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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 />

In <strong>the</strong> end, <strong>the</strong> quest does not prove very<br />

successful, though Igor and/or <strong>the</strong> PCs can<br />

recover some accounting ledgers <strong>of</strong> <strong>the</strong><br />

ancient Artho, which prove <strong>the</strong> ownership<br />

<strong>of</strong> several land patches around Achelos.<br />

Noble Estates random encounters<br />

(1d8):<br />

1. Roaming undead: a pack <strong>of</strong> 1d6+2<br />

Ghouls, looking for corpses or lone<br />

living beings. They attack even a<br />

larger party, but fall back if one or<br />

more is destroyed. This encounter<br />

happens only once after <strong>the</strong><br />

Vampire Lord is defeated. If <strong>the</strong><br />

PCs have been to <strong>the</strong> graveyard,<br />

but have not yet faced <strong>the</strong> Vampire<br />

Lord, 3d6 Skeletons are also<br />

present to help <strong>the</strong> Ghouls.<br />

2. Bandits: a group <strong>of</strong> 2d4+3 human<br />

bandits, ei<strong>the</strong>r Iron Ring members<br />

or Achelos Outlaws. This encounter<br />

does not take place if both gangs<br />

are routed from <strong>the</strong> area.<br />

3. Giant Rats (3d4). Reduce <strong>the</strong><br />

number <strong>of</strong> rats encountered to 2d4<br />

after <strong>the</strong> third encounter <strong>of</strong> this<br />

type.<br />

4. Foraging Ogre: a single Ogre,<br />

looking for construction materials<br />

or o<strong>the</strong>r goods. It attacks small<br />

parties, and tries to scare away<br />

larger ones before fleeing back to<br />

<strong>the</strong> castle. After two such<br />

encounters, 1d4+1 Ogres are found<br />

instead. These Ogres are hostile,<br />

and try to chase away <strong>the</strong><br />

intruders.<br />

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

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

6. Dark Triad Priest: 1 Cleric (C4, C),<br />

with 1d4+1 bodyguards (mix <strong>of</strong> F2<br />

and Orc 1). This evil cleric will react<br />

to <strong>the</strong> PCs depending on <strong>the</strong> party<br />

strength. If clearly outnumbered,<br />

he will try to escape, using an hold<br />

person spell to delay pursuit. If <strong>the</strong><br />

Dark Triad cultists outnumber <strong>the</strong><br />

PCs, on <strong>the</strong> o<strong>the</strong>r hand, <strong>the</strong>y will<br />

try to capture <strong>the</strong>m. If <strong>the</strong>y seem<br />

closely matched, <strong>the</strong> priest will use<br />

his spells initially, <strong>the</strong>n he will fall<br />

back to get reinforcements. This<br />

encounter does not happen after<br />

<strong>the</strong> ca<strong>the</strong>dral is secured.<br />

7. Broken Hammer Orcs: 2d4 Orcs, 1<br />

Orc Sergeant (Orc 3). These orcs<br />

are patrolling <strong>the</strong> area. They try to<br />

capture <strong>the</strong> PCs, but switch to<br />

deadly attacks if outnumbered or if<br />

<strong>the</strong>y fail a morale roll. If <strong>the</strong>y fail a<br />

second morale roll, <strong>the</strong> orcs flee<br />

towards <strong>the</strong> ca<strong>the</strong>dral. This<br />

encounter does not happen after<br />

<strong>the</strong> ca<strong>the</strong>dral is secured.<br />

8. Carrior Crawler: <strong>the</strong>re is a single<br />

specimen wandering <strong>the</strong> area. Once<br />

it is killed, replace this encounter<br />

with a pack <strong>of</strong> Ghouls (see<br />

encounter 1) if <strong>the</strong> Vampire Lord in<br />

<strong>the</strong> Achelos River Fort is still<br />

undefeated. O<strong>the</strong>rwise, a group <strong>of</strong><br />

NPCs salvagers from Nova Achelos<br />

is encountered instead.<br />

The Achelos River Fort<br />

The river fort was built to protect <strong>the</strong> ferry<br />

across <strong>the</strong> Achelos river as well as to<br />

prevent smugglers from using <strong>the</strong> river to<br />

cross into <strong>the</strong> city. It is composed <strong>of</strong> a<br />

keep, built on a small artificial island, and<br />

a wall reinforced with small towers, which<br />

allowed <strong>the</strong> guards to protect or impound<br />

caravans and goods.<br />

Nowadays, <strong>the</strong> outer walls are in a very<br />

bad shape, having been partially<br />

demolished during or immediately after<br />

<strong>the</strong> Thyatian siege. A large number <strong>of</strong><br />

skeletons, zombies, and ghouls prowl <strong>the</strong><br />

area within <strong>the</strong> walls (20 undead <strong>of</strong> each<br />

type). These undead do not enter <strong>the</strong> river<br />

willingly, though <strong>the</strong>y may be forced by<br />

<strong>the</strong>ir vampire master to do so. They do<br />

pursue trespassers into <strong>the</strong> wilderness,<br />

though, and attack any living that enters<br />

<strong>the</strong> walled area.<br />

The keep is better preserved, though it<br />

was clearly burned, and <strong>the</strong> ro<strong>of</strong> and top<br />

floor have been destroyed. A large hole is<br />

visible over <strong>the</strong> balcony that overlooks <strong>the</strong><br />

walled enclosure <strong>of</strong> <strong>the</strong> fort.<br />

50

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