TEXT: This adventure opportunity is a free
  addition to Frandor’s Keep, a setting for use
  with Kenzer and Company’s HackMaster
  Basic fantasy roleplaying game. If you
  enjoy the material presented here, there
  are 144 pages of comparable fun waiting
  for you in the full product. 
  GM’s Background
  GM’s Background
  The winding switchback trail leading to Falcon’s Eye Tower
  is broken up by two relatively flat clearings – one about 1¾
  miles up the trail (at 6200’ elevation) and the second nearly
  another mile further up the trail (at 6500’). The lower clearing
  encompasses approximately 1¼ acres while the upper one
  occupies about three and a half acres.
  The two clearings are substantively different in appearance.
  The lower and smaller one is bisected by the trail and relative-
  ly free of bushes and dense undergrowth. Such is not the case
  with the upper clearing. The trail skirts its northern edge while
  the balance is choked with briars.
  A couple of months ago, a group of soldiers hacked through
  the thicket in a vain search for ‘lost dwarven silver’ (this being
  the rumor du jour propagated by some scurrilous wag at the
  Broken Hilt Tavern).  While they understandably came up
  empty-handed, they did make a remarkable discovery. At the
  far southeastern edge of the rocky shelf there was a 10-foot-tall
  unhewn stone erected in a naturally formed notch. More eeri-
  ly, a collection of antlers, hooves, teeth and other presumed ani-
  mal parts were scattered around its base.
  This shrine became a local curiosity attracting many to the
  site. Strange markings, purportedly Orkin religious script, were
  observed on the stone’s surface. Word of the site soon reached
  Keep Prefect Ganitak and the incensed commander ordered
  his personal retinue to level the spot. This they did by toppling
  the stone over the cliff edge and hurling the gruesome artifacts
  after it. Guards assigned to Falcon’s Eye Tower were flogged
  and pilloried for dereliction of duty in permitting this abomi-
  nation to escape unnoticed for so long.
  Chastened by their punishment, the Falcon’s Eye Tower crew
  has been more vigilant of late. To their great consternation,
  they discovered that a replacement obelisk was erected at the
  shrine site – now secured in place by large wooden stakes
  around its base. Subsequent reconnoitering of the site revealed
  that the pagan offerings – for certainly this is what the bones
  must be – were also present and in greater abundance every
  time they visited.
  Only the guards of Falcon’s Eye tower know the current state
  of the site. Fearing more severe punishment, they took it upon
  themselves to apprehend whoever was utilizing the site for
  these unholy rituals. Alas, several all-night vigils failed to dis-
  cover the idolaters.
  Getting the Players Involved
  The following rumors may be added to the Area
  Information table found on page 24 of Frandor’s Keep.
  21. There’s an old silver mine in the cliffs on the south side of the
  Tanara River not too far off the path that leads up to Falcon’s Eye
  Tower. Dwarves used to mine it but they abandoned it when it
  began to get played out. Too much work getting what little
  remained they said. An enterprising young feller with a strong back
  might find himself a bit a loot though if ’n he was willin’ to scratch
  around a bit. (False; Dasas Zhenshi [the proprietor of Dasas’
  Goods detailed in area M10 on page 65 of Frandor’s Keep] peri-
  odically scatters around a few trade coins to the local drunks to
  keep this rumor (and other variants) alive in hopes of selling
  mining tools to rubes foolish enough to believe it.)
  22. A demon totem in our own back yard! Don’t that just beat all.
  The Prefect had a hissy fit when he heard about that. Had the
  entire crew of Falcon’s Eye Tower flogged for lettin’ it sit there right
  under their noses. Good thing he had it torn down – who knows
  what kind of evil something like that might attract… we got
  enough problems with these goblin scum. (True)
  These rumors may goad the players into exploring the trail
  to Falcon’s Eye Tower and the clearings along said path.
  Alternatively, they may wish to travel to Falcon’s Eye Tower
  itself to interview the soldiers there.
  1
  
  2
  If they choose the latter course, they will be greeted with
  stone-faced grimaces from the guards on duty. These troopers
  do their best to dissuade the explorers from rummaging around
  the site, even threatening to arrest them for trespassing.
  However, use of Diplomacy or Art of Seduction skills (an
  Average check in either case) will compel the sergeant
  [Relemir Tesipo] to pursue a different tactic – especially if the
  PCs relate the rumors they’ve heard and seem intent on inves-
  tigating the site.
  Under these circumstances, he takes the players into his con-
  fidence and reveals the true nature of the site (that is, what the
  soldiers believe to be true). He also states that guardsmen have
  camped at the site on three separate occasions encountering
  neither hide nor hair of evil cultists. If the players were to dis-
  cover who is responsible for the shrine and its apparent upkeep,
  he would appreciate the effort. 
  Of primary importance though is for the PCs to keep quiet
  about anything they discover and report back to him personal-
  ly. He lets slip that the guardsmen have already been punished
  by the Keep Prefect and that Ganitek is unaware that the
  obelisk has been restored. Were he to find out the true situa-
  tion, heads would roll.  While he won’t offer a cash reward, he
  hints at some alternative remuneration implying that having
  soldiers as trusted confederates might prove to be a valuable
  asset.
  If this offer is insufficient, he will agree to any terms that can
  be reached. However, he will scheme to undermine the players.
  See Aftermath for further details.  
  Additional details that may be learned through this discus-
  sion include the following: 
  a) On each occasion, four troopers kept watch on the site and
  they maintained a campfire.
  b) No unusual tracks have ever been found on the path up to
  Falcon’s Eye Tower.
  c) There is writing on the obelisk but in an unknown script.
  If the players decide to go it on their own, a shift change
  occurs at Falcon’s Eye Tower a day after they set out. The out-
  going patrol searches the upper clearing on their way back to
  Frandor’s Keep. If they encounter foreigners (e.g. the players)
  near the site, they will presume that they are the ‘evil cultists’
  and attempt to apprehend or kill them. The Fast Talking skill
  may prove very useful in preventing an escalation of violence
  and  permit the PCs time to provide a plausible excuse for
  
  3
  being there. If they are quick-witted enough, they may be able
  to take the soldiers into their confidence (with similar results
  as detailed above).
  Sergeant Relemir Tesipo: N Baparan human fighter 1; HP 28;
  Init +4; Spd 9 (8); Rch 31⁄2’; Atk +1; Dmg 2d8p+1 (longsword); Def
  +4; DR 3; ToP 9/ 6; Hon 9; Quirk: Paranoid; Notable Skills: language
  (Baparan 71), observation (12), resist persuasion (12); Gear:
  longsword, medium shield, studded leather armor, 2d3 sp, 3d4
  cp
  4 Men-at-Arms: N Baparan human; HP 26; Init +5; Spd 8 (7); Rch
  2’; Atk 0; Dmg 2d6p (short sword); Def +3 (medium shield); DR 3;
  ToP 8/ 6; Notable Skills: language (Baparan 71), observation (10);
  Gear: short sword, med. shield, studded leather armor, 1d3 sp,
  2d4 cp
  The Enemy
  In truth, the shrine was erected by an Orkin shaman and his
  apprentices as part of a ritual calling upon the Creator of Strife
  for a day of reckoning and eventual defeat of the humans
  encroaching on Hell’s Throat. These are high aspirations for
  the diminutive band of orcs but they are true believers and
  fanatical in their devotion to the Discordant One. 
  Their unholy days, which they dutifully observe, are periods
  of foul weather. Ironically, this has served better than any
  stealth on their part to aid them in remaining undiscovered for
  they visit the shine only on miserable stormy nights – precise-
  ly the type of weather that discourages the castle’s soldiery
  from camping out and ambushing them.  
  Orc Shaman (67 EP): CE orc cleric 1; HP 30; Init 3; Spd 13; Reach
  4’; Atk +3; Dmg 2d8p+1; Def +2 (medium shield); DR 3; ToP 12/6;
  Size M; Move 10 ft./s; Spell: (1) Moderate Emotion: Cause Fear;
  Notable Skills: survival (40), literacy [Orkin] (31), observation (12);
  Gear: orkin body armor, medium human-made shield, flail, 5
  
  pounds of rock salt (81⁄2 sp value), 12 sp, Potion of Orcish
  Steadfastness, traveler’s outfitting bundle, ink (1 oz), quill, note-
  book*
  3 Orc Minions (34 EP each): HP 29, 27, 25; Init 5; Spd 9; Rch 3’;
  Atk +3; Dmg 2d8p+2; Def -4; DR 3; ToP 12, 11, 10/6; Size M; Move
  10 ft./s; Notable Skills/Proficiencies: laborer, observation (7); Gear:
  orkin body armor, orkin scimitar, pilgrim’s outfitting bundle
  *This notebook is filled with rambling orkin script detailing the
  sacrilige wrought by the accursed humans building a fortress on an
  orkin burial ground. Feel free to reveal as much of the history of
  Frandor’s Keep from Chapter Two as you wish should an enterpris-
  ing character translate the book. (For those not literate in Orkin,
  translation services are offered by the Adept Scribes located in
  Frandor’s Keep and detailed in entry M2).
  Exploring the Upper Clearing
  This three and one-half acre flat area was cleared some years
  ago in an attempt to create an additional food plot for the
  Keep’s residents. It proved highly susceptible to flash flooding
  and was abandoned after a couple of seasons. Since then it has
  lain fallow and become overgrown with thorny bushes.
  If players enter the thicket, they will be able to make out
  several paths through the brush as indicated on the map.
  Several of these paths end in dead ends necessitating either
  backtracking or a slow and laborious effort of hacking through
  the dense undergrowth with swords (the latter weapon the only
  suitable stand-in for a machete).  
  At the far end of the clearing overlooking the valley below
  stands a rough unhewn stone.
  Closer examination reveals script carved into the stone.
  Should any of the players be literate in orkin, it reads,
  “Sometimes misfortune has nothing to do with chance.” An
  Easy Divine Lore check will reveal that this is a shrine to the
  Creator of Strife while a Difficult Observation check of the
  offerings will identify some of the bones as human (the
  remains of a lost traveler captured by the orcs and sacrificed a
  month ago). Tracking checks easily reveal that a number of
  booted man-sized creatures have tromped around the site but
  they are too old to follow away from the site.
  Confronting the Minions
  If the players lay an ambush in order to waylay anyone
  coming to visit the site, they will spend a fruitless day and
  night encamped in the clearing. The following day soldiers
  from Falcon’s Eye Tower will reconnoiter the clearing possibly
  confronting the PCs as ‘evil cultists’. Note that the men-at-
  arms will not make any attempt at stealth and can be detected
  some ways off by an observant group (though it will necessitate
  an Average listening check to overhear their conversation in
  the Baparan dialect – a sure clue that they are not humanoid
  raiders). Should the players attempt to hide, make a contested
  check versus the soldiers’ observation skills.  
  Later that afternoon, dark storm clouds blow over the Krond
  Heights portending a storm. That evening, a severe
  thunderstorm hits the region. If players are camping out,
  describe in detail just how dreadful it is to be out in the
  wilderness completely soaked and chilled to the bone. To
  heighten tensions, a lightning bolt strikes a tall tree a mere 100
  yards away, causing it to collapse. 
  In the midst of this storm, the orkin minions emerge to
  worship at their shrine. They approach cautiously knowing that
  the abominable human scum have taken to violating their
  unholy shrine. Should they encounter interlopers, they attack
  with maddening fury seeking to cleanse the site of this
  desecration and perhaps to take a living captive to sacrifice.
  If the players abandon their stakeout due to the inclement
  weather, they will not encounter the orkin worshippers.
  However, later investigation of the site will (with a Trivial
  observation check) reveals additional bones arrayed as sacrifices
  and a myriad of fresh tracks covering the site. These tracks exit
  the clearing to the south and a novice tracker can ascertain that
  this group comprised four individuals. Unfortunately, following
  the tracks requires a Very Difficult skill check due to the hours
  of hard rain obscuring the orcs’ trail.  If the orcs’ tracks are
  found and the creatures pursued, what will follow is an aimless
  chase down the Padiras river valley. These orcs are nomads with
  no lair.
  Players may alternatively choose to lie in wait and not reveal
  themselves to the orcs when they appear opting rather to track
  them to their lair. Tracking the orcs in the rainstorm requires a
  Difficult tracking check with success resulting in an identical-
  ly fruitless chase through the valley. 
  The orcs will return to the site during the next storm (a new
  storm front will appear in d8+2 days). This is the next oppor-
  tunity the PCs have to confront the orc cultists.  If they are not
  dealt with at this point,  the shaman will begin to attract fol-
  lowers at the rate of d4-2 per month (with statistics identical
  to the current orc minions). The emboldened band will also
  inaugurate the practice of capturing individuals from the
  immediate region for their monthly sacrifice. Roll a d6 to
  determine this individual’s identity: 1-2 is a random traveler, 3-
  5 is a named resident of Quarrytown (see Chapter Five of
  Frandor’s Keep) and 6 indicates a named resident of the Keep
  itself. Obviously the orcs aren’t going to boldly march into the
  fortress and kidnap this individual, rather he (or she) is waylaid
  sometime during the month and kept prisioner until sacrificed
  to the Creator of Strife. The Keep’s military garrison won’t take
  notice until such time as its residents begin disappearing.  
  Aftermath
  Should the players kill the Orkin shaman and his minions,
  they put an end to this little coven and have solved the mystery
  of the shrine. There are a number of alternative conclusions to
  the story based upon player actions.
  After trekking through the thicket, you discover a ten-foot
  high rough block of stone wedged into a natural depression and
  secured with large wooden stakes. All about it lie scattered
  antlers, hooves and bones.
  4
  
  5
  Scenario One: If the characters made a gentleman’s arrange-
  ment with the soldiers of Falcon’s Eye Tower, the troops will
  completely cleanse the site. They insist that the PCs take no
  bounty heads (though anything else is theirs by right of com-
  bat). They proceed to pull down the obelisk, bury the orc
  corpses and scatter the grisly offerings. None will ever speak of
  the incident.
  These soldiers will be indebted to the PCs and subsequent-
  ly use their influence within Frandor’s Keep to make life a lit-
  tle bit easier for the characters. This will essentially give them
  the benefit of the doubt when dealing with the Keep’s common
  soldiery and preclude the suspicion normally given to freelance
  mercenaries. Party fighters may even be invited to join the
  Secret Society of the Black Fists (see description on page 68 of
  Frandor’s Keep). 
  Scenario Two: If the players drive a hard bargain with
  Relemir taking advantage of his precarious position or if they
  insist on taking heads or ears to cash in with Kip the Bounty
  Master (see area M9a in Chapter Seven of Frandor’s Keep), he
  will honor the terms of their arrangement and offer to buy any
  trophies directly. However, he insists that any cash reward will
  have to be issued from a slush fund he has squirreled away back
  at Falcon’s Eye Tower. While escorting the players to the tower,
  he sends his troopers back to the Keep to falsely report that the
  guardsmen of Falcon’s Eye Tower killed the orcs responsible for
  erecting the evil shrine. 
  When the players return to Frandor’s Keep, a huge public
  gathering is held in which Prefect Ganitek lauds praise on the
  brave soldiers of Falcon’s Eye Tower. These soldiers are treated
  as heroes and treated to free drinks and hearty congratulations
  from everyone they encounter. Players who feel slighted and
  try to contradict the tale will not be believed whatever evidence
  they present.
  Scenario Three: Should the players bypass the Falcon’s Eye
  Tower crew and wish to exercise their bragging rights first
  hand, word soon reaches Prefect Ganitak. He summons the
  PCs for a full debriefing and expresses his appreciation for
  their initiative in ridding the valley of this menace. He then
  invites them to a ceremony to be held two days hence to
  publicly herald their accomplishment.
  The ceremony is only a pretense. Its true purpose is to
  punish the guards of Falcon’s Eye Tower for continued sloth
  and incompetence and to serve as a warning to the rest of the
  garrison. 
  When the characters arrive at the ceremony held on
  Frandor’s Field in the middle of the upper bailey, nearly all of
  the keep’s soldiers are arrayed in rank and file before the Lynx
  rotunda. The PCs are ushered up to the rotunda where the
  Prefect will give some them some perfunctory praise and then
  presents them with 30 silver coins. Following that, the guards-
  men of Falcon’s Eye Tower are marched in bound in chains.
  Ganitek then lets loose a tirade about the virtues of honor and
  duty and how these men have failed to honor their oath. One
  man, Sergeant Relemir Tesipo, is then led forward and stripped
  of his rank before being before being beheaded.  The remain-
  ing Falcon’s Eye troops are then marched off to the pillory.
  The player characters responsible for bringing this shame
  upon the soldiery will subsequently marked for every kind of
  harassment possible short of open attack. Complaining to the
  Prefect will elicit nothing more than a brusque “I’ll look into
  it” as he has no interest whatsoever in the matter.
  CREDITS
  Author/Illustrator: Steve Johansson
  Editor: David S. Kenzer
  © Copyright 2010 Kenzer and Company. All rights
  reserved. HackMaster is a registered trademark of
  Kenzer and Company.
  www.kenzerco.com
  Adventure Synopsis
  Treasure Yield: 
  K Potion of Orcish Steadfastness
  K human-made medium shield (15 sp resale value)
  K flail (71⁄2 sp resale value)
  K 5 pounds of salt (81⁄2 sp value)
  K ink and quill (51⁄4 cp)
  K 12 sp
  K bounty on orc heads (4 sp)
  K Reward from Prefect Ganitek (30 sp)
  Experience Yield:
  K Discovering which deity the Orcs are worshipping (15 EP)
  K Figuring out that the Orcs only appear on stormy nights (10 EP)
  K Learning the identity of the worshippers at the mysterious shrine
  (20 EP)
  K Killing Orc cultists (169 EP)
  K Destroying the coven before it can grow in size and influence
  (15 EP)
  K Discovering details of Frandor’s Keep’s history by translating the
  shaman’s notebook (60 EP)
  K Forming trusted alliance with Falcon’s Eye Tower crew (50 EP)
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SOURCE: textdata/thevault/Hackmaster/HackMaster Basic/HackMaster Basic Adventures/HackMaster Basic Frandor's Keep/HackMaster Basic Mysterious Shrine.pdf