Baron Vraka the Unbroken views the upper levels of Quasqueton not as a monument to dead wizards, but as an encroaching geopolitical threat. The Orc Vanguard currently occupying Level 1 has begun choking off the ventilation shafts and blocking the surface access points that the Chitin Regime uses for light smuggling. This blog post picks right up from
Meditations on the classic In Search of the Unknown (Module B1, written by Mike Carr in 1978) module Adapted To OSR Rpg systems especially The Adventurer, Conqueror, King Second Edition - Part Six
Rather than wasting his own shock troops on a surface-fringe skirmish, the Baron offers the party a formal, binding Underworld Compact.
The Iron Compact: Terms of Agreement
1. The Mandate (The Party's Obligation)
The characters must completely break the military capability of the Orc Vanguard on Level 1 of Quasqueton.
Success Metrics: The party must execute or drive out the Orc Chieftain (and his immediate lieutenants) and reduce the active orc fighting force by at least 80%.
Proof of Completion: The party must deliver the Chieftain’s iron-spiked battle standard and the heads of his line-captains to the Citadel guards at the Spark-Spire within 21 days of signing.
2. The Consideration (The Baron's Reward)
Upon verification of the task, Baron Vraka grants the party a Lesser Underworld Mining and Harvesting Charter, fully recognized by the courts of Krag-Ghar.
[ THE COMPACT SIGNED ] -> [ ORC VANGUARD CLEARED ] -> [ THE CHARTER GRANTED ]
(21-Day Deadline) (Deliver the Standard) (15% Production Yield)
The Domain Grant: The charter cedes exclusive extraction rights to a 1-mile hex of unworked limestone tunnels located 3 miles northeast of the Sunless Sea. This hex is rich in Glow-Paste Slime and Unrefined Iron Ore.
ACKS II Domain Mechanics:
This charter allows the party to establish an Underworld Extraction Venture (a tier-0 domain asset).
Once per month, the venture generates a base revenue of $1d6 \times 100\text{ gp}$ worth of raw trade goods, representing harvested alchemical compounds and iron ore.
The Baron's Cut: The Chitin Regime waives standard water-tolls on the party's skiff for cargo originating from this specific mine, taking a flat 15% tax on monthly production yields instead of the usual 30% foreign tariff.
System Risks & Hidden Clauses
In ACKS II, political favors from chaotic or tyrannical rulers always carry systemic friction. The party must weigh the economic windfall against two critical complications:
The "Squatter's Rights" Problem
The mining site granted by the Baron is explicitly listed as unoccupied. However, local intelligence at The Blasted Crucible reveals that a migratory nest of 3x Cave Locusts and an isolated family of Troglodyte outcasts currently use those fissures for shelter. To actually build the mining camp and begin generating income, the party will have to personally clear the hex or hire an extra squad of mercenaries (costing roughly 120 gp in upfront monthly wages) to secure the perimeter.
Surface World Alignment Penalties
Accepting a formal, stamped iron charter from an Underworld tyrant permanently alters the party’s reputation.
The Mechanical Penalty: The party suffers a permanent -1 penalty to Reaction Rolls when dealing with Lawful surface authorities (such as the Marcher Lords or the Church of the Holy Light) if the charter is discovered on their person.
To surface civilizations, trading mining rights with the deep Troglodytes looks remarkably like treason or dark-cult collusion. The party will need to smuggle their mined ore through black markets or use a front-merchant to launder the coin.
Executing the Contract
If the party accepts, the Baron's scribe seals the iron scroll using molten lead stamped with Vraka's personal sigil. The Baron slides a small leather pouch across the stone table containing an advance of 2x Flasks of Vitriol (Acid) from the city vaults—a tactical tool to help the party melt through any iron reinforcements the Orcs have erected on Level 1.
This infiltration scenario is structured for a low-level party using ACKS II metrics. It treats The Maw—the vertical gladiator shaft at the tip of Krag-Ghar—not as an open combat arena, but as a stealth and structural puzzle with a ticking clock.
The Objective
Your valued surface hireling, Darvin the Torchbearer, was ambushed on the docks and is currently locked in the holding pens beneath the arena floor. He is scheduled to be thrown onto the lower iron grate in 3 hours (18 Exploration Turns) to face a starved Giant Cave Locust for the amusement of the Foundry workers.
1. The Blueprint of The Maw
The Maw is a vertical shaft slicing straight through the bottom tip of the stalactite city.
[ LEVEL A: THE ANTECHAMBER & CRANES ] -> Overlooks the 40ft drop to the cage.
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(2x Rusted Chain Lifts)
v
[ LEVEL B: THE ARENA GRATE ] ---------> Heavy iron mesh over the boiling mud.
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(Iron Barred Gate)
v
[ LEVEL C: THE HOLDING PENS ] --------> Damp, sulfur-choked rock cells.
Level A: The Spectator Antechamber: An open gallery where bettors gather. Two massive windlasses control the iron cages that lower combatants down to the arena floor.
Level B: The Arena Floor: A 40-foot-wide circular iron grate suspended 60 feet above the boiling mud sump. The rising heat creates a constant haze, giving characters a +1 bonus to Hide throws but imposing a -1 penalty to ranged attack throws due to shimmering thermal drafts.
Level C: The Under-Pens: A series of cramped, damp rock alcoves cut into the stone directly beneath the spectator gallery, level with the arena grate.
2. Infiltration Vectors (The Tactical Puzzles)
The party can approach the rescue through three distinct entry points, depending on their skills and gear.
Vector 1: The External Rigging (The Thief's Route)
The party bypasses the spectator guards entirely by climbing the exterior of the stalactite from the Sump-Ring docks, using ropes to swing into the raw ventilation slits feeding into the Under-Pens.
The Check: Requires a successful Open Locks or Proficiency check (Climbing/Acrobatics) to secure the anchors silently.
The Complication: The wind outside is fierce and sulfurous. Slipping forces a Save vs. Paralysis to catch a lower rigging line, or the character drops into the mud sump.
Vector 2: The Broker's Bribe (The Charisma Route)
The party enters the gallery as wealthy surface merchants looking to purchase slaves for work in Quasqueton. They approach the Master of the Pit, a greedy Beastman named Gorg.
The Check: A Bribery or Deception proficiency throw.
The Cost: Gorg will fake Darvin's "death" in the arena logs and look the other way for a flat bribe of 250 gp or a permanent magic item/alchemical asset (like a flask of Vitriol).
Vector 3: The Gladiator Front (The Fighter's Route)
The party’s heaviest combatant signs up for an open-entry blood match, using the entry process to get legally escorted straight down into the holding pens.
The Play: While the combatant draws the attention of the guards and the crowd in the bullpen, the party's Thief utilizes the distraction to slip away and pick the locks on Darvin's cell.
3. The Denizens & Opposition
The Pit Boss: Gorg the Flesh-Factor (Level 3 Thug, AC 3, hp 18, Morale +1). He carries the heavy iron ring holding the keys to the pens.
The Pen Guards: 4x Beastman Grunts (AC 2, HD 1+1, hp 7 each, Morale +0). They are lazy, distracted by dice games, and currently suffering a -1 penalty to surprise checks due to the deafening roar of the spectator crowd above.
The Beast: 1x Giant Cave Locust (AC 5, HD 2, hp 11). It is kept in a wooden drop-box above the grate, starved and agitated.
4. Executing the Escape (The Mechanical Clock)
Once the party enters the Under-Pens, the Referee tracks time using a strict 6-Turn Countdown before Darvin's match begins.
[ TURN 1-2: Locate Cell ] -> [ TURN 3-4: Pick the Lock ] -> [ TURN 5-6: The Alarm / Flight ]
Locating Darvin (Turns 1–2): The pens are a maze of screaming prisoners and roaring beasts. A character must succeed on a Hear Noise check to track Darvin’s voice over the din.
Sprinting the Lock (Turns 3–4): Darvin’s cell is secured with a crude iron latch. A Thief can attempt an Open Locks throw. Alternatively, a character can use a flask of Vitriol (Acid) to melt the lock instantly and silently over 1 turn. Smash-heavy solutions (crowbars/axes) work instantly but automatically alert the 4 Beastman guards.
The Extraction (Turns 5–6): Darvin is dehydrated and exhausted; his movement rate is halved, and he carries an automatic 1 Stone encumbrance penalty as dead weight if he needs to be carried.
The Alarm Complication
If the party is spotted or takes too long, Gorg pulls the lever to release the Giant Cave Locust early while sealing the main exit gates. The party must either fight their way across the vibrating arena grate while the crowd cheers, or blow the floor winches to drop the holding cages into the Sunless Sea below, hoping their skiff is positioned perfectly beneath the stalactite tip to catch them.