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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The Ruins <strong>of</strong> Achelos<br />
time, as monsters are attracted by<br />
<strong>the</strong> noise.<br />
4. Large warehouse: This building<br />
once housed <strong>the</strong> warehouse <strong>of</strong> <strong>the</strong><br />
Blacksmiths’ Guild <strong>of</strong> <strong>the</strong> Kingdom<br />
<strong>of</strong> Achelos. It is now <strong>the</strong> home <strong>of</strong> 2<br />
Rust monsters. These rust-eating<br />
beings have left little <strong>of</strong> <strong>the</strong> original<br />
contents <strong>of</strong> <strong>the</strong> warehouse, but<br />
what is left is still enough, so <strong>the</strong>y<br />
have almost no interest in<br />
bo<strong>the</strong>ring <strong>the</strong> PCs. They will only<br />
attack obvious meals (characters<br />
wearing heavy armor), and will not<br />
chase <strong>the</strong> PCs beyond <strong>the</strong><br />
warehouse.<br />
5. Tenement: 10 Archer bushes have<br />
colonized this gutted building, as<br />
well as <strong>the</strong> overgrown plaza in front<br />
<strong>of</strong> it. They are scattered across <strong>the</strong><br />
area and prey upon giant rats and<br />
o<strong>the</strong>r small animals, but will attack<br />
PCs as well.<br />
6. Tanner’s house: This building<br />
once house a tanner’s workshop. It<br />
is still terribly smelly, but <strong>the</strong> smell<br />
is due to <strong>the</strong> large colonies <strong>of</strong><br />
Yellow Mold and o<strong>the</strong>r molds that<br />
have colonized <strong>the</strong> damp workshop<br />
area.<br />
7. Collapsed warehouse: This<br />
building was almost entirely gutted<br />
by a fire. Roll for random<br />
encounters. If one happens,<br />
combat in <strong>the</strong> area will result in a<br />
fur<strong>the</strong>r (major) collapse. All<br />
involved combatant need to pass a<br />
ST vs Dragon Breath, or suffer 3d4<br />
HP <strong>of</strong> damage. On a successful ST,<br />
<strong>the</strong> character or monster avoids <strong>the</strong><br />
damage entirely.<br />
8. Sweatshop: This large, squat<br />
building is almost intact. It was<br />
composed <strong>of</strong> a single large hall to<br />
begin with, and survived <strong>the</strong><br />
Thyatian onslaught and <strong>the</strong> passage<br />
<strong>of</strong> time with little damage, though<br />
<strong>the</strong> furniture is completely rotten. It<br />
is inhabited by many normal bats<br />
(10d10 can be found at any time),<br />
as well as some giant bats (1d10).<br />
If <strong>the</strong> bats are chased <strong>of</strong>f and <strong>the</strong><br />
broken windows are repaired, <strong>the</strong><br />
building is stable enough to be used<br />
at least temporarily. Any Dwarf can<br />
assess this, as well as any<br />
character able to pass a moderate<br />
skill check on a relevant skill (e.g.,<br />
Civil Engineering). Lord Kaerin<br />
would pay up to 30 royals for <strong>the</strong><br />
information.<br />
9. Granary: This building is <strong>the</strong> base<br />
<strong>of</strong> <strong>the</strong> Wererats. 1d6+2 <strong>of</strong> <strong>the</strong>m are<br />
present at any given time. The<br />
granary itself is a simple, circular<br />
stone building. The upper story is<br />
almost completely collapsed, but<br />
<strong>the</strong> wererats have cleared most <strong>of</strong><br />
<strong>the</strong> rubble. One wererat hides on<br />
what remains <strong>of</strong> <strong>the</strong> upper story,<br />
and is armed with a light crossbow.<br />
The o<strong>the</strong>rs loiter on <strong>the</strong> ground<br />
floor, and switch to rat form as<br />
soon as <strong>the</strong>y are aware <strong>of</strong> enemies.<br />
A sack with <strong>the</strong> treasure <strong>of</strong> <strong>the</strong><br />
band, 50 royals, 100 cronas and a<br />
potion <strong>of</strong> healing, is hidden under<br />
<strong>the</strong> rubble on <strong>the</strong> side opposite to<br />
<strong>the</strong> entrance. The lycanthropes do<br />
not know what <strong>the</strong> potion actually<br />
is, as <strong>the</strong>ir leader told <strong>the</strong>m it is<br />
poisonous -- any captured wererat<br />
will tell <strong>the</strong> PCs so.<br />
10. River Port Guard: A single<br />
Darkhood haunts this tower, once<br />
used by <strong>the</strong> Achelos city guard as<br />
barracks and custom house. Use<br />
<strong>the</strong> Tower map for this area. There<br />
are no o<strong>the</strong>r monsters, except a<br />
number <strong>of</strong> Skeletons. Roll for<br />
random monsters normally. 50% <strong>of</strong><br />
<strong>the</strong> times, <strong>the</strong> encounter will by<br />
with <strong>the</strong> Darkhood, <strong>the</strong> remaining<br />
will be with 3d4 Skeletons. After<br />
<strong>the</strong> Darkhood is defeated, only up<br />
to two Skeleton encounter can<br />
happen.<br />
To generate encounters for parties<br />
exploring <strong>the</strong> Riverside Slums, a<br />
wandering monsters table is provided. The<br />
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