Lords of the Cruth Lowlands - Vaults of Pandius

Lords of the Cruth Lowlands - Vaults of Pandius Lords of the Cruth Lowlands - Vaults of Pandius

08.05.2015 Views

Introduction items or secure buildings in the Merchant District and Nobles Estates. Finally, they will discover the presence of two necromancers, a Vampire Lord and a Son of Night battling for control of the Graveyard. The characters can then face the Vampire Lord in the River Fort, and finally brave the dangers of the Tomb of Achelos II and deal with a tribe of Ogres to recover the Regalia of Achelos. From there, the party will find several opportunities that will lead them to explore the upper course of the Achelos river, either looking for new mountain passes into Darokin, new mining sites, or even the secrets of the Sons of Night. Having removed or reduced several of the threats to Nova Achelos, the party will have unwittingly opened the way for a much worse threat, the Hill Giants. It will be up to them to deal with the Giants, and perhaps investigate the ancient dwarven mine of Kurest Hurgon. Other plotlines deal with the Turnwood, a high magic point contended by several powerful creatures, and lead to the Tomb of Trinkla the Black Seer in the Blight Swamp to recover the Bell of Chardastes. Many additional ruins and sites are provided to allow the characters a great deal of flexibility in the choice of their goals -- indeed, as an alternative primary plot, the party could be even hired to map a part of the region, either by Lord Alexius Korrigan in Specularum, or by Lord Kaerin Penhaligon in Nova Achelos. In this case, use the Turnwood plotline for an exploration of the Achelos Woods, or the Nova Achelos plotline above for the exploration of the upper course of the Achelos river. Besides the original concepts listed in the credits, this adventure employs several non-Mystaran modules, including “Steading of the Hill Giant Chief”, “King of the Giantdowns”, “Tomb of Horrors”, and “The Forge of Fury”. Feel free to replace these adventures with others having a similar theme. For instance, “Deep Dwarven Delve” could replace “The Forge of Fury”. 3

History of the Cruth Lowlands History of the Cruth Lowlands The Taymoran Age BC 2500 At this time, the major settlement of the Cruth Lowlands is a Giantish fort on the river Magos, part of the borderlands of the Kingdom of Southern Grondheim. The Taymorans, a human nation with bronze age technology among stone age Azcans and Nithians, establish bronze age kingdoms south and west of the Grondheim giants. Culturally, the Taymorans are heavily influenced by the priesthood of Nyx, known to them as Zargos. BC 2400 The Taymorans use their magic and knowledge of metallurgy to establish a number of trade routes to the west (with Azcans and Huleans) and north (to the newly created Antalian holdings in Heldann). In the process, they discover the high magic point of Nightpeak, which prompts a tremendous advance in knowledge of necromantic magic. The order of the Zargosian Sorcerers is established, and its leader, a powerful necromancer, becomes the first Nosferatu. BC 2350: Taymoran leaders, who are by now mostly priests of Nyx and necromantic wizards, start joining the ranks of the undead, under the tutelage of the original Nosferatu. The Zargosian Sorcerers dominate the Taymoran political scene for a while, but soon the Necromancer-Kings become so powerful that they rely less and less on Nyx’s priesthood, and more on their own magic. Taymoran spies and scouts locate more high magic points in the Cruth Lowlands and elsewhere in what is know Karameikos, prompting their kings to set their eyes on that land. BC 2250 The Sheyallia elves reach Taymor. The local Necromancer Kings offer them the lands to the east of their nation, provided that they help opening new trade routes -- which will also allow access to the high magic points. Elven mercenary companies, armed with Taymoran bronze weaponry, invade the giant-held forests and mountains, chasing the giants from the region. The Giant King of Southern Grondheim is defeated upon the banks of the Magos river by a combined force of Taymorans and elves, and the fort is destroyed. The surviving Giants entomb their king in a barrow north of the battle site. BC 2240 The Turnwood, a high magic point in the forests, becomes the center of magical research and learning on shapechanging and alteration magics. BC 2200 The defeated giants (the Fomorians) are finally enslaved by the Taymorans, and forced to build megalithic fortresses and cities, including Kosmoteiros and Magos in the Cruth Lowlands. Kosmoteiros, built over the ruins of Koskatepetl, a pre-cataclysmic Azcan city, becomes a center of learning of the Zargosian Sorcerers. Meanwhile, advances in the Turnwood facilities lead to the creation of the first Taymoran lycanthropes, the werewolves. With the influx of silver from the new trade routes to the north-east, research program are scaled up to tackle the creation of new species, or at least deep modification of existing ones. The Taymoran Hairless and the Taymoran Hound Lupin breeds are created as the original Lupins fall under the sway of the Necromancer Kings of Taymor. BC 2100 The Turnwood discoveries have now reached most of the Taymoran citystates, and various necromancer kings 4

Introduction<br />

items or secure buildings in <strong>the</strong> Merchant<br />

District and Nobles Estates. Finally, <strong>the</strong>y<br />

will discover <strong>the</strong> presence <strong>of</strong> two<br />

necromancers, a Vampire Lord and a Son<br />

<strong>of</strong> Night battling for control <strong>of</strong> <strong>the</strong><br />

Graveyard. The characters can <strong>the</strong>n face<br />

<strong>the</strong> Vampire Lord in <strong>the</strong> River Fort, and<br />

finally brave <strong>the</strong> dangers <strong>of</strong> <strong>the</strong> Tomb <strong>of</strong><br />

Achelos II and deal with a tribe <strong>of</strong> Ogres to<br />

recover <strong>the</strong> Regalia <strong>of</strong> Achelos.<br />

From <strong>the</strong>re, <strong>the</strong> party will find several<br />

opportunities that will lead <strong>the</strong>m to explore<br />

<strong>the</strong> upper course <strong>of</strong> <strong>the</strong> Achelos river,<br />

ei<strong>the</strong>r looking for new mountain passes<br />

into Darokin, new mining sites, or even <strong>the</strong><br />

secrets <strong>of</strong> <strong>the</strong> Sons <strong>of</strong> Night. Having<br />

removed or reduced several <strong>of</strong> <strong>the</strong> threats<br />

to Nova Achelos, <strong>the</strong> party will have<br />

unwittingly opened <strong>the</strong> way for a much<br />

worse threat, <strong>the</strong> Hill Giants. It will be up<br />

to <strong>the</strong>m to deal with <strong>the</strong> Giants, and<br />

perhaps investigate <strong>the</strong> ancient dwarven<br />

mine <strong>of</strong> Kurest Hurgon.<br />

O<strong>the</strong>r plotlines deal with <strong>the</strong> Turnwood, a<br />

high magic point contended by several<br />

powerful creatures, and lead to <strong>the</strong> Tomb<br />

<strong>of</strong> Trinkla <strong>the</strong> Black Seer in <strong>the</strong> Blight<br />

Swamp to recover <strong>the</strong> Bell <strong>of</strong> Chardastes.<br />

Many additional ruins and sites are<br />

provided to allow <strong>the</strong> characters a great<br />

deal <strong>of</strong> flexibility in <strong>the</strong> choice <strong>of</strong> <strong>the</strong>ir<br />

goals -- indeed, as an alternative primary<br />

plot, <strong>the</strong> party could be even hired to map<br />

a part <strong>of</strong> <strong>the</strong> region, ei<strong>the</strong>r by Lord Alexius<br />

Korrigan in Specularum, or by Lord Kaerin<br />

Penhaligon in Nova Achelos. In this case,<br />

use <strong>the</strong> Turnwood plotline for an<br />

exploration <strong>of</strong> <strong>the</strong> Achelos Woods, or <strong>the</strong><br />

Nova Achelos plotline above for <strong>the</strong><br />

exploration <strong>of</strong> <strong>the</strong> upper course <strong>of</strong> <strong>the</strong><br />

Achelos river.<br />

Besides <strong>the</strong> original concepts listed in <strong>the</strong><br />

credits, this adventure employs several<br />

non-Mystaran modules, including<br />

“Steading <strong>of</strong> <strong>the</strong> Hill Giant Chief”, “King <strong>of</strong><br />

<strong>the</strong> Giantdowns”, “Tomb <strong>of</strong> Horrors”, and<br />

“The Forge <strong>of</strong> Fury”. Feel free to replace<br />

<strong>the</strong>se adventures with o<strong>the</strong>rs having a<br />

similar <strong>the</strong>me. For instance, “Deep<br />

Dwarven Delve” could replace “The Forge<br />

<strong>of</strong> Fury”.<br />

3

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!