TEXT: Black Orc
  Down
  by Kieran Brannan
  A D&D Adventure set in the world of Phaemorea
  P1                        For character levels 1-3
  
  1 square = 5’
  Black blocks are impassable rubble
  Grey blocks are passable rubble
  1 Entering the Hole
  2 Secret Goblin Passage
  3 Old Apothecary’s Shop
  4 The Alley
  5 Undead at the Door
  6 The Old Chapel
  7 Grulk the Black
  8 Treachery
  Undercity Map
  
  Editor: Ryllandra Rose
  Graphic Design: Kieran Brannan
  Cover Picture: Jack Holliday courtesy of Louise
  Porter, Jr. Design
  Cover textures by Lord Zsezse Works
  Other Art:
  Pre-generated characters Ketra & Lyrica by
  Jeshields
  Gary Dupuis Pg 5, 7 courtesy of Headless Hydra
  Games
  Patrick E Pullen pg 9, 11, 12 and remaining pre-
  generated characters.
  Page 13 by Bruno Balixa courtesy of Louise Porter
  Jr. Design
  Page 14 © Leeloomultipass | Dreamstime.com
  Inside Cover Map by Kieran Brannan using
  Dungeonographer by Inkwell
  Contents
  The Realms of Forecastle
  2
  The Nest.................................................................................................2
  Trade Quarter...........................................................................................2
  The Bilges................................................................................................3
  Dry Docks...............................................................................................3
  Crafts Quarter..........................................................................................3
  The Shades...............................................................................................3
  The Blades...............................................................................................3
  The Wake................................................................................................4
  Undercity................................................................................................4
  Synopsis
  4
  General Skill Resolution
  4
  Starting Out
  4
  Part 1: Taking the job
  5
  Investigating the hole..................................................................................7
  Looking down the hole................................................................................7
  Part 2: The Undercity
  7
  Wandering Encounters................................................................................8
  1. Entering the Hole...................................................................................8
  2. Secret Goblin Passage..............................................................................8
  3. Old Apothecary’s Shop.............................................................................9
  4. The Alley.............................................................................................9
  5. Undead at the Door.................................................................................9
  6. The Old Chapel......................................................................................9
  7. Grulk the Black....................................................................................10
  8. Treachery...........................................................................................10
  Part 3: The Confrontation
  11
  The Throne Room....................................................................................11
  Reporting to Grulk...................................................................................13
  Additional Rewards...................................................................................13
  The Price of Failure...................................................................................13
  A D&D Adventure set in the world of Phaemorea
  Black Orc Down
  By Kieran Brannan
  Licence Agreement
  This information is intended for personal use and respects the copyright of TSR.
  Artwork used remain the property of the individual artists.
  This work is licensed under a Creative Commons Attribution-NonCommercial-
  ShareAlike 4.0 International License.
  Based on a work at Phaemorea.com.
  Permissions beyond the scope of this license may be available at
  ContactOuterPlane@phaemorea.com.
  A
  Publication
  
  2
  INTRODUCTION TO FORECASTLE
  No city in the world better encapsulates the
  concepts of freedom and victory over
  impossible odds. Previously known as
  Thundercliff, it was the southern capital of
  the Getica Empire. The riches of an empire
  flowed through this city, through the Black
  Corridor to the north, before ending up in
  the vaults of Getica itself. That is, until
  about one hundred years ago when the
  bastion of southern Getica fell to bands of
  pirates and brigands.
  Nestled on the edge of a cliff, the city
  reminded the pirate captains of the
  forecastle of a ship, jutting boldly out into
  the rough oceans below. They renamed the
  city Forecastle, and divided it up among the
  various pirate lords who aided in the
  capture. There were thirteen in all, though
  over time the numbers have declined. At
  the current time there are only seven official
  areas of Forecastle, and one unofficial zone
  outside the gates. Each section is maintained
  by their own lords and laws.
  Forecastle is a rogue’s paradise. Here you
  can find all manner of elicit dealings, if
  you’re willing to take the risk and pay the
  right price. It’s also the haven of
  adventurers, as it’s one of the best trading
  centres in the world for arranging
  expeditions into the wild and unclaimed
  lands within only a few days ride from the
  city. Now, instead of being a jewel in the
  crown of Getica, Forecastle is the capital of
  the loose alliance of realms collectively
  known as the Garter States.
  More details about the development and
  history of Forecastle and the Garter States
  are in the Guide to Phaemorea, available
  at Phaemorea.com.
  The Realms of
  Forecastle
  Forecastle is much like a mini empire, made
  up of eight sub realms. When they were first
  formed, each area was controlled by a single
  dictator, and run much like a ship might be
  captained. Over the years, this method has
  broken down into what might be considered
  a more natural form of political structure.
  While all of Forecastle maintains a basic set
  of laws, each sector has their own way of
  doing things.
  The Nest
  Situated on the highest and most eastern
  point of the atoll, the Nest is home to the
  richest houses. Historically the old bailey
  was situated here, where it had a
  commanding view of the entire town. That
  structure was torn down long ago, and the
  stones were used to make new buildings.
  It was Captain Lars Viekort who seized the
  area for his own. Most other captains didn’t
  favour the place as it was least protected
  from the vicious sea winds, but Viekort
  recognised the value of the real estate due
  to its elevated position. He built grand
  houses of stone, which he sold off house by
  house to those with the means to pay. The
  Viekort family now own very little of the
  land themselves, other than a single grand
  mansion that’s more of a fort than an estate.
  The family still have the right to set laws and
  have a responsibility to maintain the peace
  of the area.
  The Nest is home to many of the most
  influential people in Forecastle. They might
  work in other parts of the city, but it’s the
  Nest where they live and raise their families.
  Streets are fairly safe, and local taxes pay for
  a competent trained watch. There are also
  a few good schools, most of which are
  private and very expensive.
  Trade Quarter
  Just below The Nest is the Trade Quarter.
  It started more as a centralised market
  square, but over time shops became
  permanent. The ruling Julianos family has
  merchant origins, however their ships
  turned to piracy when Getica made trade
  impossible. With the potential to return
  again to trade, Captian Julianos used his
  skills as a merchant to ensure good roads
  and safe trade. His sector swiftly became the
  richest of all the areas, and with that wealth
  Julianos reinvested into infrastructure.
  Thievery in any form other than the
  mercantile variety is harshly punished by the
  blue coated watchmen found on almost
  every street corner. However, it’s also well
  known that the watchman can usually be
  bribed to look the other way for a time, so
  the only cases ever brought to justice tend
  to be against the poor. People of the Trade
  Quarter do not like the poor.
  
  3
  The Bilges
  Trapped between the Trade Quarter, the
  Crafts Quarter, and the Dry Docks, is The
  Bilges. Here the flotsam and jetsam of
  humanity live in squalor. The only
  protection from the thugs and ruffians of the
  area is to be too poor to be worth robbing.
  The sorts of people who make their home
  here are the people so wretched that they
  would consider it a blessing to be lucky
  enough to get part time work hauling crates
  on the Docks. It is a place of abject
  hopelessness, from which few people ever
  escape.
  The Bilges were not always so bad. It was
  once the place labourers set up homes
  because it was central to many places of
  employment. However, the Greely family
  did nothing to properly maintain the area,
  and took their taxes for themselves to pay
  for their lavish home in the Nest. With no
  order or infrastructure, the place formerly
  called the Workers Quarter, become
  collectively known as The Bilges. The
  Greely family still exists, but it is in steady
  decline. It’s only a matter of time until they
  sell up their lot and move on.
  Rumour has it that The Bilges also has many
  entry ways into the Undercity. Some say
  that the poor state of the place is the result
  of curses released from desperate people
  digging through the Undercity and
  disturbing the vile arcane secrets of the
  Getica legacy. All of this is probably just
  superstition, as mismanagement seems the
  most likely source of the state of things.
  Dry Docks
  Rather than rebuild, the somewhat
  eccentric Captain Theodore Barnell went
  to great effort to haul his ships up the cliff
  and onto land, where he turned the vessels
  into buildings. As a result, the architecture
  of the Dry Docks is fairly distinctive, as
  many of the buildings are literally ships.
  Even new buildings being made are keep to
  theme, and look more like grounded ships
  than buildings.
  The Barnell family has done very well,
  because they also control the southern most
  part of the city, which means they have
  access to the area best protected from the
  vicious northerly sea storms. Over the years
  they have cut into the rock to create roads
  all the way down to actual docks set against
  the side of the cliff face. Supported by a
  strong labour force, and a little dwarven
  ingenuity in the form of cranes, the docks
  are one of two primary ways to transport
  goods into the city.
  The Barnell family still run the sector much
  like a captain runs a ship. Justice tends to be
  brutal and swift. There is even a structure
  set into the side of the cliff where people
  can be made to walk a plank. There they
  will plunge almost one hundred meters to
  the water to usually die from the impact. If
  they live, and can get to shore unaided, then
  they are pardoned. It’s a feat only two
  people in history have been able to pull off.
  Crafts Quarter
  The Crafts Quarter is one of the largest in
  the city, occupying most of the northern
  side. It is the area originally taken by Liliana
  and the free people she lead. She then
  absorbed the area taken by Captain Zangov
  when she rose up with the free people to
  cast off Zangov’s efforts to enslave them.
  Build on the principles of Liliana’s
  teachings, the Craft Quarter is a place
  where people can find a trade and make a
  new life for themselves. The place contains
  many fine shops, and people in the area take
  a special civic pride in their quarter.
  Unlike many of the other zones, the Crafts
  Quarter is ruled by an elected governing
  body. The numbers change over time, but
  there are usually around a dozen or so
  notable people who meet on a monthly basis
  to discuss issues and find resolutions. They
  only take a small wage for their services, as
  it’s an honour to work on the council. Taxes
  are instead used for city services, such as the
  maintenance and training of one of the most
  professional police forces in the city.
  Officers are taught to handle people using
  social skills, rather than using violence first.
  They are also backed by magical aid from
  the church of Liliana and a handful of arcane
  spell users.
  The Crafts Quarter is one of the most
  friendly and welcoming areas in Forecastle,
  and people look out for each other.
  Adventurers love the area also, as many
  professional 
  services 
  required 
  by
  adventurers are close at hand. As a result, a
  number of Adventurer Guilds have chapter
  houses set up in the area.
  The Shades
  Against the northwest wall, with the Crafts
  Quarter to the East and The Blades to the
  south, is The Shades. Many of the Beast
  Races were invited in on the raid to take
  Thundercliff. Those people were also
  entitled to their share of the captured city.
  However, many of those races dislike
  sunlight, so between the ramshackle
  buildings heavy sailcloth has been stretched
  to cast the streets into permanent shadow.
  It’s dark enough that orcs and goblins do not
  suffer light penalties, but light enough in the
  day that normal humans can get around
  without need for a lantern.
  The Shades are not the violent den of
  depravity most people expect it to be.
  There are many smaller tribes who have set
  up their own little sub-realms within The
  Shades. Streets serve as borderlands, while
  city blocks will be the property of one or
  more tribes who each maintain their own
  way of doing things.
  There is often tension between the tribes,
  and open warfare in the streets has taken
  place on a few occasions. However, most
  of the time the scuffles are just people
  letting off steam and actual deaths are not
  common. In fact, the people here tend to
  be far more respectful of each other than in
  places like The Bilges. Here there is tribal
  pride and honour, and people are expected
  to do their part.
  The Shades is a good place to buy more
  unusual items. Weapon and armour smiths
  produce crude but effective work, and it’s
  also a place you can buy rare herbs and
  monster parts gathered by tribal hunters.
  The Shades serve as a trading post for the
  tribes, allowing them to share their goods
  with the human world. The ability to talk
  across a table with humanity also makes The
  Shades a popular place to negotiate
  diplomatic 
  solutions 
  to 
  problems
  throughout all the Garter States.
  While leadership within the Shades is more
  or less handled at a tribal level,
  representatives from the more powerful
  tribes will often meet to discuss larger
  affairs.
  The Blades
  Nestled against the southwest wall is The
  Blades. Primarily the lands of a brigand
  commander called Cylus Rex, it continues
  
  4
  STARTING THE ADVENTURE
  to be a rough neighbourhood filled with
  thugs and miscreants. They are paid a
  stipend from the other regions to maintain
  the gates and the walls, with the exception
  of the northern section where The Shades
  is. They have a tendency to charge made up
  tolls to new travellers and generally provide
  a very bad first impression to would-be
  visitors.
  However, they do perform their role in a
  fairly adept manner. They are currently
  under the command of Captain Rin
  Hargrave, who is a grizzled old mercenary
  captain from Solmani. Since he took over,
  things have gained a new level of discipline
  and the area is now home to a number of
  reputable fighting schools. Petty corruption
  is still rife, but serious abuses of power are
  now punished very harshly. This led to
  many of the worst of the people moving out,
  but those who stayed are learning what real
  martial discipline is.
  The Wake
  Not technically an official city quarter, The
  Wake is a collection of outlying slums
  gradually built up outside the walls of
  Forecastle. Mostly they are simple farmer
  folk, doing trade with people who flow in
  and out of the city. Here you will find
  regular farmer’s markets offering fresh food
  and homemade goods. There’s also a small
  community of Jhan who operate a farm on
  the southern coast of the area.
  Life in The Wake is simple but mostly
  honest. Lacking its own watchmen, they are
  frequently the victim of rowdy travellers
  and thugs, but people tend to band together
  to oust the worst of them.
  Undercity
  The Undercity is one of those rumours most
  people accept as fact. When Thundercliff
  was first taken, before it became Forecastle,
  most of the city was destroyed. Fires raged
  out of control and many things were simply
  torn apart by overly zealous treasure
  hunters. When it was all over, and people
  decided to settle, they simple built on top
  of what was already there. This meant that
  old sewers and basements were simply
  covered over and built upon.
  This sordid history has led to the rumours
  of the Undercity, said to contain the most
  vile secrets of the Getica Empire. Stories of
  undead and demons abound, as do tales of
  dark curses, and raving madmen. There are
  also rumours of treasures which may have
  been missed, or too tightly guarded to be
  reached.
  Many adventurers do try to uncover the
  secrets beneath. Most waste their time
  while some  simply disappear. Yet every
  now and again, someone breaks through a
  wall to find some old storehouse or hidden
  chamber where they might find gold or even
  magical trinkets to sell.
  Synopsis
  Black Orc Down is a short introductory
  adventure for 2-6 players of level 1-3.
  The party is drawn into the underhanded
  cutthroat politics of The Shades, when they
  are tasked to investigate the disappearance
  of one of the local orc leaders. Grulk the
  Black, leader of the Black Claw Clan, was
  dropped into the mysterious Undercity
  when the floor gave way under his throne
  and fell into the darkness below. The last
  anyone saw of Grulk, he was wounded and
  beset by animate skeletons just before he
  fled to places unknown in the Undercity.
  Grulk’s clan has hired the PCs to rescue
  their leader, or at least discover his fate.
  Grulk is an important member of
  Forecastle, because unlike many of the
  tribes in The Shades, Grulk is working hard
  to make friendly trade between orcs and
  humans a common part of life.
  The party must battle their way through the
  undead while following clues in an effort to
  find the orc clan leader. Along the way they
  will find evidence that Grulk’s incident was
  no accident, but the work of saboteurs.
  When the PCs finally find Grulk, they must
  rescue him from where he has barricaded
  himself in one of the ancient ruined
  buildings of the Undercity. He’s badly
  wounded, but he’s alive. He also has
  suspicions that someone else has had a hand
  in his fate, though the list of potentials is
  long.
  As the PCs head for the surface they are
  attacked by a band of goblins, finally
  revealing one of the factions set on killing
  Grulk. After defeating the goblins, Grulk
  and the PCs will finally have enough clues
  to allow them to identify one of the primary
  antagonists, the wily goblin Batatta, leader
  of the Rusty Blade tribe.
  Grulk offers the PCs a new job; to find, and
  end Batatta. Using the goblin’s own secret
  passage, the PCs are able to sneak into the
  heart of the Rusty Blade tribe and eliminate
  the goblin leader, earning themselves not
  only a healthy monetary reward, but the
  gratitude of an influential ruling member of
  Forecastle. In the final battle the goblin chief
  offers the name of his co-conspirator in hope
  of saving his life. It is none other than
  Ferrak, Grulk’s right hand in the clan and
  the very same orc who hired the PCs for the
  initial job.
  When the PCs report Ferrak to Grulk, they
  discover the traitorous orc has already fled.
  Grulk promises he will take care of that
  matter himself, and pays the PCs the
  promised rewards, both for his rescue and
  for the overthrowing of Batatta.
  General Skill
  Resolution
  References to General Skill use in this
  adventure use the methods detailed in the
  Phaemorea Rules Supplement. If you do not
  have or are not using those rules, then use
  the standard rules or your own method.
  Starting Out
  If set in Phaemorea the adventure is easy to
  start as the characters need only find the
  reward poster on their guild job board. If
  they are new members of a guild, then the
  guild leader might even assign them the
  task, because helping orcs isn’t high on the
  agenda of many people. Giving the task to
  the new adventurers is a good way of testing
  their mettle. If the new adventurers fail,
  then as far as most people are concerned it
  won’t be a great loss to have an orc killed.
  If the characters are not members of a guild,
  then the job would probably be the best
  paying out of those posted on one of the
  many public job boards. Either way, there
  is a copy of the poster provided in this
  supplement which you can give to the PCs.
  If set outside of Phaemorea then the
  adventure becomes much more difficult to
  place, as orcs and goblins do not tend to be
  welcome in human cities. With a little
  
  5
  PART 1: TAKING THE JOB
  modification you can swap the Black Claw
  and the Rusty Blade tribes for local gangs of
  thugs. You don’t even need to really change
  the creature attributes, just make cosmetic
  changes to the descriptions to make the
  NPCs human instead of orc or goblin. The
  party might still answer a help wanted
  poster, or they might be given the task by a
  local influential street level contact.
  Part 1: Taking the job
  Read all shaded text to the players:
  Uncertain of how welcome you will be in
  The Shades, you talk to a tavern owner near
  the border and make sure you get directions
  on how to find the Black Claw before you
  set foot in the area. The directions sound
  simple enough, so you set out, finally
  entering the shadows of the rundown tribal
  district known as The Shades.
  The buildings are all in fairly poor states of
  repair, and many buildings are a mixture of
  classic human construction blended with
  rough hewn logs and hides which indicate
  repairs and extensions made by the local
  non-human natives. The street reeks of
  musky animal scents, though there is less
  faecal odour than you expected.
  Your passage through the darkened streets
  of The Shades draws many eyes. As you
  walk past one old orc he sneers and spits.
  As you pass a small gang of goblins they
  point at you and whisper before breaking
  into fits of cackling. At one point you almost
  walk into a group of Gnoll, who pause only
  long enough to snarl and growl at you
  before they move on.
  Under this oppressive unwelcoming shroud
  it’s a relief when you finally find the Black
  Claw. It is a rundown wooden building
  which is blackened on one side by fire.
  Standing either side of the door are two
  large orcs armed with thick heavy looking
  curved swords. The orcs have three lines of
  soot marking their forehead; the sign of the
  Black Claw.
  Seeing you approach, one of the orcs steps
  forward and in a gruff voice asks, “You lost?
  Or ‘ave you got business with the Black
  Claw?”
  Once the PCs introduce themselves and
  state their business the orc drops a lot of his
  gruff attitude. The Black Claw are one of
  the more accepting tribes when it comes to
  humans and demi humans so this isn’t the
  first time they’ve had to deal with non-Beast
  races. He leads the party inside, read on:
  The orc opens the door and leads you down
  a long wide corridor lit dimly with
  irregularly placed coal sconces. You pass
  many side passages, and a few other orcs of
  the Black Claw eye you with suspicion but
  do not seem as poorly disposed toward you
  as most of the others you’ve encountered
  on the street.
  You pass two other guards and enter a grand
  room more brightly lit by two large braziers
  in opposing corners of the room. The
  braziers also make the room uncomfortably
  warm and whatever they’re burning for fuel
  gives the air a thick pungent quality.
  The first thing to draw your eye is the large
  hole in the middle near the back of the
  room. It’s as if a giant drove his fist through
  the floor leaving jagged splintered wood at
  the rim. A few spikes driven into the floor
  near the hole, and you can see ropes tied to
  the spikes and coiled untidily at the edge.
  The second thing you notice is the tall grey
  bearded orc who is approaching with his
  arms held out in a welcoming gesture.
  “Welcome friends of the Black Claw,” he
  says. “I am Ferrak, second claw to Grulk the
  Black. Thank you so much for answering
  our request for aid.”
  Ferrak gives all the right signs of being
  pleased to have experienced adventurers
  help their tribe in this dour time of need.
  He’s a cunning old orc, yet if a character
  looks for it, a Detect Deception (20) test
  will reveal that he secretly seems happy
  about Grulk’s fate and is a little
  contemptuous of the PCs.
  Ferrak will be ingratiating with the PCs and
  be very thankful of their aid. He expects that
  he is sending them to their death, so he
  doesn’t mind abasing himself to them and
  being generous with his dealings, as he
  doesn’t expect to see the characters again.
  He does know not to overplay it though, so
  the PCs might be able to negotiate for
  double the fee, raising the reward to
  200GP, but Ferrak will not offer any more
  than that. When the PCs ask for the details
  read the following:
  
  6
  Taking the Job
  Ferrak explains, “It happened yesterday
  evening. Grulk sits in council at the start of
  every evening, and last night when he sat
  down there was a loud cracking sound and
  before any of us could react the entire
  throne fell through the floor. Well, we
  immediately summoned the warriors and
  went for ropes. We could hear Grulk’s
  battle cry and the sounds of fighting so we
  knew him to be alive.
  “Looking into the hole, we could see Grulk
  battling with a horde of animate skeletons.
  Before we could get any warriors down
  there to help him, we had archers up top
  firing down. Arrows don’t work well
  against bones though, so before the warriors
  got to him, Grulk had to withdraw from
  where we could see him.
  “The last I seen of him, he was wounded but
  making a fighting withdrawal. We dropped
  warriors down not long after, but by then
  the sounds of battle had gone. They cleared
  up the skeletons they could while they
  looked around the area, but more skeletons
  kept coming out of the ruins so we
  withdrew and sought professional help.
  “Grulk is a powerful warrior, so if anyone
  could be alive Grulk could do it, but he
  cannot survive against an endless horde. I
  would suggest that he had the wisdom to
  hole up somewhere, or at least that’s what
  I hope he has done. If he has fallen, we need
  confirmation so his successor can be chosen.
  Therefore, the task we have is to have him
  retrieved, either alive or dead. I sincerely
  hope you are the professionals the Black
  Claw needs. Will you help us?”
  Ferrak will encourage the PCs to hurry, but
  if they are smart they will do some
  investigating and ask a few questions. Use
  the following responses if the PCs ask.
  Why not send your best warriors to do
  this?
  “We have, and they lack the strength of
  Grulk. They destroyed many skeletons but
  were forced to withdraw. We need people
  who know more about human structures,
  because you will be able to see details our
  warriors might have overlooked. It looks
  like an old city down there, and Grulk has
  gone to ground somewhere amongst it. We
  need people with a mixture of special skills
  to find and reach him.”
  Can you offer any more help?
  “Of course. Most of our supplies have been
  used up, but we got some holy water and
  oil you can have. If you can get Grulk to the
  hole, I’ll have warriors on hand to drop in
  and help you get him out. Also, our shaman
  has some healing potions which I hope you
  can save to restore Grulk to health.”
  This will earn the PCs two potions of Cure
  Light Wounds, two vials of holy water, as
  well as two lanterns and four flasks of oil.
  What does Grulk look like?
  “I’m sure you will recognise him if you see
  him. He has very dark skin, almost black.
  He is impressively large and he should have
  the Black Claw sword.” Ferrek draws his
  own curved blade and shows it to you.
  What do you know about what’s down
  there?
  “Very little. We know there are areas
  below, where the old city was built over. I
  believe the humans call it the Undercity.
  We had no idea we had such an area below
  us. If the rumours are to be believed then
  any type of horror might dwell down there.
  Remnants from the Getica Empire left to
  wander forever in the darkness. That’s why
  we have called upon your aid.
  “Grulk means a great deal to our tribe, but
  we cannot expend all of our best warriors
  in an effort to rescue him. Grulk himself
  would not approve such a thing because it
  would leave the Black Claw weak. We hope
  you might know enough about human cities
  to know where someone might end up if
  lost in a strange underground human city.”
  Is there anyone who might have wished
  Grulk harm?
  “Many people. Grulk believed the future of
  our people lay in learning to live with and
  trade with humans. That’s why the Black
  Claw is one of the most influential clans in
  The Shades; because we have always worked
  w i t h
  humans. However, not all
  tribes share Grulk’s
  vision. Many of the
  other tribes hate us for
  our stance, and even
  among those tribes who
  agree with us, many have
  factions within who oppose
  us.
  “On top of that there is the land our
  clan holds here. It would be far easier
  to name those who do not wish us harm,
  than it would be to list those who do.”
  About the Black Claw
  The Black Claw was not one of the tribes which aided in the assault on Thundercliff.
  Instead, it moved into town just over ten years ago when another orcish tribe sold the
  land and buildings to the Claw. From the start, the goal of the Black Claw was to work
  as an intermediary between peaceful orcish tribes wanting to trade their goods in the
  human lands.
  Over time they have developed a good reputation for supplying raw leathers
  and orc crafted weaponry to many buyers in Forecastle. Much of their goods
  are then on sold by human merchants in the trade quarter for a high profit.
  The Claw knows the human traders are not yet trading fairly with
  them, but little by little they are improving their negotiation
  skills and learning to play one merchant against another.
  Grulk has been instrumental in establishing these new
  trade agreements, and at this stage they actually do
  get a fair price on their leather goods, which are
  thick leathers highly prized for armour making.
  
  7
  PART 2: THE UNDERCITY
  Does Grulk have any enemies in the
  Black Claw?
  “No, he was respected and admired by us
  all.”
  Describe the throne.
  “It was a large structure made from natural
  wood and bone. I don’t think it’s anything
  remarkable to the average person; it’s really
  just a large solid chair decorated with
  carvings and bones. It was fairly heavy, and
  the building is old and these floors are not
  what they were.”
  Was there anything to indicate the floor
  here was weak?
  “No, nothing. A few creaks and groans I
  suppose, but I think we are all used to that.”
  Did anyone take any nails out of the
  boards here?
  “It’s possible. Iron is a valuable resource for
  weapons and such.”
  Investigating the hole
  If the PCs pay close attention to the hole
  itself, there are a few things which become
  apparent.
  A Basic Intelligence (10) check reveals that
  the hole is surprisingly regular in shape; it’s
  fairly square. This might be because of the
  shape and weight of the throne, or the fact
  the floor boards are straight boards.
  Any skill like Craft (Carpentry) or
  Engineering can make a test to determine
  the following.
  10 – Given the position near the back wall,
  the floor should have given some sign of
  failing before something like this occurred.
  15 – There are tool marks on the supporting
  beams at the edge of the holes. It looks like
  someone has weakened the beams from
  below.
  20 – The weakening of the beams was done
  with small cutting tools and worked on over
  time. There is evidence that some of the
  boards have had nails removed from them
  as well, ensuring the boards would have
  collapsed into the hole. The damage to the
  supporting beams was definitely done from
  below, but the loose nails should be
  somewhere above the floor.
  25 – Small claw marks and piton holes
  indicate some small clawed creatures might
  have been the ones who sabotaged the floor.
  Looking down the hole
  The PCs will probably need some light, but
  the floor is only 30’ below. Read the
  following:
  The floor is covered in blood, smashed bone
  and splintered wood. The remains of the
  throne is clearly visible as a pile of debris in
  the centre. It looks like it would have been
  a large structure, easily the rival of a
  monarch’s throne, but made primarily from
  wooden blocks. There is no sign of anything
  moving down there.
  Part 2: The Undercity
  The Undercity consists of many pockets
  where the ruins of the old Getica city was
  simply built over. The area the PCs are
  about to enter is the ruins of an ancient city
  street, which consists of little more than
  rubble. Any attempt to move at a faster than
  walking pace will require a Dexterity 5 test
  or the character will trip on the uneven
  ground.
  The place has long ago been looted by the
  goblins who first discovered the passage to
  it, so there is little of real value left.
  However, the PCs might be tempted to try
  to do a building by building search. Do
  remind them that they are on a rescue
  mission, so time might be an important
  factor. Either way, if they insist on searching
  it now or at a later time, you can use the
  following as a guide for each building.
  If the PCs insist on conducting a search then
  have them make an Intelligence 10 test. If
  successful, roll on table 1, if failed, have
  them roll on table 2.
  For the sake of variation, here’s a few
  descriptors for buildings:
  This looks like it was once a grand house,
  but it has collapsed, and most of the rooms
  are utterly destroyed. Old manchester is
  stiff and ruined by mould. It looks like door
  Table 1 - Scavenged Loot (Roll 1d20)
  1 - 5
  You find nothing
  5 - 10
  You manage to find a few bits of tarnished plates, cutlery and other sundries,
  worth 2d20cp to a non-discerning collector
  11 - 13
  You manage to find a small cache of silverware worth 2d10sp
  14 - 15
  You find a couple of old books which might be of value to a collector of Getica
  memorabilia. They can be sold for up to 1d10gp if you can find a buyer.
  16
  You find two unbroken bottles of wine. The labels are ruined, but by the style
  of the bottle they are probably of Getica origin. Value 1d10gp each, but finding
  a buyer willing to purchase wine which is potentially soured will be difficult.
  17
  In the lee of a collapsed ceiling you find a portrait which is damaged but might
  still have some value. The portrait depicts a Getica noble of unknown type. Value
  1d100gp to a collector.
  18
  You discover a small jewellery box hidden in the broken drawer of a dresser.
  The jewellery is of simple design, being of a quality a merchant’s wife might
  wear. Value 1d4x5gp
  19
  Though scorched by flame, you find a small statue of a naked woman in a dancer’s
  pose. It’s made of marble, and should fetch a nice price. Value 1d10x5gp
  20
  In the remains of an old study you find some sealed scroll cases. Most of the
  contents are ruined, but you do find one piece of crumbling parchment which
  seems to be written in magical script. The scroll contains a level 1 Magic User
  spell, roll for which one.
  
  8
  The Undercity
  handles and metal fittings have been
  removed leaving nothing of any apparent
  value, even to a junk collector.
  ***
  An old workshop lays in ruin. There are a
  few rusted tools left strewn about, but they
  wouldn’t even be worth melting down for
  scrap. You can see a few old crates, but they
  lay open and broken, containing nothing of
  value.
  ***
  The building looks near to collapse as
  everything leans slightly to the left under
  the weight of the artificial roof above it.
  Without disturbing anything and risking
  further collapse, there does not appear to
  be anything of value in sight.
  ***
  It looks like looters have ransacked this
  building then set it on fire. What’s left is a
  ruined skeleton of a structure groaning
  under the weight of the city above it.
  Wandering Encounters
  Due to the recent activity there is no real
  chance of a wandering encounter here. Not
  only is it a sealed area, but the monsters
  which were here have been drawn to the
  recent events. Do not bother rolling for
  wandering encounters for the time the PCs
  will be in here.
  1. Entering the Hole
  You descend the ropes, touching down on
  the floor below. Your light pushes back the
  darkness but reveals nothing more than
  more signs of carnage. Whatever this place
  once was, the chamber you are in is very
  large and open. The roof looks like nothing
  but old debris and tight packed soil.
  As you sort through the debris, you can see
  clear signs of combat. The smashed
  skeletons are dressed in a variety of old rags,
  the style of which seems much like standard
  peasant garb, though here and there a
  skeleton wears the remnants of archaic
  padded leather armour of the Getica style.
  There are a few rusted weapons scattered
  about, but it looks like most of the skeletons
  are unarmed.
  As you cast about, you do find the corpses
  of a few other creatures only recently killed.
  It looks like they might have been dogs, not
  orcish war dogs, but common mongrels.
  Tracking would be the ideal skill to apply
  here, though Veterinary Healing will help
  with the dogs. Remember that if a PC lacks
  a skill, they can still make a test but they
  halve the d20 roll.
  5 – There appears to be a line of destroyed
  skeletons heading in one direction. Also,
  there are three dogs which have been
  muzzled and chained to pitons driven into
  the ground here. The dogs were torn apart,
  presumably by skeletons.
  10 – There are spots of blood among the
  trail of broken skeletons. There is a good
  chance Grulk made his fighting withdrawal
  in this direction. Also, there are a total of
  six dogs, three of them were crushed under
  the throne when it fell. It looks like the dogs
  died about two days ago.
  15 – Clearly Grulk made a fighting
  withdrawal in the direction of the trail of
  skeletal destruction. He was still moving
  okay, but it looks like he’s taken many
  minor wounds. There are footprints in the
  blood that indicates there have been other
  orcs who fought skeletons down here. It
  doesn’t look like they moved more than 15’
  from the hole. There are many signs that a
  number of skeletons milled about here for
  a couple of days. They came from more than
  one direction.
  Just as the PCs have managed to learn what
  they can from the area, their light has
  attracted the attention of a few of the
  skeletons that wandered away from the
  earlier fighting. The skeletons attack out of
  the darkness. Unless the party are using
  poor light, the skeletons will not surprise
  the party.
  Skeletons x4
  AC 7; HD 1; hp 8,6,3,1; MV 60(20);
  #AT 1 clawed hands; D 1d3; Save F1;
  ML 12; AL C; XP 10 each
  2. Secret Goblin Passage
  This passage is concealed in the ruined
  remains of an old residential home. If the
  PCs stumble upon it before they have found
  Grulk, read the following.
  You stand at the open doorway to a ruined
  house. One wall has collapsed, giving you a
  fair view of the interior. The place looks like
  it has been looted of anything of worth, as
  even the lamps have been stolen from the
  holders on the wall. Some of the furniture
  looks like it might have once been of
  reasonable quality, but it is either broken or
  ruined with age.
  If the PCs decide to search the house
  anyway, have them make a roll to Detect
  Secret Doors. On a success read:
  You discover a closet with a distinct lean to
  it as it’s partially crushed under some fallen
  roof beams. There is a tiny hand print in the
  dust on the closet door. Opening it to peer
  inside, you see the back of the closet has
  been removed and replaced with what looks
  like a tabletop. The tabletop conceals a small
  passage just under 3’ in height.
  If the PCs follow this passage, consult the
  section called The Confrontation.
  If the PCs follow the trail after battling the
  goblins at encounter 8, then the passage is
  still open. Read:
  Table 2 - Scavenging Dangers (Roll 1d10)
  1 - 5
  Nothing happens
  6 - 7
  Partial collapse. One random character must test Dexterity 10 or suffer
  1d4+1 damage when a part of the roof collapses upon them.
  8
  The rubble shifts and you hear something within the rubble break. Noxious
  fumes begin to seep from between the trash. Save vs Poison at +4 or suffer
  a -2 penalty to actions for 1d6 hours due to illness.
  9
  Major collapse. All PCs must test Dexterity 10 or suffer 1d6+1 damage as
  the building collapses. If they fail the roll, they must Save vs Death Ray or be
  trapped in the rubble. It will take 1d6 turns to dig them free safely.
  10
  It takes some effort to open a jammed door. When it gives way, it breaks off
  the hinges and releases the animate skeletons of the ancient residents. The
  party is attacked by 1d3 skeletons.
  
  9
  The Undercity
  The trail leads to a ruined house. One wall
  is collapsed, and there is little of value left.
  It looks like the house has been thoroughly
  looted, as even the lamps have been taken
  from the walls and every door handle and
  piece of metal not rusted to ruin has been
  scavenged. Picking your way through the
  rubble and debris, you discover a closet left
  open. In the back of the closet is a small
  passage, less than 3’ tall.
  The passage leads up to tribal holdings of
  the Rusty Blade.
  3. Old Apothecary’s Shop
  The door to the building stands open, and
  the shingle hanging from a broken chain
  above the door depicts a pestle and mortar.
  Peering inside you can see broken glass and
  pottery all over the floor. Those few shelves
  which have not collapsed still hold some clay
  pots sealed with wax and labelled in the
  Getica language.
  There are many herbs here, but most things
  of worth have already been looted. If a
  character succeeds in a Herbalism(10) test
  they will discover 1d4 uses of healing herbs
  per level of success. Also, have the party
  make a Detect Secret Doors roll. If
  successful they uncover an old metal
  lockbox 
  concealed 
  beneath 
  some
  floorboards. The box has a simple lock, +20
  to pick. If the PCs try to bust the box open
  they have a good chance of breaking the
  contents. You can determine the chance of
  breaking the contents based on how they
  open it. Within the box are 2 potions of
  Cure Light Wounds and one potion of Cure
  Serious Wounds.
  Sorting through the goods will disturb a nest
  of Giant Rats.
  Giant Rats x4
  AC 7; HD ½; hp 4,3,2,1; MV 120(40);
  #AT 1 bite; D 1d3+disease; Save NM;
  ML 8; AL N; XP 5 each
  4. The Alley
  You approach a small side alley. There is a
  smear of blood along one wall, as well as a
  large bloody hand print. Halfway down the
  alley you can see a door standing open, and
  from that direction you can hear dull
  irregular thuds like someone beating a
  hollow log with a thigh bone.
  The building itself looks like an old tavern,
  based on the shingle hung out front
  depicting a centaur toasting with an
  overflowing mug of ale. The front door is
  blocked off by a pile of broken stone and
  splintered wood leaving only this side door
  as a way to enter.
  If the PCs show due caution, they might be
  able to gain a surprise round on the next
  encounter at 5.
  5. Undead at the Door
  The room beyond the door is large and filled
  with tables and chairs, most of which are no
  longer fit for purpose. There is a long bar
  at the far side, and broken glass litters the
  area. There is a door behind the bar, and it
  is there you can see a half dozen or more
  rotting undead beating on the door in an
  effort to breach it. By the way the door is
  rattling on its hinges, it won’t take much
  longer until they gain entry.
  If the PCs manage to succeed in a Stealth 5
  test they will automatically gain a surprise
  round. Otherwise roll for initiative as
  normal, as the skeletons turn on the new
  living targets before them.
  Zombies x6
  AC 8; HD 2; hp 10,10,9,8,6,4;
  MV 90(30);  #AT 1 claw; D 1d8;
  Save F1; ML 12; AL C; XP 20 each
  6. The Old Chapel
  The 
  architecture 
  of 
  this 
  building
  immediately identifies it as a chapel. Judging
  by the stone dragon skull above the door,
  the chapel is undoubtedly dedicated to
  undying god Getica. The doors are thrown
  open, and chains lay coiled in a rough pile
  to one side. The chapel is empty, however
  the stone of the walls and floor are scratched
  and marred by violence. Broken bones lay
  strewn about and gathered in piles here and
  there.
  Over a century ago, while Forecastle was
  known as Thundercliff and was ruled by
  Getica, this chapel was a common place for
  devotional services. Many civilians took
  refuge herein during the assault on the city,
  and rather than trying to face the priests of
  Getica, the pirates simply chained the doors
  
  10
  The Undercity
  and left the people to die. The cleric in
  service laid one last curse on his dying
  people, allowing them to rise as vengeful
  dead when they died.
  Some months ago the goblins of the Rusty
  Blade stumbled across the temple in their
  search for loot. It is the goblins who baited
  the trap for Grulk and released the skeletal
  horde in hopes of killing the black orc.
  Now the temple is devoid of anything of
  value. With the dead distracted by the dogs,
  the goblins recently looted the temple of
  anything of worth. If the PCs search the
  place, then a Tracking 20 roll may find a
  goblin footprint here and there among the
  dusty remnants of the chapel.
  7. Grulk the Black
  The door to this room is barricaded by three
  barrels. It will require a Strength 15 test to
  break down the door, though it can also be
  hacked through in time. If the PCs try
  communicating with Grulk he might be
  willing to remove the barrels on his side.
  However, he recognises treachery is at play,
  so it will require a Persuasion 10 skill test
  for him to put any trust in the PCs.
  Otherwise he’ll refuse help and fight if the
  PCs try to force him to go with them.
  Once the PCs get the door open, read:
  You have no doubt the injured orc before
  you is Grulk the Black. His dark hide is the
  colour of coal, and he’s built like a warrior.
  Though he is covered in wounds, he still
  holds his heavy curved blade firmly in hand.
  His body might be weakened, but you can
  tell his spirit is still strong. He doesn’t look
  like a victim, he just looks really annoyed.
  Grulk already suspects he’s been set up, and
  that someone orchestrated his ‘accident’.
  He’s genuinely pleased that it was human
  folk who accepted the task of his rescue, but
  confused as to why it wasn’t his tribe who
  came for him.
  8. Treachery
  This encounter occurs only after Grulk is
  rescued. Trying to ensure Grulk never
  returns to his tribe, the goblins of the Rusty
  Blade have prepared a contingency plan, and
  lay in ambush.
  You leave the alley and make your way
  towards the light of the hole you came
  through, where you can still see ropes
  hanging down waiting for you to climb.
  Suddenly there is an undulating screech and
  goblins charge screaming at you from where
  they had concealed themselves in the nearby
  ruins.
  The PCs are surprised on a roll of 1-2 on a
  d6. Grulk will fight with the PCs. The
  Goblins intend to focus primarily on Grulk,
  but they might shift their priorities based on
  the actions of the PCs. Ideally they don’t
  want anyone to leave alive, and their first
  action is to put themselves between the PCs
  and the escape route.
  Goblins x9
  AC 6; HD 1-1; hp 7,5,5,2,2,1,1,1,1;
  MV 90(30);  #AT 1 short sword;
  D 1d6-1; Save F1; ML 7; AL C; XP 5 each
  When the battle is over, if Grulk survives
  he will search over the bodies. It doesn’t
  take him long to find the blood coloured
  tattoo of a blade that indicates the goblins
  belong to the Rusty Blade, a tribe he has
  great rivalry with. Grulk explains:
  “These goblins are from the Rusty Blade.
  Those little shit gobbling sons of a harpy
  have been trying to get me out of the city
  since that little worm Batatta took over the
  tribe. Yes, this has Batatta’s grubby little
  claw marks all over it.” Grulk grips his
  weapon tightly and spits. He looks around
  and manages to find a trail.
  Pointing towards one of the nearby
  buildings he says, “They came from there,
  and I’d bet my right fang that they have a
  tunnel or something which gives them
  access. If you folk have an interest in it, I
  have more work for you. These goblins got
  in here somehow, so we can track them
  down. You’ve already earned your pay in
  rescuing me, and maybe some more
  besides, but if you want some more coin
  then follow this trail and kill Batatta. You
  do that and you’ll be doubly rewarded. I can
  have my shaman give you some healing
  Grulk the Black, Chief of the Black Claw Tribe
  AC: 6
  HD: 4
  Hp: 20 (Currently 7)
  Move: 120 (40)
  Attacks: Curved Orc-forged sword
  Damage: 1d12+3
  Save As: F4
  Morale: 10
  Alignment: Neutral
  Skilled with Sword (+2 to hit. H:-2AC/1, Deflect(1)+Disarm
  Appearance
  Grulk is a large strong orc with brown skin that’s so dark it looks almost black. He wears
  a chain shirt with hide greaves. His sword is a heavy scimitar style of blade which is the
  trademark of the Black Claw. He also carries a curved dagger on his hip. He has a strong
  square jaw with a slight under-bite, which makes his lower fangs jut out a little.
  Personality
  Grulk is a visionary, and believes there is a place for humans and orcs to live in alliance,
  just as humans and dwarfs do. He is still very proud to be an orc and would never sell out
  his principles or his people to humans, but he also understands human pride and does his
  best to be amenable where possible. He’s the sort of person who will tease people in a
  casual friendly sort of way, without real malice. He does not appreciate weakness and
  while he would do his best to help people, he won’t help anyone not willing to help
  themselves as well.
  Grulk would really appreciate an ongoing connection with the PCs if they demonstrate
  that they have no prejudice against his race.
  
  11
  Part 3: The Confrontation
  before you go, but we’ll have to be quick
  about it before they have time to close off
  their entry. You interested?”
  Grulk will happily double their pay if they
  do the deed. Either way, he is true to his
  word and once they are clear of the hole he
  calls upon his shaman who smears some foul
  smelling paste over their wounds and
  restores them to full health. Grulk also gives
  a command that the lair is to be locked
  down, and no one leaves until things are
  resolved. He doesn’t say it, but he suspects
  Batatta must have a spy among his people
  and he wants to get to the bottom of it.
  If Grulk has died, then the PCs might decide
  to look for the source of the Goblins
  themselves. A Tracking 10 test will find
  unconcealed evidence leading to the goblin
  passage. The door has been left open, so
  there is no need to find secret doors.
  If Grulk is asked to go with the PCs, read:
  Grulk’s eyes blaze with a vicious anger.
  “Aye, I’d like to do that very much.
  However, there are things happening here
  I’m going to need to take care of if you’re
  going to get paid. If I had the time, I’d take
  care of this personally, but I don’t have that
  luxury. We need to catch Batatta red
  handed, before he has a chance to cover his
  tracks. So, I need you to act in my place
  instead while there is still time. If you fear
  I’m going to screw you out of the deal I
  want you to know that we don’t have a lot
  of cleanskins willing to help my people out,
  so I’m not going to throw you to the
  wolves. You can take the reward already
  owed to you and leave, or you can double
  it by acting now on my behalf. The choice
  is yours.”
  Part 3: The
  Confrontation
  Here the PCs face off against one of the real
  masterminds behind the attack on Grulk;
  Batatta, chieftain of the Rusty Blades. How
  these encounters work out will depend on
  what brought the PCs to this moment. Most
  likely, the PCs are being employed by Grulk
  and they will be ready to kill anything that
  stands in their way. However, if they have
  stumbled upon the entrance by accident,
  then they might try to take a very different
  approach.
  Either way, the first reaction from the
  goblins will be an attempt to kill the PCs on
  sight, in an effort to hide the existence of
  the tunnel from others. It is only after the
  PCs show signs of winning the fight that
  Batatta will attempt to bargain his way out
  of things.
  Whatever brings the PCs to the next
  moment, the passage ends at a small side
  room. Read the following:
  The tunnel twists and turns, narrowing in
  places but never growing tall enough to
  allow a human to stand up straight. After
  about fifteen minutes of travel you can hear
  the chattering of goblins somewhere ahead.
  How do you want to proceed?
  This part of the passage is just wide enough
  to allow the PCs to change the party order
  but they will have to travel single file. Just
  around the next corner, the passage comes
  within sight of a wooden trapdoor. The
  trapdoor is made from ill-fitting wood and
  there are gaps between the planks through
  which dull light can be seen. There are two
  goblins on guard duty outside the door, but
  a sneaky PC can sneak up and peer through
  the gaps to spot them and the room beyond.
  If they are clever, the PCs might be able to
  neutralise the guards and gain complete
  surprise on the next encounter. Otherwise
  the final battle will begin the moment the
  PCs open that trapdoor.
  Goblins x2
  AC 6; HD 1-1; hp 6,1; MV 90(30);
  #AT 1 short sword; D 1d6-1; Save F1;
  ML 7; AL C; XP 5 each
  The Throne Room
  The room is a large wooden structure
  roughly 60’ x 80’, with the walls covered
  in hides. There, on a raised dais, is a grand
  chair made from animal horns and broken
  rusted weapons. Sitting upon the throne is
  a wiry goblin with sharp features and long
  ears tipped with red. His skin is a sickly
  brown and it looks like part of his right ear
  has been bitten off as you can clearly see the
  outline of teeth marks.
  The Goblin Chieftain is not alone. He is
  being attended to by about a dozen other
  goblins, and they are all armed in various
  ways.
  During the course of this battle more
  Goblins can be introduced through the main
  doors to heighten the drama and to make it
  clear that the PCs are in the heart of a goblin
  lair. A smart party can try to block the door
  and lock it against more arrivals. It can be
  barred, but the bar for it is standing up in
  the corner of the room. If the PCs get it into
  their heads that they can commit genocide
  against the Rusty Knives by going on a
  killing spree outside the throne room, then
  have an organised force of Goblins ready to
  block them off and fight for their lives to
  protect their females and whelps.
  Goblins x4
  AC 6; HD 1-1; hp 7,6,5,4; MV 90(30);
  #AT 1 short sword; D 1d6-1; Save F1;
  ML 9; AL C; XP 5 each
  Goblin Bodyguard x6
  AC 6; HD 2; hp 10,8,8,8,4,3;
  MV 90(30);  #AT 1 short sword; D 1d6;
  Save F2; ML 9; AL C; XP 5 each
  
  12
  The Confrontation
  Batatta, the Goblin King
  AC 6; HD 3; hp 15; MV 90(30);
  #AT 1 short sword; D 1d6+1; Save F3;
  ML 9; AL C; XP 5 each
  This battle could end in many ways. If
  Batatta is slain, then check morale at -2 to
  see if the other goblins break or stay to fight.
  If the group morale breaks at any time, or
  only Batatta is still left alive, then Batatta
  will attempt to bargain with the PCs. If they
  halt hostilities long enough, read on:
  The goblin king shouts at his people in his
  own language. The others immediately fall
  back into a defensive posture. Then, in the
  common tongue, the goblin shouts at you
  saying, “Stop! We make a deal. You come
  here to kill but Batatta knows who is really
  behind this. Batatta only used as a tool in
  this. We make deal yes?”
  If the PCs refuse to immediately stand
  down, then Batatta will order his people to
  help him try to escape and he’ll leave by the
  main doors. If he cannot get out, then he’ll
  fight to the death. However, if the PCs
  agree, then Batatta will reveal the following:
  “Batatta was hired by an orc in the tribe of
  Grulk. I give you this name and you let
  Batatta and his people live yes?”
  If the PCs refuse to offer assurances they
  will honour the deal, such as swearing by
  their gods or making a vow, then it will
  require an Intimidate 10 or Deception 15
  test to convince him to give up the
  information. However, if the PCs seem
  genuinely willing to make a deal and leave
  Batatta alive then he will reveal the
  nefarious plan of Ferrak.
  “Ferrak makes this deal with Batatta. Ferrak
  wants leadership of the tribe, so he promises
  Batatta rewards if Rusty Blades help make
  Grulk dead. Ferrak is the enemy, Rusty
  Blades are only mercenaries. Not worth
  dying for this so Batatta tell you all about it.
  “Ferrak gives us magic scroll to make silence
  so we can cut under Grulks throne without
  him hearing, and Ferrak helps us find the
  right place to cut through. Then we take
  stray dogs, and tie them under place. Then
  we let undead out of chapel. Undead go to
  dogs to kill them. That’s when we finish
  breaking of floor and shoom! Grulk fall into
  undead.
  “Ferrak hires you outsiders in big pretend
  that he gets professionals. Ferrak was meant
  to get people bad at rescue, but instead he
  gets youse. Stupid Ferrak. Stupid Batatta for
  trusting Ferrak. Now Batatta has told you
  all. Just business right? No hard feelings
  between us. You leave Batatta live and I help
  you as witness in fancy law talking.”
  Batatta is telling the truth, and he’ll happily
  turn on Ferrak if the PCs want to turn this
  into a legal matter. If the PCs threaten
  Batatta further and demand recompense,
  then Batatta might be convinced to unearth
  About the Rusty
  Blades
  The Rusty Blades are a long standing
  tribe within the walls of Forecastle. They
  were not among the tribes who aided in
  the capture of Thundercliff, they just sort
  of showed up a few years later and laid
  claim to some land.
  The Rusty Blades represent a lot of
  what’s wrong with the Beast races. They
  sustain their tribe by acting as a fence for
  goods other tribes plunder from
  travellers or from raiding villages. The
  Rusty Blades have so far been cunning
  enough to evade being brought up on
  criminal charges, but their reputation is
  as tarnished as their name suggests.
  
  13
  Finishing Up
  his cache of coins and give the PCs a small
  chest containing an assortment of copper
  and silver coins, totalling 2ep, 121sp and
  345cp.
  Reporting to Grulk
  If the PCs return to Grulk with the evidence
  of Ferrak’s involvement he reveals that
  Ferrak has already disappeared and that he’ll
  take care of the rest himself. He doesn’t care
  if the PCs kill Batatta or not, he’ll pay them
  the full promised reward regardless. In fact,
  he’ll throw in 50gp per character as a bonus
  for uncovering the truth.
  If the PCs kill Batatta and learn nothing
  more, then Grulk will pay the rewards for
  his rescue and for their work in confirming
  Batatta’s involvement.
  If the PCs refused to follow up on the
  Goblins, then either Grulk or Ferrak will
  pay the promised reward for attempting to
  rescue Grulk. It was Ferrak’s hope from the
  start that the PCs would only return with
  Grulk’s corpse, so he’s more than happy to
  pay for their services if that’s the outcome.
  If the PCs take what they learn to the local
  authorities then their information is taken
  and promises are made to follow up, but
  nothing more is ever heard about it.
  Additional Rewards
  If Grulk has been rescued then they will
  have also earned the respect of a powerful
  influence in The Shades. Grulk is working
  hard to bridge the gap between Orc-kind
  and the other races, so this example of unity
  is something he hopes to foster. The PCs
  can certainly use Grulk as a future contact,
  and he would even be willing to help the
  PCs out if they have any special needs in the
  future.
  The characters should also get an XP award
  based on their roleplaying and input into the
  game. It’s up to the GM to decide the pace
  at which characters advance, so you should
  pick a value suitable for your group. As this
  adventure has very little XP for monsters
  killed or treasure found, this bonus XP will
  be crucial to character advancement. A
  value of between 1000 to 2000 XP would
  be recommend.
  If the PCs are a part of an Adventurer Guild,
  they will gain 2 Reputation and 2 Fame if
  they rescue Grulk. They will gain an
  additional 3 Reputation and 2 Fame if they
  uncover the plot between Ferrak and
  Batatta. If the PCs only manage to bring
  back the corpse of Grulk they will gain 1
  Reputation and 2 Fame.
  The Price of Failure
  If the PCs completely fail, and do not
  manage to save Grulk or uncover the plot,
  then they will lose 1 Reputation.
  In addition, the alliance between Farrak and
  Batatta will fester in The Shades, and start
  to destabilise the relationship between The
  Shades and the human zones. Reports will
  begin to emerge of well equipped goblin
  thieves robbing and killing people in streets
  outside The Shades.
  
  14
  Discover the World of Phaemorea
  About Phaemorea
  Phaemorea is a classic High Fantasy genre game world which could
  be plugged into any system. While designed to work best with
  Classic 1991 Dungeons & Dragons Rules Cyclopedia, it can easily
  be ported into any version of D&D, or with a little more tinkering,
  any system that supports high fantasy.
  Suitable as a new entry level world for beginning players, as well
  as an alternative world for older players who want to experience
  D&D in a new way without losing any of the charm of the old way.
  Phaemorea offers new ways of looking at classic races and classes,
  giving each a unique identity within the world, while preserving
  the integrity of classic D&D while still offering a new experience.
  Phaemorea is for you!
  Phaemorea is released under the Creative Commons Attribution
  Non-Commercial Share-Alike License, meaning you are invited to
  expand the world of Phaemorea and release your own publications,
  just so long as you follow the Creative Commons guidelines.
  You too can publish adventures and source books to share with
  your fellow gamers in this new world!
  Current Releases
  Guide to Phaemorea
   Your introductory guide to the history, people, places and
  Immortals of Phaemorea.
  Phaemorea Rules Supplement
  Collection of rules adaptations to offer alternative ways to use the
  D&D Rules, including updated general skills, and new Class
  variations.
  P1 Black Orc Down
  The first adventure set in the world of Phaemorea. Can you rescue
  a VIP lost in enemy territory before it’s too late?
  In the Works
  P2 Murder in the Fungeon
  What happens when a simple adventure in an amusement park
  turns seriously deadly?
  World Map of Phaemorea
  Garter States Gazetteer
  Solmani Gazetteer
  Getica Gazetteer
  Bungara Gazetteer
  Saluria Gazetteer
  Beast Races Gazetteer
  Demi-Humans of Phaemorea Gazetteer
  Immortals of Phaemorea
  Want more about Phaemorea?
  Your gateway to Phaemorea can be found at
  Phaemorea.com
  The birthplace of Phaemorea!
  
  Ketra
  2nd level Fighter
  ST 13 (+1)
  IN 8 (-1)
  WS 14 (+1)
  DX 9
  CO 9
  CH 18 (+3)
  Hp 16
  AC 1 (Plate Mail +1, Shield)
  Weapons Sword 1d8, Knife Shield 1d4+1,
  Dagger 1d4, Heavy Crossbow 2d4
  Skills Bargaining (CH), Persuasion (CH), Intimidation (ST),
  Danger Sense (WS)
  Bertran Phinx
  3rd level Cleric
  ST 15 (+1)
  IN 10
  WS 17 (+2)
  DX 13 (+1)
  CO 16 (+2)
  CH 10
  Hp 14
  AC 1 (Plate Mail, Shield, +1 Dex)
  Weapons Mace (SK) 2d4, Throwing Hammer 1d4
  Skills Gambling (WS), Healing (IN), Cheating (DX), Detect
  Deception (WS)
  Spells Cure Light Wounds x2
  Lyrica
  3nd level Thief
  ST 14 (+1)
  IN 16 (+2)
  WS 10
  DX 18 (+3)
  CO 9
  CH 11
  Hp 7
  AC 4 (Leather armour, +3 Dex)
  Weapons Shord Sword (SK)  1d6+2, Dagger 1d4
  Skills Acrobatics (DX), Art: Dance (IN),  Lip Reading (IN),
  Alertness (DX), Stealth: Urban (DX), Deception (CH)
  Khait Plex
  2nd level Magic User
  ST 7 (-1)
  IN 17 (+2)
  WS 15 (+1)
  DX 13 (+1)
  CO 11
  CH 13 (+1)
  Hp 8
  AC 8 (+1 Dex)
  Weapons Staff 1d6, Dagger 1d4
  Skills Alternative Magics (IN), Alchemy (IN), Escape (DX),
  Singing (CH), Leadership (CH), Healing (IN).
  Spells Magic Missile, Sleep
  Thunn Stonebreaker
  2nd level Dwarf
  ST 14 (+1)
  IN  11
  WS 13 (+1)
  DX 11
  CO 17 (+2)
  CH 9
  Hp 17
  AC 3 (Banded Mail, Shield)
  Weapons Hand axe +1 1d6+1, Light Crossbow 1d6
  Skills Endurance (CO), Caving (WS), Labour: Miner (IN),
  Engineering (IN)
  Peony
  2nd level Halfling
  ST 9
  IN 14 (+1)
  WS 14 (+1)
  DX 13 (+1)
  CO 12
  CH 16 (+2)
  Hp 10
  AC 5 (Scale Mail, +1 Dex)
  Weapons Short Bow 1d6, Short Sword 1d6
  Skills Nature Lore (IN), Tracking (IN), Healing (IN), Veterinary
  Healing (IN), Blind Shooting (DX)
  
  Bertran Phinx
  Alignment: Neutral
  Male of average height with brown hair and eyes. He’s
  unremarkable in appearance in almost every way.
  Bertran was once known by a different name, however he ruined
  his life when crippling gambling debts drove him into hiding. He
  sought out the House of Doors, the temple of Liliana Thriceborn,
  and there he underwent a Rebirth.
  Now, determined to become a new and better man, he chose to
  stay with the temple and study as a cleric. He’s a pragmatic man,
  and often painfully blunt, but he’s genuinely trying to become a
  better human being.
  Equipment: Holy symbol, 4 vials holy water, healers kit,  2
  throwing hammers, lantern, oil, flint and tinder, scroll (Bless)
  Ketra
  Alignment: Neutral
  Blonde female, slightly taller than the average person. Her most
  remarkable feature is her ice blue eyes that show no compassion
  for people on her wrong side.
  Ketra grew up on the mean streets of The Bilges in Forecastle.
  Most of her life she only aspired to live to the end of each day.
  However, she has steel hard determination, which has pushed her
  to become stronger and able to get by independently. She won’t
  say much about her past, claiming that time is long gone and she
  doesn’t care to talk about it.
  Despite her hard edge, she’s very warm and funny with those she
  trusts. She also knows how to turn on the charm to talk her way
  out of a fight.
  Equipment: Backpack, 12 bolts.
  Khait Plex
  Alignment: Lawful
  A native born member of Manakata, Khait is tall and dark skinned.
  He arrived in Forecastle as a part of a trading caravan. The caravan
  master mysteriously disappeared leaving Khait stranded in a city
  he doesn’t really like.
  Khait is a smart man, but also arrogant at times, seeing those
  without arcane talents as inferior. He knows when to keep his
  opinions to himself though, and when you get to know him, he’s
  not that bad a chap. He’s always happy to point out when you’ve
  done something stupid though.
  Equipment: 2 Potions of Healing, lantern, oil, flint and tinder,
  1 vial holy water.
  Lyrica
  Alignment: Chaotic
  Lyrica makes a decent living as a dancer, though her fortunes vary
  at times. Her lithe body and lustrous black hair draws the eye of
  men and encourages good tips.
  In truth Lyrica doesn’t much like men, and sees their affections
  as a weakness easily exploited. Her disdain for others often shines
  through in conversation. She’d rather avoid the pawing hands of
  her fans and strives to become a full time respectable thief, gaining
  her wealth through adventure instead of the halls of seedy bars.
  Equipment: Thieves tools, backpack, 4 daggers, mirror, rope, 1
  Egg of Wonder
  Thief Skills
  OL 25; FT 20; RT 20; CW 89;
  MS 30; HS 20, PP 30; HN 40
  Peony
  Alignment: Lawful (but prone to misbehaving)
  Peony is an assumed name for this bright young Jhan only freshly
  out on her Yewmer rite of passage. She’s loquacious, vivacious,
  and desperate to experience as much of the world as she can.
  Peony has a real thirst for adventure, and hopes to find a few
  special trinkets she can take back to the many members of her
  large family.  She also likes helping people, and bears no prejudice.
  So long as you seem like a kind and decent person, you have an
  easy friend in Peony.
  Equipment: Mirror,  30 arrows and quiver, wolfsbane, potion
  of Invisibility, potion of Healing, 4 silvered arrows.
  Thunn Stonebreaker
  Alignment: Lawful
  Thunn is certainly rough around the edges. His family are hard
  working common miners who have never been much for fancy
  things.
  Thunn loves his family, but he also wants something better for
  them than busting rocks for a living. He’s run away from home
  in an effort to make a name for himself, and to bring his clan back
  riches he hopes will elevate his family’s status.
  He’s a very honest person, and though he sees the sense in lying
  at times, he never feels comfortable with it.
  Equipment: 2 Torches, flint and tinder, hammer, 12 iron
  spikes, 2 spare hand axes, rope, 20 bolts.
  
      Adventurers
                Wanted
  100 gold
   Reward!
  Adventurers needed fer
  URGENT rescue mishen.
  See Ferrak at da
  Black Claw tribal house
  in da Shades fer details.
  Open minded peepol only
  need apply!!
  
      Adventurers
                Wanted
  100 gold
   Reward!
  Adventurers needed fer
  URGENT rescue mishen.
  See Ferrak at da
  Black Claw tribal house
  in da Shades fer details.
  Open minded peepol only
  need apply!!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/1st Edition (ODD, D&D Basic, AD&D)/1st Edition/3rd Party/Phaemorea - P1 - Black Orc Down.pdf