TEXT: HONOR OF THE CLAN
   
  A Pits & Perils Adventure 
  For characters 5-7th level
  
  Written by 
  Christopher J. Salvatore
  Proofreading & Editing
  Heather L. Salvatore
  Playtesting
  Gabriel R. Salvatore
  Elijah M. Salvatore
  Delia M. Salvatore
  The Ruined Abbey of Saint Tabitha and The Siege of Gorush are 
  copyrighted by Oldehouse Rules and are the intellectual property 
  of James an Robyn George. They are used in part here with 
  permission.
  
  Referee Notes
  
  Honor of the Clan
  All is not well in the Crimson Hills. Thulin Hammer-hand, leader 
  of the  Crimson Hills clan is missing. He and his guard disappeared on
  a trade mission to the Elves of Greywood; his son, Boran has been cast
  out of the Clan-home. Deception and dishonor are rife in these Dwarven
  halls.
   
  Honor of the Clan  is an adventure written for PITS & PERILS 
  suitable  mid-level (5th-7th) parties. It uses material from the core 
  rule book as well as material from The Ruined Abbey of St. Tabitha by 
  Oldehouse Rules. The Crimson Hills and Crimson Hills clan as well as 
  the background information given on Dwarves are from the author's 
  campaign, so referees should feel free to ignore that which does not 
  fit with their own. While this adventure contains Orcs, Elves, Dwarves
  and all the standard fantasy fare it differs in a few places depending
  on the PCs choices. There is ample opportunity for combat but there is
  also ample opportunity for role-playing and diplomacy. It is all up to
  the PCs. 
  A Bit About Dwarves  
  Most mountain ranges have at least one Dwarven Clan inhabiting 
  the under regions. These clans range in population from a few hundred 
  to a few thousand. Each clan is headed by a Clan leader. The Clan 
  leader is basically the “face” of the clan, he deals with non-dwarven 
  interactions and represents the clan at the yearly Clan Moot. The clan
  leader mantle is a hereditary title passed from father to son in a 
  given family. In the case of the Crimson Hills it has been the Hammer-
  hand family for the past five generations. 
  There are only two reasons why the clan leader mantle may not 
  remain in a given family; there may be no male heir, (although this is
  rare, only one in twenty dwarven births are female). The second is if 
  the family is dishonored in some way. There is a dichotomy to clan 
  leadership that other races find odd but it works. The clan leader is 
  “advised and guided” by the council of matriarchs, usually comprised 
  the older females of the clan. One female from each family has a seat 
  on the council. In regards to the females of the clan, they are rarely
  seen by non-dwarves. If there are indeed non-dwarves in the clan halls
  for whatever reason, the females will don hooded cloaks until the non-
  dwarves depart. 
  
  In regards to Dwarven families only the family patriarch or his 
  designated successor is eligible for the mantle of clan leadership. 
  Each family possesses a token, usually worn on a necklace, which marks
  the patriarch as such. This token, when held aloft by the rightful 
  possessor will glow brightly as if there were a flame within. The 
  token must be either willingly passed from patriarch to successor or 
  accepted upon the death of the patriarch else it will not shine its 
  light.  Each family's token is different and distinct: The Stone-
  beards (master brewers) have a small silveron flagon as their token. 
  The Hammer-hands (master weapon-smiths) have a hammer in a fist 
  (obviously). The Oakenshields (master armorers) have a small silver 
  shield. These are only a few examples.     
  Background for the Referee
  Up until five Dwarven generations ago the clan leader mantle of 
  the Crimson hills lay with the Oakenshield family. Gorin Oakenshield, 
  the clan leader at the time was not blessed with sons. When he was 
  bent and stooped with age the time had come to pass on the mantle. In 
  this instance the council of matriarchs gathered and decided, with the
  blessing of Gorin, to mantle the Hammer-hand family. The Hammer-hand 
  family ruled the Crimson hills wisely from that day to this. Some, 
  most notably Uron Oakenshield, brother of Gorin felt the mantle should
  pass to him. Gorin however, always had misgivings about his brother's 
  leadership skills or lack thereof and privately advised the council 
  against mantling him. This hatred festered in the Oakenshield family 
  these past five generations until finally it erupted in the person of 
  Ulef Oakenshield and a vile plan was hatched to take back the mantle 
  of leadership, no matter the cost. 
  Ulef Oakenshield, one of the few who knew the timetable of the 
  upcoming trade mission to the Greywood elves, made contact with the 
  Broken Fang tribe of Orcs who make their lair in a ramshackle, 
  abandoned keep in the northern hill country. This act in and of 
  itself, willing contact with orcs, is a banishing offense according to
  Dwarven law. He persuaded the chieftain of the tribe, most likely with
  a heavy purse, to waylay Thulin Hammer-hand and his retinue. The terms
  of the deal were: the death of Thulin and the return of one survivor 
  with the Hammer-hand family token; which, because it was not willingly
  given, would not glow in the hand of Thulin's son Boran, thus showing 
  to all (in Ulef's mind as he is actually insane) that Boran was not 
  fit to be mantled. In addition to this Ulef planted evidence that it 
  was indeed Boran who had contact with the orcs and arranged his 
  father's demise. For this supposed transgression Boran was cast out of
  the halls of the Crimson hills. The council of matriarchs is due to 
  meet to officially mantle Ulef Oakenshield, who has vigorously been 
  campaigning and how has a decent power-base within the clan. If Boran 
  
  has any hope of foiling the evil Ulef's plan he must return with 
  either his father or proof of Ulef's dishonorable dealings within two 
  fortnights or he and the entire Hammer-hand family will be marked with
  dishonor forever. 
  Unbeknownst to most, the crafty orc chieftain did not kill Thulin
  and Ulef has recently received a blackmail threat from the chieftain; 
  3,000 pieces of gold or Thulin will be released and the chips will 
  fall where they may. Ulef is now in state of near-panic as all his 
  machinations could be discovered. He has now made contact with the 
  guild of assassins (another banishing offense) and set a price on 
  Boran's head. 
  Getting the PCs Involved
  This adventure differs from some in that there is a great deal of
  background information that is available to the referee and is to be 
  given to the players depending upon the choices that are made. The 
  suggestions offered in the text are from the author's play-testing and
  campaign.
  The PCs can get involved in this adventure in any number of ways.
  One involves the town of Dunkirk which is detailed in the Ruined Abbey
  of Saint Tabitha by Oldehouse Rules. 
  Perhaps the PCs are returning from an adventure and decide to rest in 
  Dunkirk. They may run across Boran Hammer-hand in the Green Maid Inn 
  which is in the town of Dunkirk or they may foil an assassination 
  attempt on Boran, the choice is up to the referee. 
  The Green Maid Inn
  After the PCs return from an outing they may decide to stop and 
  rest in the town of Dunkirk. The first place they will probably stop 
  is the Green Maid Inn, which is renowned for its Dwarven brewed ale. 
  The PCs may or may not notice a brooding Dwarf sitting at a corner 
  table by himself. Once the PC's are seated and are awaiting their 
  order the dour Dwarf stands up, raises his flagon and shouts “Here is 
  to the Crimson Hills, may the Hammer-hands once again be honored 
  there.” PCs who have the INTELLIGENCE attribute may make a task 
  resolution roll to recall the fact that Thulin Hammer-hand was the 
  Clan leader of the Crimson Hills; this may make curious PCs wonder why
  the Hammer-hands are not welcome in their own home. This may lead to a
  conversation with Boran. 
  
   Boran (D/L/STR) AK:1 (Battleaxe) LL:4/+2 (Chain-mail) (21HP) Combat 
  Move: Smash.
  If approached by the PCs and bought a drink, Boran will tell them
  his story including his father's disappearance, the wrongful 
  accusation and his subsequent banishment. If asked what can be done, 
  Boran declares that he knows his father is not dead because “the place
  where he stands in my heart is not empty.” He then states that he 
  plans to find his father and right the wrongs that have been committed
  against his family. If the PCs have not already offered to help, Boran
  will ask if they are willing to aid him in his quest. (An INTELLIGENCE
  test will tell the PCs that one of the hardest things for a Dwarf to 
  do is ask a non-Dwarf for help). If the PCs think to ask who might do 
  this, Boran will state that he has his suspicions about Ulef 
  Oakenshield but he has no proof. If asked for any clues Boran will 
  mention the trade mission to the Greywood Elves. If the PC's do not 
  think of it, Boran will suggest that the Elves may have information 
  that will aid them. Some of the PC's may notice that as he speaks 
  Boran is fondling a small silver hammer that is on a necklace; if 
  asked he will say that it is his family token, returned by a survivor 
  of the trade mission. Boran will go on to say that it is the other 
  reason he knows his father is not dead. “It was not willingly given to
  me by my father, so if he were dead it would glow.”  
  The Investigation Begins
  If the PCs decide to help Boran, he will accompany them and fight
  by their side. The PCs have already been given one avenue of inquiry, 
  that of the Elves of Grey Wood. If the PCs determine to speak the 
  Elves, they may or may not decide to investigate the site where 
  Thulin's party was ambushed as it is on the way to the Grey Woods. If 
  the PCs decide to do this, they will note that the bodies of the slain
  Dwarves have already been removed by the people of the Crimson Hills. 
  The Orc corpses were left where they fell. A full twenty Orcs were 
  slain by Thulin and his six guards. If the PCs search the remains they
  will find a torn standard with what appears to be some sort of tusk or
  claw imaged upon it. PCs who have the INTELLIGENCE attribute should be
  given a task resolution roll to recall that the Broken Fang tribe of 
  Orcs resides in an abandoned keep some ways to the North. Armed with 
  this new information the PCs will now have a direct line of inquiry 
  for the Elves. 
  
  The Grey Wood
  The PCs may now proceed to the Grey Wood to make their inquiries 
  of the Elves. The Grey Woods is a mix of deciduous and coniferous 
  trees and covers quite a large area, at least 75 square miles perhaps 
  more. As the party enters the wood it is as though a great hush has 
  fallen over the world. The footfalls of the party are muted by the 
  thick detritus of the forest floor and other sounds are softened by 
  the thick foliage. It is almost as though speech would be in some way 
  disrespectful to this ancient wood. The party will travel 
  approximately one to three miles before they are met by an Elven 
  warder patrol. 
  The Elves seem to materialize from the trees, their elusive grey-
  green cloaks seem to shift and merge with the colors of the forest.  
   
  Elven Warder (6) (E/L/varies) AK:1 (Longbow/dagger/spear/spell) SP:2 
  LL:3/+1 (leather armor) (9HP) Combat Move: Dodge or Volley. Spells: 
  Varies, usually CALM, FOIL, or BOLT.
  Seemingly from the very air itself the party hears 
  “Blockéieren”(the Elvish command to halt). A group of six Elven 
  warders surrounds the party with arrows nocked. This encounter can go 
  very well or very badly if the party does something foolish. One 
  suggestion is to have Boran steps forward with empty hands raised and 
  exclaims, 
  “Hail and well met, please stay your shafts, I am Boran Hammer-
  hand and I am known to the Waisslander people (Dwarvish word for 
  Elf) as they are to me.”   
  An Elf, who is a little taller than the others steps forward raising 
  his empty hands and says, 
  “Hail and well met again Boran Thulin-son.”
  “I am Eoran Greenstalk, I was part of the delegation sent to the 
  Crimson Hills two seasons ago, and well do I remember you.” 
  --Note to the referee-- 
  This conversation can proceed anyway the referee wishes, perhaps 
  one of the players can stand in for Boran and do the talking. I'm
  getting a little wordy here and I don't want this to read like a 
  book so this is the upshot: Eoran and Boran remember each other 
  fondly from the Elven visit to the Crimson Hills and Eoran was 
  saddened to hear of Thulin's plight. One of the Warders in this 
  party was on the Beyond Patrol when the ambush occurred. It was 
  indeed Orcs from the Broken Fang tribe who attacked Thulin's 
  party and the Orcs were seen leading a captive away from the 
  battle site. However he cannot confirm that it was Thulin.
   
  From here the party may decide to make their way to the Broken 
  
  Fang encampment that lies approximately two days journey to the north.
  If the party makes a favorable impression on Eoran, he will decide to 
  accompany the party on their mission due to his great respect for 
  Thulin and his friendship with Boran.
  Eoran Greestalk (E/L/INT) AK:1 (Longbow/Longsword/Spell) SP:2 LL:5/+1 
  (Chain-mail) (16HP) Combat Move:Volley Spells: STUN, FOIL, BOLT, RUIN,
  CALM, MUTE.
  As stated earlier, the Orc encampment lies two days to the north.
  The referee can use the Wilderness Random Encounter table on page 68 
  of the P&P basic rule book or use one of their own devising.
  If the party needs to rest or re-provision, especially if there was 
  bad luck with the random encounter rolls they can stop at the town of 
  Highcastle, which lay at the halfway mark between the Grey Wood and 
  the Orc stronghold. Some details of Highcastle can be found in the 
  adventure “The Siege of Gorush” by James George and is available on 
  the P&P Google+ community.
  Orcs of The Broken Fang 
  The strong hold of the Broken Fang tribe is an abandoned, 
  crumbling, medium sized keep which may have been a watch station of 
  old. The entrance is on the south wall which faces the direction of 
  the party's initial approach. Only the battlements on the north and 
  west wall are still strong enough to be used. The only interior 
  building able to be used is the stone stable. This is now the abode of
  the chieftain of the tribe. Some of tribe dwells in tents in the open 
  area of the courtyard and some outside, near the outer walls. The 
  chieftain has placed several listening posts on the outer areas of the
  keep. If the party decides to try a stealthy rescue, the chances of 
  happening upon one of these posts is 2 in 6.
  One thing must be mentioned, if the party decides to negotiate 
  with the chieftain, Boran will not speak to any Orc at all. To do
  so, to willingly have non-violent contact with an Orc would soil 
  his honor. 
  --1 Entrance. This is the main entrance to the keep. The wooden doors 
  are warped and dry-rotted, therefore they are left open, hanging from 
  their hinges. The iron portcullis, while rusty is still serviceable 
  and bars unwanted visitors. There are four orcs here on guard duty at 
  any one time, two outside and two inside, who operate the portcullis. 
  AK: 1 (short sword or spear) LL: 1/+1 (leather scraps) (3 hp) ME: 30'.
  
  --2 & 3 These are the two look-out posts, one here on the west wall, 
  the other is on the north wall. Here guards walk the ramparts and keep
  an eye out for intruders or attackers. 
  8 orcs, 4 on each rampart. AK: 1 (short bow or spear) LL: 1/+1 
  (leather scraps) (3 hp) ME: 30'. 
  Each guard station also has a pile of medium sized stones which can be
  dropped on attackers.
  --4 This area, close to part of a collapsed wall, is used by the orcs 
  as  the privy. It is possible to sneak into the keep through this area
  but it will basically be a crawl through filth. Not the most sanitary 
  of situations.
  --5 The stable is the only freestanding building still left in the 
  keep. It is approximately 80' by 40' and is basically the Chieftain's 
  throne room/living quarters. Thulin is also here, chained in one of 
  the stalls. At the far end of the stable is the Chieftain's “throne”; 
  a big wooden chair set up on a pile of squarish stones from the wall.
  There are a few ways that this encounter can go; all of them 
  depend on the PCs actions. First, the party can try and use force, 
  bracing the beast in its very den as it were. Unless the party is 
  overly large, or has at least ten hirelings this is a dicey 
  proposition at best. The Broken Fangs have a decent tactical setup and
  at any one time there are at least 30 orcs here, not including females
  and younglings. However, if the PCs are feeling particularly violent, 
  the referee is free to let them try. Second, the PCs may try to spirit
  Thulin out through stealth. This could be a viable option but the 
  referee should have the PCs detail their plan and the referee should 
  determine if the plan is both logical and tactically sound. A decent 
  plan should have at least a chance of success. The third option offers
  the most role-playing opportunities. If the party approaches the keep 
  with weapons either sheathed or peace-bonded and request an audience 
  with the Chieftain the guards will at least relay the message. The 
  referee can either use a CHARISMA resolution roll or play this out in 
  full. If none of the party members speak Orcish, Eoran is fluent and 
  can act as translator. Once the party gains an audience with the 
  Chieftain, this is where the role-playing opportunities increase.
   
  The party will be led through the squalid camp to the stone 
  stable building. Once inside they will notice a few things, the 
  interior is smokey from the fire-pit in the middle of the building, a 
  rudimentary and not very effective chimney system has been set up but 
  the fire combined with some burning torches makes for a dim 
  environment. The Chieftain sits upon his “throne” flanked by two 
  female Orcs. His Bugbear body guards stand approximately six feet away
  
  on either side. The PCs also notice an Ogre, sitting in the corner 
  gnawing on some type of meat haunch.
  Thurogh, Orc Chieftain  AK: 1 (long sword +1/short spear) LL: 4/+2 
  (chain mail) (12hp) ME: 30'. Thurogh is an older Orc, who wears an eye
  patch over his left eye, a nasty scar sneaks out from underneath the 
  patch and runs down his cheek. He is over-large for an Orc, hugely 
  muscled, with numerous other battle scars. He is also quite 
  intelligent, obviously a capable opponent in battle.       
  Bugbear Guard (4) AK: 1 (mace) LL: 2/+2 (leather armor & shield) (6 
  hp) ME: 30'.
  Frongash, Ogre AK: 1 (great club, +2 dmg) LL: 5/+1 (leather scraps) 
  (15 hp) ME: 30'.
  In the ensuing conversation, Thurogh will seem quite 
  condescending to the party. He will first ask if they are 
  representatives of Ulef Oakenshield. Hopefully the party is truthful 
  in their answer. When the  party answers in the negative, Thurogh will
  mumble,
   
  “More's the pity.” “If you do not represent that oaf then why are
  you here?” “With a another foul-beard nonetheless.” 
  Once Thurogh finds out that the goal of the party is to secure 
  the release of Thulin he chuckles and says; 
  “Ah, my...prize, I see. Well, the Dwarf has value to me, I'm sure
  we can all agree that my people and I must be properly 
  compensated for his freedom.” “The price for his release is five 
  thousand pieces of gold.” “Or perhaps a task.” “If a task does 
  not suit you perhaps a contest.”
  Basically there are three ways the party can set Thulin free: one
  is the five thousand gold. Second is the task. If asked about the task
  Thurogh will say; 
  “Approximately 2 miles to the west is the lair of a MANTICORE. 
  This beast has evidently developed a taste for orc-flesh.” “It 
  raids my outposts weekly and has taken too many of my warriors.” 
  “Defeat this creature and return with its tail and you shall have
  the dwarf's freedom.”
  If asked about the task, Thurogh will laugh evilly and say;
   
  “Simple, all that must be done is one of you must defeat my 
  friend Frongash in single combat.” “Accomplish that and you shall
  have the Dwarf.”
  
  Whichever course the party chooses, Thurogh will keep his word 
  and release Thulin. Thulin is in decent health, he has a bandage on 
  his head and one on his arm. Otherwise Thulin is hale and fit for 
  travel.
  Thulin, (D/L/WIS) AK:1 (Battleaxe) LL:6/+0 (Chain-mail) (39HP, at the 
  moment 30) Combat Move: SMASH, SWEEP.
  Thurogh can offer no concrete proof about Ulef's collusion other 
  than their verbal agreement, nor will he agree to accompany the party 
  back to the Crimson Hills; stating that “he doubts he would be welcome
  in Dwarven halls.” Thulin can off no concrete proof either only what 
  he gleaned by listening to the Orcs talks amongst themselves; (he 
  speaks Orcish). While this would hold more weight with the Council of 
  Matriarchs it is not evidentiary. Concrete proof must then be found 
  elsewhere.
  Lair of the Manticore
  Approximately 2 miles to the west of the Broken Fang camp lay the
  lair of the MANTICORE. At the base of one of the taller hills is a 
  small copse of trees, within this copse is a cave in which the 
  MANTICORE lairs. There is a 1 in 6 chance that the MANTICORE is 
  asleep. If it is asleep and the party does not blow a bugle it can be 
  surprised. If not then...
  MANTICORE (C) AK: 3* LL: 6/0  (18 hp) ME: 30' 
  At the start of combat the MANTICORE will make a ranged attack with 
  its spiked tail for 2d6 automatic hits to all within 30' a MANTICORE 
  has enough spikes for 2 attacks there is a 50% chance it will make a 
  second ranged attack (1-3 on a d6) then it will close to fight with 
  its bite and 2 claw attacks. 
  The back of the lair is strewn with bones and moldering random 
  body parts, some Orc, some perhaps human or Elven. The MANTICORE has 
  the following treasure at the back of its lair, probably taken from 
  previous victims. 250 SP, 150GP, gold ring set with an amethyst worth 
  50GP, gold necklace set with a sapphire, worth 75GP, MAGIC ROPE, 
  PLATEMAIL +4, POTION OF INVISIBILITY, SCROLL of RUIN.
  If the party successfully frees Thulin they will be free to 
  return to the Crimson Hills. Thurogh will not offer the hospitality of
  the Broken Fangs. The referee may or may not want to use random 
  encounter tables, depending on the party's state of health.
  
  Three of Blades 
  On the return journey, at a place of the referee's choosing the 
  party will be attacked by the Brotherhood of Blades (Assassins Guild).
  If the party manages to defeat the assassins they will find the proof 
  Boran needs to clear his name. 
  The Brotherhood always works in teams of three. The method of 
  attack is left up to the referee. As an aside, one method that was 
  tried in play testing was a merchant wagon that seems to have a broken
  wheel. The “merchant” is one of the assassins, the other can be 
  stationed in the wagon and the third may be camouflaged in the 
  roadside brush. This is of course only a suggestion, the referee 
  should feel free to use any tactics they so choose.
  Assassin One, (F/C/DEX) AK:1 (short sword +2/dagger/poison) LL:4/+3 
  (Leather armor +2) (22HP) Combat Move:Dodge. Ambidextrous fighting 
  with sword and dagger +1 dmg 
  Assassin Two, (T/C/DEX2) AK: (dagger/blowgun/poison) LL:5/+2
  (Leather armor +1) (17HP) DAGGER +2 DAGGER +1,+3 vs. magic using 
  creatures. Ambidextrous fighting with daggers dmg +1
  Assassin Three (M/C/INT) AK: 1 (dagger/spell) LL:6/+0 pouch of SMOKE 
  STONES, pouch of SLEEPING DUST, STAFF OF ICY DEATH, CIRCLET OF POWER. 
  SPELLS: BOLT, FOIL, STUN, WARD, SLOW, VINE, OBEY, SP:6
  This is a potentially deadly encounter as Assassin 1 & 2 have 
  three doses of paralytic poison with which to coat their weapons. If 
  it is too deadly the referee should feel free to scale the assassins 
  back a bit in power level. 
  If the party manages to defeat the assassins they will find in the 
  MAGICIAN'S pouch the contract which states the following:
  Be it known to these three brothers that they have been awarded 
  the contract that involves one Boran Hammer-hand of the Crimson 
  Hills people. Proof of death is to be brought to one Ulef 
  Oakenshield also of the Crimson Hills people who is the 
  originator of this contract.
  Here then, is the concrete proof that Boran needs to clear his name 
  with the Council of Matriarchs.  
  
  Return To the Crimson Hall
  Once the PCs return to the Crimson Hills clan, (hopefully with 
  Thulin and Boran) The plans of Ulef Oakenshield will begin to fall 
  apart quickly. The Council of Matriarchs will convene an emergency 
  meeting and hear testimony from Thulin, Boran and possibly the party 
  members. They will also examine the physical evidence taken from the 
  assassins. The Council can meet for as long as the referee wishes. The
  PCs will (after testifying) be given food, drink and rest. Healing 
  will also be provided as needed. Once the Council reaches a decision 
  the PCs will be summoned to the meeting hall, the entire clan is 
  gathered here as well. (They may or may not notice that they are 
  escorted wherever they go in the halls). Ulef and ten of his closest 
  cronies will be brought before the Council, weaponless, with bound 
  hands. The Council will then render their decision: Ulef and his men 
  will be banished from the Crimson Halls forever, effective 
  immediately. 
  The PC's including Eoran will be asked to stand before Thulin and the 
  Council. Thulin begins to speak:
  “Be it known by all these present that these brave adventurers, 
  who risked all for me and for the Crimson Hills People are no 
  longer strangers to these halls, let be known that now and 
  forever they are now Zwergen, (This the Dwarven word for the 
  Dwarvish race).” 
  Once Thulin utters these words, all the females in the Hall of 
  Meeting immediately drop their hoods, this includes the Council of 
  Matriarchs. All of the PCs are now considered to be Dwarves and are 
  therefore allowed unescorted access to the Halls as well as being 
  allowed to see an un-cowled female. This is a high honor given to very
  few beings. 
  In addition Thulin presents each party member with a necklace 
  with a silver disk attached. Etched into the disk is a representation 
  of the Crimson Hills. He states that by these tokens all Zwergen 
  people no matter the clan will know the bearer to be kindred. Thulin 
  finishes by stating that forevermore the PCs will have an open hand in
  the Crimson Hills and succor will be given no matter the situation.
  So, here ends Honor of the Clan, I hope you have as much fun playing 
  it as I did writing it.
  
  Afterthoughts & Credits
  After reading through this adventure I realized that it may not be 
  everyone's cup of tea. I wanted to write something that involved more 
  than just hack-and-slash. Don't get me wrong, I love a good hack-and-
  slash adventure but I also like telling a good story. I was trying to 
  strike a balance between the two. Hopefully I was successful.
  There is credit due to others as well. The Ruined Abbey of Saint 
  Tabitha by James and Robyn George from Oldehouse rules details the 
  town of Dunkirk and its environs. The town of Highcastle is from “The 
  Siege of Gorush” by James George; this fine adventure was run at 
  Pretzcon in 2013. Without these two fine people at Oldehouse rules 
  none of this would be possible. Thanks for everything.  
  
  Environs II.jpeg
  
  BFE.jpeg
  
  Pits & Perils Open Supplement License v1.0 
   
  The following Open Supplement License 
  governs the reproduction and distributing of 
  materials compatible with the Pits & Perils role-
  playing game by Olde House Rules. By copying, 
  modifying and/or distributing supplemental 
  materials, you agree to be bound by the terms 
  of this License. 
   
  1. Application 
  This License applies to any supplemental 
  materials designed for, and compatible with, 
  the Pits & Perils game reproduced and 
  distributed by individuals or entities other than 
  Olde House Rules.   
   
  2. Definitions 
  "Copyright Notice" means the copyright notice 
  applying to Pits & Perils. 
   
  "Distribute" or "Distributing" means to 
  reproduce, display, transmit or otherwise 
  distribute by any medium and/or in any form, 
  whether gratis, for a direct or indirect fee, or 
  any form of exchange. 
   
  "Supplemental Material" means any derivative 
  content, such as adventures, enemies, spells 
  and/or variant rules compatible with Pits & 
  Perils and requiring the Pits & Perils rulebook(s) 
  to fully utilize.  
   
  "You" or "Your" means an individual or a legal 
  entity exercising rights under this License. 
   
  3. Grant and Consideration  
  In consideration for Your agreement to use this 
  License, effective on this date, Olde House 
  Rules grants You world-wide, royalty-free and 
  non-exclusive License for the following 
  permitted uses: 
   
  3.1. You may copy and Distribute Your 
  Supplemental Material, provided that You, in 
  each instance, send a digital copy to Olde House 
  Rules for private archival purposes.  
  3.2. You may use terminology specific to Pits & 
  Perils provided these do not exactly or 
  conceptually reproduce the existing work.   
   
  3.3. In all instances, the Copyright Notice and 
  this License will be prominently displayed 
  somewhere within Your Supplemental Material 
  and the "Approved for Pits & Perils" logo on the 
  front or inside cover at Your discretion.    
   
  4. Representation 
  By Distributing Your Supplemental Material, 
  You represent that it is Your original creation 
  and/or that You have sufficient rights to Your 
  Supplemental Materials to make the grants 
  described in this License. 
   
  5. Versions of the License 
  Olde House Rules may publish revised and/or 
  new versions of this License from time to time. 
  Each version will be given a distinguishing 
  version number. New Supplemental Material 
  must always use the most recent version of the 
  License from the Olde House Rules web site. 
  Once Your Supplemental Material has been 
  published under a particular version of this 
  License, You may continue to use it under the 
  terms of that version or You may choose to use 
  it under the terms of any subsequent version of 
  this License published by Olde House Rules. No 
  one other than Olde House Rules has the right 
  to modify the terms of this License. 
   
  6. No warranty 
  You expressly acknowledge and agree that use 
  of Pits & Perils is at Your sole and entire risk. 
  Pits & Perils is provided "as is" and without 
  warranty of any kind. Olde House Rules 
  expressly disclaims all warranties and/or 
  conditions, express or implied, including but not 
  limited to, the implied warranties and/or 
  conditions of satisfactory quality, 
  merchantability, fitness for a particular purpose 
  and non-infringement of third party rights. No 
  oral or written information or advice given by 
   
  
  Olde House Rules shall create a warranty. 
   
  7. Limitation of Liability 
  Under no circumstances shall Olde House Rules 
  be liable for any incidental, special, indirect or 
  consequential damages arising out of or relating 
  to this License or Your use of Pits & Perils, 
  whether under a theory of contract, warranty, 
  tort (including negligence), products liability or 
  otherwise.  
   
  8. Use of the Logo 
  The "Approved for Pits & Perils" logo is the 
  property of Olde House Rules and may only be 
  displayed under the terms of this License.  
   
  9. Termination 
  This License and the rights granted herein will 
  terminate automatically without notice from 
  Olde House Rules if You fail to comply with any 
  term or terms of this License and fail to cure 
  such breach within 30 days of being notified of 
  such breach by Olde House Rules. 
   
  9.1. Where Olde House Rules determines that a 
  purportedly Supplemental Material is in fact a 
  violation of copyright, this constitutes a breach 
  of this License. Olde House Rules may terminate 
  this License and the rights granted herein if You 
  fail to cure such breach within 30 days of being 
  notified of such breach by Olde House Rules. 
  Olde House Rules may, at its option, use any 
  applicable copyright law to protect its 
  intellectual property rights. 
   
  9.2. Where Olde House Rules determines a 
  Supplemental Material does not comply with 
  subsection 3.3 of this License, this constitutes a 
  breach of this License. Olde House Rules may 
  terminate this License and the rights granted 
  herein if You fail to cure such breach within 30 
  days of being notified of such breach by Olde 
  House Rules. 
   
  9.3. Upon termination of this License, You agree 
  to immediately stop any further copying, 
  modifying and/or Distributing of the 
  Supplemental Material in question. Except in 
  the case of copyright violation, You will not be 
  liable to Olde House Rules for compensation, 
  indemnity or damages of any sort solely as a 
  result of terminating this License in accordance 
  with its terms, and termination of this License 
  will be without prejudice to any other right or 
  remedy of either party. 
   
  9.4. Termination of Your License by Olde House 
  Rules shall not be effective to terminate the 
  License of anyone else enjoying rights under 
  this License. 
   
  10. Miscellaneous 
  10.1. This License will not be construed as 
  creating an agency, partnership, joint venture 
  or any other form of legal association between 
  You and Olde House Rules, and You will not 
  represent to the contrary, whether expressly, 
  by implication, appearance or otherwise. 
   
  10.2. Nothing in this License will impair the right 
  of Olde House Rules to acquire, license, 
  develop, market and/or Distribute products 
  that perform the same or similar functions as, 
  or otherwise compete with, Your Supplemental 
  Material. 
   
  10.3. Failure by Olde House Rules to enforce 
  any provision of this License will not be deemed 
  a waiver of future enforcement of that or any 
  other provision. Any law, regulation or rule of 
  interpretation which provides that the language 
  of a contract shall be construed against the 
  drafter will not apply to this License. 
   
  10.4. If any provision of this License is held to 
  be unenforceable, such provision shall be 
  reformed only to the extent necessary to make 
  it enforceable. 
   
  10.5. This License constitutes the entire 
  agreement between the parties with respect to 
  the subject matter thereof. 
   
  
SOURCE: textdata/thevault/Pits & Perils (osr)/Pits & Perils Adventures & Settings/Pits & Perils Honor of The Clan.pdf