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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 />

39

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