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 />
doors <strong>of</strong> <strong>the</strong>ir mine and retreated deep<br />
into <strong>the</strong> mountain, where <strong>the</strong> larger giants<br />
could not follow <strong>the</strong>m. The dwarves can<br />
support <strong>the</strong>mselves (and even raise<br />
animals) for extended periods on a diet <strong>of</strong><br />
underground fungi. The dwarves<br />
periodically sent scouts to <strong>the</strong> surface, but<br />
never managed to get through <strong>the</strong> ford<br />
and contact o<strong>the</strong>r settlements. Recently,<br />
<strong>the</strong>y have been besieged by o<strong>the</strong>r enemies<br />
able to deal with <strong>the</strong> tunnels (goblinoids<br />
and/or o<strong>the</strong>r monsters). Thus, <strong>the</strong>y have<br />
tried a sortie, where a few dwarves were<br />
captured by <strong>the</strong> giants.<br />
The adventure is set in motion when <strong>the</strong><br />
PCs have dealt with some o<strong>the</strong>r threat,<br />
ei<strong>the</strong>r <strong>the</strong> <strong>Cruth</strong> Ogres, <strong>the</strong> Sons <strong>of</strong> <strong>the</strong><br />
Night, <strong>the</strong> Rotting Snakes, or <strong>the</strong> Achelos<br />
Outlaws (<strong>the</strong> “lesser evil”). The Hill Giants,<br />
who had been wary <strong>of</strong> moving through <strong>the</strong><br />
territory <strong>of</strong> <strong>the</strong> defeated enemy, are now<br />
getting bolder, and threaten <strong>the</strong> entire<br />
region. The PCs may learn this from<br />
survivors <strong>of</strong> raided settlements, from<br />
captured Orcs (<strong>the</strong> smaller tribes may be<br />
forced to work for <strong>the</strong> Hill Giants, but<br />
some may try to move across <strong>the</strong> human<br />
territory to new hunting grounds), or<br />
through random encounters with Hill<br />
Giants (when <strong>the</strong> “lesser evil” is defeated,<br />
<strong>the</strong> frequency <strong>of</strong> Hill Giant encounters<br />
should move up one rank).<br />
From <strong>the</strong>re, increase <strong>the</strong> events until a<br />
major raid takes place, culminating in <strong>the</strong><br />
destruction <strong>of</strong> one village (Vucevo if <strong>the</strong><br />
“lesser evil” were <strong>the</strong> Rotting Snakes or<br />
Achelos Outlaws, Vostoi o<strong>the</strong>rwise), until<br />
<strong>the</strong> PCs take notice and react. If <strong>the</strong>y do<br />
not react, <strong>the</strong>ir chances <strong>of</strong> obtaining a fief<br />
suffer a major cut. The “Fury <strong>of</strong> <strong>the</strong> West”<br />
does organize an expedition, but is likely<br />
beaten by <strong>the</strong> Giants.<br />
Assuming <strong>the</strong> PCs act timely, <strong>the</strong>y can<br />
surprise <strong>the</strong> Giants as per <strong>the</strong> G1<br />
adventure. Consider <strong>the</strong> Stone Giants as<br />
hired workers and <strong>the</strong> Cloud Giant as a<br />
visiting merchant -- <strong>the</strong>y will not fight for<br />
<strong>the</strong> Hill Giant chief, unless <strong>the</strong> PCs attack<br />
<strong>the</strong>m first. Note that <strong>the</strong>re are several<br />
possible resolutions for <strong>the</strong> adventure. The<br />
PCs may try to impress <strong>the</strong> Giants and<br />
scare <strong>the</strong> chief into some kind <strong>of</strong><br />
agreement, or <strong>the</strong>y may try to assassinate<br />
key Giants, or any o<strong>the</strong>r reasonable<br />
approach.<br />
In <strong>the</strong> Steading, I would remove <strong>the</strong><br />
Bugbears and replace <strong>the</strong>m with Ogres,<br />
due to <strong>the</strong> lack <strong>of</strong> a sizable Bugbear<br />
population in <strong>the</strong> <strong>Cruth</strong> <strong>Lowlands</strong>.<br />
O<strong>the</strong>rwise, <strong>the</strong> adventure should work fine<br />
as is.<br />
The dwarves in <strong>the</strong> Steading were<br />
captured from Kurest Hurgon’s population<br />
in <strong>the</strong> last sortie. If freed, <strong>the</strong>y will ask <strong>the</strong><br />
PCs to help <strong>the</strong>ir clansmen, who are now<br />
trapped in <strong>the</strong> mine. The catch is that <strong>the</strong><br />
dwarves are now besieged from both <strong>the</strong><br />
upper and <strong>the</strong> lower levels <strong>of</strong> <strong>the</strong> mine:<br />
Orcs from <strong>the</strong> Blackstones or Rotting<br />
Snakes tribes are trying to take over <strong>the</strong><br />
mines for <strong>the</strong>ir own use, while a small<br />
black dragon (<strong>the</strong> eldest <strong>of</strong> Vulomar’s<br />
<strong>of</strong>fsprings) has found a submerged<br />
entrance from <strong>the</strong> small lake north <strong>of</strong> <strong>the</strong><br />
Three Axes Ford into <strong>the</strong> lower mines, and<br />
set up his lair <strong>the</strong>re.<br />
Surprisingly, <strong>the</strong>re aren’t many modules<br />
that lead <strong>the</strong> PCs to explore dwarven<br />
mines, but it may be possible to use for<br />
Kurest Hurgon <strong>the</strong> 3e adventure The Forge<br />
<strong>of</strong> Fury, with some adaptations, or design<br />
a new dungeon (maybe using <strong>the</strong> Dwarven<br />
Complex maps from Map-a-Week 23 ).<br />
If The Forge <strong>of</strong> Fury is used, it needs<br />
significant adjustments. First <strong>of</strong> all, in<br />
Kurest Hurgon <strong>the</strong> dwarves never left.<br />
You’ll need to replace <strong>the</strong> Duergar with<br />
Rockborn Dwarves entrapped -- <strong>the</strong>se are<br />
not anymore enemies by default, though<br />
<strong>the</strong>y might still start hostile if <strong>the</strong>re are no<br />
dwarves with <strong>the</strong> party.<br />
Orcs are an exploratory party (horde) from<br />
<strong>the</strong> Blackstones or Rotting Snakes tribe.<br />
The dragon is an <strong>of</strong>fspring <strong>of</strong> <strong>the</strong> black<br />
dragon <strong>of</strong> <strong>the</strong> Blight Swamp, Vulomar.<br />
You’ll also have to increase enemy<br />
numbers and possibly levels, since <strong>the</strong><br />
original module targets level 4-5, and after<br />
23 http://www.wizards.com/default.asp?<br />
x=dnd/mwa/archive2000<br />
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