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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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