08.05.2015 Views

Lords of the Cruth Lowlands - Vaults of Pandius

Lords of the Cruth Lowlands - Vaults of Pandius

Lords of the Cruth Lowlands - Vaults of Pandius

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

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 />

58

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!