Lords of the Cruth Lowlands - Vaults of Pandius
Lords of the Cruth Lowlands - Vaults of Pandius
Lords of the Cruth Lowlands - Vaults of Pandius
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Adventuring in <strong>the</strong> <strong>Lowlands</strong><br />
<strong>of</strong> <strong>the</strong> city is under Karameikan control,<br />
giving access to <strong>the</strong> Stoyanov Library, <strong>the</strong><br />
Graveyard, and Castle Ivanovich. However,<br />
<strong>the</strong> last part <strong>of</strong> <strong>the</strong> regalia will be found<br />
much fur<strong>the</strong>r, in <strong>the</strong> ancient Nithian and<br />
Hutaakan ruins marked by <strong>the</strong> Obelisk.<br />
This will also raise some questions about<br />
<strong>the</strong> relation between Chardastes and <strong>the</strong><br />
Hutaakans, which may have some major<br />
implications on <strong>the</strong> cult <strong>of</strong> Chardastes itself<br />
and its role within <strong>the</strong> Church <strong>of</strong> Traladara,<br />
should <strong>the</strong> nature <strong>of</strong> <strong>the</strong> Traladaran healer<br />
as <strong>the</strong> reincarnation <strong>of</strong> an ancient<br />
Hutaakan priest-king be revealed.<br />
The Undead Menace<br />
This plotline is driven by <strong>the</strong> conflict<br />
between a Vampire Lord and <strong>the</strong> Sons <strong>of</strong><br />
Night. The Vampire Lord, an escaped<br />
descendant <strong>of</strong> Count Koriszegy, is trying to<br />
establish a power base in <strong>the</strong> ruins <strong>of</strong><br />
Achelos, animating a large number <strong>of</strong><br />
corpses as Ghouls, Zombies and Skeletons.<br />
The Sons <strong>of</strong> Night have sent one <strong>of</strong> <strong>the</strong>ir<br />
Darkers to combat this threat.<br />
The unusual undead activity will lead <strong>the</strong><br />
Karameikan leadership to send <strong>the</strong> party to<br />
<strong>the</strong> Old Graveyard to investigate. The PCs<br />
have <strong>the</strong> opportunity to help <strong>the</strong> Darker<br />
and find out more about <strong>the</strong> undead<br />
menace, and <strong>the</strong>n confront <strong>the</strong> Vampire<br />
Lord in his refuge in <strong>the</strong> River Keep.<br />
This will open <strong>the</strong> way to <strong>the</strong> exploration <strong>of</strong><br />
<strong>the</strong> Tomb <strong>of</strong> <strong>the</strong> Achelos Kings in <strong>the</strong> Old<br />
Graveyard (see <strong>the</strong> Regalia <strong>of</strong> Achelos plot<br />
thread), as well as putting <strong>the</strong> party on <strong>the</strong><br />
trail <strong>of</strong> <strong>the</strong> Sons <strong>of</strong> Night and <strong>the</strong>ir base<br />
under Kosti Kopec.<br />
The Upper Achelos<br />
This plotline starts after one <strong>of</strong> <strong>the</strong> key<br />
(perceived) threats against Nova Achelos<br />
has been removed. Ideally, this would be<br />
<strong>the</strong> Sons <strong>of</strong> Night, but <strong>the</strong> plot can work<br />
with <strong>the</strong> Achelos Outlaws or even Akhriin.<br />
In any case, <strong>the</strong> Hill Giants will find it<br />
easier to raid south <strong>of</strong> <strong>the</strong>ir steading,<br />
leading to conflicts with <strong>the</strong> humans. After<br />
a few prospectors or hunting parties have<br />
been attacked, Lord Kaerin Penhaligon will<br />
set a bounty on <strong>the</strong> Hill Giant chief.<br />
If <strong>the</strong> party manages to defeat <strong>the</strong> Hill<br />
Giants, <strong>the</strong>y will gain information on <strong>the</strong><br />
lost dwarven mine <strong>of</strong> Kurest Hurgon. They<br />
can <strong>the</strong>n mount an expedition to save <strong>the</strong><br />
dwarves, and perhaps open a new trade<br />
route.<br />
The Turnwood<br />
The last plot line does not depend on <strong>the</strong><br />
Colonization thread, so it can be<br />
introduced at any point if <strong>the</strong> party is<br />
losing focus.<br />
The plot is initiated by <strong>the</strong> Loggers' Guild,<br />
who are having problems in <strong>the</strong>ir eastern<br />
Riverfork Woods operation – logger parties<br />
are being attacked by woodland creatures,<br />
some loggers have disappeared outright,<br />
and a disproportionate number <strong>of</strong><br />
accidents are happening in <strong>the</strong> logging<br />
camps.<br />
The party is hired to investigate, and can<br />
discover that <strong>the</strong> root <strong>of</strong> <strong>the</strong> loggers'<br />
problems are <strong>the</strong> inhabitants <strong>of</strong> <strong>the</strong> Fey<br />
Mound, who resent <strong>the</strong> loggers' intrusion in<br />
<strong>the</strong>ir woods.<br />
This can lead to a peaceful solution, or to<br />
an escalation <strong>of</strong> <strong>the</strong> hostilities. In <strong>the</strong><br />
former case, <strong>the</strong> PCs are asked to broker a<br />
compromise with <strong>the</strong> Loggers' Guild, as<br />
well as to flush a bandit gang hiding in <strong>the</strong><br />
Dwarven Ruins. In <strong>the</strong> latter case, <strong>the</strong><br />
party will have to face not only <strong>the</strong> wee<br />
folk, but also <strong>the</strong> werewolves <strong>of</strong> <strong>the</strong><br />
Riverfork Woods and <strong>the</strong> Lindenelm clan.<br />
In any case, removing <strong>the</strong> Fey Mound as<br />
an obstacle to <strong>the</strong> exploration <strong>of</strong> <strong>the</strong><br />
Riverfork Woods will lead <strong>the</strong> party to<br />
discover <strong>the</strong> Turnwood, a high magic point<br />
that is locked down by powerful wards and<br />
contended by powerful magic-using<br />
beings.<br />
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