TEXT:  
   
  BIS2-A2 
   
   
   
   
   
   
   
  Armored Caravan 
   
  A D&D LIVING GREYHAWK® 
  Bissel Regional Mini-Module 
  Version 1 
   
   
  by Steven Conforti 
   
   
   
   
   
   
  The army needs some volunteers to escort a shipment of shiny new weapons and 
  armor to Griffon Battle.  How hard could that be?  A Living Greyhawk Bissel mini-
  module for characters levels 1-8 which counts a military scenario. 
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of 
  Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, 
  Inc. Scenario detail copyright 2002 by Wizards of the Coast, Inc. ALL RIGHTS 
  RESERVED. This scenario is intended for tournament use only and may not be 
  reproduced without approval of the RPGA Network.  
  
   
  Armored Caravan 
   
  Page 2 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer 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 communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
   
  Keep in mind that you must have at least 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 participating in the 
  game. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s name 
  at the bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the DM) to keep track of who is playing 
  which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the DM 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in gray boxes. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the 
  players and DM score the game. 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 experience 
  awards for the scenario.  
   
  After voting, give the Scoring Packet to your 
  event coordinator.  
  
   
  Armored Caravan 
   
  Page 3 
  This is a LIVING GREYHAWK Adventure. As a 
  Living™ adventure, it is expected that players will 
  bring their own characters with them. If players do 
  not have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, 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 LEVELS OF PLAY 
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the character participating in the 
  adventure.  To determine the Average Party Level 
  (APL): 
   
  1) Determine the character level for each 
  character participating in the adventure. 
  2) If characters bring animals that have been 
  trained for combat (usually war horses and 
  riding dogs), other than those brought by 
  virtue of a class ability (i.e., animal 
  companions, familiars, paladin’s mounts, 
  etc.) use the following chart to determine 
  the number of levels you add to the some 
  above.  Add each character’s animals 
  separately.  A single character may only 
  bring four or fewer of this type, and 
  animals with different CRs are added 
  separately. 
   
  CR  
   
   
  1 
  2 
  3 
  4 
  1/4 and 1/6  
  0  
  0  
  0  
  1 
  1/3 and 1/2  
  0  
  0  
  1  
  1 
  1   
   
  1  
  1  
  2  
  3 
  2   
   
  2  
  3  
  4  
  5 
  3   
   
  3  
  4  
  5  
  6 
  4   
   
  4  
  5  
  6  
  7 
  3) Sum the results of 1 and 2, and divide by 
  the number of characters playing in the 
  adventure-round up. 
  4) If you are running a table of six PCs, add 
  one to that average. 
   
  By following these four steps, you will have 
  determined the APL.  Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face.  APLs are given in even numbered 
  increments.  If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure.  Based on their choice, use 
  either the higher of lower adjacent APL. 
   
  APL also affects the amount of experience you 
  may gain at the end of an adventure.  If your 
  character is three character levels or more either 
  higher or lower than the APL that this adventure is 
  played at, that character will receive only half of the 
  experience points awarded for the adventure.  This 
  simulates the fact that either your character was 
  not as normal, or relied on help by higher-level 
  characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher.  Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty 
  with 
  the 
  challenges 
  in a LIVING 
  GREYHAWK adventure.  If your group is APL 1 
  there are three things that you can do to help even 
  the score. 
  1) Attempt to create a table of six 1st-level 
  characters or try to enlist higher-level 
  characters to play at that table. 
  2) Advise characters to buy riding dogs to 
  help protect them and fight for them.  All 
  riding dogs are considered trained to 
  attack.  PCs who want their dog to attack 
  must succeed at a Handle Animal or 
  Charisma 
  check 
  (DC 
  10). 
   
  Failure 
  indicates that the animal will not attack that 
  round.  This is a free action (spoken 
  command) that may be attempted each 
  round.  If an animal loses half or more ho 
  in a single round it flees, unless another 
  check is successful. 
  3) A group of APL 1 adventurers who desire 
  an extra hand can “enlist an iconic.”  The 
  stats for the 1st-level versions of Tordek, 
  Mialee, Lidda and Jozan are given at the 
  end of each adventure.  The group may 
  pick one of these characters to join them 
  on this adventure.  The DM controls that 
  NPC.  
   
  Time Units and Upkeep 
  This is a standard mini-module set in Bissel and 
  counts as a military scenario.  Characters whose 
  home region is Bissel pay one Time Unit to 
  participate in this adventure; all others pay two 
  Time Units.  Adventurer’s Standard Upkeep costs 
  12 gp (in region) or 24 gp (out of region).  Rich 
  Upkeep costs 50 gp (in region) or 100 gp (out of 
  region).  Luxury Upkeep costs 100 gp (in region) or 
  200 gp (out of region). 
  
   
  Armored Caravan 
   
  Page 4 
  Adventure Summary and 
  Background 
  The master smiths of Wrekin have just completed 
  work on a large shipment of armor and weapons 
  for the Great Army of Bissel.  This shipment is for 
  Griffon Battle in the barony of Burning Stalks.  
  There are 8 wagons worth of arms and armor that 
  need to be escorted from Wrekin to Burning Stalks 
  by way of the baronies of Misty Hills, Swordfields, 
  and Paercium. 
   
  For PCs who are members of the army, they are 
  given the mission of escorting this shipment as 
  part of their basic training.  For non-military PCs, 
  Captain Calob of Ram Battle offers the PCs this 
  job as an opportunity for adventure. 
   
  The PCs will have an eventful trip to Burning 
  Stalks.  They will be attacked by Swordwraiths 
  while camping near an ancient battle site in 
  Swordfields.  Later, the caravan will be attacked by 
  a group of unusually equipped mercenaries hired 
  by rogue members of the Mouqollad Consortium 
  house in Bissel.  They seek to destroy the 
  shipment for two reasons: to increase the value of 
  the weapons and armor they supply to Bissel and 
  to weaken the Bissel military for the good of the 
  Baklunish people (in particular, for Ket). 
   
   
  Introduction 
  Some of you are seeking adventure in the 
  township of Wrekin while most of you are here 
  to continue your basic training in your first 
  year of military service.  In either case, 
  adventure has found you again.  Captain Calob 
  of Ram Battle has need of your help: 
   
  “Recruits, we have another mission for you.  
  Adventurers, we’d like you to undertake a job 
  for us.  The master smiths of Wrekin have just 
  completed work on a large shipment of arms 
  and armor for the Great Army.  This shipment 
  needs to be delivered to Griffon Battle in 
  Burning Stalks.  We’d like you to make that 
  delivery for us.  We will pay you for your 
  troubles.” 
   
  “We need you to make the delivery quietly, in 
  case agents of our enemies seek to prevent the 
  shipment from arriving.  We have planned an 
  unusual route for you to take that should avoid 
  any trouble that might be waiting along the 
  expected path of this shipment.  Please make 
  sure that the entire shipment of arms and 
  armor makes it to Captain Ashgar in Griffon 
  Battle.” 
   
  Calob provides the PCs with details of their route 
  and to whom they are to deliver the goods.  The 
  PCs have a few hours to prepare themselves 
  before the caravan is due to leave.  The payment 
  Calob mentioned is detailed in the Conclusion 
  section of this mini-module. 
   
  The caravan consists of 8 wagons.  Each wagon 
  contains 8 crates of armor and weapons nailed 
  shut with thick iron nails.  On each wagon ride two 
  guards and one wagon driver.  The PCs 
  accompanying the wagons will have to walk or ride 
  alongside the wagons for the entire journey.  Be 
  sure to ask the PCs for their positions relative to 
  the wagons during the journey (the wagons will 
  travel two across and 4 deep along the entire 
  journey) and for their plans for sleeping at night 
  (the guards and wagon driver will each take a shift 
  guarding their wagons at night, and the wagons will 
  be positioned however the PCs wish at night). 
   
  Guards/Wagon Drivers War1 (24): CR 1; 
  Medium-Size Humanoid (Human); HD 1d8+2; hp 
  10 each; Init +1 (Dex); Spd 20 ft.; AC 16 (touch 11, 
  flat-footed 15) [+5 chainmail, +1 Dex]; Atk +4 
  melee (1d8+2/19-20/x2, longsword) or +2 ranged 
  (1d8/x3, composite longbow); AL LN; SV Fort +4, 
  Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, 
  Wis 12, Cha 8. 
   
  Skills and Feats: Handle Animal +3, Intimidate 
  +3, Ride +5; Point Blank Shot, Weapon Focus 
  (longsword). 
   
  Possessions: chainmail, longsword, composite 
  longbow, 20 arrows. 
   
  Encounter One: 
  Angry Spirits 
  The PCs suffer no unusual encounters until they 
  reach the barony of Swordfields.  The second night 
  they camp in that barony, they have the misfortune 
  to choose a campsite near an ancient battle site.  
  A party of swordwraiths patrols this battle site.  
  Swordwraiths are mercenaries who died in battle 
  and are unable to give up their desire for combat.  
  Thus they rise as undead and continually look for 
  opponents to fight.  These swordwraiths all bear 
  the insignia of the mercenary company they 
  belonged to before death (three golden balls 
  connected by violet lightning bolts).  Swordwraiths 
  appear similar to how they did in life, but their 
  
   
  Armored Caravan 
   
  Page 5 
  equipment is more battered and their flesh 
  appears insubstantial.  Their eyes glow dimly. 
   
  These swordwraiths were human mercenaries of 
  Flan-descent and they speak Common and Flan.  
  At midnight, they will arrive at the party’s campsite 
  and then announce themselves in Flan and then 
  Common (sleeping PCs may make a Listen check 
  (DC 12) to wake up) before attacking.  The 
  swordwraiths will focus exclusively on the PCs 
  before attacking a single guard or wagon driver.  
  The guards and wagon drivers will stay in the 
  wagons and fire arrows and bolts at the 
  swordwraiths (which will have no effect due to their 
  damage reduction). 
   
  They will be willing to parlay with any fighter, 
  ranger, paladin, barbarian PC of the same (or 
  higher) level as they have HD or a PC with ranks in 
  Profession (Soldier) equal to the APL of the mini-
  module if a PC attempts to parlay with them.  If 
  that PC makes a Diplomacy check (DC 16 + the 
  APL), they can convince the swordwraiths that they 
  are worthy of being permitted to pass through the 
  area unharmed.  Otherwise, the swordwraiths fight 
  to the death and will chase down anyone fleeing 
  the area for as long as it takes. 
   
  APL 2 (EL56) 
  Swordwraiths (2): CR 3; Medium-Size Undead; 
  HD 1d12; hp 12 each; Init +5 (+1 Dex, +4 
  Improved Initiative); Spd 20 ft.; AC 18 (touch 11, 
  flat-footed 18) [+6 splint mail, +2 lg steel shield]; 
  Atk +5 melee (1d10+2/19-20/x2 and Strength 
  damage, mw bastard sword) or +2 ranged (1d8/x3, 
  composite longbow); SA strength damage; SQ 
  undead, damage reduction (su) 10/+2, +2 turn 
  resistance (ex); AL LE; SV Fort +2, Ref +1, Will 
  +3; Str 15, Dex 13, Con -, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Hide -2, Listen +3, Move 
  Silently -2, Ride +5, Spot +3; Alertness, Exotic 
  Weapon (bastard sword), Improved Initiative, Iron 
  Will, Weapon Focus (bastard sword). 
   
  Strength Damage (Su): A creature struck by 
  a swordwraith’s melee weapon takes 1 point of 
  temporary Strength damage. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease.  
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive 
  damage. 
   
  Possessions: splint mail, large steel shield, mw 
  bastard sword, composite longbow, 20 arrows, 
  potion of bull’s strength. 
   
  APL 4 (EL 7) 
  Swordwraiths (2): CR 5; Medium-Size Undead; 
  HD 3d12; hp 24 each; Init +5 (+1 Dex, +4 
  Improved Initiative); Spd 20 ft.; AC 21 (touch 11, 
  flat-footed 20) [+8 full plate, +2 lg steel shield, +1 
  Dex]; 
  Atk 
  +7 
  melee 
  (1d10+2/19-20/x2 and 
  Strength damage, mw bastard sword) or +5 
  ranged (1d8+2/x3, mighty [Str 14] mw composite 
  longbow); SA strength damage; SQ undead, 
  damage reduction (su) 10/+2, +2 turn resistance 
  (ex); AL LE; SV Fort +3, Ref +2, Will +4; Str 15, 
  Dex 13, Con -, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Hide 0, Listen +3, Move 
  Silently 0, Ride +7, Spot +3; Alertness, Cleave, 
  Exotic 
  Weapon 
  (bastard 
  sword), 
  Improved 
  Initiative, Iron Will, Power Attack, Weapon Focus 
  (bastard sword). 
   
  Strength Damage (Su): A creature struck by 
  a swordwraith’s melee weapon takes 1 point of 
  temporary Strength damage. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease.  
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive 
  damage. 
   
  Possessions: full plate, large steel shield, mw 
  bastard sword, mighty [Str 14] mw composite 
  longbow, 20 arrows, potion of bull’s strength, 
  potion of blur. 
   
  APL 6 (EL 9) 
  Swordwraiths (2): CR 7; Medium-Size Undead; 
  HD 5d12; hp 36 each; Init +5 (+1 Dex, +4 
  Improved Initiative); Spd 20 ft.; AC 21 (touch 11, 
  flat-footed 20) [+8 full plate, +2 lg steel shield, +1 
  Dex]; Atk +10 melee (1d10+5/19-20/x2 and 
  Strength damage, mw bastard sword) or +7 
  ranged (1d8+3/x3, mighty [Str 16] mw composite 
  longbow); SA strength damage; SQ undead, 
  damage reduction (su) 10/+2, +2 turn resistance 
  (ex); AL LE; SV Fort +5, Ref +3, Will +5; Str 16, 
  Dex 13, Con -, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Hide +1, Listen +3, Move 
  Silently +1, Ride +9, Spot +3; Alertness, Cleave, 
  Exotic 
  Weapon 
  (bastard 
  sword), 
  Improved 
  Initiative, Iron Will, Power Attack, Weapon Focus 
  (bastard sword), Weapon Specialization (bastard 
  sword). 
   
  Strength Damage (Su): A creature struck by 
  a swordwraith’s melee weapon takes 1 point of 
  temporary Strength damage. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease.  
  Not subject to critical hits, subdual damage, ability 
  
   
  Armored Caravan 
   
  Page 6 
  damage, energy drain, or death from massive 
  damage. 
   
  Possessions: full plate, large steel shield, mw 
  bastard sword, mighty [Str 16] mw composite 
  longbow, 20 arrows, potion of bull’s strength, 
  potion of blur, cloak of resistance +1. 
   
  APL 8 (EL 11) 
  Swordwraiths (2): CR 9; Medium-Size Undead; 
  HD 7d12; hp 48 each; Init +5 (+1 Dex, +4 
  Improved Initiative); Spd 20 ft.; AC 22 (touch 12, 
  flat-footed 21) [+9 +1 full plate, +2 lg steel shield, 
  +1 Dex]; Atk +12/7 melee (1d10+6/19-20/x2 and 
  Strength damage, +1 bastard sword) or +9/4 
  ranged (1d8+3/x3, mighty [Str 16] mw composite 
  longbow); SA strength damage; SQ undead, 
  damage reduction (su) 10/+2, +2 turn resistance 
  (ex); AL LE; SV Fort +6, Ref +4, Will +6; Str 16, 
  Dex 13, Con -, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Hide +2, Listen +3, Move 
  Silently +2, Ride +11, Spot +3; Alertness, Cleave, 
  Exotic Weapon (bastard sword), Great Cleave, 
  Improved Initiative, Iron Will, Point Blank Shot, 
  Power Attack, Weapon Focus (bastard sword), 
  Weapon Specialization (bastard sword). 
   
  Strength Damage (Su): A creature struck by 
  a swordwraith’s melee weapon takes 1 point of 
  temporary Strength damage. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease.  
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive 
  damage. 
   
  Possessions: +1 full plate, large steel shield, 
  +1 bastard sword, mighty [Str 16] mw composite 
  longbow, 20 arrows, potion of bull’s strength, 
  potion of blur, cloak of resistance +1. 
   
  Treasure:  
   
  APL 2 – loot (132 gp), 2 potions of bull’s 
  strength (45 gp each). 
   
  APL 4 – loot (492 gp), 2 potions of bull’s 
  strength (45 gp each), 2 potions of blur (45 gp 
  each). 
   
  APL 6 – loot (512 gp), 2 potions of bull’s 
  strength (45 gp each), 2 potions of blur (45 gp 
  each), 2 cloaks of resistance +1 (150 gp each). 
   
  APL 8 – loot (144 gp), 2 potions of bull’s 
  strength (45 gp each), 2 potions of blur (45 gp 
  each), 2 cloaks of resistance +1 (150 gp each), 2 
  +1 full plates (398 gp each), 2 +1 bastard swords 
  (350 gp each). 
   
   
  Encounter Two: 
  To Rust or Not To Rust 
  Eventually, the PCs will reach Burning Stalks.  Two 
  nights before the caravan reaches its destination, 
  at 2 hours after midnight, it is ambushed by a 
  group of unusually equipped mercenaries hired by 
  rogue members of the Mouqollad Consortium 
  house in Bissel (see LGG page 160).  They seek 
  to destroy the shipment for two reasons: to 
  increase the value of the weapons and armor they 
  supply to Bissel and to weaken the Bissel military 
  for the good of the Baklunish people (in particular, 
  for Ket). 
   
  The mercenaries are equipped with highly trained 
  rust monsters that will seek out the crates full of 
  metal weapons and armor and try to rust them all.  
  The party is forced, by terrain, to camp along a 
  road in a large plain of tall grasses.  There are a 
  few trees in the area, but it is easy for those 
  wishing to sneak up on the encampment to do so 
  due to the tall grass (+4 to Hide checks).  Each of 
  the wagons is attacked by a group of mercenaries 
  while the rust monsters quietly move through the 
  grass and into the wagons. 
   
  The rust monsters will focus on destroying the 
  contents of the crates by first rusting the nails of 
  the crate and then the contents, but, at all APLs 
  but APL 8, will not defend themselves until all of 
  the weapons and armor are destroyed.  At APL 8, 
  the rust monsters will defend themselves if 
  attacked.  Each rust monster (one per wagon) can 
  destroy the nails of a crate in one round and the 
  contents of the crate in 3 further rounds. 
   
  All APLs (no EL or EL 9)  
  Rust Monsters (8): hp 27 each; see Monster 
  Manual page 157. 
   
  The mercenaries will exclusively attack the PCs 
  and the guards accompanying the caravan, 
  attempting to give the rust monsters as much 
  opportunity as possible to destroy the shipment.  
  They will never surrender, but might flee if defeat is 
  inevitable.  They will not reveal anything about their 
  employers under any circumstances, but they do 
  have some papers with identifying marks on them 
  that the PCs might be able to identify as belonging 
  to the Mouqollad Consortium in Bissel with a 
  successful Knowledge (Religion, Bissel, Baklunish, 
  Trade/Economics, or other appropriate one) check 
  (DC 16 + the APL).  The caravan guards and 
  wagon drivers will not leave the wagons if at all 
  
   
  Armored Caravan 
   
  Page 7 
  possible, and they will focus on attacking the rust 
  monsters unless threatened by a mercenary. 
   
  APL 2 (EL 4)  
  Goblins (8): hp 4 each; see Monster Manual page 
  107. 
   
  Orcs (4): hp 4 each; see Monster Manual page 
  146. 
   
  APL 4 (EL 6)  
  Orcs (8): hp 4 each; see Monster Manual page 
  146. 
   
  Troglodytes (4): hp 13 each; see Monster Manual 
  page 179. 
   
  APL 6 (EL 8)  
  Troglodytes (8): hp 13 each; see Monster Manual 
  page 179. 
   
  Ogres (4): hp 26 each; see Monster Manual page 
  144. 
   
  APL 8 (EL 11)  
  Ogres (8): hp 26 each; see Monster Manual page 
  144. 
   
  Ogre Mages (2): hp 37 each; see Monster Manual 
  page 144. 
   
  Treasure:  
   
  APL 2 – loot (60 gp), coin (20 gp). 
   
  APL 4 – loot (60 gp), coin (40 gp). 
   
  APL 6 – loot (28 gp), coin (60 gp). 
   
  APL 8 – loot (130 gp), coin (80 gp). 
   
   
  Conclusion 
  For every 2 APLs, the PCs will be rewarded with 1 
  gp each per crate delivered with its contents intact: 
   
  Treasure (maximum):  
   
  APL 2 – coin (64 gp). 
   
  APL 4 – coin (128 gp). 
   
  APL 6 – coin (192 gp). 
   
  APL 8 – coin (256 gp). 
   
  If more than 50% of the crates had their contents 
  destroyed, any PC who performed poorly during 
  the ambush who is a member of the army will have 
  one of their commendations (if they have any) 
  revoked. 
   
  If more than 50% of the crates are delivered to 
  Captain Ashgar with their contents unharmed, he 
  will award one PC (who is a member of the army) 
  a commendation if they showed particularly 
  outstanding leadership and honor during the 
  mission (DM’s choice, mark this on the Adventure 
  Certificate). 
   
  If more than 75% of the crates are delivered to 
  Captain Ashgar with their contents unharmed, he 
  will award commendations as above, but with no 
  restriction on the number of PCs who can receive 
  a commendation. 
   
  If all of the crates are delivered to Captain Ashgar 
  with their contents unharmed, he will award 
  commendations as above and might award one 
  PC a direct promotion to Corporal if they showed 
  particularly outstanding leadership and honor 
  during the mission (DM’s choice, mark this on the 
  Adventure Certificate). 
   
  If completely successful, the PCs will recover more 
  treasure than they are permitted to retain at their 
  APL.  Before reducing the treasure gained by the 
  party based on APL, allow the PCs to spend some 
  of the treasure on NPC spellcasting (raise dead, 
  restoration, etc.), if necessary.  Explain, if 
  necessary, that much of the wealth that “vanishes” 
  out of the party’s hands actually goes to the other 
  members of the caravan (the guards and wagon 
  drivers) who also deserved a “share”, especially if 
  they are in need of NPC spellcasting. 
   
   
  The End 
   
   
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value to each character. 
   
  Encounter One 
  Defeating the swordwraiths 
   
  APL 2 – 75 xp; APL 4 – 105 xp; APL 6 
  – 135 xp; APL 8 – 165 xp. 
   
  Encounter Two 
  Defeating the ambushers 
   
  APL 2 – 60 xp; APL 4 – 90 xp; APL 6 
  – 120 xp; APL 8 – 300 xp. 
   
  
   
  Armored Caravan 
   
  Page 8 
  Conclusion 
  Delivering at least 50% of the crates intact 
   
  APL 2 – 15 xp; APL 4 – 105 xp; APL 6 
  – 195 xp; APL 8 – 135 xp. 
   
  Total possible experience 
   
  APL 2 – 150 xp; APL 4 – 300 xp; APL 6 – 450 
  xp; APL 8 – 600 xp. 
   
   
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthy possessions.  Looting the bodies takes at 
  least 10 minutes per 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is reasonable 
  that characters can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by 
  the local watch, and so on), characters may return 
  to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted 
  from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so. If for some reason they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer, or similar spell 
  to determine what the item does, and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasures from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a Bissel 
  Regional adventure, characters from Bissel can 
  spend extra Time Units to practice professions or 
  create items immediately after the adventure so this 
  total could be modified under those circumstances. 
   
  Encounter One 
  APL 2 – 222 gp; APL 4 – 672 gp; 
  APL 6 – 992 gp; APL 8 – 2120 gp. 
   
  Encounter Two 
  APL 2 – 80 gp; APL 4 – 100 gp; 
  APL 6 – 88 gp; APL 8 – 210 gp. 
   
  Conclusion 
  APL 2 – 64 gp; APL 4 – 128 gp; 
  APL 6 – 192 gp; APL 8 – 256 gp. 
   
  Adventure Maximums 
  APL 2 – 100 gp; APL 4 – 200 gp; 
  APL 6 – 300 gp;  APL 8 – 600 gp.
  
   
  Armored Caravan 
   
  Page 9 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Sheldomar Valley/Bissel/BIS2-A2 - Armored Caravan.pdf