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Lords of the Cruth Lowlands - Vaults of Pandius

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The Ruins <strong>of</strong> Achelos<br />

table is designed to evolve according to<br />

<strong>the</strong> actions <strong>of</strong> <strong>the</strong> PCs, reflecting <strong>the</strong><br />

progressive reduction <strong>of</strong> <strong>the</strong> threat level <strong>of</strong><br />

<strong>the</strong> area as <strong>the</strong> PCs kill <strong>of</strong>f <strong>the</strong> monsters<br />

that inhabit it.<br />

Riverside Slums wandering monsters<br />

(1d8):<br />

1. Bat, Giant 1d10; ignore this<br />

encounter during <strong>the</strong> day. Giant<br />

bats continue to plague <strong>the</strong> Slums<br />

until <strong>the</strong> end <strong>of</strong> <strong>the</strong> adventure.<br />

However, <strong>the</strong> number encountered<br />

is reduced to 1d6 after any three<br />

o<strong>the</strong>r entries have been replaced by<br />

NPC parties or no encounter<br />

results.<br />

2. Beetle, Giant Oil, 1d8; after <strong>the</strong><br />

third encounter, ignore this result<br />

and treat as no encounter.<br />

3. Beetle, Giant Tiger, 1d6; after <strong>the</strong><br />

third encounter, ignore this result<br />

and treat as no encounter.<br />

4. Carrion Crawler, 1d4; <strong>the</strong>re are a<br />

total <strong>of</strong> 5 Carrion Crawlers in <strong>the</strong><br />

Slums (including those in area 2);<br />

once exhausted, replace this<br />

encounter with an NPC party from<br />

Nova Achelos (roll 1d4: 1- Green<br />

Company patrol, 2- Salvagers, 3-<br />

Workers with Green Company<br />

escort, 4- Adventurers).<br />

5. Centipede, Giant, 1d4; after <strong>the</strong><br />

third encounter, replace this result<br />

with a collapsing wall. This requires<br />

a ST vs Paralysis to avoid, and<br />

inflicts 2d6+2 damage on a failure.<br />

6. Ghoul, 1d6; even if destroyed,<br />

more ghouls come from <strong>the</strong><br />

Graveyard until <strong>the</strong> Vampire Lord in<br />

<strong>the</strong> River Fort is destroyed.<br />

Thereafter, treat as an NPC party<br />

from Nova Achelos (roll 1d6: 1-<br />

Knights <strong>of</strong> <strong>the</strong> Griffon patrol, 2-<br />

Salvagers, 3- Workers with Green<br />

Company escort, 4- Adventurers, 5-<br />

Guilder with Green Company<br />

escort, 6- Cleric <strong>of</strong> <strong>the</strong> Church <strong>of</strong><br />

Karameikos with Knights <strong>of</strong> <strong>the</strong><br />

Griffon escort).<br />

7. Rat, Giant, 3d6; reduce <strong>the</strong> number<br />

by 1d6 if <strong>the</strong> Wererats have been<br />

chased <strong>of</strong>f or killed; after 20 rats<br />

are killed, reduced <strong>the</strong> number<br />

encounter by ano<strong>the</strong>r 1d6.<br />

8. Wererat, 1d8; <strong>the</strong>re a total <strong>of</strong> 12<br />

(lesser) wererats have currently<br />

settled in <strong>the</strong> slums, hoping to steal<br />

from and feed on <strong>the</strong> inhabitants <strong>of</strong><br />

Nova Achelos. If more wererats are<br />

rolled than <strong>the</strong> remaining number,<br />

add one gretear wererat, <strong>the</strong> leader<br />

<strong>of</strong> <strong>the</strong> lycanthropes. This creature is<br />

also a level 4 Cleric <strong>of</strong> Mrikitat. It<br />

will not fight to <strong>the</strong> death, using his<br />

followers to cover his escape. After<br />

<strong>the</strong> leader is defeated, no fur<strong>the</strong>r<br />

Wererats appear. Replace this<br />

encounter with an NPC party from<br />

Nova Achelos (see entry 4).<br />

40

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