TEXT:  
   
   
  
   
   
   
  
  BASEMENT ADVENTURE #l 
  Pits & Perils 
  THE CELLARS OF CASTLE KEEP 
  An Adventure for 3-5 Characters of l-3rd Level 
  by 
  James & Robyn George 
  
   
   
   
   
   
   
   
   
   
   
  Copyright (C) 20l5 by James & Robyn George  
   
   
  Electronic Edition    
   
   
  All rights reserved.  No part of this book may be  
  reproduced or transmitted in any form or by  
  any means whatsoever without express written permission  
  from the authors, except in the case of  
  brief quotations embodied in critical articles and  
  reviews.  Please refer all pertinent questions to the publisher. 
   
   
  Printed in the United States of America 
   
   
  www.oldehouserules.com 
  First Printing, April 20l5 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
  Cover and interior art from  
  the public domain and, where it applies, 
  re-imagined by James S. George  
   
   
  Many thanks to all our friends  
  everywhere, especially the 
  outstanding folks from the Pits & Perils  
  community, who always excite us  
  with their great ideas and enthusiasm! 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  TABLE OF CONTENTS 
  INTRODUCTION............................................... 
  l 
  BACKGROUND.................................................. 
  l 
  TO CASTLE KEEP............................................. 
  l 
  RECOMPENSE AND REWARD.............................. 
  2 
  THE KING'S MEN............................................. 
  2 
  CAMP RUMORS................................................. 
  3 
  SECRET OF CASTLE KEEP................................. 
  3 
  THE CELLARS................................................. 
  3 
  REINFORCEMENTS.......................................... 
  3 
  LEVEL l: THE CELLARS................................... 
  7 
  EPILOGUE AND AFTERWORD............................. 
  l4 
  ORIGINAL ENEMIES........................................ 
  l4 
  
   
  1 
   
  INTRODUCTION 
   
  This is a Basement Adventure designed exclusively for Pits & Perils; so 
  named because it emulates the homebrew look and feel of the earliest 
  published scenarios.  Often, these were typed in someone's basement, Xeroxed 
  off, stapled, and sold in Ziploc baggies when the hobby was not yet an 
  industry.  But this is more than just a clever recreation; these scenarios 
  are fully playable and meant to be enjoyed... 
   
  Note that these adventures may use material from any of the various 
  rulebooks, and the referee is encouraged to obtain them.  However, they are 
  just as free to make substitutions, etc.  
   
  BACKGROUND 
   
  Fifty years ago, the Orc Wars had reached their peak, striking at the 
  boundaries of the Western Kingdoms.  Such wars had happened before, only 
  this time, the orcs were commanded by a powerful and mysterious master 
  known only as The Sorcerer.  With the aid of his magic, the orcs were almost 
  unstoppable, signaling doom for the Kingdoms unless something could be 
  done to stop the seemingly endless orcish raids. 
   
  One final, climatic battle took place at Castle Keep, the westernmost 
  fortress of the Kingdoms.  The castle was demolished and defeat inevitable 
  when, suddenly, the orcs panicked and fled.  Some say The Sorcerer was 
  vanquished by a high-level party of adventurers, but whatever the reason, 
  the orcs were no longer a threat...       
   
  Now the King wishes to reclaim Castle Keep, but fears what might still 
  linger in the cellars below, and not wanting to endanger his own soldiers, 
  has recruited the party to do this instead. 
          
   
  TO CASTLE KEEP 
   
  While the castle has long since collapsed, the opening to the cellars 
  remains intact and heavily guarded by the King's men, who will refuse to 
  go beyond area 3, below.  The surface level is otherwise secure, however, 
  with a military camp to sleep and purchase standard equipment (anything 
  short of armor, mounts, and/or vehicles, etc.).  And they will need it, for 
  the cellars are dark and filled with things that never sleep...  
   
   
  
   
  2 
   
  The Cellars of Castle Keep is designed for 3-5 characters of l-3rd level, 
  noting that referees can adjust enemy numbers to suit the size or strength 
  of the party exploring it.  Alternately, human henchmen can be made 
  available, possibly mercenaries seeking glory for themselves, choosing 
  from the following henchman table: 
   
  NAME 
  TYPE* 
  SIDE 
  NOTES 
  Dale 
  Archer 
  neutral also a fine bowyer  
  Fritz 
  Archer 
  neutral shuns melee combat  
  Harvey 
  Footman 
  chaotic drinks heavily 
  Jake 
  Footman 
  lawful 
  wise and very loyal# 
  Mortimer Porter 
  neutral easily frightened 
  Otto 
  Porter 
  chaotic hopes to become rich 
  Seamus 
  Torchbearer neutral dexterity (will steal)# 
   
   
   
   
  *Cost and statistics per the basic rulebook(s) 
  #Specialists will command double normal payment 
    
  Note that henchmen are treated as being employed by the entire party, 
  although some will gravitate to the charismatic depending on the 
  treatment they receive, etc.  In any event, there should never be more than 
  enough available to raise party numbers beyond six, although others 
  might become available with attrition.    
   
  RECOMPENSE AND REWARD 
   
  The King has "generously" allowed the party to keep any treasure 
  recovered from the cellars below, although once fully cleared, the level 
  will be sealed and become property of the Crown. 
   
  THE KING'S MEN 
   
  For simplicity, there will be 20-30 of the King's Men (all treated as lst 
  level fighters in chainmail with spears) and l0-20 commoners; mostly 
  merchants, tradesmen, and camp followers of various types.  A cleric might 
  also be made available if the party has none. 
   
  Some important figures include: 
   
  BETH-ANNA (CLERIC/L/INT) AK: l (staff) LL: 3/+0 (l2 HP) ME: 50' (--)   
   
  ROWAN (FIGHTER/L/CHA) AK: l (long sword) LL: 2/(*) (l2/+2 HP) ME: 30' (chainmail)    
   
  TYBALT (FIGHTER/N/CON) AK: l (short sword) LL: 5/(*) (l8/+3 HP) ME: 20' (plate)  
     
  Lawful (L) 
  Strength (STR) 
  Wisdom (WIS) 
  Neutral (N) Dexterity (DEX) 
  Constitution (CON) 
  Chaotic (C) 
  Intelligence (INT) Charisma (CHA) 
   
  Beth-Anna is the company's chaplain.  She is friendly to Rowan, the 
  sergeant-at-arms, but less charitable with Tybalt, the stern and humorless 
  captain of the King's Men.  The latter avoids the party if possible, being 
  preoccupied with his own military and political ambitions.  
  
   
  3 
   
  CAMP RUMORS 
   
  Obviously, many rumors abound, and smart players will ask questions 
  around camp.  The referee should roll three times on the following table, 
  ignoring duplicate results in most cases: 
   
  3d6 
  RUMOR 
  3 
  An orc tribe still occupies the old cellars (TRUE) 
  4-5 
  Baby dragons, or firedrakes, live below (FALSE) 
  6 
  Colonies of bats are sometimes seen after dark (TRUE) 
  7-8 
  Cultists gather to worship in the caverns (FALSE) 
  9 
  Damage to the cellars is substantial in places (TRUE) 
  l0-ll Dwarven miners refused to enter the cellars (FALSE) 
  l2 
  Mechanical traps were set by the builders (TRUE) 
  l3-l4 
  Reputedly, advanced scouts were found dead (FALSE) 
  l5 
  Some magic items were lost in the cellars (TRUE) 
  l6-l7 The Sorcerer maintains a laboratory below (FALSE) 
  l8 
  Vast sewers lead from the cellars to the hills (TRUE) 
   
  The above rumors are designed mainly to excite and/or frighten the 
  players, who may find themselves preparing for risks that do not really 
  exist or exploiting some lead, etc. 
   
  SECRET OF CASTLE KEEP 
   
  A company of orcs was ordered to take the cellars and await further 
  instructions.  When this never happened, the orcs dug in and established a 
  thriving tribal presence below.  But these are highly organized, being 
  driven by their fear of The Sorcerer they follow. 
   
  THE CELLARS 
   
  Except where noted, the referee should describe the cellars as having 
  standard brick and mortar construction.  In all cases (except for unworked 
  areas) there are still-intact wooden doors (4' x 6') that are otherwise 
  difficult to open (assume l-2 rounds), with a l in ld6 chance of alerting 
  the occupants of adjacent rooms.  
   
  REINFORCEMENTS 
   
  Once areas l-l0 are fully cleared, the orcs will not return.  However, 
  reinforcements will be called in to retake areas ll-l9, although once these 
  are beaten, the orc forces are exhausted:   
   
  2d6 
  REINFORCEMENTS  
  2-5 
  Indicates no reinforcements placed and/or stationed 
  6-9 
  2d6 CONSCRIPTS (AK: l (clubs) LL: l/+0 (l HP) ME: 50' (--) SE: M/+0) 
  l0-ll ld6 TROOPERS (AK: l (spears) LL: l/+0 (3 HP) ME: 50' (--) SE: M/+0) 
  l2 
  Referee's option, possibly a random encounter or some monster 
   
  Note: The referee can refer to the following for enemies listed in this 
  adventure: Attacks (AK/type used), Level (LL/attack bonus/HP), Move (ME/armor 
  worn), Size (SE/damage bonus), by class/weapon (*) if applicable. 
  
   
  4 
   
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  5 
  
   
  6 
   
   
  
   
  7 
   
  LEVEL l: THE CELLARS 
   
  The cellars served mainly as a storage area and, occasionally, prison 
  space, etc.  Given the violence of the siege, damage here is widespread, and 
  many areas are caved in and impassable without lengthy detours and/or 
  other efforts by the characters.  Ambitious referees might even introduce 
  additional damage as the adventure progresses, posting changes to the map 
  provided here for that very purpose. 
   
  AREAS l-6, except where noted, are thick with cobwebs and ancient dust, 
  suggesting no explorers from above and/or creatures from below, although 
  wise parties will never take this for granted:     
   
  l - EMPTY 
   
  2 - The high, vaulted ceiling is fractured in several places, with thin 
  cracks leading to the surface.  A BAT COLONY loiters above and may be 
  disturbed by smoke from torches l-3 in ld6 of the time.  These are treated as 
  being a single organism capable of attacking l target per every 2 total 
  hits remaining.  They transmit no disease: 
   
  AK: 6 (bite/special) LL: 4/+l (l2 HP) ME: 30' (--) SE: M/+0 
   
  There is nothing else of interest here. 
     
  3 - EMPTY 
   
  4 - A visibly old skeleton, possibly dating back to the siege, is being 
  gnawed by what appears to be 6 small rats.  These are hungry DRATS, easily  
  mistaken for the ordinary sort, with only a l in ld6 chance of detection 
  outside l0'.  Ravenous, they strike: 
   
  AK: l (bite/flame) LL: l/+0 (2 HP) ME: 20' (--) SE: S/+0 
   
  The drats breathe a fiery pitch (5' range) that may ignite scrolls and 
  similar items, requiring saving dice at +2.  A search of the remains turns 
  up a silver ring worth 20 GP on one skeletal finger and 3d6 SP scattered 
  carelessly around the body (ld6 rounds to collect).       
   
  5 - Anything useful and/or worth taking has already been looted from  
  this once well-stocked place.  However, more observant players will notice 
  what looks like a weapon rack (spears) on the western wall covered in an 
  immature FUNGI.  Disturbing this disperses a cloud in a l0' radius that 
  requires saving dice to avoid inhaling its poisonous spores and suffering 
  from a weak poison (ld6 damage):         
   
  AK: 3 (poison) LL: l/+0 (6 HP) ME: 0' (--) SE: M/+0 
   
  Only flame, magical or otherwise, can destroy this, although once the 
  colony suffers at least 3 total hits, the spores are scattered in a 30' radius,  
  dealing l hit (no saving dice) per round for ld6 rounds.  The spears held 
  within are of the normal sort, with 3 in still-usable condition, although 
  otherwise unremarkable.  There is nothing else of value here.  
  
   
  8 
   
  6 - EMPTY 
   
  AREAS 7-ll are more heavily travelled, although this should not be 
  obvious unless observant players question the point.  The referee should 
  describe the construction as plain:    
   
  7 - A patrol of 3 ORCS is waiting here, armed with spears, but otherwise 
  unarmored.  Depending on the events in area 5, above, these will be ready 
  for the characters, adding +l to initiative dice:   
   
  AK: l (spears) LL: l/+0 (3 HP) ME: 50' (--) SE: M/+0 
   
  These orcs are robust and painted with a white ochre that might be 
  ceremonial or a sign of rank.  They will attack any obvious fighters in 
  the party, using their spears as two-handed weapons and going to the        
  bitter end with an almost religious zeal.  
   
  Searching the bodies yields no treasure, but only a strange fetish 
  consisting of a mummified human hand on a simple leather strap around 
  the neck, perhaps for good luck. 
   
  8 - EMPTY   
   
  9 - An orcish SHAMAN is passing through this area, seeking after the 
  shimmering mold from area 5, above.  She is dressed in a coat of specially 
  cured human flesh that is treated as leather: 
   
  AK: l (staff) LL: l/+0 (5/+l HP) ME: 40' (leather) SE: M/+0   
   
  The shaman is a lst level magician, knowing the Heal, Ruin, and Stun 
  spells and carrying a SCROLL OF HEAL.  She is accompanied by 4 guardians 
  attired as the orcs in area 7, above, and quick to act. 
   
  AK: l (spears) LL: l/+0 (3 HP) ME: 50' (--) SE: M/+0 
   
  Searching the bodies will turn up 60 CP.     
   
  l0 - The ceiling is partially collapsed here, and beams of daylight (or  
  moonlight, depending on the time of day) streams through, falling upon a 
  strange black anvil that clearly fell from above. 
   
  The anvil was fashioned by the court magician and radiates a powerful 
  magic such that elves have a l-3 in ld6 chance of detecting this, and even 
  humans have a l in ld6 chance.  This was a vain effort to mass-produce  
  enchanted weapons, although it was not a total failure, for placing any 
  bladed weapon on its surface causes l-3 glowing runes to appear somewhere 
  on the item that emits the same magic. 
   
  Each rune, in fact, carries an enchantment that allows the wielder to 
  automatically strike a single target for maximum damage, after which the 
  corresponding rune vanishes.  Any elves and/or magicians in the party 
  will immediately see how the runes work such that they can instruct their 
  companions, allowing them to choose when to apply this boon.   
  
   
  9 
   
   
   
  Once spent, the runes are gone, and characters who attempt to recharge 
  their weapons find the anvil drained of its power.  Optionally, the anvil 
  recharges every full moon, which should always be far off to preserve a 
  sense of game balance.  It takes 5 persons moving l0' per round to transport  
  this, noting that it has no monetary worth... 
   
  ll - Empty 
   
  AREAS l2-l6 are more heavily occupied by the orcs, and although its 
  construction remains solidly human, there are many signs of a nonhuman 
  presence here.  The referee should describe strange orc-totems and other 
  signs of habitation to set the mood.  
   
  Observant players will begin to notice that these orcs are unusually    
  well-organized, being divided into several distinctive castes by rank and 
  easily identified by their appearance and function: 
   
  TYPE 
  NOTES 
  Conscripts 
  common orcs, all unarmored 
  Troopers 
  trained, marked by white ochre*  
  Sergeants 
  clad in rusty chainmail (+2) 
  Shamen (female)   wear hides of human leather (+l)#  
   
   
  *Identical to the orcs in areas 7 and 9, above 
  #Treat as area 9, above, spells known will vary  
   
  The shamen have great autonomy.  Otherwise, the sergeants are in firm 
  command, although trooper patrols might act alone.  Note that conscripts 
  may flee without any leadership present. 
   
  l2 - A patrol of 7 CONSCRIPTS and an armored SERGEANT is patrolling here, 
  closing to do battle immediately: 
   
  AK: l (clubs) LL: l/+0 (l HP) ME: 50' (--) SE: M/+0 
   
  The sergeant gives the orders, being feared by the others: 
   
  AK: l (dagger/spear) LL: l/+0 (3/+2 HP) ME: 30' (chainmail) SE: M/+0 
   
  Of course, the conscripts carry no wealth.  However, their sergeant's simple 
  chainmail is useable, and he has 25 SP in a cracked leather pouch. 
  
   
  10 
   
  l3 - This long corridor is trapped, having a pressure plate that will be 
  activated should anyone heavier than an elf step on it.  Doing so opens a 
  pit trap l0' deep filled with spikes for ld6 damage (being otherwise too 
  shallow for falling damage).  The pit is large enough for up to 3 victims 
  and requires ld6+l rounds to escape, nothing that tripping this alerts the  
  conscripts and orc hounds from area l6, below.   
   
  Note that this was originally set by the castle's human occupants to 
  prevent enemies from exploiting a then-exposed opening.  The orcs are, of 
  course, aware of this and avoid the place.         
   
  l4 - Empty 
   
  l5 - Again, the ceiling has collapsed here, dumping the contents of the 
  chamber above among the rubble.  A section of the castle wall has fallen to 
  form a new ceiling, making it very dark and avoided even by the orcs 
  living on this level.  Two mated (and hungry) BASILISKS have made a nest 
  here, feeding on careless intruders: 
   
  AK: 3 (bite/claws/poison) LL: 3/+l (6 HP) ME: 20' (--) SE: S/+0 
   
  Engaging these in close combat requires saving dice to avoid meeting 
  their gaze and suffering a weak (ld6) poison.  If properly identified, steps 
  can be taken to avoid this, often at some penalty. 
   
  Debris found among the rubble suggests the collapsed chamber had once 
  belonged to the court magician, hiding l ELIXIR and a POTION OF GROWTH in 
  copper vials and a strongbox holding 500 SP.  Additionally, slitting the 
  belly of one basilisk turns up a RING OF PROTECTION.             
   
  l6 - Once a makeshift prison for drunken soldiers, this area has been 
  converted into a kennel of rough sorts for 5 powerful ORC HOUNDS and their 
  handlers, l2 armored CONSCRIPTS: 
   
  AK: l (clubs) LL: l/+0 (l/+l HP) ME: 40' (leather) SE: M/+0   
   
  The handlers are specially trained and, therefore, more competent and 
  fearless than most.  Their charges, pale and ravenous orc hounds, make any  
  stealth difficult at best (roll at -2): 
   
  AK: 3 (bite/claws) LL: 2/+0 (4 HP) ME: 40' (--) SE: L/+l  
   
  Note that should a party trigger the pit trap in area l3, above, a patrol 
  consisting of 5 handlers and 2 hounds will investigate. 
   
  All handlers carry 2d6 SP on their persons, attesting to their greater 
  status and authority, for the care and breeding of orc hounds is considered 
  essential to full control of the cellars. 
   
  Old cells line the southern and eastern walls, although the rusty doors 
  have long since fallen off their hinges.  One holds the skeletal and 
  gnawed remains of some forgotten prisoner still clad in an overlooked suit 
  of LEATHER ARMOR +2, indicating a rather hurried incarceration!     
  
   
  11 
   
  AREAS l7-22 were originally designed as (and used for) storage space, 
  constituting as they do the bulk of the cellars.  They now serve as living 
  quarters for the orc population, and while this includes any so-called 
  non-combatants, it is a dangerous place. 
   
  l7 - Empty 
   
  l8 - This was formerly a place for dried goods and salted meats, as the 
  hooks in the ceiling will surely attest.  It now serves as a barracks with 
  filthy cots for at least 20 adults and housing ld6+6 at any given time, 
  although these might be caught off guard, losing initiative, if the party  
  plans well and/or uses stealth, etc. 
   
  The orcs are treated as CONSCRIPTS armed with clubs: 
   
  AK: l (clubs) LL: l/+0 (l HP) ME: 50' (--) SE: M/+0 
   
  Note that if at least l0 orcs are present, there will be an armored sergeant,  
  driving them on relentlessly:  
   
  AK: l (dagger/spear) LL: l/+0 (3/+2 HP) ME: 30' (chainmail) SE: M/+0 
   
  Searching the straw-covered floor turns up 5,000 CP in a woolen sack, 
  perhaps hidden by some fleeing soldier or thieving servant and forgotten 
  when the castle fell.  Otherwise, any sergeants carry 25 SP as previously 
  described, usually in a pouch around the neck. 
   
  l9 - The sergeants and troopers quarter here, although this is usually 
  empty unless a party remains for at least l turn, after which ld6 troopers 
  return from duty (assume l sergeant per 6 encountered):   
   
  AK: l (spears) LL: l/+0 (3 HP) ME: 50' (--) SE: M/+0 
   
  Sergeants, if any, have the following:  
   
  AK: l (dagger/spear) LL: l/+0 (3/+2 HP) ME: 30' (chainmail) SE: M/+0 
   
  Unless numbers are evenly matched, any returning orcs will retreat at 
  full speed to area 2l, below, and evacuate all non-combatants through the 
  sewer pipe per a standing order.   
   
  The barracks are otherwise tidy by orc standards, meaning the trash is 
  piled against one side.  Here, the party finds a SINGING BONE, notable for 
  having odd runes along its side.  It should take ld6+4 rounds to locate 
  this, noting that there is nothing else of value.  Otherwise, all orcs carry 
  wealth comparable to previous encounters. 
   
  20 - Empty 
   
  2l - This impressive area houses the general population, consisting 
  mainly of females and young.  Accordingly, there are nearly a dozen cook 
  fires burning, with smoke escaping through cracks in the ceiling when 
  not otherwise staining the walls here with black encrusted ash.  
  
   
  12 
   
  Normally, there are 30 FEMALES and 20 YOUNG living here, and all will 
  retreat to area 24, below, when confronted.  These are worth no experience, 
  being easily slain in retreat (and requiring no real skill).  Even so, 
  certain individuals may fight if cornered, rolling at +l from desperation 
  and/or when defending their young:        
   
  AK: l (bite/claws) LL: l/+0 (l HP) ME: 50' (--) SE: M/+0 
   
  Searching among the heaped straw and piled furs, the party will find 
  little of real worth except, perhaps, some barely edible rations of unknown 
  origin and foul taste.  Optionally, they may find scattered baubles and 
  primitive jewelry worth 20 GP.   
   
  Note here that lawful characters who attack fleeing orcs may suffer 
  alignment repercussions, especially if otherwise sworn to some standard of 
  chivalry and/or fair and honorable conduct.         
   
  AREAS 22-28 are largely unfinished, being made of rough-hewn stone 
  bordering on natural caves.  Given its isolation and nearness to the sewers 
  in area 24, below, the orcish leadership has made their base here, keeping 
  watch over its people and escape routes.     
   
  22 - Empty 
   
  23 - A large (20' diameter), circular opening leads to a vast array of 
  underground sewers that should be considered too dark and/or convoluted 
  to allow for effective pursuit.  It will take ld6 turns to evacuate here, 
  barring some intervention by the characters, etc.  
   
  24 - The dead are cast aside here, possibly for religious reasons, and the 
  air is most foul.  Searching this disturbs 2 orcish PLAGUE ZOMBIES covered 
  in pulpy and oozing green spores: 
   
  AK: l (claw/spores) LL: 2/+0 (5 HP) ME: 20' (--) SE: M/+0 
   
  Successful melee attacks require saving dice to avoid inhaling spores 
  unless steps are taken to avoid this.  Otherwise, anyone slain will become a 
  plague zombie in l round.  In life, one of these was obviously important, 
  wearing a gold necklace of exquisite design worth l00 GP.   
   
   
  
   
  13 
   
  25 - The remaining 3 SHAMEN reside here, huddled around a great black 
  cauldron spewing noxious (magical) smoke.  Should the party behave 
  aggressively, the shamen overturn the cauldron, filling the chamber with 
  black smoke and reducing player visibility to l0' such that any attacks 
  are rolled at -l and all movement cut in half.   
   
  Rising out of the mist is a summoned GARGOYLE that attacks the party 
  without the above restrictions, noting that this is a special power given 
  only to orcish shamen.  This is otherwise like the ordinary sort, being 
  impervious to non-magical missiles:   
    
  AK: 3 (bite/claws) LL: 3/+l (9 HP) ME: 30' (--) SE: M/+0 
   
  The shamen wear cloaks treated as leather: 
   
  AK: l (staves) LL: l/+0 (5/+l HP) ME: 40' (leather) SE: M/+0   
   
  All shamen are lst level magicians, knowing the Heal, Rout, and Wink 
  spells and using the latter to distance themselves should the party gain 
  the upper hand, making their way to area 27, below.   
   
  If the gargoyle is slain, the smoke clears to reveal a filthy living 
  chamber lined with stinking furs and mostly worthless effects, like bones 
  and tribal fetishes, etc.  A grey flat stone covers a hole hiding a secret 
  hoard of 6,000 CP, some DUST OF VANISHING, and a DAGGER +l.      
   
  26 - Empty 
   
  27 - The ORC CHIEF, Ghurk, holds court here, sitting on a primitive 
  makeshift throne flanked by 2 ORC HOUNDS and 3 TROOPERS armed with spears 
  and faithful unto death.  These will act only on command or when their 
  chief is attacked or otherwise hurt. 
   
  Ghurk is a lst level fighter armed with a mace treated as two-handed, 
  although only in his hands.  His hounds attack only to defend themselves 
  or when their master is engaged and/or injured:  
   
  AK: l (mace) LL: l/(*) (l0/+l HP) ME: 50' (--) SE: M/+0 
   
  The troopers attack on command: 
   
  AK: l (spears) LL: l/+0 (3 HP) ME: 50' (--) SE: M/+0 
   
  Ghurk's hounds will never leave his side: 
   
  AK: 3 (bite/claws) LL: 2/+0 (4 HP) ME: 40' (--) SE: L/+l  
   
  The chief is wise and will attempt to negotiate in a halting common 
  speech, explaining that his ancestors were ordered to take the cellars and 
  await further instructions.  These never came, and Ghurk's predecessor 
  carried out their charge with almost religious fervor.  That said, smart 
  players might be able to convince the orcs to leave, either by proving the 
  feared sorcerer dead or convincing them the order has changed, etc. 
  
   
  14 
   
  Note that convincing Ghurk will require more than a charisma check; 
  perhaps fabricated evidence that The Sorcerer is dead, with success based on 
  the cleverness and effort made.  These details are left to the individual 
  group, however, any hostile action towards the females and children makes 
  such agreement impossible to achieve. 
   
  28 - This is Ghurk's personal living quarters, piled high with opulent 
  furs (by orc standards) and gnawed bones, etc.  Optionally, l-2 females 
  loiter here and defend themselves only if attacked or otherwise threatened, 
  biting and/or using claws:    
   
  AK: l (bite/claws) LL: l/+0 (l HP) ME: 50' (--) SE: M/+0 
   
  Searching the furs turns up an iron box having l00 SP and 3,500 CP held 
  with a silver pin worth 5 GP.  There is also a fine amulet worth l50 GP, 
  clearly of elven make, but non-magical.  Obviously, this goes unclaimed if 
  negotiations are successful and the orcs depart. 
   
  EPILOGUE AND AFTERWORD 
   
  Should the orcs go peacefully, the King's men will occupy the cellar,  
  close off the sewers, and bar the party from further entry.  If hostilities 
  are necessary, the party will need to offer proof of their victory, with 
  similar results as the King's men close off the cellars and seize unclaimed 
  treasure for the Crown under pain of death! 
   
  ORIGINAL ENEMIES 
   
  The following new enemies are included here, noting that they need not be 
  limited to the ruins of castle keep: 
   
  NAME 
  ATTACKS LEVEL MOVE SIDE SIZE NUMBER  TREASURE  
  Colony, bat 
  6(*) 
  4 
  30' 
  N 
  M 
  (*) 
  -- 
  Orc hound 
  3(*) 
  2 
  40' 
  C 
  L 
  4-6 
  -- 
   
  Note that the referee if completely free to modify these for use in their 
  own campaign and/or world setting, etc.   
   
  BAT COLONIES are bats of the usual sort, but in numbers large enough to 
  require special treatment.  These are considered a single organism, rolling 
  once and hitting a single target per every l-2 HP remaining.  For game 
  purposes, the colony rolls saving dice at +l when reduced to less than half 
  total hits, with success letting them disperse.  Like all bats, some might 
  carry disease, etc.  Of course, enterprising referees can apply this rule to 
  rats and similar pests that appear in large numbers.              
   
  The terrible ORC HOUND is specially bred for fierceness, appearing pale, 
  hairless, and powerfully built.  These stand 3' at the shoulder, attacking 
  as large with a bite and two powerful claws and having a keen sense of 
  smell in addition to being able to see in the dark.  This makes them valued 
  hunters and trackers, although only specialist orcs can breed and, more 
  importantly, command these monstrous dogs.  Given their keen senses, any 
  attempts at stealth will be rolled at -2 unless magic is used. 
  
   
  15 
   
  REFEREE NOTES 
   
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SOURCE: textdata/thevault/Pits & Perils (osr)/Pits & Perils Adventures & Settings/Pits & Perils Basement Adventure #1 The Cellars of Castle Keep.pdf