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 />
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 />
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