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 />
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r entries have been replaced by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