvision 60 ft., light sensitivity; AL CE; SV Fort +2, Ref +0, Will
  –1. 
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8.
  Skills: Listen +4, Spot +3. Feats: Alertness.
  SQ: Light sensitivity—Suffer –1 penalty to attack roles in
  bright sunlight or within the radius of a daylight spell.
  Equipment: Scale mail, greataxe, 3 javelins each, 45 gp in mis-
  cellaneous coins total for all of them.
  After the battle, military PCs are told that it would be best to wait
  until the reinforcements arrive before heading back to Fort
  Endurance. Civilian PCs will be allowed to go on their way.
  Proceed to the Conclusion to describe to the PCs the outcome of
  the siege.
  Conclusion
  If the warning is delivered, reinforcements are sent to relieve
  Fort Endurance. Fort Endurance is still standing when the rein-
  forcements arrive and the PCs will receive commendations. 
  If the PCs let some of the goblin rogues in Encounter 3
  escape, the secret passage was discovered and a band of goblins
  snuck into the fort. The Warden was injured in the raid.
  If the PCs left the goblin sniper alive in Encounter 4, he was
  able to hit the Warden with a couple of arrows, dealing a rather
  severe injury.
  If the PCs both let some goblin rogues escape and failed to
  deal with the sniper, the Warden was killed. He was injured in
  the raid, but refused treatment, saying that others were in greater
  need. When the sniper hit him later, the additional injury was
  enough to kill him.
  If the PCs healed Worolan in Encounter 5, they will receive a
  note from him saying that he was able to evade orcish patrols
  thanks to their aid and he is glad that the elves and people of
  Gran March were able to help each other against a common foe.
  If they didn’t heal him, they will later find out that he was appar-
  ently found and killed by orcs.
  
  EXPERIENCE & TREASURE
  Under Siege
  12
  Experience Point Summary
  To award experience for this adventure, add up the values for the
  objectives accomplished. Then assign the discretionary roleplay-
  ing 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
  Keeping goblins from gaining a foothold on the wall
  75 xp
  Encounter Three
  Keeping all goblin rogues from escaping
  125 xp
  Encounter Four
  Defeating goblin sniper
  125 xp
  Encounter Five
  Helping Worolan
  50 xp
  Encounter Six
  Defeating orcs
  75 xp
  Total experience for objectives
  450 xp
  Discretionary roleplaying award
  0-50 xp
  Total possible experience
  500 xp
  Treasure Summary
  Player characters may keep items from the scenario that are list-
  ed on the treasure list below or which meet the following condi-
  tions: 
  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 liv-
  ing being, basically) may not be kept from a scenario for any rea-
  son 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 [insert campaign
  value] 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 charac-
  ter must return the item and pay a fine equal to three times the
  value of the item stolen. In addition, the PC caught receives cam-
  paign-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 which it later finds unreasonable but
  which were allowed at the time.
  Encounter Three
  •
  30 gp in miscellaneous coins
  Encounter Four
  Mighty masterwork composite shortbow (up to +2 strength
  bonus) - 525 gp
  •
  20 Masterwork arrows - 140 gp
  •
  Masterwork bowmaking tools - 25 gp sale value
  •
  10 gp in miscellaneous coins
  Encounter Six
  •
  45 gp in miscellaneous coins
  Conclusion
  •
  Commendation: Awarded to active military or veteran PCs
  who participated in a successful mission to deliver the message
  calling for reinforcements, this commendation reads, "The char-
  acter above is hereby Commended for action above the call of
  duty in delivering a vital message across enemy lines, saving the
  lives of other soldiers and preserving an important military posi-
  tion."
  
  CRITICAL EVENT
  Under Siege
  13
  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 3
  Did the PCs allow the goblins to discover the secret entrance?
  Encounter 4
  Did the PCs kill the goblin sniper?
  Encounter 5
  Did Worolan Ethelos survive?
  Conclusion
  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?
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Sheldomar Valley/Gran March/GRM1-05 - Under Siege.pdf