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An Adventure for Character Levels 6-9

Expert Game Adventure Lords of the Cruth Lowlands by Agathokles Lords of the Cruth Lowlands Table of Contents Introduction...... 2 Officers of the “Fury of the West”...... 20 Credits...... 2 Merchants...... 22 Player Character Hooks...... 2 Goblinoid Chieftains...... 22 Plot Overview...... 2 Mages and Adventurers...... 24 History of the Cruth Lowlands...... 4 Magic Items and Artifacts...... 26 The Taymoran Age...... 4 Vodjavuk, the Wolven Head...... 26 The Traldar Age...... 5 The Regalia of Achelos...... 26 The Dark Age...... 6 The Sceptre of the Ancient Kings....26 The Rise of Traladara...... 6 The Holy Pendant of Chardastes.....27 The Traladaran Wars...... 7 The Crown of Achelos...... 27 The Traladaran League...... 7 Bedlam’s Hammer...... 27 The Vampire Wars...... 8 The Amulet of Moira the Pure...... 27 The Thyatian Conquest...... 8 Comet’s Edge...... 28 The Grand Duchy of Karameikos...... 9 Adventuring in the Lowlands...... 29 Atlas of the Lowlands...... 12 The Colonization of Achelos...... 29 Settlements and Lairs...... 12 The Bell of Chardastes...... 29 Goblinoid Tribes...... 12 The Achelos Outlaws...... 29 Monster Lairs...... 12 The Regalia of Achelos...... 29 Sites and Landmarks...... 13 The Undead Menace...... 30 Barrow of Uidar the Quick...... 13 The Upper Achelos...... 30 Barrow of the Thyatian Tribune...... 13 The Turnwood...... 30 Abandoned Thyatian Fort...... 13 The Ruins of Achelos...... 31 Three Axes Ford...... 13 The Colonists...... 31 Grisbaldos’ Tomb and the Slough of The stakeholders...... 31 Despair...... 13 Population and Accomodation...... 33 Tomb of Trinkla the Black Seer...... 13 Adventurers ...... 34 Dwarven Ruins in the Achelos Woods Into the Ruins...... 36 ...... 14 Nova Achelos...... 36 The Fey Mound and the Lindenelm Riverside Slums...... 38 Clanhome...... 14 Merchant District...... 41 Orcish vision quest site...... 15 The Nobles Estates...... 44 The Nithian Obelisk and the Tomb of The Achelos River Fort...... 51 Chardastes...... 15 The Graveyard...... 53 Barrow of the Giant King...... 15 Castle Ivanovich...... 55 Steading of the Hill Giant Chief and Quests in Achelos...... 55 Dwarves of Kurest Hurgon...... 16 Steading of the Hill Giant Chief and The Turnwood...... 16 Dwarves of Kurest Hurgon...... 58 Kosti Kopec...... 16 Other Adventures...... 59 Masters & Marauders...... 18 The Barrows...... 59 Dragons of the Cruth Lowlands...... 18 Abandoned Thyatian Fort...... 59 Religious Leaders...... 18 Tomb of Trinkla the Black Seer...... 59 Local Leaders and Outlaws...... 19

1 Introduction Introduction Player Character Hooks Ideally, the player characters would start This module is designed as a sandbox the adventure in either Luln, Riverfork campaign adventure for mid-Expert level Keep or Specularum. Characters that aim characters aiming at obtaining a fief in at noble titles could, at 6th level or above, Karameikos upon reaching name level. To have already good contacts with the this end, it provides the characters ample Karameikan aristocracy. If this is the case, opportunities to explore the western one of their contacts (preferably Lord reaches of the Grand Duchy, obtain fame Alexius Korrigan, or else a member of the and recognition from powerful political Karameikos, Penhaligon, or Kelvin players, and finally establish a stronghold. families) will tell the characters that they Even for characters who do not wish to will stand a greater chance of obtaining become dominion rulers, the module recognition from the Duke by helping a provides a number of adventure hooks and colonization effort in the Cruth Lowlands. patrons that can be used to drive the plot. They are directed to contact Lord Kaerin This adventure assume you use “GAZ1: Penhaligon in Nova Achelos, a new The Grand Duchy of Karameikos”, and my settlement sponsored by the crown near Karameikos Companion articles. The the ruins of the Traladaran city of Achelos. Survival Kit can also be Alternately, the characters could be useful, and is referenced to several times. assigned by Lord Korrigan the task of mapping part of the Cruth Lowlands Credits region, which would lead them, in time, to This campaign aims at covering a large Nova Achelos. part of Western Karameikos. Thus, I have Clerical characters may instead be taken advantage of previous work that assigned by their superiors to the Nova provided new locations, items, NPCs and Achelos mission, while military characters adventure ideas in the area. Here is a starting in Riverfork Keep are temporarily (hopefully exhaustive) list. assigned to the Nova Achelos guard detail. Other hooks include Traladaran families The Helmet of Zirchev: Wolven Head by Ville Ladhe that used to hold lands in or near Achelos The Turnwood by Gordon McCormick sending their most promising descendants Koskatep by Francesco “Sturm” Defferrari to reclaim the family lands, as well as Riverfork Keep and Fury of the West NPCs rumors about Iron Ring or Sons of Night by John W. Biles presence in the area, should the The Haakenberg family by Simone characters be declared enemies or have an “Zendrolion” Neri interest in these secret societies. Petra: Community on the Borderlands by Sean “Yellowdingo” Meaney The Ivanovich family from Traladara Mini- Plot Overview Gazetteer by Jennifer Guerra The adventure can then develop in several Achelos Outlaws and other NPCs inspired directions. The basic plot revolves around by The Achelos Adventure, by Patrick the consolidation of the Nova Achelos Sullivan settlement. The characters can get jobs in cleaning out monsters from the Riverside Slums district, then to recover specific

2 Introduction items or secure buildings in the Merchant “The Forge of Fury”. Feel free to replace District and Nobles Estates. Finally, they these adventures with others having a will discover the presence of two similar theme. For instance, “Deep necromancers, a Vampire Lord and a Son Dwarven Delve” could replace “The Forge of Night battling for control of the of Fury”. Graveyard. The characters can then face the Vampire Lord in the River Fort, and finally brave the dangers of the Tomb of Achelos II and deal with a tribe of Ogres to recover the Regalia of Achelos. From there, the party will find several opportunities that will lead them to explore the upper course of the Achelos river, either looking for new mountain passes into Darokin, new mining sites, or even the secrets of the Sons of Night. Having removed or reduced several of the threats to Nova Achelos, the party will have unwittingly opened the way for a much worse threat, the Hill Giants. It will be up to them to deal with the Giants, and perhaps investigate the ancient dwarven mine of Kurest Hurgon. Other plotlines deal with the Turnwood, a high magic point contended by several powerful creatures, and lead to the Tomb of Trinkla the Black Seer in the Blight Swamp to recover the Bell of Chardastes. Many additional ruins and sites are provided to allow the characters a great deal of flexibility in the choice of their goals -- indeed, as an alternative primary plot, the party could be even hired to map a part of the region, either by Lord Alexius Korrigan in Specularum, or by Lord Kaerin Penhaligon in Nova Achelos. In this case, use the Turnwood plotline for an exploration of the Achelos Woods, or the Nova Achelos plotline above for the exploration of the upper course of the Achelos river. Besides the original concepts listed in the credits, this adventure employs several non-Mystaran modules, including “Steading of the Hill Giant Chief”, “King of the Giantdowns”, “”, and

3 History of the Cruth Lowlands

History of the Cruth BC 2250 The Sheyallia elves reach Lowlands Taymor. The local Necromancer Kings offer them the lands to the east of their nation, provided that they help opening new trade The Taymoran Age routes -- which will also allow access to BC 2500 At this time, the major the high magic points. Elven mercenary settlement of the Cruth Lowlands is a companies, armed with Taymoran bronze Giantish fort on the river Magos, part of weaponry, invade the giant-held forests the borderlands of the Kingdom of and mountains, chasing the giants from Southern Grondheim. the region.

The Taymorans, a human nation with The Giant King of Southern Grondheim is bronze age technology among stone age defeated upon the banks of the Magos Azcans and Nithians, establish bronze age river by a combined force of Taymorans kingdoms south and west of the and elves, and the fort is destroyed. The Grondheim giants. Culturally, the surviving Giants entomb their king in a Taymorans are heavily influenced by the barrow north of the battle site. priesthood of Nyx, known to them as Zargos. BC 2240 The Turnwood, a high magic point in the forests, becomes the center of BC 2400 The Taymorans use their magic magical research and learning on and knowledge of metallurgy to establish a shapechanging and alteration magics. number of trade routes to the west (with Azcans and Huleans) and north (to the BC 2200 The defeated giants (the newly created Antalian holdings in Fomorians) are finally enslaved by the Heldann). In the process, they discover Taymorans, and forced to build megalithic the high magic point of Nightpeak, which fortresses and cities, including prompts a tremendous advance in Kosmoteiros and Magos in the Cruth knowledge of necromantic magic. The Lowlands. Kosmoteiros, built over the order of the Zargosian Sorcerers is ruins of Koskatepetl, a pre-cataclysmic established, and its leader, a powerful Azcan city, becomes a center of learning of necromancer, becomes the first Nosferatu. the Zargosian Sorcerers.

BC 2350: Taymoran leaders, who are by Meanwhile, advances in the Turnwood now mostly priests of Nyx and necromantic facilities lead to the creation of the first wizards, start joining the ranks of the Taymoran lycanthropes, the werewolves. undead, under the tutelage of the original With the influx of silver from the new trade Nosferatu. The Zargosian Sorcerers routes to the north-east, research program dominate the Taymoran political scene for are scaled up to tackle the creation of new a while, but soon the Necromancer-Kings species, or at least deep modification of become so powerful that they rely less and existing ones. The Taymoran Hairless and less on Nyx’s priesthood, and more on the Taymoran Hound Lupin breeds are their own magic. created as the original Lupins fall under the sway of the Necromancer Kings of Taymoran spies and scouts locate more Taymor. high magic points in the Cruth Lowlands and elsewhere in what is know BC 2100 The Turnwood discoveries have Karameikos, prompting their kings to set now reached most of the Taymoran city- their eyes on that land. states, and various necromancer kings

4 History of the Cruth Lowlands develop special servant races, like the The Traldar Age albarendi and the lycanthropes (they BC 1500 The Nithian-led Traldar people follow one of the beliefs of their patroness, settle along the coast south-east of the Nyx, who likes creating new races, Cruth Lowlands. Within 50 years, they especially ones accustomed to a night- expand into the Lowlands, absorbing the based activity cycle). remaining Taymorans, or “people of the Albarendi were common Taymoran night”. The only legacy of the Taymorans humans bred as albinos by the kings and are the Sons of the Night, who survive as ending up ostracised by their own people a secret society. in fear of their link with the undead masters. BC 1400 A series of harsh winters, Lycanthropes are created by some of the plagues, and attacks from native monsters most cruel necromancer kings, desperate has destroyed the Nithian aristocracy and to keep their minions subjugated. They turned the Traldar back to the stone age. devise a magical disease which would The Hutaakans take over, rebuilding the impart more bestial aspects onto its city of Magos, and constructing Achelos as victims. their capital in the Cruth Lowlands. A leader of the Hutaakans, the High Priest of BC 2000 A number of Necromancer-Kings Achelos, takes direct control of the Cruth try to increase their power by shifting their Lowlands, spreading “new” agricultural and allegiance from Nyx to Thanatos. The medical techniques that allow a rapid effects are devastating, as the war growth of the city. The Achelos between followers of the two entropic Protectorate becomes the most populous immortal rages for years. Traldar nation, with the Hutaakan leadership still in charge. BC 1978 Kosmoteiros is destroyed in the war between the followers of Thanatos and Instigated by Pflarr, the Hutaakans create Nyx. The Zargosian Sorcerers are almost the legend of the “cursed hill” of Koskatep, wiped out in the war. to keep the Traldar from investigating the ruins of Kosmoteiros. BC 1850 By this time, Taymor is reduced to a fractured land, both geographically BC 1370 The High Priest of Achelos dies and politically, while the star of the Nithian and is entombed in a pyramid south-east Kingdom north of the mountains rises. of the city. Actually, the high priest embarks in the quest for Immortality. BC 1750 Taymor sinks under the waves. The Cruth Lowlands are not submerged, BC 1000 The Hutaakan priests, warned but the earthquakes that destroy Taymor too late of the impending invasion by their also bring to the collapse of Magos. The eastern compatriots, retreat frantically Turnwood research facility is hit by a from the Cruth Lowlands, which are tsunami. It survives mostly unscated, due invested by the Gnoll hordes. Part of the to the magic wards and the natural magic Traldar population flees west through the of the area, but the few remaining Hin lands. inhabitants are killed. The Cruth Lowlands A great Traldar healer, Chardastes, rises to suffer a major loss of population, with only fame right before the invasion. scattered villages surviving. The few surviving descendents of the Militarily unprepared, the Traldars of the Zargosian Sorcerers regroup into the Sons Kingdom of Achelos are butchered. The of Night, an informal network of magic city of Achelos itself is reduced to ruins. users and followers of Nyx. Chardastes is able to reduce the casualties, and becomes the leader of the few surviving Traldars. Actually,

5 History of the Cruth Lowlands

Chardastes is the High Priest of Achelos, unrest in the Hinhome endangers the returned through a time travelling device Turnwood and its odd inhabitants, Zirchev to save his kingdom. turns some of his local followers into Werewolves, and entrustes to the the Orcish tribes found the Kingdom of protection of the Achelos woods, as well as Othrong in the territory of the modern Five his relic, the Wolven Head. Shires. BC 800 The Traldar population rises, and BC 992 Battle of Volaga River: Halav the Traldar mix with the now sedentary defeats the Beastman king Flahgr. He dies Vandars. in the battle, but is raised by Queen Petra. Halag is founded around this time by a Vandar tribe. BC 980 Zirchev settles in the Turnwood, studying polymorphic magic there for a BC 743-610 The Time of Heroes in the decade. He creates new magical wards to Hin lands. Many clans leave the Shires prevent ill-intentioned magic users from and settle in the western Cruth Lowlands. exploiting the powers of the high magic Among them are the Blackstone and point. He also uses the powers of the the Jagged Claws. This forces other, Turnwood to awaken a group trees, weaker clans such as the Broken Hammers transforming them into Treants. and the Rotting Snakes to resettle further east, between the Magos and Gustos BC 950 The last Gnolls are driven away rivers. from the Traldar lands, but the Traldar population has dropped to 20% of the pre- BC 612 Nob Nar, a Hin adventurer, kills war level. the Vandar baron Ulstagh of Halag.

The Dark Age BC 609 Hin restoration led by Gunzuth the Clanless is completed. BC 938 Fall of the Kingdom of Hindon at the hands of the Orcs. The Vandar tribes migrate from central The Rise of Traladara Darokin to the Five Shires. BC 500 The fusion of Vandars and Traldars has brought to a new people, the BC 933 The Vandars, northern raiders Traladarans. The Cruth Lowlands, that had taken part in the Hindon wars, however, keep their own cultural traits -- invade the Cruth Lowlands. Due to the stronger Vandar traditions, and the re- massive damages wrought by the Gnolls in emerging Sons of Night. The cults of that area, they find no opposition. More Chardastes and Zirchev are also more Vandar tribes will enter the Traldar lands common than those of Halav and Petra. in the following twenty years. BC 491 Goblinoid hordes fleeing the BC 900 Achelos is partly rebuilt, though it Sardal Pass take refuge in the Cruth is only a small town by now. Vandar chiefs Mountains, becoming a long-term threat to who have married into the Chardastes the Traladarans. The Greyslayer orcs and dynasty rule the area, with their ancestor the Cruth Ogres settle in the Cruth divinized as the local patron Hero. Lowlands.

BC 870 Zirchev becomes Immortal under BC 308 Trinkla, a young magician, steals the patronage of Ilsundal. the Black Opal Eye from the Isle of Lost Dream while the Seer of Traldar is absent. BC 850 Zirchev, now an Immortal, returns She flees to the Blight Swamp, seeking the to the Turnwood to create the first Chevall. secrets of Zirchev’s power, and becomes Since the Vandar settlement and the known as the Black Seer.

6 History of the Cruth Lowlands

and vampirism. The Knights of Halav are BC 282 The Black Seer, in one of her created to counter these threats. deranged experiments, creates the Slough of Despair. AC 412-417 First Traladaran War against the Kingdom of Darokin. A modernization BC 276 The Black Seer dies, and the Black effort leads to adoption of Thyatian Opal Eye is entombed with her. customs across most of Traladara, but the western Traladaran nobles, including those BC 195-147 Traladaran prince (Ban) of Halag, Achelos and Vidlice, resist such Ithron unifies the Traladaran clans and changes. takes the title of King of Traladara. His kindgom does not survive him for long. AC 444-450 Religious conflicts within the Church of Traladara and political BC 4 The Seer of Traldar, Elyas recovers manipulation by the Harbortown envoys the Black Opal Eye from the tomb of lead to the Second Traladaran War, which Trinkla the Black Seer. pits Marilenev against Halag. The western clans, having lost their main trade partner, AC 301-356 Bogdan Ivanovich, Ban of New Alphatia, to the Silver Purge, are Marilenev, claims the title of King of soundly defeated at the Battle of Svoga. Traladara. He manages to bring under his The Hojah clan and many of its allies leave heel several clans, but the kingdom Traladara to resettle in the far west. The dissolves at Ivanovich's death. Vargos family takes over the title of Ban of Halag. AC 327 Anton Ivanovich, younger son of King Bogdan, leads an expedition into the As a result of the change in power balance Cruth Lowlands. He conquers Achelos, in western Traladara, the Dukes of Achelos establishing a Banate there. The are once more on the rise, together with Ivanoviches bring the Marilenev culture newer families such as those of Koriszegy. with them, creating some tension with the The Artho are displaced from Vidlice, which locals. is all but destroyed, and resettle in Halag.

AC 364 Following the death of King AC 474-493 Duke Demara of Halavos is Bogdan and Ban Anton, the Cruth natives acknowledged as King of Traladara by the align with the Hojah clan of Halag. Vlad northern barons, leading to the Third and Artho creates the dominion of Vidlice, Fourth Traladaran War. Once more, the taking the title of Zhupa. The Ivanoviches league of southern lords emerges remain in control of Achelos. victorious, weakening Halavos and Halag and strengthening Marilenev. The Traladaran Wars Achelos remains neutral during the Third war, but joins the Traladaran League in AC 400 Thyatian missionary clerics reach the Fourth Traladaran War. Marilenev and other major towns in Traladara. Formalization of the Song of Halav in a written text ensues. The Traladaran League AC 500-600 Age of the Traladaran AC 410 Merchants from New Alphatia League: the creation of a formal alliance of bring lycanthropy and vampirism to the Traladaran nobles marks an age of Traladara. At the same time, the peace in Traladara, marred only by the descendants of the Taymoran Nosferatu return of lycanthropy and vampirism in the resurface. Halag, at this time, is one of the more isolated regions. major trade partners of New Alphatia, and suffers from epidemics of both lycanthropy

7 History of the Cruth Lowlands

AC 546 The Stronghollow dwarven clan Halag, Uidar the Quick during the hunt for establishes the mine of Kurest Hurgon in the Beast of Radlebb Woods. The Duke, the Black Peaks. wounded, is forced to retreat.

AC 600 The Traladaran League is finally AC 821 Duke Uidar Vargos mysteriously dissolved due to dissension between the vanishes during a hunt in the eastern clans and the disappearance of the Cruth Lowlands. His companions are found Darokin threat. The Ban of Halag assumes dead, killed by Ogres, but there is no trace the title of Duke, following most other of the valiant Duke. Traladaran nobles. This event marks the end of the Marilenev hegemony, and a The Thyatian Conquest return to power of the Dukes of Halag. In response, the Duke of Achelos, Vasil AC 900 The Emperor of Thyatis, Ivanovich, assumes the title of King. Gabrionius IV, sends his legions in Traladara, and installs a governor in Marilenev, which is renamed Specularum. The Vampire Wars Garrisons are sent to the borderlands, with AC 675 The vampire-king psychosis and the goal of setting up spearheads for a the political chaos of Darokin reach campaign against the Darokinian successor Traladara as well. A number of “holy states. Imperial Legate Flavian wars”, more or less justified, are fought Osteropulos sends an entire legion under between the Traladaran nobles during the Legion Legate Alharbius to occupy western course of the following fifty years, Traladara. The Thyatian legionnaires, instigated by Orcus in the form of a devil helped by Glantrian mercenaries led by swine. Jan Vandevic, easily defeat in a field battle the army of Duke Ivan Vargos of Halag, AC 700 Battle of Blackflame in the Five killing the Duke and many of his followers. Shires. The Orcish horde, defeated, flees into the mountain. The Kingdom of Achelos Tribune Rosentus is set as Lieutenant suffers from Orcish raids for the next Governor of Halag, while Legate Alharbius decade. Hill Giants become more active marches north towards Achelos. Contrary during the following years, further to Duke Vargos, King Achelos II Ivanovich distracting Achelos from the Vampire does not face the Thyatian legion in open Wars. battle, relying instead on the difficult terrain to slow down the Thyatians and AC 728 An alliance including Marilenev, target them with countless ambushes. The Vidrin and Selenica defeats the Black hit and run tactics of the Achelos army Count of the Moor. delay the invading army for almost a year, until Alharbius orders his troop into a AC 735 Moira the Pure and her warriors forced march into the enemy territory are killed by Hill Giants at Three Axes Ford towards the Traladaran capitol. The while trying to reach the besieged dwarven Thyatians carry with them the materials mine of Kurest Hurgon. needed to set up a siege -- thus giving origin to the legend of Alharbius creating a AC 783 Castle Koriszegy is struck by a siege wall all around Achelos by magic in a curse that destroys the entire clan, except single night. for the Count, who becomes a mad vampire. The territory around the castle After a long siege, and the death of King quickly becomes a wilderness, as the local Achelos II, Alharbius’ troops take the city. Traladarans flee to Halag or Achelos. There are very few survivors. The supporters of Achelos II outside the city, AC 813 The mythical Sword of Halav is however, continue their guerrilla war for last seen in the hands of the Duke of

8 History of the Cruth Lowlands years, leading to the progressive the completion of the fortification of depopulation of the area. Riverfork Keep.

Later in the same year, Tribune Rosentus AC 950 By this time, the northern part of leads a small expedition in the Blight the Cruth Lowlands is fully in the hands of Swamp, but only few of his men ever the Orcs. Achelos is completely return. abandoned, with the surviving Traladarans moving south to the safer bay of Halag, or AC 905 Surviving members of the even to Specularum. Ivanovich family settle near the ruins of Vidlice. AC 952 Green dragon siblings Krolovaash and Ahkriin arrive in the Cruth Lowlands, AC 908 Oleg and Zlatan Ivanovich, with establishing their lairs in the region. the help of the dwarf Onyx Ironhand and the Meza Oakbridge (actually, the AC 967 Taking advantage of the increased Gold Dragon Azem in disguise), venture protection given by the Riverfork Keep, the into the Blight Swamp and slay the Great Radu family establishes the Radu Quarry Black Dragon Acramar. on river Magos. Vucevo grows from a single homestead to a small village. AC 910 Taking advantage of the distraction provided by the turmoil in the AC 969 Red dragon Ulnag challenges and human lands, gold dragon queen Azem binds Ahkriin, creating the first embryo of challenges and binds Vulomar, the new his kingdom, Ulnagaar. black dragon ruler of the Blight Swamp -- an offspring of the previous ruler, The Grand Duchy of Karameikos Acramar. AC 970 Stefan Karameikos III trades the AC 920 Onyx Ironhand, now the master Duchy of Machetos to Emperor Thincol for smith of Highforge, forges Bedlam’s the Grand Duchy of Traladara and Hammer from the remains of an earth independence. elemental, using the hide of Acramar to give grip on the mithril haft. AC 971 Ludwig von Hendricks, the theatrical and bloodthirsty cousin of Duke AC 940 Cronak Onyxwarf Ironhand is slain Stefan, “conquers” Halag, renaming it the by giants at Three Axes Ford while trying “Black Eagle Barony”. to reach Kurest Hurgon. AC 982 Lotharius Haakenberg, an AC 944 Battle of Fire Rock: Orcish armies enterprising Hattian veteran of Stefan’s gathering north of Wereskalot are infantry stationed at Riverfork retires from scattered by a Hin surprise attack. Many the army and builds the Haakenberg Orcs flee into the Province of Traladara, homestead. prompting the new Governor General, Stefan Karameikos II (uncle of the current AC 984 The dwarves of Kurest Hurgon Duke, and at that time heir to the Duchy attempt another sortie from their mine. of Machetos) to order the construction of They manage to capture some much the Riverfork Keep over the ruins of needed deer, and to collect assorted herbs Vidlice. and plants, but are spotted by hill giants. Most dwarves manage to flee back into the AC 948 Stefan Karameikos II is recalled to mine, but a few are captured. Machetos to succeed to his father, Duke Boris Karameikos. This causes a delay in AC 989 Many Traladarans from Halag flee to the Five Shires. Baron Ludwig von Hendriks sends his troops in the Shires,

9 History of the Cruth Lowlands but the Black Eagle is rebuffed by Hin militia.

AC 990-991 Ludwig von Hendriks sends two military expeditions against the Hin, but fails in both attempts.

AC 992 Duke Stefan orders Baron Von Hendricks to put an end to his war with the Five Shires.

AC 996 The Moulder dwarf Fjalarr establishes a forge under the lair of the Broken Hammer Orcs. He strikes a deal with Orcs to provide ores needed for his work.

AC 998 Grand Darker Anna Exoter (“Nox Aeterna”) leads a fraternity of experienced Sons of Night (“Darkers”) into the dungeons beneath Kosti Kopec, recovering ancient artifacts and setting her base there.

AC 1000 Vulomar’s eldest son leaves the Blight Swamp and breaches into Kurest Hurgon from a submerged entrance in the Achelos river.

10 History of the Cruth Lowlands

Political Map of the Cruth Lowlands

11 Atlas of the Lowlands

Atlas of the Lowlands Monster Lairs Many monsters hunt the Cruth Lowlands. The Cruth Lowlands region is a sparsely There is a Large Black Dragon (with a settled borderland, with a total of circa small number of Small Black followers) in 2000 humans (and demihumans) living in the Blight Swamp, a Small Green in the the area, most of them in the Riverfork Achelos Woods, and a Small Red who is area between the Achelos Woods and the almost ready to become Large in the Black Lowlands proper. Peaks. The first two are vassals of Azemur, while the latter is independent of the Settlements and Lairs major draconic kingdom, and is king of a small territory encompassing the Black The main human settlements are the Peaks. He's an offspring of the Red Dragon villages of Ganich, Petra, Vucevo, Gorica of the Wufwolde hills. and Vostoi, as well as the Riverfork Keep. Lizardmen are present in the Blight These village total no more than 350 Swamp. These small tribes are controlled civilian inhabitants, since most of the by the Black Dragon Vulomar. Only the human population is spread among a largest tribe has a permanent settlement, number of large outposts and fortified marked on the map. farms. The larger outposts (depicted on Trolls are also found in the Blight Swamp the area map) have usually no more than (occasionally, they stray also into the 20 inhabitants each, while the smaller Riverfork Woods). A frequently used ones (circa two in each hex in the areas hunting camp is marked on the map, but controlled by humans) only hold an these Trolls are generally nomadic. They enlarged family of 7 to 12 people. hunt the lizardmen as well as anything Descriptions of Gorica and Petra can be else that lives in the swamp, but greatly found in “River of Blood” and in “Petra: fear the black dragons. Community on the Borderlands”1 Owlbears are solitary monsters that can respectively. Riverfork Keep and the roam quite a bit in search of food or in the surrounding village are described in mating season, but go into a slumber “Riverfork Keep”2. during winter. Together with Manticores and Wyverns, Owlbears are among the Goblinoid Tribes most dangerous predators of the Cruth Lowlands. There are several goblinoid tribes in the region. Orcs dominate the western and central Cruth Lowlands, while Ogres hold Sites and Landmarks the eastern Lowlands. Some Hobgoblins and Gnolls from the southern Black Eagle Barony, the Roaring Fiends and Rashak’s Barrow of Uidar the Quick Reavers, have been attempting an This is the tomb of Uidar the Quick4, Duke expansion towards Luln and the Achelos of Halag, who once wielded the Sword of river. Halav and faced the Beast of Radlebb in Orc tribes include the Jagged Claws, combat. He died suddenly during a hunting Rotten Snakes, Greyslayers, Blackstones, trip, and was temporarily buried in an old Broken Hammers. See “Goblinoid Tribes of giantish barrow. However, his companions Karameikos” for more details3. fell victims to a Ogre ambush on the return trip, and never reached Halag to report his death. Search parties found the 1 http://www.pandius.com/petracom.html 2 http://www.pandius.com/rfrkkeep.html 4 Uidar the Quick first appeared in the 3 http://www.pandius.com/karagobl.html “DM's Survival Kit”.

12 Atlas of the Lowlands dead companions, but not Uidar himself, Grisbaldos’ Tomb and the leading to the legend of his mysterious Slough of Despair6 disappearance. Grisbaldos was a Thyatian legionnaire in Tribune Rosentos' unit during the Thyatian Barrow of the Thyatian Tribune occupation. Rosentos organized an A Thyatian officer was buried here after expedition to the Blight Swamp, but dying in a skirmish against Achelos perished there with most of his soldiers. holdouts in 900 AC. The barrow, however, Grisbaldos, a Centurion, was among the is much older, dating back to the age first to die, even before the troop entered when the Giants ruled this area. The the swamp itself. He was buried under a Thyatians merely re-used it as a practical mound of stones, which stands to this day solution for burying the dead officer. as a landmark in the area. His ghost haunts the area, seeking revenge for his Abandoned Thyatian Fort death. The Slough of Despair is a magical effect This wooden fort was part of the early that saps the will, especially in Lawful attempts by Thyatian governors of aligned beings. It is an effect of Trinkla's Traladara to colonize the Cruth Lowlands. use of the Black Opal Eye --- the Black Such attempts were soon suspended, as Seer’s experiments with the powers of the the Thyatian government preferred leaving Eye unbalanced the forces of magic in the the Cruth Lowlands to the Orcs, and area, and Trinkla relocated farther into the paying the goblinoids to harass their Blight Swamp. enemies in the Five Shires, rather than having to share a border with the troublesome Hin. Tomb of Trinkla the Black Seer The fort itself is a small affair, and mostly Trinkla was an early Traladaran sorceress. ruined, but resourceful characters willing She stole the Black Opal Eye from its to make themselves into a local power rightful bearer, the Seer of the Lake of could try and hold it against the nearby Lost Dreams, and fled to the western Orcish tribes. The fort could otherwise be swamps, starting a career of used as a temporary base by bandits, such experimentation into the darkest sides of as the Achelos Outlaws, or small monster arcane Divination, Summoning and bands. Necromancy. Her experiments disrupted heavily the ecosystem of the swamp, filling Three Axes Ford it with dark predators such as the serpentweed, as well as dark magic points Mentioned in the legend of Moira the such as the Slough of Despair. The swamp 5 Pure , the Three Axes Ford is the site of thus gained its moniker of “Blight Swamp”, the battle that saw the end of that and Trinkla became the “Black Seer”. Traladaran saint at the hands of Hill Giants (now residing in the Steading). Kurest Refusing death, Trinkla had a great Hurgon is the dwarven mine that Moira mausoleum dug into an hill by slave labor and her warriors were attempting to reach and magic, protected it with traps and when they were ambushed by the Hill magical guardians, and secluded herself Giants. therein with a great store of magic items, texts, and artifacts (including the Black Opal Eye), studying the way to become a Lich. Most people assumed she had died

6 Both Grisbaldos’ Tomb and the Slough of 5 Moira the Pure and Three Axes Ford are Despair are originally found in “The originally found in the “DM’s Survival Kit”. Treasure of the Hideous One”.

13 Atlas of the Lowlands and had been buried there, however, as and radical than those of Alfheim or the Trinkla did not fully succeed at her task, Southern Radlebb Woods, and have (and and never emerged as a Lich. But neither desire) no contact with humans. she failed --- her undead spirit is still They tolerate the presence of the locked into the tomb, draining the energies Lindenelm clan, with whom they deal needed to activate from her cache of through Woodrake changelings. The magical items, and still seeks to become a Lindenelm is a small but ancient elven true Lich. She was once on the verge of clan, which has been living in the Near success, but then the Thyatian wizard Achelos Woods for centuries, essentially Elyas braved the dangers of the tomb and undetected by the Traladarans. The stole back the Black Opal Eye, becoming Lindenelm elves are the last remains of the the new Seer of the Lake of Lost Dreams. mercenary clans that stuck with the Recently, cultists of Orcus plotted to send Taymoran Necromancer Kings after the the Bell of Chardastes, a minor artifact civil war erupted in that empire. The upper that could ruin their plans in Achelos, into ranks of those mercenaries, who had Trinkla’s Tomb. There, the undead Seer is earlier helped the Taymorans in their wars siphoning the energy of the Bell to with the Giants, had mixed fully with the replenish her own strength, and might decadent Taymor society, adopting the emerge as a full Lich in the near future, worship of Nyx. Their long lives helped unless the Bell is recovered. them fit well with the Nosferatu, of course. Many of those leaders, however, Dwarven Ruins in the Achelos committed heinous crimes during the Woods Taymoran age, such as allowing or even taking part in the magical experiments on These ruined underground passages were the Albarendi elves. When the Taymoran once part of the border fortifications of empire collapsed, this elven ruling class Loktal Ironshield’s kingdom. They were was overthrown. The Lindenelm ancestors, abandoned after the fall of the Glittering while not involved in the worst excesses, Land. The topmost tunnels are still were still ostracized by the Vyalia, and passable, and are sometimes used as forced to flee the eastern forests. They temporary refuge by passing bands of settled in the Achelos Woods, but their goblinoids, or by human bandits, since population never grew to a significant their position makes them easy to defend extent -- the clan nowadays has less than and hard to locate. 50 members. Due to the small size of the The lower passages are blocked and have clan, and their inability to deal with either all but collapsed. Perhaps excavations the Vyalia or the Callarii (who are aware of could lead to intact caverns, and even to the Lindenelm clan’s past), junior more ancient ruins of the Taymoran times. members of this clan often travel extensively, under assumed identities, to The Fey Mound and the lands where their clan history is not Lindenelm Clanhome known, to find brides (and thus avoid inbreeding). Some of them, however, This mound is the entrance to the dwelling decide to leave their dark history behind of a small faeries court, led by Sidhe themselves and never come back to the Princess Fionnchaomh (Sidhe Rogue 8, C). Clanhome. Nixies make up a large part of her court, The Lindenelm elves have, obviously, no and reside in the river. Their speaker is relic. However, in their long history, they Mavka (Nixie 5, C), an elder nixie who have collected both a large selection of lives in the small lake near the Fey Mound spells dealing with darkness, and a itself. Other members of the court include number of magical items, including a number of Woodrakes, Sidhe, and a few Comet’s Edge, a powerful polearm of Leprechaun craftsmen. The faeries of the unknown origin, which was found on the Achelos Woods are much more isolationists

14 Atlas of the Lowlands corpse of a fallen Traladaran adventurer. The Taymorans coveted greatly this The elves recognized the powerful magic power, which the Giants did not seem able aura of the weapon, but do not use it, as to or interested in using. By 2400 BC, the they favor bows and spears. Taymorans had expanded further north and west around the borders of the Orcish vision quest site Giantish kingdom. There, they discovered Nightpeak, a site high in the mountains of This site is a place of religious significance the modern Five Shires, where for the nearby Orcish tribes -- encounters necromantic magic was greatly increased. with Orc shamans and warriors are more Many Taymorans revered Nyx, the frequent here. The vision quest site might Immortal patron of the night and the be used by people of other races, provided undead, and craved to extend their they know the rituals and have the lifespan through magic. The power of the stomach for them. Nightpeak allowed them to make their Performing the exhausting ritual dances dream true, transforming powerful wizards and sacrifices required by the shamanic into the first Necromancer-Kings of Orc religion leads to prophetic visions. It is Taymora. With the power of undeath at also the place where Orc Shamans and their disposal, and the availability of Wicca come to perform the ceremonies mercenary armies in the form of the that enable them to increase their magical Sheyallia elves, which arrived by 2250 BC prowess. on the western borders of the Taymoran lands, the Necromancer-Kings turned once The Nithian Obelisk and the more their eyes to the rich magics of the Tomb of Chardastes Giant kingdom. One of the turning points in the war was a battle fought in the The Nithian Obelisk is an old Nithian ruin Western Cruth Lowlands, where the from the times of the Traldar migration. It Taymoran armies and their elven allies is the only visible remains of an ancient brought down a mighty Giant King, and Nithian (and later Hutaakan) settlement. obtained control of the Turnwood, another The mortal body of Chardastes was buried high magic point which allowed them a here, in a pyramid originally built for the tremendous increase in magic research in Hutaakan High Priest of Achelos, the shapechanging, leading to the creation of original mortal identity of Chardastes Taymoran Lycanthropy in 2100 BC. himself. The pyramid, nowadays, is The defeated Giant King was entombed in completely buried under a small hill. a great barrow, which rests (almost) undisturbed to this day. Barrow of the Giant King More than three millennia ago, an ancient Steading of the Hill Giant Chief race of Giants (perhaps the last legacy of and Dwarves of Kurest the Bromdignag) ruled what is now Hurgon Karameikos. Their kingdoms across Brun had been weakened, but toppled, by the More than two centuries ago, the hill rise of Blackmoor and the Great Rain of giants created a permanent settlement in Fire. However, soon a new threat arose, as the Cruth region, cutting the the human nation of Taymora amassed communications between Kurest Hurgon, a great amounts of arcane knowledge. The dwarven mine in the Black Peaks, and the Taymoran magicians discovered that the Kingdom of Achelos, the primary Giant kingdom included several points Traladaran dominion in the Cruth where the flow of magic was much Lowlands. Traladaran warriors and stronger than the usual, allowing certain adventurers led by the Vampire Wars magics to be wielded with increased power veteran Moira the Pure, a priestess of and effect. Petra, attempted to breach the siege and

15 Atlas of the Lowlands reach the dwarves. However, they were The Turnwood also enhances the ambushed by the giants -- who had been transformation power of any lycanthrope warned by the Cruth Ogres of the (a +2 bonus to Transformation, and the Traladarans’ arrival -- while crossing the ability to act as one level higher for Achelos river at Three Axes Ford. The lycanthropes below NM level), so the giants, who had positioned themselves on werewolf clans of the Achelos Woods the mountain spur overlooking the ford, occupy part of the structure, in a delicate easily crushed the Traladarans by tossing power balance with the other inhabitants large boulders from their vantage position. --- a group of Treants (ancient trees made However, dealing with the dwarves was sentient by the Turnwood magic and not as easy. The miners simply closed the Zirchev’s power) led by a lone Actaeon, a doors of their mine and retreated deep powerful Wereboar wizard, and the young into the mountain, where the larger giants but ambitious Green Dragon Krolovaash, a could not follow them. The dwarves can vassal of Azem who covets the support themselves (and even raise shapechanging powers of the gold animals) for extended periods on a diet of dragons. underground fungi. The dwarves periodically sent scouts to the surface, but Kosti Kopec never managed to get through the ford and contact other settlements. Recently, A strangely shaped hill can be found on they have been besieged by other enemies the upper course of the Achelos river. Tall, able to deal with the tunnels (goblinoids whitish rocks raise from the flanks and top and/or other monsters). Thus, they have of the hill, looking like bones in the light of tried a sortie, where a few dwarves were the moon. These rocks give the hill its captured by the giants. Traladaran name, meaning “Bone Hill”, but the area has a much longer history. It was inhabited as early as before the The Turnwood Great Rain of Fire, when it was a large This high magic point is a nexus for mining town in the Azcan empire, under shapechanging and transformation magics. the name of Koskatepetl, “Gem of the Here, spells that alter the shape of beings Mountains”. Back in the Azcans’ time, and items are easier to cast and research there was, deep under the city and its (x2 duration and 1/2 research time). mining tunnels, a shrine to Ixion, More than three millennia ago, the protected by priests who, according to the Taymorans created their brand of local lore, were not human, and guarded lycanthropy here, in an attempt to create an ancient, dangerous secret. the ultimate soldiers for their slave armies. With the rise of Blackmoorian technology, The Taymorans built here a secret, the rulers of Koskatepetl grew to desire extensive research facility, complete with the knowledge held by the priests of Ixion, wizard towers, observatories, alchemical who chose to seal the entrance of the laboratories, medical rooms, dungeons, shrine with a terrible earthquake, containment rooms, wards, traps and shattering the city. After the disaster, the assorted defenses. Later on, the Traldar Koskatepetl was all but abandoned and wizard Zirchev also conducted research in became infested with monsters. the Turnwood. After the Great Rain of Fire, the raising Their powerful magics still protect the Taymoran civilization reached the area, facility, though the intense magical field of and built a Temple of Nyx over the ruins of the Turnwood have induced changes Koskatepetl. The temple soon enough almost everywhere, making part of the attracted pilgrims and colonists, but not wards into semi-sentient forces, still bound too many, because its true purpose had to to parts of the construction. The wooden remain secret. The Immortal patroness of towers have been infused with new life, the Night found it amusing and fitting that growing into fantastic trees. her temple was built over a place once

16 Atlas of the Lowlands sacred to the Lord of the Light, and she chose the city to hide a very powerful artifact, a constellation map whose purpose was to slowly absorb magical power and bring eternal night to the world. In the Taymoran language, the city was named Kosmoteiros, “Signs of the Universe”. When the war between followers of Nyx and Thanatos was at its height, a powerful army in service of the Dark Lord conquered the city with the ultimate goal of stealing the artifact. To prevent it, the priests of Nyx destroyed the temple, opening a chasm to the dephts of the earth. The struggle for the artifact would have continued, but the destruction of Taymor also destroyed any memory of the city and its secret. The People of the Night, survivors of Taymor, and later the Traldars and Hutaakans considered the place cursed, naming it Koskatep in the Hutaakan language. But, obviously, Nyx and Thanatos have not forgotten, and neither has Ixion. Many times during the centuries the three Immortals have sent priests and adventurers to Koskatep, to retrieve the artifact or prevent others from recovering it or, in the case of Ixion, to protect even more ancient secrets.

However, in 998 AC the Sons of Night established a stronghold among the ruins, manned by a fraternity of Darkers in control of the entire sect in Karameikos, under the leadership of Anna Exoter. The Darkers have recovered the artifact of Nyx, and collected a large amount of arcane lore and magical items. However, they are still unable to use the artifact itself. The Darkers are served by all manners of undead, both intelligent and mindless, and use constructs and traps to guarantee the security of their vaults from both adventurers and monsters.

17 Masters & Marauders

whom she appears as a god, and is trying Masters & Marauders to force the local trolls into her service as This section provides writeups for well. individual monsters and NPCs from the Cruth Lowlands region. Several NPCs are Ahkriin is a Small Green Dragon (8 HD), adapted from the “Riverfork Keep” article Krolovaash’s hatchmate, and a vassal of to the Classic D&D rules. Ulnag. Ahkriin is rather foolish, contrary to her brother, and has botched all her Dragons of the Cruth attempts at the Ceremony of Sublimation. Emboldened by the knowledge she’s Lowlands Mighty Argos’ daughter, Ahkriin has always Ulnag is a Small Red Dragon almost ready been overconfident, which has allowed to ascend to the Large category (14 HD). Ulnag to bind her. Ahkriin’s pride was very Ulnag is independent from the two major much wounded by the defeat, and draconic kingdoms of Karameikos, Azemur and Argosyl, and styles himself dragon- reminding her of it or her vassalage will king of Ulnagaar, even though he has only send the dragon in a great rage. She vents few vassals, among whom Ahkriin. Ulnag her rage on the local Ogres, who steer is neutral towards all the other dragons of clear of her lair. the area, but wary of Azem. Ulnag has a mutual defense agreement with the Hill Giant chief, but is not likely to honor it if Religious Leaders the giants appear weaker than their foes. Fridus, Paulus (Cleric 5 of Vanya, L), Chaplain of the “Fury of the West” and Krolovaash is a Small Green Dragon (10 Vicar of Riverfork, is the highest authority HD), a son of Argos and a vassal of Azem. of the Church of Karameikos in the region. He greatly envies the shapechanging Chaplain Fridus is half-Hattian, and is a powers of Azem and her western Gold member of Alfric Oderbry’s faction, though Dragon vassals. Thus, he has been not an especially extremist one. He does studying shapechanging magics. favor Thyatians over Traladarans, and Krolovaash believes that the Turnwood can believes the region needs to be settled and give him innate shapechanging powers. divided into fiefs, assigned to Thyatian Krolovaash is on bad terms with both nobles. He views Traladaran nobles as Ahkriin, his foolish hatch-sister, and potential enemies of the royal family. Vulomar, who appears to be constantly looking for a casus belli, and often sends Buqumius, Mahmud (Cleric 3 of Tarastia, her followers to provoke him. Krolovaash L), Chaplain of the First Company at himself has no followers, but Riverfork, is Fridus’ second in command. A much more laid back individual than his Vulomar, a Large Black Dragon (12+3 superior, Mahmud has obvious Tel Abkiri HD) is the dragon lady of the Blight ancestry. He is fascinated by the historical Swamp. She was bound to Azem a century figure of General Alharbius, and he likes ago, during the Thyatian invasion, but playing strategy games. greatly resents the interference of the Gold Dragon and her more loyal followers. Dobra, Grygori (Cleric 3 of Halav, L), Azem constantly keeps an eye on her and village priest of Gorica. Grygori is also the her small clique of Black followers (three 7 patriarch of the Dobra family, and owns a HD small Black Dragons). Vulomar is petty large farm in Gorica. The village is a quiet and aggressive. She controls the place, mostly shielded from goblinoids and Lizardmen tribes of the Blight Swamp, to

18 Masters & Marauders other threats by the Riverfork Keep. and feels the success of his mission in Grygori is quite knowledgeable about the Nova Achelos is critical to this end. area around Gorica and the inhabitants of his village, but that is the limit of his knowledge. Local Leaders and Outlaws “Achelos” (F10, N), leader of the Achelos Kolavich, Anya (Cleric 3 of Petra, N), Outlaws. This infamous outlaw claims to Traladaran priestess at Riverfork Keep. be the reincarnated Achelos II, or a Anya and her husband, Fyodor, run the descendant of the king --- his story is told Church of Traladara in the village outside in many variations across the Cruth the Keep. Since Riverfork has a larger Lowlands. Actually, the Achelos Outlaws share of Thyatians than other villages in are little more than a bandit gang that the area, they have only a small following. preys on both the Thyatians (stealing and Thus, Anya also operates a board and assaulting caravans) and the Traladarans room service within the Church rectory. (extorting money as “contributions” to the Anya is especially fond of Hin Yallara and fight against the Thyatians). The bandit Sheared youths, and does her best to help leader, himself, is a powerful and those people. experienced Traladaran warrior and an expert woodsman. He guides his bandits Kolavich, Fyodor (Cleric 4 of Zirchev, N), from an hidden encampment in the Traladaran priest at Riverfork Keep. mountains. When he leads raids (which he Fyodor is as much an outdoorsman as he does infrequently), he always appears is a priest. He hunts on his own, and offers masked with a black bandana covering his his services as a guide as well. He is rather lower face and a hood or helmet. companionable, if a bit too fond of boasting about his survival and hunting Andrios, Petr (Thief 5, N), member of the skills. Achelos Outlaws. Petr is the main agent of the Achelos Outlaws among the trappers Radu, Gregor (Cleric 5 of the Church of on the middle course of the Achelos River. Traladara, N), village priest of Petra. This Given a trapper’s job leads him to priest is distant a relative of the prolonged absences from the Contra Specularum Radu, but is totally unaware of Outpost, he has the opportunity to travel their dealings. His family moved to on missions for the bandits, relaying western Karameikos right after the arrival information and orders to and from the of Duke Stefan. His community is besieged bandits’ encampment. by dangers, including bandits and goblinoids, but Gregor does his best to Contra, Arkan (Fighter 4, N) is a veteran keep it together. He has recently contacted of the “Hell’s Jailers”, as well as the leader Emil Radu (a third-cousin of his), the of the Achelos river trappers. There is a manager of the Radu Quarry, to get some small community of hunters and trappers help. on the lower middle course of the Achelos river, between Gorica and Nova Achelos, Dimitri Sokolov (Cleric 7 of the Church of which has been active for several years Traladara, L), bishop of Nova Achelos. A now. These trappers are a hardy, newly promoted bishop and a member of independent folk. Many of them have an up-and-coming new wave of Traladaran something to hide from their past, and a priests, Dimitri believes in cooperation few are active agents of the Achelos 7 with the Thyatian authorities, but his Outlaws. The Contra outpost , while listed as a “large” one, has a small resident highly competitive with the Church of Karameikos. He would like to establish a military order for the Church of Traladara, 7 See River of Blood for more details.

19 Masters & Marauders population, since most of the trappers officer in charge of the Logger’s Guild in spend extensive time out in the wilds. the Cruth Lowlands. Formerly based in Pyotrev Outpost, Ivan relocated to Nova Haakenberg, Lotharius (Fighter 4, L) is Achelos very recently to take part to the the owner of the Haakenberg outpost. A town reconstruction effort. He and his “Fury of the West” veteran and a rich loggers have been trying to expand into homesteader (as far as things go in this the Near Achelos Woods, meeting strong area), Lotharius is slightly over 50 years resistance from lycanthropes and “hostile old, solidly built as one would expect of a faeries” (actually, both the Lindenelm Thyatian Legionnaire, though he threw in elves and the Fey court). Nova Achelos with Ludwig Von Hendricks when Duke might well be the last ditch for Ivan, Stephan called him and other nobles to before the continued lack of profits for settle his new lands. Lotharius remained Cruth Lowlands lumberjacks force the with the “Lance of Doom”, Von Hendrick’s Specularum guild leaders to appoint guard, for a very short time, signing in someone else to represent the loggers’ with the “Fury of the West” as soon as the interests in the area. Baron started showing his eccentricity. Haakenberg spent the next 10 years at Rucker, Hermann (Fighter 5, C), Reaver Riverfork Keep, raising to the rank of of the Iron Ring. Hermann and his brother Sergeant, then he married and settled (the Rucker in B10 “Night’s Dark Terror”) down in his own homestead. His are Hattian warriors whose father moved connections within the army helped his to Halag with Baron Von Hendricks. The business start strong, and Lotharius is now Rucker brother, rather than join the Lance one of the richest homesteaders in the of Doom, moved into the more lucrative Riverfork area, as well as a leader of sorts business of slavery by joining the Iron among the Thyatian settlers. His wife is Ring. Both are Reavers, but work in also from Thyatis -- theirs was an different regions -- Hermann is in charge arranged marriage organized for Lotharius of keeping contacts with the Orcish tribes by his Thyatian relatives. The Haakenbergs of the Cruth Lowlands, while his brother have three children, aged between twelve moves slaves from eastern Karameikos to and sixteen years old. They employ twelve the Black Eagle Barony. Hermann is a hired hands, including two of Lotharius old frequent presence at the Hidden market, squadron mates and their families. mostly buying slaves from the Orcs, but sometimes also selling merchandise -- Ivanovich, Anastasia (Thief 2, N), usually items plundered during Iron Ring matriarch of the Ivanovich clan. Anastasia raids that would not be good to have is a direct descendant of Zlatan Ivanovich, reappear on the black market in one of the few Traladaran heroes to Karameikos. survive the Thyatian invasion. She is also the widow of a descendant of Zlatan’s older brother, Oleg, which is how she Officers of the “Fury of the came to the role of family head -- a West” marriage she herself engineered to this end. Anastasia is wise, shrewd and willful, Avensubaius, Solimanus (Fighter 6, L), but controlling, and favors her grandsons, Administrative Lieutenant of the “Fury of Ivan and Tibor, over her granddaughter the West”. A descendant of one of the Natalia. This could lead to internal conflicts original Tel Abkiri officers in Legate in the family, as Natalia shares the same Alharbius retinue, Solimanus is a lazy and strong character of her grandmother. corrupt officer. He takes advantange of Captain Manov’ relative inexperience with Pyotrev, Ivan (Fighter 3, N), Logger’s management to embezzle funds and takes Guild representative. Ivan is a senior guild hefty bribes from vendors of provisions, though he is wise enough to leave alone

20 Masters & Marauders

Lotharius Haakenberg and other well- connected individuals, who could create Stronghollow, Bombur Dorficwarf problems for him. (Dwarf 5, L), Lieutenant of the First Company. A serious officer with significant Campbell, Angus (Fighter 5, N), seniority in the rank, Bombur is a Lieutenant of the Fourth Company. A Stronghollow dwarf who migrated to Glantrian expatriate, Angus has a different Karameikos and joined the army fighting style than the typical Thyatian somewhat after the Duke took over. He soldier, and is at his best in skirmishes worked steadily through the ranks -- most rather than formation combat. This makes of the few dwarves in the Karameikan him especially valuable for fighting army stop progressing when they get a enemies such as goblinoid or bandit gangs, position in the Duke’s Guard, as they are but puts him at odd with more more comfortable as heavy infantrymen, traditionalist officers. but Bombur accepted a Lieutenant commission, and plans on getting his own Manov, Boris (Fighter 8, L), Captain of command soon. Like most dwarves, he Riverfork Keep. Boris Manov is the first prefers Thyatians to Traladarans, but his Traladaran to hold the rank of Captain at doubts on Capt. Manov have more to do Riverfork Keep, after a string of Thyatis- with the relative lack of experience of the born officers (mostly of Hattian or Tel man. Bombur is considered outgoing for a Akbiri ancestry). He has also received this dwarf, mostly because he takes to human commission very recently, after spending pastimes (he even plays poker) more than several years as a Lieutenant at Rugalov other dwarves. Keep. As such, he is not much trusted by his Lieutenants, except for Lt. Slavosky. Tibonerial, Anastasia (Magic User 6, C), Moreover, his administrative staff, led by Magist of the “Fury of the West”. Anastasia Lt. Avensubaius is inefficient and corrupt. is formally commissioned as an When the Duke’s Seneschal asked for a Administrative Lieutenant, though she guard detachment to be sent to support does not concern herself with provisioning Lord Kaerin, Manov took the occasion to or similar affairs, which fall entirely under rid himself of Lt. Tintivilus, a chauvinistic the control of Lt. Avensubaius. She acts Thyatian officer. This has given him some instead as an advisor to Capt. Manov on breath, and he’s starting to get his magical affairs. She also maintains the garrison back into shape. Manov makes a magical wards of the Keep. Anastasia is of show of being fair to both Traladarans and Thyatian descent, and is generally Thyatians, and of strictly following the indifferent towards the Traladarans -- what rules, to avoid attracting even more she is not indifferent to, however, is criticism, but is otherwise a reasonable money. Lt. Tibonerial not only has several fellow. shady business activities ongoing in the Cruth Lowlands, but she is also a spy for Slavosky, Danislav (Fighter 5, N), Baron Von Hendricks. A totally amoral Lieutenant of the Third Company. Capt. character, Anastasia does whatever she Manov main supporter, Lt. Slavosky needs to earn her a comfortable lifestyle -- eschews responsibilities and is content and her standards are rather high in this with his current rank. Moreover, he is matter. somewhat boisterous and loud, and strongly favors the Traladarans. Thus, his Tintivilus, Marcia (Fighter 5, L), colleagues do not take him very seriously Lieutenant of the Second Company and -- Lt. Tintivilus openly considers him an commander of the Nova Achelos guard. idiot, and the other officers are somewhat Marcia has been sent to Nova Achelos less open, but do not have much higher because Capt. Manov wanted to get rid of opinion of Danislav. her, and she knows it. She hates the

21 Masters & Marauders

Traladarans, including her second-in- where he meets with others who, like him, command, Sergeant Yaroslavich, and Capt. are secretly followers Dark Triad. Manov himself. She is ineffective and constantly complains about everyone. All Mrrakr One-Eye (Orc 2/Wicca 1, N) is an in all, she is not that nice to have around, Orc trader — similar to a human peddler, except to Lord Kaerin, whom she fancies -- he travels from one community to the however, Lord Kaerin is happily engaged other. His wizardly powers and his status to Baron Kelvin’s sister, and is not at all as a trader protect traditionally keep him interested in this unrefined and somewhat safe from harm, but Mrrakr always keep a unkempt woman, which will make for Sleep spell ready for good measure. another disappointment for Marcia. Mrrakr can identify all Orcish tribes of the Cruth Lowlands, but will request either a Yaroslavich, Teroslav (Fighter 3, N), magic item (a potion will do), or a new Sergeant. A melancholy character with spell (he currently knows Read Magic, somewhat of a drinking problem, Detect Magic and Sleep). Yaroslavich is an older sergeant. He has been assigned to Lt. Tintivilus’ detachment Franich, Anton (NM/Merchant 3, L) at Nova Achelos, and the two are Darokinian Merchant (see Riverfork Keep) constantly at odds. Radu, Emil (Thief 7, N) mining entrepreneur (see The Village of Petra) Redaxe, Konif (Dwarf 3, L) Brewer (see Merchants Riverfork Keep) Gorbag (Ogre 2, N) is an unusually Valerianus, Titus (Thief 5/Fence 3, C) intelligent Ogre who acts as a middleman travelling merchant (see River of Blood) between human merchants and Ogre tribes. Gorbag can be used to deal with the Ogres, but will do so on his own terms Goblinoid Chieftains -- he understands his worth as a Bakghat (Orc 6) is the new Jagged Claws middleman, and will make sure he remains prince, having emerged after months of a “necessary evil”. infighting among the potential heirs of the previous chief, who had been slain in a Hallonica, Yakon (F2/Darokin Merchant raid in the Five Shires. Bakghat is a tough 7, L) is House Hallonica representative in and brave warrior, but inexperienced as a western Karameikos. He hopes to establish leader. He dreams of restoring the ancient a power base for his house in the area. kingdom of Othrong, but has to guard Yakon is highly motivated, though he does against his own underchiefs, who would not care much for the locals -- his goal is exploit any perceived weakness in the to present himself as an effective manager young prince to further their own that is able to bring results in short time, ambitions, as well as external enemies regardless of the long-term impact of his who might take advantage of the infighting decisions, as he plans on moving on to within the tribe to expand their territory. higher positions within the House. Bakghat is on relatively friendly terms with both Luzlug and Sorhguul, but despises Karlov, Andrej (Cleric 4 of Orcus, C) is a the vile Greyslayer chief, Kardat Souleater, peddler who lives in Gorica with his wife for his use of cowardly magic. Jana Bogdanovich and their daughter Irina. Andrej runs a monthly circuit of the Kardat Souleater (Orc 13/ Wicca 2) is villages on the Luln—Riverfork route. the unchallenged leader of the However, he also does a couple of stops Greyslayers. A vicious and experienced not known to the other vil- lagers — one at fighter, this wily Orc exploits any and all the Hidden Market, and the other at a advantages he can get -- poison, magic, meeting point that changes every month, Ogre mercenaries, anything goes to get

22 Masters & Marauders the upper hand against his many enemies. Only the fact that all other tribes would be Rashak (Gnoll 10) is a strong-willed and ready to drop their feuds to fight the crafty Gnoll. He leads the Rashak’s Greyslayers over their deep religious Reavers, a mercenary horde of Orcs and differences (the Greyslayers follow Gnolls. He and his followers are Jammudaru) has kept Kardat from uniting handsomely paid by the Black Eagle to the tribes. His current plan is to kill Prince prevent the Traladaran people of the Bakghat and take over the Jagged Claws. Barony from escaping to Luln. It’s not their Meanwhile, he keeps his Greyslayers busy forte (the Reavers are heavy infantry kidnapping Hin from the nearby Eastshire combatants), but Rashak values Ludwig’s and selling them as slaves to the Iron goodwill and money, hoping for a greater Ring. role when the Black Eagle decides to finally strike at Stefan, and his Gnolls enjoy Luzlug (Orc 9) is the chief of the Rotting terrorizing their ancestral enemies, the Snake Orcish tribe. This experienced Traladarans. warrior is skilled with both the mace and the javelin, and is a devout follower of Sorhguul the Slasher (Orc 11), a Kaarash. He is also more intelligent than veteran warrior, is the leader of the the average Orc, and a good strategist, Blackstone Orcs, a powerful tribe that especially skilled in setting up ambushes controls rich iron mines under the eastern and hit and run tactics. Luzlug is looking Cruth Mountains. Sorhguul is a level- for any edge that could help him against headed, rational commander, adhering to the Rotting Snakes’ longtime enemies, the the necessary amount of savagery needed Blackstone Orcs. to deal with his fellow goblinoids, but following the bravado with strategic Magdub (Ogre 4/Shaman 4 of Terra) is thinking and sound business decisions. His the oldest and wisest Ogre in the Cruth tribe has a standing rivalry with the Lowlands. A wise but irritable character, Rotting Snakes, which rarely goes farther Magdub is not a formal chief among the than shouting matches and threats -- Ogres -- Cruth Ogres tend to gather in Sorhguul knows that a war with the small family groups rather than large Rotting Snakes would close down the trade tribes -- but is the one Ogre to whom they route to the Hidden Market, the main would go when (and if) they are outlet for the Blackstones’ iron ore, as well confronted with enemies or events they as their main source of pipeweed and cannot handle by just bashing them. In other goods. spite of his choleric temperament, Magdub does not believe in solving problems with Urgal Redhand (Hobgoblin 10/ Shaman violence. He does not like when Ogres get 4), a fanatic follower of Alphaks, is the involved in other races’ plots as chief of the Roaring Fiends. He and his mercenaries, but understands that Ogres tribe are closely allied with the Black need to coexist with Orcs and Humans. Eagle, which allows them to maintain their presence near the Westron Road in spite of Okhlag Threefingers (Orc 4) is the chief the Radlebb Keep garrison -- whenever the of the Broken Hammers, a smaller Orc Karameikan soldiers threaten the tribe that occupies a cave on the north hobgoblin, Urgal retreats within the banks of the Achelos river. Following the borders of the Black Eagle Barony, where events of River of Blood, the Broken they cannot pursue him. The hobgoblins, Hammers do not have the strength to hold of course, are soon back to their camps, their territories much longer, and will have from which they raid the Karameikan to align with one of their stronger caravans -- a lucrative business that is neighbours -- the Rotting Snakes, most making Urgal rich. likely.

23 Masters & Marauders

Mages and Adventurers practical but overly large hunting clothes when in human or boar-man form. Aristaios (Actaeon 11 HD/Wokan 8, N) is the true ruler of the western Achelos Exoter, Anna (Magic User woods. This ancient being was created by 10/Necromancer of the Second Circle, C) is Zirchev soon after his ascension to the “Grand Darker” of the Sons of Night Immortality to lead the Treants of the fraternity active in the Cruth Lowlands. Achelos Woods and protect the Turnwood She is the “primus inter pares” of her high magic point. Aristaios was trained by fraternity, which is composed of former Zirchev himself in the use of wizardly Darkers from the Black Eagle Barony, Luln, magic, so his repertoire of spells is actually and other parts of Western Karameikos. wider than that of a typical Wokan. This places her at the top of the Aristaios is a tireless guardian of the organization in the area -- there are other woods, but his guardianship is very light- Grand Darkers, in Eastern Karameikos, handed. He rarely takes action, usually Specularum, and Darokin, as well as a working indirectly to preserve the balance “third level” fraternity of Grand Darkers of power among the various movers and hidden somewhere, but as far as Western shakers of the forest -- the wereboar Karameikos is concerned, Anna is the wizard, the dragons Krolovaash and mastermind of the Sons of Night. Her Vulomar, and the werewolf clans. name is the anagram of Nox Aeterna He is also an ally of the fey of the eastern (“eternal night”), a key concept of Nyx forest, though he rarely crosses the river theology. While Chaotic, Anna is not himself. especially evil, and is concerned more with prolonging her life beyond death and Artho, Sergey (Magic User 9/Wereboar extending her magical knowledge than 10, N), locally known as the “Hermit of the with any nefarious plan for world Woods” is an old magic user who has been domination. She and her fellow Darkers studying the magic of the Turnwood for seek to understand the artifact they have decades -- he is well over the age of one recovered in the ruins of Koskatep, under hundred years, but his life has been the Kosti Kopec. extended beyond the limits of normal Anna is a middle-aged Traladaran woman, humans by a combination of his magic and with long, straight gray hair and a pale the unnatural vitality conferred by complexion. She dresses in lycanthropy. Sergey is a powerful uncharacteristic dark clothing, with a Wereboar -- he contracted lycanthropy preference for long gowns. She is a early during his investigation of the graduate of the Great School of Magic in Turnwood. He is also a member of the Glantri, and an affiliate of the Secret Craft Artho family that once ruled the Riverfork of Necromancy. area, though he has lost contact with his family before the Thyatian invasion. Gudenov, Vassili (Cleric 6 of Alphaks, C), Sergey wishes to protect the Turnwood, Fire cultist. An evil cultist of Alphaks in but also desires its magic, so he could be Riverfork Keep, Vassili has no contact with tempted into dangerous deals that would the other dark cults -- he is essentially a earn him more knowledge or a greater lone madman who could be dangerous control of the high magic point. He hates enough, with his magic. However, he is the werewolves and distrusts both the son of Boris, the miller, a well-to-do dragons, but remains on relatively friendly man and a community leader in Riverfork, terms with Aristaios and the Turnwood which gives him greater means to pursue Treants. his mad goals (see Riverfork Keep for Sergey appears as a boisterous, ruby- more details). cheeked Traladaran, with short, bristly brown hair and a large girth. He dresses in

24 Masters & Marauders

Molescu, Nicolai (Magic User 4, N), Hammell Ironhand8 (Dwarf 7, N), son of hermit and alchemist. Nicolai is a former Cronak. An adventurer, member of the slave of the Iron Ring. He hides in the hills Chaotic Crusaders of the Cruth Mountains. near Gorica to avoid the Iron Ring slave He wields Bedlam’s Hammer. The Chaotic hunters who would bring him back to work Crusaders oppose law (and especially the as their alchemist in Fort Doom. Nicolai Duke’s rule), but are not otherwise evil, has befriended the Ogre Ongah during though their methods may cause their escape from the Black Eagle Barony unwanted troubles to the local population, (see River of Blood for more details). as their exploits tend to irritate the goblinoids, leading to increases in the “Madame Olga” (Magic User 7, C), number of raids. Alphatian exile. Posing as a brothel maitresse in Riverfork Keep, Madame Olga is actually a moderately powerful wizard. She actually prefers her current arrangement to her life in Alphatia, and is very careful about her past. Magame Olga, thanks to her profession, is also privy to many secrets about Riverfork Keep, and even more distant areas (see Riverfork Keep for more details).

Master Haxmal (Magic User 8, C), Iron Ring lesser master. Haxmal is in charge of the Iron Ring operations in the eastern Cruth Lowlands. He is also looking for the Regalia of Achelos as a personal project. If he survives the attack on the Iron Ring enclave, he may come back with a strike force (10 Hounds and three Reavers) to steal or otherwise recover the Regalia. He will select the three Reavers to cover all basic classes (i.e., one Fighter, Thief and Cleric).

Ongah (Ogre NM, C). Nicolai Molescu’s friend and bodyguard, Ongah was once captured by the Iron Ring and was about to be brainwashed by the slavers to become the first of a new kind of Hounds of the Iron Ring. He is brave but naive and not very intelligent, and defers to Nicolai in most matters.

Trundlestump, Kara (Halfling 5, C), known as “Aelfwine” in Riverfork, is a spy from the Five Shire, magically disguised as a elf-blooded human (see Riverfork Keep for more details).

8 From the Dungeon Master’s Survival Kit.

25 Magic Items and Artifacts

Magic Items and The wearer of the Wolven Head can use it to invoke the following powers, once per Artifacts day (each): Sleep, Speak with animals, Summon Wolf. The first two powers are This section describes several magical items that are linked to the Cruth equivalent to the spells of the same name, Lowlands, either because they were cast at the level of the wearer. The last created here, or because they can be power summons a normal wolf, which found in this region. appears out of thin air and serves the wearer for 1 hour. It will obey the Vodjavuk, the Wolven commands of the wearer like a well trained Head9 war dog with an empathic link to the wearer. Powerful wearers can summon This item, while not actually a helm, is also more powerful wolves (using the Master known as the Helmet of Zirchev. It is a Set rules for larger/stronger individuals), headpiece crafted from the head of a wolf. according to the following table: It was created by a still-mortal Zirchev in the years after the death of Halav, when ● Level 1-3: Normal wolf he retreated to the Turnwood to research ● Level 4-5: Normal wolf, +1 polymorphic magic. Zirchev created the ● Level 6-7: Normal wolf, +2 item for his werewolf followers, to whom ● Level 8-9: Normal wolf, +3 he entrusted the protection of the ● Level 10-12: Dire wolf Turnwood and the prevention of the rising ● Level 13-15: Dire wolf, +1 of new Sorcerer-Kings in the style of Taymor. The Vodjavuk is still held by the ● Level 16-18: Dire wolf, +2 leader of the Riverfork werewolves to this ● Level 19+: Dire wolf, +3 day. The headpiece can be worn in place of a helmet. It will replace the helmet of any The Regalia of Achelos suit of armour which normally includes This set of matched items was created by one, without penalising the AC. Otherwise, Chardastes during his mortal life. It is composed of a sceptre, a crown and a it provides a -1 bonus to AC. Besides, it medallion. gives the wearer the ability to speak and When worn together, the Regalia of write the several languages that were Achelos reveal their true power. The commonly used during the Golden Age of wearer of the full regalia can cast the heal the Traldar: Ancient Traldar, Vyalia Elf, spell once per day, and benefits of a +4 Hutaakan, and Nithian. Since it was bonus to Saving Throws against poisons, created during Zirchev’s life, and contains diseases and mind-affecting magic. Once per day, the bonus can be extended to all a power related to Nithia, if the Vodjavuk those in a 15’ radius for one turn. is ever taken to Surra-Man-Raa or within the radius of the artefact buried under the The Sceptre of the Ancient city, it will instantly disintegrate, Kings obliterated by the Immortal magic the prevents the knowledge of Nithia from re- This short sceptre sports a curved end, and is made of solid gold, decorated with emerging in the modern era. lapislazuli bands. It was created by Chardastes during his life as the High Priest of Pflarr, and was originally the 9 Original design by Ville Ladhe.

26 Magic Items and Artifacts symbol of his religious and temporal Bedlam’s Hammer10 power. The Sceptre functions as a staff of healing. This clearly valuable weapon is a dwarven The Sceptre was recovered by the Sons of throwing hammer, forged by Onyx Night, who currently keep it in their Ironhand of Highforge using the remains of stronghold under the Kosti Kopec. an Earth Elemental, a mithril haft, and a stretch of black dragon skin for the grip. The Holy Pendant of Chardastes Onyx was part of the group of adventurers who slayed the black dragon Acramar in This pendant is worn on a chain over the the Blight Swamp, and used part of neck. It is shaped from feldspar in a Acramar’s skin for his work. He gave the circular form, with a carving along the hammer to his son, Cronak, who was later border representing a snake (ouroboros), killed by giants at Three Axe Ford. The while the central part is carved with the hammer passed on to Cronak’s son, Hammell (D7, N), who adventures in the depiction of a man, sitting on a throne and Cruth Lowlands with the party known as holding two sceptres crossed in front of the Chaotic Crusaders. him. Bedlam’s Hammer acts as a +2 hammer, This pendant works as an amulet against except in the hands of a dwarf who knows crystal ball and ESP, protecting the user the command word. In that case, it is a +3 from divinatory magic. It was indeed throwing hammer, with double range and created by Chardastes during his first damage. Damage is tripled against giants. return to Achelos as a mysterious healer to protect himself from scrying. The Amulet of Moira the The Holy Pendant is currently held by the Pure11 chief of the Ogres of Castle Ivanovich, who This star-shaped silver amulet does not found it among the ruins of the castle. appear to be of special value at a first sight. However, it radiates a moderate The Crown of Achelos magic aura. The Amulet of Moira the Pure This crown, made of gold and emeralds, allows the wearer to turn undead as a shows a marked departure from the other Cleric ⅓ his level, or as 3 levels higher, if items in style, having the typical shape of the wearer is a Cleric. The amulet was a Vandar crown: a large band of gold, given to Moira Gorevitch-Woszlany, a studded with gems, to be worn over the priestess of the Church of Traladara, to brow. protect her from her father, an adventurer It was created by Chardastes during his who had been turned into a Vampire by last visit to the Banate of Achelos, when the Black Count of the Moor during the he set himself as a mystic and an advisor Vampire Wars. Moira herself belonged to to the Ivanovich bans. Chardastes created the Woszlany family, which was destroyed the item to help the Ivanoviches preserve during the Wars after many of its their domain after his final departure. members were exposed as Vampires. This item works exactly as a Crown of Moira shed her surname and went on her Leadership. career as a priestess trying to help the It was left in the hands of the dead Traladarans recover after the war. She led Achelos II Ivanovich after his death in the a group of warriors along the Achelos river siege of Achelos. to reach the besieged fortress of Kurest Hurgon, but the Ogres living in the area warned the sieging Hill Giants, who

10 From the Dungeon Master’s Survival Kit. 11 From the Dungeon Master’s Survival Kit.

27 Magic Items and Artifacts surprised the party at Three Axe Ford and wiped it out under a shower of rocks. Moira’s body and the amulet were never recovered. She is now known as St. Moira the Pure, and acknowledged as a lesser heroine by the Church of Traladara.

Comet’s Edge12 This item is an oddly shaped polearm, reminiscent of certain Nithian polearm designs, though fashoned of excellent steel rather than Nithian bronze. When it strikes, Comet’s Edge leaves a trail of sparks that gave it its name. It was recovered by the Traladaran adventurer Nyktor Vasilevich on the Wufwolde hills. Nyktor employed the weapon to great effect in many adventures, but finally met his end in the Blight Swamp. A party of elf hunters from the Lindenelm clan found his body, and recovered the polearm, which is now safely stored in the clan elder’s cache. Comet’s Edge functions as a polearm +2, with the talent of speeding. It can be wielded with the bardiche or halberd mastery. While popular tales want it to be the weapon of an Immortal disarmed in combat, which fell from the sky on Karameikos, the weapon’s origins are much more mundane -- it was one of the many weapons forged by the great wizard- king, Gygar, during the Vampire Wars. It saw use in the first battles against the Black Count of the Moors, but was lost in a battle on the Wufwolde hills, where it remained until Nyktor Vasilevich recovered it.

12 From the Dungeon Master’s Survival Kit

28 Adventuring in the Lowlands

Chardastes, stealing the Bell of Adventuring in the Chardastes, a legendary artifact. Lowlands The plot thread starts with the party enlisted by the church officials to secure This book, in line with its sandbox style, the cathedral and recover the Bell. The provides several plot options. In this discovery of Orcus cultists in the temple section, we cover the seven primary plot and their ongoing attempt to open a portal threads supported by the module. to Limbo lead the PCs to the Blight Swamp and finally to the Tomb of Trinkla the Black The Colonization of Achelos Seer, where the cultists have hidden the Bell of Chardastes. The primary plot thread is driven by the colonization effort by the Karameikan government to reclaim the ruins of Achelos The Achelos Outlaws and establish a new settlement, Nova The Achelos Outlaws plotline starts from Achelos, there. the discovery of the existence of the Lord Kaerin Penhaligon, as the governor of Hidden Market, a place where non-human Nova Achelos, is the NPC that will provide tribes, outlaws, and unscrupulous missions and rewards for the party during merchants meet to trade. this plotline. However, other stakeholders The mysterious “Achelos”, leader of the in the colonization effort are also present, Achelos Outlaws, is expected to make an and provide additional missions. appearance there to acquire a magical The colonization requires essentially that artifact. The information is actually more areas of the ruins are cleaned, incorrect, as only some of his henchmen chasing or slaying the monsters that attend, but the PCs may be able to follow inhabit them. The first area to reclaim is them back to the Abandoned Thyatian the Riverside Slums district, followed by Fort. There, the outlaws have a run-in with the Merchant District and the Noble an Orc war party. If the PCs prevent this Estates. event from happening or help the outlaws, At this point, the growing threat of the they may be able to follow them back to restless dead from the Old Graveyard area their camp, or even be invited to join. should emerge, leading to the Undead The Outlaws' camp is the location of the Menace plot thread. final showdown with “Achelos”, a bandit Furthermore, the Merchant District holds leader who (falsely, of course) claims to be clues to the mysterious Achelos Outlaws, the reborn last king of Achelos. and the Bell of Chardastes and Regalia of Achelos plotlines also depend on the completion of parts of this plot thread. The Regalia of Achelos This plotline is driven by the efforts of The Bell of Chardastes Natalia Ivanovich, a direct descendant of the kings of Achelos, to retrieve the crown This plotline is driven by the conflict jewels of the Kingdom of Achelos, all of between the Cult of the Dark Triad – and in which are powerful magical items. particular Orcus – and the Church of The items were lost or hidden during the Traladara. The cultists of Orcus have war that led to the destruction of the city- desecrated and looted the Cathedral of state, so this thread only starts when part

29 Adventuring in the Lowlands of the city is under Karameikan control, In any case, the Hill Giants will find it giving access to the Stoyanov Library, the easier to raid south of their steading, Graveyard, and Castle Ivanovich. However, leading to conflicts with the humans. After the last part of the regalia will be found a few prospectors or hunting parties have much further, in the ancient Nithian and been attacked, Lord Kaerin Penhaligon will Hutaakan ruins marked by the Obelisk. set a bounty on the Hill Giant chief. This will also raise some questions about If the party manages to defeat the Hill the relation between Chardastes and the Giants, they will gain information on the Hutaakans, which may have some major lost dwarven mine of Kurest Hurgon. They implications on the cult of Chardastes itself can then mount an expedition to save the and its role within the Church of Traladara, dwarves, and perhaps open a new trade should the nature of the Traladaran healer route. as the reincarnation of an ancient Hutaakan priest-king be revealed. The Turnwood The last plot line does not depend on the The Undead Menace Colonization thread, so it can be This plotline is driven by the conflict introduced at any point if the party is between a Vampire Lord and the Sons of losing focus. Night. The Vampire Lord, an escaped The plot is initiated by the Loggers' Guild, descendant of Count Koriszegy, is trying to who are having problems in their eastern establish a power base in the ruins of Riverfork Woods operation – logger parties Achelos, animating a large number of are being attacked by woodland creatures, corpses as Ghouls, Zombies and Skeletons. some loggers have disappeared outright, The Sons of Night have sent one of their and a disproportionate number of Darkers to combat this threat. accidents are happening in the logging The unusual undead activity will lead the camps. Karameikan leadership to send the party to The party is hired to investigate, and can the Old Graveyard to investigate. The PCs discover that the root of the loggers' have the opportunity to help the Darker problems are the inhabitants of the Fey and find out more about the undead Mound, who resent the loggers' intrusion in menace, and then confront the Vampire their woods. Lord in his refuge in the River Keep. This can lead to a peaceful solution, or to This will open the way to the exploration of an escalation of the hostilities. In the the Tomb of the Achelos Kings in the Old former case, the PCs are asked to broker a Graveyard (see the Regalia of Achelos plot compromise with the Loggers' Guild, as thread), as well as putting the party on the well as to flush a bandit gang hiding in the trail of the Sons of Night and their base Dwarven Ruins. In the latter case, the under Kosti Kopec. party will have to face not only the wee folk, but also the werewolves of the Riverfork Woods and the Lindenelm clan. The Upper Achelos In any case, removing the Fey Mound as This plotline starts after one of the key an obstacle to the exploration of the (perceived) threats against Nova Achelos Riverfork Woods will lead the party to has been removed. Ideally, this would be discover the Turnwood, a high magic point the Sons of Night, but the plot can work that is locked down by powerful wards and with the Achelos Outlaws or even Akhriin. contended by powerful magic-using beings.

30 The Ruins of Achelos

The Ruins of Achelos The stakeholders The Karameikan government is The Kingdom of Achelos, dating back, with represented by Lord Kaerin Penhaligon some interruption, to the golden age of the Traldar, had its capital in the eponymous (F4, L), who has been charged by Lord city on the banks of Achelos river. The city Korrigan with overseeing the development was sieged, conquered and burned down of the settlement. This is a way for Kaerin by the invading Thyatian Legions under to prove himself as an administrator, the leadership of Tel Akbiri legatus which is important to him as the heir legionis Mahmud Alharbius in 900 AC. The apparent to both Kelvin and Penhaligon. last king, Achelos II Ivanovich, died during Kaerin is well meaning and quite brilliant, the siege. Thereafter, the city was all but abandoned, and several goblinoid tribes but has no experience in matters of used it as a camp after being chased from government, and has lived primarily in the Five Shires. Thyatian-ruled communities (Kelvin, The ruined city can be used as the main Threshold and Penhaligon), so he is not setting for a sandbox adventure, in the familiar with the Traladaran aristocracy or style of the “Ruins of Adventure” AD&D the Specularum guilds. module and the “Pool of Radiance” The Church of Traladara is interested computer game. The basic plot goes as follows: Lord primarily in recovering any Traldar age Alexius Korrigan, the Duke’s Seneschal, is relic, as well as in protecting the local looking to extend Karameikos’ control over Traladaran communities from exploitation the Cruth Lowlands, and has finally at the hands of the Thyatians. Patriarch managed to get together several members Aleksyev Nikelnevich sends one of his of the guilds in Specularum to act as more experienced priests, Bishop Dimitri investors in a project to resettle Achelos. Each guild has its own goals (often Sokolov (C7, L). Sokolov is 40 years old, contrasting with those of other guilds), and and is a friendly sort with some scholarly Korrigan’s envoy has to mediate between interests. He’s been mostly working in them. Specularum during his career, and has a He manages to secure some support from good knowledge of the bureaucracy and the Church of Traladara, the Order of the the guild system. He has an assistant, Griffon, and General Diomedes Draconius, Priestess Marina Kolarovic (C3, N), a the commander of the western Karameikan army. However, he’s also younger (25) member of the church who is forced to hire Thyatian mercenaries, the more comfortable with the borderlands, Green Company, to guarantee the defense having some experience as an adventurer. of the new settlement, Nova Achelos (or The Order of the Griffon is involved Achelos Nova, in Thyatian), and of the ostensibly to protect the Karameikan supply lines from Luln and Riverfork Keep. faithful (and, more specifically, Baron Kelvin’s brother-in-law) from the dangers of the wild lands. Patriarch Alfric Oderbry, The Colonists however, sent the Knights and squires This section provides details on the under the command of Sir Befrick (F6, L), inhabitants of Nova Achelos, the new town because he fears that the consolidation of that has been established around the Traladaran interests in the area -- with the south-western gate to the ruins of Achelos. Traladaran captain at Riverfork Keep, and the Hin border so near (Alfric dislikes the Hin, who are too friendly with the

31 The Ruins of Achelos

Traladarans) -- may endanger his projects know why the Veiled Society starosta want for the conversion of all of Karameikos to the Merchants’ Guild to succeed. his faith. Sir Befrick and the other knights, The Loggers' Guild, after some however, act essentially as bodyguards disappointing attempts in the Achelos and assistants to Lord Kaerin, as well as Woods, where the presence of keeping the order in the main settlement. lycanthropes, fairies, and worse has forced Sir Befrick’s second in command is the local representative, Ivan Pyotrev (F3, Brother-Chaplain Marcian Laskarides (C5, N) to abort the planned expansion of the L). Both are no-nonsense types who have guild businness, are trying to recover made a career of their membership with some of their production capability by the Knights. Befrick, however, has no securing a contract with the Karameikan prejudice against the Traladarans, though government to provide construction he finds their beliefs confused and materials for Nova Achelos, as well as primitive. Marcian, on the other hand, is a opening new logging camps in the area. follower of Alfric’s faction. The loggers are generally helpful, and The Merchants' Guild is the primary make up a large part of the initial civilian investor in the Nova Achelos venture. The population, but are quite scared of the Radu family has a direct hand in the presence of monsters after their last matter, both as relatives of the Artho attempts, and are not willing to risk their family (they hope to find treasures and lives anymore. Moreover, if the PCs had a documents of the Artho they could claim) part in their failure at the Achelos Woods, and as a trade venture -- the Radu Quarry Pyotrev and his men might be initially would provide stone for the construction of hostile to them. new buildings. The Merchants’ Guild wants The Goldsmiths' Guild is the second to establish a base for prospectors and major investor. Guildmaster Thorur establish new mining sites, having Silverbeard wants to open routes towards received news of the cinnabar mine from the Black Peaks, as well as to gain control the “River of Blood” adventure. Since the Radu have a direct interest, Emil Radu of any new gold or silver mine. Morur (T7, C), the manager of the Radu Quarry, Thoricwarf Silverbeard (D2, L) is in charge has moved temporarily to Nova Achelos. of hiring prospectors, while Neri Argente Emil is a member of the Merchants’ Guild, (Rake 1, L) acts as the treasurer. Morur but, as a relatively distant member of the and Neri are paying the Green Company, family (he is a third cousin of Anton and and make sure the mercenary captain Cartha), he is not aware of the Veiled knows it. They have also contracted the Society connections of his relatives. His personal assistants are also common Bricklayers' Guild to repair the building personnel of the guild. However, Bogdan they have taken as their base of Ilic (T4, N), an affiliate of Veiled Society, operations, but Morur constantly criticizes was sent here to ensure the success of the the work of Master Vasil Evgeniev, the Merchants’ Guild enterprise. Bodgan is a chief engineer. More than a dozen of other true city dweller, and is thoroughly masons and bricklayers work in Nova disgruntled with this assignment. He was Achelos at this time. instructed to pose as an adventurer, and he does as much by spending most of his The Darokinian House Hallonica is the time in the makeshift tavern. He may, third and last investor in Nova Achelos. however, be hired by other adventurers or Yakon Hallonica (NM/Merchant 4) has even hire a party to do his job. If exposed, chosen this venture to counter House Bogdan may be the link the PCs need to Franich move in Riverfork Keep. If Nova connect the Veiled Society with the Achelos was successful, House Hallonica Merchants’ Guild, though he does not could easily take over House Franich’s role as the primary Darokinian merchant in western Karameikos. Yakon also hopes to

32 The Ruins of Achelos have more passes explored in the Black be usable. Those buildings have been Peaks and Cruth Mountains, allowing him claimed by the investors and Lord to establish new trade routes to Darokin. Penhaligon. A number of log cabins have The Fury of the West is taking a major been assembled by workers of the risk by supporting the establishment of a Loggers’ and Carpenters’ Guilds, for their new settlement along the Achelos river. own use and for the military forces. A With his 5th Division forces spread thin ruined building has been partially salvaged and having to guard on all sides against to house the Bricklayers’ Guild members, werewolves, orcs, ogres, Count Koriszegy as well as a makeshift tavern. and the Black Eagle Baron, General The rest of the population lives in tents. A Diomedes Draconius needs wooden palisade has been erected to reinforcements, and possibly a fief to hold protect the settlement. one front. However, Captain Manov of the Of the 300 inhabitants, 30 are members of Fury of the West cannot spare more than the 5th Division of the Karameikan army. two squadrons (half a company), and has There are 15 Knights of the Griffon, and assigned Liutenant Marcia Tintivilus (F5, each of them has a Squire that fights as a N) to lead them. Lt. Tintivilus is a heavy infantryman. The Green Company, a despondent and ineffective officer and mercenary company contracted to protect hates both Manov (because he is a the guilders and led by Hector Stylianus Traladaran) and Draconius (because he (F7, N), a Thyatian Fighter from Port promoted Manov instead of her). She Lucinius, has 15 medium cavalrymen would need a lot of motivation, or a direct (armed with chain mail, shields, lances order from Lord Penhaligon (whom she and swords or maces), 15 crossbowmen fancies) to make any move that went out (armed with scale mail, heavy crossbows of the ordinary. and maces) and 20 heavy infantrymen (armed with Thyatian lorica segmenta, large rectangular shields, javelins, spears Population and Accomodation and short swords). Among the civilian population, there are The current population of Nova Achelos 35 members of the Bricklayers’, Loggers’ does not exceed 300 people. Still, this and Carpenters’ Guilds; 50 (prospective) large influx of people has created a homesteaders and settlers, including their “housing crisis”: the city itself is ruined, families; and 15 servants and attendants with only a few buildings intact enough to

Map of the Ruins of Achelos 33 The Ruins of Achelos of the various leaders. Given the large the settlement, all hoping to find fortune, presence of military and contract workers, as well as a few more experienced there is also a number of camp followers adventures, including half a dozen (about 30), including a Darine wagon that mercenary Fighters of levels 2-6. The offers small services (laundering and clothing repairs, cobbling, fortune telling, sheared youths (about 20) are only pipeweed). nominally adventurers, most of them NM, The remaining civilians include a though some have basic training (1st level blacksmith, a weaponsmith, a tavern characters of any human class). keeper with his wife and daughter, a Malika Alharbia (Rake 4, L) is a direct leatherseller, and four employees of House descendent of Legate Alharbius, as well as Hallonica. a would-be historian and archeologist. She

Player's Map of Achelos, from the Duke's Archives travels with her friend Aisha Avennasir (MU3, N), two Tel Akbiri maid servants Adventurers and two Thyatian “guides” -- Specularum loiterers and ne’er-do-wells who have The old Traladaran families, like the convinced the Tel Akbiri pair of their Ivanoviches and the Artho, are involved wilderness expertise, and are now looking only in a minor way. The Artho are for the first opportunity to escape Nova associated with the Radu, while the Achelos. Malika and Aisha may offer to join current matriarch of the Ivanovich clan, other adventurers if given the opportunity Anastasia Ivanovich, would like to recover to delve in ancient ruins, or to find the regalia of the Kingdom of Achelos. The documents about Malika’s ancestor. clan now lives in a large homestead near Torbin Hilltopper (Rock Gnome 2, L) and Riverfork, and has very little clout, but one Hurdir Stronghollow (D3, L) are a pair of of its recently sheared members, Natalia mining prospectors. These Highforge Ivanovich (F1, L) has reached Nova scouts have been hired by Morur Achelos. She is not the only adventurer -- Silverbeard, but cannot operate alone in a there are many sheared youths like her in territory that is held by Orcs and Ogres.

34 The Ruins of Achelos

They are waiting for Morur to provide them and knows well the area between the an escort. They can be hired by other course of the Piva river and the Radlebb parties in the meanwhile, but their Woods. She is curious about the new settlement, but will get bored soon unless contract with Morur is such that 90% of opportunities for wilderness adventure the rights to any mining site discovered arise. will go to the Goldsmiths’ Guild. Arkady Ivanov (C4, N) is a wandering Sandor Ladic (T5/Greater Wererat 1, C), Priest of Zirchev, loosely associated with Marcus Coponius (T5, N), Meg the Church of Traladara. He is interested in Trencherman (H4, L) and Eleriel (E4, N) joining an adventuring party for the are all adventurers looking for parties willing to hire them as specialists, or fellow opportunity to explore the Cruth Lowlands, adventurers willing to form an adventuring though he will not fight against fairies and company. Sandor is actually a wererat, other opponents that could be negotiated though he presents himself as an with. He is an expert ranger, with the “underground exploration specialist”. He is Tracking, Alertness, Survival (Forest) and truly an adventurer, he just discounts his Survival (Hills) skills. lycanthropy as a minor hindrance and is unscrupulous enough to avoid mentioning Basco Trius (MU7, C) is a Sons of Night it. Marcus is a Karameikan of Thyatian Darker, posing as an adventuring Magic origins. His previous adventuring company User from Thyatis City. His is the floundered with the death of their leader, a anagram of “Obscuritas” (Darkness). Knight of the Griffon, who was killed by an Basco is very careful about hiding his in the Dymrak forest. Marcus is as affiliation, but he may sometimes let his reliable as Thieves go, but has developed a cover slip by referring to anagrams or phobia for Owlbears. Meg comes from the Five Shires. Like many Hin, she downplays other word-plays. His mission is to observe her experience and will relate anything she the progress of the Nova Achelos effort, gets to know to the Krondar as soon as analyze its pivotal figures, and relate all she is back in the Shires. Eleriel is a information to Grand Darker Anna Exoter. beautiful elf maiden from the Callarii clan. However, Basco, like all members of the She has remarkable horsemanship skills,

Achelos Districts Map

35 The Ruins of Achelos fraternity, is essentially independent, so communications are less than perfect. Basco is primarily interested in magical knowledge, so he may join a party that aims at exploring ancient ruins or recovering lost knowledge, even if this means setting his mission aside.

Into the Ruins The ruins of Achelos encompass the following areas: Map of Nova Achelos ● The settlement of Nova Achelos, which is the staging ground for expeditions into the city as well as Nova Achelos the only section of the city initially controlled by the Karameikan The new settlement is located across the government and its allies. old city walls, just south of the Achelos ● The Riverside slums, nearest to river. It comprises several salvaged Nova Achelos, and the least buildings and a tent-town, protected by a dangerous neighborhood (most wooden palisade. threats here are unintelligent 1. River Gate: the main entrance to scavengers). Nova Achelos is a simple wooden ● The Merchant District, which is gate, with a small guard tower controlled by the Iron Ring and used as a centre for slave traffic. manned by two crossbowmen. The ● The Noble Estates, which include gate is guarded by members of the the following locales: 5th Division. ○ The Cathedral of 2. City Gate: the other gate into Chardastes, occupied by the Nova Achelos opens on the ruins of priests of the Dark Triad and the old town. It is heavily guarded their goblinoid flunkies. by both Green Company ○ The Stoyanov Library ○ The Artho Mansion mercenaries and Knights of the ● The Achelos River Fort, where a Griffon. The two groups get along mysterious but powerful Vampire fairly well. Lord resides. 3. Town Hall: this building, once the ● The Ruins of Castle Ivanovich, customs house of the Kingdom of inhabited by an Ogre clan. Achelos, has been salvaged and ● The Old Graveyard, where a low- repaired by Evgeniev’s men, like key magical war of attrition most of the others within the between the Vampire Lord and an emissary of the Sons of Night is palisade. It is now occupied by Lord taking place Kaerin Penhaligon and his ○ The Tomb of Achelos II entourage. Two Knights of the Ivanovich, resting place of Griffon guards the entrance at all the Achelos kings. times, and two squires act as clerks. Lord Kaerin’s manservant

36 The Ruins of Achelos

and Lt. Marcia Tintivilus also live in the Green Company provide guard this building. services. 4. Radu Manor: this “manor” is 8. Knights of the Griffon Barrack actually a refitted storehouse. Emil and Chapel of Karameikos: the Radu, one clerk and one servant Knights not busy patrolling the road reside here. Four members of the to Vostoi or guarding the City Gate Green Company provide a security or the Town Hall are quartered in service. Only Emil’s bedroom this building. Chaplain Marcian has actually resembles a manorial organized a small chapel in the room, the rest of the house is north wing, which is open for extremely spartan, and look much regular services attended by the more like the storehouse it Knights and other followers of the originally was. Church of Karameikos. 5. Goldsmiths’ Hall: this is another 9. Church of Traladara: this refitted warehouse, but is in a building, originally a courthouse much better condition than Radu where trials involving foreigners or Manor. Morur Silverbeard tinkers people from the countryside were with further improvements in his held, has been adapted to serve as spare time, much to the annoyance church for Bishop Sokolov and his of Neri Argente. Both goldsmiths assistant. Arkady Ivanov also live here, with two aides. Four resides here when he is in town. Green Company mercenaries are Services are held regularly for the posted as guards. Traladaran settlers, workers and 6. Lesser Guilds Hall and Tavern: adventurers. the Bricklayers, Carpenters and 10. Barracks of the 5th Division: the Loggers in Nova Achelos share this troops of the 5th Division are building, which they have quartered in the this old but sturdy thoroughly refitted to serve as tower. There is not enough space offices, meeting hall and even as a for all of them, so a number of tavern. Two smaller, nearby tents have been set around the buildings house the apprentices, tower. while the journeymen, Master 11. Green Company Barracks: Pyotrev and Master Evgeniev live Hector Stylianus and his men have here. The accomodation would be settled in these small, ruined comfortable, if it was not so buildings. Most buildings have been cramped. only summarily repaired, using 7. House Hallonica: Yakon Hallonica leather from tents to replace the and four of his employees live and missing ceilings. Mercenaries that work in this building. Originally a are on guard duty in the guild combination of store and house, the buildings prefer to spend their building has been summarily nights there, since the refitted, maintaining as much as accomodations are better. possibly to the original function, 12. Cabins: These cabins are crowded which is perfect for House by prospective settlers and their Hallonica’s needs. Four members of families. These people tend fields near to the town, but the

37 The Ruins of Achelos

countryside is not safe enough yet 1. Collapsed tenement: The to allow them to build their own skeleton of a Thyatian soldier killed farms. The northernmost cabin is in the collapse of this building can be recovered. The soldier was a occupied by a merchant selling Tel-Akbiri man, and several imported armor, cloaks, tack and personal effects can recovered, harness, boots and other leather including a Thyatian short sword goods from Specularum. (gladius) and the emblems of the 13. Cabins: these cabins are similar to Tel-Akbiri legion to which the man those south of the road, except that belonged. Malika Alharbia will pay the two nearest to the river house a up to 50 royals for such mementos. 2. Collapsed tenement: This set of blacksmith and a weaponsmith. building is partially collapsed, and 5 These craftsmen from Luln offer Carrion Crawlers have taken good but expensive services. The advantage of the holes in the walls, weaponsmith also needs more time as well as of the sprawling than usual for any commission, basement, to nest. There are 1d4 since he is extremely busy with all Carrion Crawlers in the building at the military men and adventurers in any time, unless they have all been town. killed. The remains of several The remaining population lives in makeshift tents in the western part of the adventurers eaten by the monsters settlement. include a handful of coins (12 kopecs, 8 cronas, 9 royals), and a main gauche +1, +2 vs weapon users. The weapon belonged to a swashbuckling fighter, but served him little against the Carrion Crawlers. Finding these items requires a moderate Wisdom check, or an easy check on the Loot skill (or similar skills). 3. Inn: The ceiling and the first floor of this inn have collapsed, leaving the outer walls. It is possible to reach the cellar by cleaning out the Map of the Riverside Slums rubble. The innkeeper and his family hid here during the last Thyatian assault, but the ceiling Riverside Slums collapsed when the building was hit by a catapult shot and locked them The western part of Achelos near the river in. Digging into the cellar allows the was a lower class area, with a combination PCs to retrieve a bag of 200 silver of small houses and craft shops and large coins from the Kingdom of Achelos, tenements. Most of the buildings are but exposes them to either a unstable, and several have partially further collapse (2d6 damage, ST collapsed. Scavenger monsters take refuge vs Paralyzation for half damage), if in the labyrinthine slums which they leave they speed the work too much, or a to hunt in the river or the neighbouring random encounter if they take their area.

38 The Ruins of Achelos

time, as monsters are attracted by (10d10 can be found at any time), the noise. as well as some giant bats (1d10). 4. Large warehouse: This building If the bats are chased off and the once housed the warehouse of the broken windows are repaired, the Blacksmiths’ Guild of the Kingdom of Achelos. It is now the home of 2 building is stable enough to be used Rust monsters. These rust-eating at least temporarily. Any Dwarf can beings have left little of the original assess this, as well as any contents of the warehouse, but character able to pass a moderate what is left is still enough, so they skill check on a relevant skill (e.g., have almost no interest in Civil Engineering). Lord Kaerin bothering the PCs. They will only would pay up to 30 royals for the attack obvious meals (characters wearing heavy armor), and will not information. chase the PCs beyond the 9. Granary: This building is the base warehouse. of the Wererats. 1d6+2 of them are 5. Tenement: 10 Archer bushes have present at any given time. The colonized this gutted building, as granary itself is a simple, circular well as the overgrown plaza in front stone building. The upper story is of it. They are scattered across the almost completely collapsed, but area and prey upon giant rats and the wererats have cleared most of other small animals, but will attack the rubble. One wererat hides on PCs as well. what remains of the upper story, 6. Tanner’s house: This building and is armed with a light crossbow. once house a tanner’s workshop. It The others loiter on the ground floor, and switch to rat form as is still terribly smelly, but the smell soon as they are aware of enemies. is due to the large colonies of A sack with the treasure of the Yellow Mold and other molds that band, 50 royals, 100 cronas and a have colonized the damp workshop potion of healing, is hidden under area. the rubble on the side opposite to 7. Collapsed warehouse: This the entrance. The lycanthropes do building was almost entirely gutted not know what the potion actually is, as their leader told them it is by a fire. Roll for random poisonous -- any captured wererat encounters. If one happens, will tell the PCs so. combat in the area will result in a 10. River Port Guard: A single further (major) collapse. All Darkhood haunts this tower, once involved combatant need to pass a used by the Achelos city guard as ST vs Dragon Breath, or suffer 3d4 barracks and custom house. Use the Tower map for this area. There HP of damage. On a successful ST, are no other monsters, except a the character or monster avoids the number of Skeletons. Roll for damage entirely. random monsters normally. 50% of 8. Sweatshop: This large, squat the times, the encounter will by building is almost intact. It was with the Darkhood, the remaining composed of a single large hall to will be with 3d4 Skeletons. After begin with, and survived the the Darkhood is defeated, only up to two Skeleton encounter can Thyatian onslaught and the passage happen. of time with little damage, though To generate encounters for parties the furniture is completely rotten. It exploring the Riverside Slums, a is inhabited by many normal bats wandering monsters table is provided. The

39 The Ruins of Achelos table is designed to evolve according to chased off or killed; after 20 rats the actions of the PCs, reflecting the are killed, reduced the number progressive reduction of the threat level of encounter by another 1d6. the area as the PCs kill off the monsters 8. Wererat, 1d8; there a total of 12 that inhabit it. (lesser) wererats have currently Riverside Slums wandering monsters settled in the slums, hoping to steal (1d8): from and feed on the inhabitants of 1. Bat, Giant 1d10; ignore this Nova Achelos. If more wererats are encounter during the day. Giant rolled than the remaining number, bats continue to plague the Slums add one gretear wererat, the leader until the end of the adventure. of the lycanthropes. This creature is However, the number encountered also a level 4 Cleric of Mrikitat. It is reduced to 1d6 after any three will not fight to the death, using his other entries have been replaced by followers to cover his escape. After NPC parties or no encounter the leader is defeated, no further results. Wererats appear. Replace this 2. Beetle, Giant Oil, 1d8; after the encounter with an NPC party from third encounter, ignore this result Nova Achelos (see entry 4). and treat as no encounter. 3. Beetle, Giant Tiger, 1d6; after the third encounter, ignore this result and treat as no encounter. 4. Carrion Crawler, 1d4; there are a total of 5 Carrion Crawlers in the Slums (including those in area 2); once exhausted, replace this encounter with an NPC party from Nova Achelos (roll 1d4: 1- Green Company patrol, 2- Salvagers, 3- Workers with Green Company escort, 4- Adventurers). 5. Centipede, Giant, 1d4; after the third encounter, replace this result with a collapsing wall. This requires a ST vs Paralysis to avoid, and inflicts 2d6+2 damage on a failure. 6. Ghoul, 1d6; even if destroyed, more ghouls come from the Graveyard until the Vampire Lord in the River Fort is destroyed. Thereafter, treat as an NPC party from Nova Achelos (roll 1d6: 1- Knights of the Griffon patrol, 2- Salvagers, 3- Workers with Green Company escort, 4- Adventurers, 5- Guilder with Green Company escort, 6- Cleric of the Church of Karameikos with Knights of the Griffon escort). 7. Rat, Giant, 3d6; reduce the number by 1d6 if the Wererats have been

40 The Ruins of Achelos

Merchant District have set up a fortified camp by occupying The Merchant District lies along the and repairing several of the best- southern bank of the Achelos river. Most of preserved buildings around one of the the buildings have been sacked and market squares, and barring the alleys torched during the Thyatian conquest. The around it with barriers made with wooden Iron Ring and some of its goblinoid allies

Map of the Iron Ring Enclave

41 The Ruins of Achelos mantlets and rubble. Use the Enclave he follows the PCs, trying to map13 for this area. understand their strength and The Iron Ring leader of the slaving whether they are friends or foes. If operation in the area, Master Haxmal (MU the party is composed of ethnic 8, C) has almost completely evacuated the Thyatians and the PCs are involved enclave, in response to the Karameikan in a difficult fight, the spy will settlement. He knows the government will attack isolated PCs with a short crack down on the operation as soon as bow. If detected, he will make up a they get the Slums and River Fort under story justifying his presence -- he control, so he is slowly moving out the may tell the PCs he is an slaves as well as the equipment and adventurer, the only survivor of a personnel. party, and direct the PCs towards The area is more populated than others, as the Iron Ring Enclave. the Iron Ring patrols keep predatory 6. Iron Ring slavers: 1 Reaver (F5, C), monsters from taking over. Goblinoid slave 1d4 Hounds, 2d4 Goblins and 1d6 traders can be encountered with some slaves. These slavers are frequency, and the Iron Ring maintains transferring slaves to another contacts with other evil organizations, camp. They do not fight except to such as the Dark Triad. defend themselves. Wandering monsters (1d8): 7. Dark Triad Priest: 1 Cleric (C4, C), 1. Giant Rats (3d4). with 1d4+1 bodyguards (mix of F2 2. Broken Hammer Orcs: 2d4 Orcs, 1 and Orc 1). This evil cleric will react Orc Sergeant (Orc 3). This party of to the PCs depending on the party Orcs is going to buy a few slaves strength. If clearly outnumbered, from the Iron Ring. They know that he will try to escape, using an hold a precious item is going to be sold person spell to delay pursuit. If the in the next fair at the Hidden Dark Triad cultists outnumber the Market. They do not know where PCs, on the other hand, they will the Hidden Market is, as this try to capture them. If they seem information is a closely guarded closely matched, the priest will secret of the Broken Hammer parley. He knows about the Hidden traders. Market, and will reveal this 3. Cruth Ogres: 1d4 Ogres. These information to a party that is not Ogres have captured an Elf hunter, obviously good aligned (e.g., Trilinel, and want to sell him to the displaying holy symbols of the Iron Ring. They would sell the Elf to Church of Traladara or the Church the PCs, if asked, for 12 cronas in of Karameikos, the coat of arms of trade goods, or 2 royals in coins. the Order of the Griffon, etc.) 4. Iron Ring patrol: 2d4 Hounds and 1 8. Stirges: 2d4 Stirges hunting in the Reaver (F5, C). area. These monsters nest along 5. Achelos Outlaws spy (T4, N). This the river, but range up to the city in Traladaran woodsman is a spy from their hunting. the Achelos Outlaws. If undetected, The Iron Ring Enclave 13 http://www.wizards.com/dnd/images/ma pofweek/200604/04_042006_300_a7w2w_ This walled area has been held for years ppi.jpg by the Iron Ring. The NPCs and monsters

42 The Ruins of Achelos know the layout of the area well, and will the area, as the hamlet where he react promptly to alarms. Once the PCs lived has been destroyed by are discovered, it will be very difficult for goblinoids in the employ of the Iron them to surprise anyone, and the major Ring, and all the inhabitants have NPCs will start packing and moving been enslaved. Dimitri may become through secret exits (or simply the main a minor ally for the PCs, especially gate) as soon as it is clear that the camp is if they help him save his relatives under a serious attack. and friends from the slavers. 1. Main Entrance. The entrance is 7. Guard post. This room is guarded guarded by two Hounds. Six goblin by 6 Hounds of the Iron Ring and 4 archers are posted on the roof of goblin archers. One of the goblin the guard post buildings. flees and alerts the Reavers as 2. Goblin camp. 20 goblins of the soon as the first Hound falls. Nightseeker clan, with one chieftain 8. Baths. This ill-kept building (Goblin 5, C) and one wicca (Goblin includes a large pool, that is used 3/Wicca 3, C) live in or around this to bath the Hounds and slaves. It is area. The leader will deal with any not used very often, though. party that asks to speak with an 9. Slave pen. This complex was used Iron Ring representative, calling as the main holding area for the one of the Reavers if in doubt. slaves. It is presently abandoned. 3. Granary. This building is used to 10. Reavers lodgings. Three Reavers store provisions for the slaves, (F5, C) use this area, though they goblinoids, and Hounds. There is are rarely present, except at night. plenty of rats (4d8). One of them, Igor Pyotrevich (T6, 4. Ruined building. This building is C), though, is always present in the partially collapsed. It is used by camp. Roll 1d4 to choose the some of the goblins in area 2 to location of the Reaver: 1- Reavers repair themselves in rainy weather. lodgings (10), 2- Residence of 5. Slave pen and Orc barracks. This Master Haxmal (12), 3- Main buildings house both a group of Entrance (1), 4- Fane of Hybristes Orcs from the Greyslayer tribe, and (13). Igor Pyotrevich own an a small number of slaves. There are excellent suit of giant-work leather 8 Orcs and 1 Orc underchief (Orc 4, armor (AC 6, worth 200 royals; AC C). The 10 slaves are all downgrades to 7 if the wearer takes Traladarans from various villages maximum damage from any attack; along the Volaga. They have been the armor can only be repaired by beaten and ill treated, and are not Hill Giant artisans). able to fight or even to run. 11. Warehouse. This building is used 6. Slave pen. There is a single slave to store tools and construction here, an old Traladaran man. He is materials. It is little used, and ill and has been left here to die, as characters hiding here will not be the other slaves have been already discovered unless they are very transferred elsewhere. The man, obvious. Dimitri Marinescu (C3, L), is a 12. Residence of Master Haxmal. village priest of the Church of Master Haxmal (MU 8, C) wears a Traladara. If saved, he remains in ring of protection +1, and his robes

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of defense give him a base AC 8 several of these low buildings have and allow him to cast the shield survived relatively intact. spell once per day. He is protected However, the are is a buffer zone between the Ogre tribe installed within the walls of by two Steel Living Statues, Castle Ivanovich and the Iron Ring and its fashioned in the form of Hounds of goblinoid allies in the Merchant District, so the Iron Ring. inhabitants are sparse at best. Three 13. Fane of Hybristes. This building is locations are of particular importance, the guarded at any time by two old Cathedral of Chardastes, the Stoyanov Hounds. It is used as a shrine to Library, and the Artho Mansion. Hybristes14, one of the dark gods Cathedral of Chardastes revered by the members of the Iron Ring. A priest, Marcius Favonius This ancient temple has been taken over by cultists of the Dark Triad. Several (C7, C), resides in the area with member os the Temple of the Dark Triad two assistants (both C3, C). are present, together with Broken Hammer Favonius is served by a and Blackstone Orcs guards. homunculus, an Ulzaq, and keeps a hellhound as a pet. He also keeps Depending on the outcome of previous 12 Skeletons at end in one of the adventures (The Beast of Radlebb Woods and The Dymrak Dread are unused rooms, and will use them to recommended), Orcus has either inflicted cover his escape, if his other or suffered a major stroke, and is either minions fail to stop the PCs. planning a revenge or trying to capitalize Marcius Favonius wields a mace on his previous success. In any case, the +1, darkness 1/day, and wears a worshippers of Orcus are now opening a suit of chainmail +1. breach to Limbo right into the desecrated 14. Barracks of the Hounds. This Cathedral of Chardastes. A Shade has already passed through the breach, and building is used to lodge the many more may come in the future, together Hounds of the Iron Ring. The with Minions of Chaos. The breach allows Hounds are brain-washed Minions of Chaos to manifest in the Prime berserkers, and spend most of their Material without time constraints. “free” time staring blankly to the Restoring the Bell of Chardastes would ceiling from their bedrolls. There close the breach. However, the Bell was are typically 10+1d6 Hounds at any stolen from the Cathedral’s vault. The cultists of Orcus have planted it on a group times -- the work in shifts. of gullible foreign adventurers, telling them it was the key to defeating Trinkla, The Nobles Estates the Black Seer, whose undead remains lie This area is clustered on the hill, just in her tomb in the Black Swamp with under Castle Ivanovich, and overlooks the uncounted treasures. The adventurers Merchant District. It was, at the height of have thus braved the tomb, finding their the Kingdom of Achelos, the residence of death in that maze of traps. With the Bell choice of the small Achelos noble class -- a safely hidden in the Tomb, the cultists, group of families, such as the Artho and even if defeated, are sure to get more and Stoyanov, related to the ruling Ivanoviches more undead and Minions of Chaos on the and descended from the early Vandar Prime Material, and the Churches of barons. Given their good construction, Karameikos and Traladara will be hard pressed to keep them at bay, leaving the cultists free to strike elsewhere.

14 Brissard’s name in Thyatis.

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It is up to the Player Characters, and the dislikes the Blackstone champion, major NPCs of the area, to find a solution but fears him at the same time. He -- the most likely being to chase the might well betray Korlgahd, if he cultist, temporarily install a garrison of believes the other Orc will not priests from either or both Churches, and send an experienced adventuring party survive. into Trinkla’s Tomb. ● A Shade (11*** HD, C), a lost soul When the PCs start investigating the from Limbo captured by Leptar and Cathedral, the following people and transformed in an undead assassin. monsters are present: It is tasked with guarding the gate ● Vladislav Mrakich (C7, C), a Cleric to Limbo, so it is always found in of Orcus. Mrakich stands in a the crypt. relatively high position in the For all named NPCs, except the Shade, roll Temple hierarchy, so he enjoys the 1d4 to determine the current location at luxury of using the lower ranking the time the PCs approach the building. members to cover his escape. If he The Cathedral of Chardastes adventure survives, he will become a constant employs the “Cathedral of Hope and 15 threat, trying to assassinate the Doom” map from Map-a-Week . A PCs or otherwise hindering them, description of the various areas is provided especially if they try to recover the in the rest of this section. Bell of Chardastes. This priest fights 1. Ground Floor: The ground floor is in chainmail and shield, and wields composed of the main hall, which a warhammer. He has a clerical has been desecrated by the scroll with the Darkness, Fear and cultists: the statues of Chardastes, Blight spells, and a Ring of Safety Halav, Petra, and Zirchev have with 2 charges. been defaced, and symbols of the ● Dakhtor (Hobgoblin 5/Shaman 4, Dark Triad have been painted is C), an Hobgoblin Shaman of Leptar blood red and black on the walls is the second in command among and columns. The side entrances the cultists. He wears a remarkably have been barred with wooden intact suit of plate mail, and wields planks and furniture, while the a bastard sword (Skilled). There are main entrance is open, the great six other clerics of the Dark Triad doors rammed down during the (C2, C) in the Cathedral. Thyatian invasion. The two rear ● Korlgahd (Orc 6/Shaman 1, C), a entrances are closed, but can be Blackstone Orc champion of Orcus opened with Open Locks or a Knock is following his vision quest. He spell. A large section of the floor feels he has to confront a powerful has been removed from the lateral enemy of Orcus in single combat. naves, and the shallow graves He will single out a PC Fighter or thereunder have been dug to Cleric for this purpose -- by animate the corpses as Skeletons. preference, the Champion of Halav, There are 20 Skeletons in total in or any Traladaran. He will ask the the area, each standing in front of other Orcs and Clerics to let him its own grave. There are also duel before continuing whatever 2d4+3 Orcs here at all times. The combat is going on. Korlgahd wields other Orcs are either patrolling the a battleaxe at the Skilled level, and area around the Cathedral (in wears mixed armor for a total AC 5. groups of 1d4+2), or in the crypt. ● Ughdal, Broken Hammer underchief 2. Balcony Floor: The cultists of (Orc 4, C), with 20 Broken Hammer Orcus have taken these rooms for Orcs. Ughdal is much more 15 http://www.wizards.com/default.asp? practical than Korlgahd, and x=dnd/mw/20040506a

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themselves, setting up their camp in the two wings and the large room over the altar. The common clerics live in the west wing and Dahktor in the east wing, while Mrakich occupies the main room. Two Skeletons are set as guard to each door leading to Mrakich’s lodgings, and attack anyone trying to enter. The cultists rest here while not working at widening the breach in the crypt. A commotion on the ground floor will attract the The Stoyanov Library cultists in 1d4+2 rounds. 3. Top Floor: The Bell of Chardastes A Nagpa researcher, Serdalu (Nagpa NM, was once kept in a secret C), has discovered, in the old diary of compartment in this level, near the General Alharbius’ magist at the Collegium apartment of the Patriarch (the Arcanum in Thyatis City, a note pointing to southernmost room). The area is the Traladaran translation of the not used anymore, but Mrakich has Thanatopsis16, a text that could contain set a poison gas trap (ST vs Poison great necromantic lore. According to the or suffer 2d6 HP) in the secret text, the Thyatian wizard had learned of compartment. the text from a Traladaran prisoner, but 4. Basement: Most of the rooms and could not confirm its presence in the cells here are not used, except the library of Achelos, as he was killed in a large crypt at the southern end, skirmish near Riverfork, as stated in the where the breach is located. There last pages of the diary, which were added are always 1d4+1 cultists here, and later by the magist’s apprentice before the Shade roams the basement. turning the diary in to the Collegium Arcanum -- a standard procedure among The Orcs only use the rooms near the Thyatian battle mages. Serdalu the stairs, since they fear the employed a Cloud Clipper to reach Achelos Shade. while the Flying City of Serraine is hovering over the Five Shires and Darokin. Stoyanov Library The Cloud Clipper is hidden in the valley of This stout building survived the siege with the river Piva, near the Nithian Obelisk -- a less damage than most others. Still, the landmark that immediately caught ceiling has mostly collapsed, crushing the Serdalu’s eye and which he plans to writing desks that were once located in the investigate after securing the Thanatopsis. center of the main hall. The statue of the Serdalu carries an assortment of potions philanthropist who financed the (invisibility, flying, invulnerability, poison construction of the library, Petros and healing) as security measure, as well Stoyanov, an important aristocrat at the as a scroll of protection from lycanthropes. court of Achelos, was also destroyed. The Serdalu works for the Grey Front, which PCs may explore this building on their has given him the means to carry on his own, or upon request by Malika Alharbia. research, as well as to hire mercenaries.

16 Thantopsis by Jens Schnabel, “Tomes for the Tome: Magical Books”, in Tome of , vol 5, http://pandius.com/tome/tomevol5/tomes. html

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Thus, he brought with him a few allies and ● Anonymous, Annales Regum guards for this mission: Ocythoe and Acheloion, 10 volumes, only 2 Nikothoe, two mercenary harpy sisters. surviving. These books contain Ocythoe (Harpy 1, C) is a pugnacious most of the historical information being who will use her charming touch to on Achelos during the V and IX even out the odds against numerous century. Besides their antiquary opponents, only to sweep down on the value, volume X can help prove the remaining ones and engage in vicious Ivanovich family hereditary rights melee (she has 14 Str and 16 Dex). to the area. Nikothoe (Harpy 1/Wicca 1, C) prefers to Only the ground floor of the library is let her sister do the fighting, staying up in accessible. The upper story is too filled the air casting her spell (a Magic Missile) with rubble from the collapsed roof, which or charming opponents with her song. She is also piled on the ground of the main targets spellcasters first, and enemies armed with ranged weapons second. Both hall. sisters speak the Skycommon tongue of 1. Entrance and lobby: This large Serraine, and the screeching language of hall was once adorned with statues the Harpies, so they are unlikely to be able depicting the kings of Achelos in to communicate with PCs. the guise of Traldar heroes. Most of Finally, Brandin Firehand (Sky Gnome 3, the statues are now broken, with C) has been hired as a guide. His cousins missing arms and heads. Two Glondin and Mardin pilot the Cloud Clipper, and are camped near the Nithian Obelisk. appear to be in pristine conditions, though, including the brightly Most of the books in the library are either painted colours. There is a large too damaged to be of any use, or of no counter near the wall opposite the interest. The following tomes can be entrance, and lines of wooden pegs found: jut from the side walls behind the ● Cicercios Paphocuzitum, statues. Brandin Firehand stands “Oratory”17. This book can be used to learn the Oratory skill. It can be guard here, sitting on the counter found with a successful Loot skill with his meddling box. If the PCs check (or other similar skills). do not approach stealthily, he hears ● Gunntarr Rolfsen, “Treaty of them before they enter, and hides 18 Exploration” , can be used to learn behind the counter. The two the Survival skill for any terrain, pristine statues are Living Crystal obtaining a +1 bonus to the skill. Statues, brought here by Serdalu ● Anonymous, “Curses of the as guards and obey Brandin’s Corrupted Souls from Beyond”. This orders. The gnome is not is actually the Traladaran necessarily hostile, but very wary of translation of the Thanatopsis that intruders. If combat starts, he will Serdalu is looking for. It can be flee to area 2, letting the statues found with a Loot skill check (or hinder the PCs. other similar skills) of Heroic 2. Main hall: This large hall once difficulty. reached to the ceiling, with a narrow balconade running all around the room. As the ceiling 17 from “A Short Reference to Thyatian collapsed, the hall is now exposed Literature”, by Giulio Caroletti and James to the weather, and is full of pools Ruhland, http://pandius.com/thy_lit.html of stagnant water, rubble, and the 18 from M5 Twilight Calling

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remains of the large benches and 5. Traladaran Religion Section: tables that filled the central area. This section once housed many Ocythoe and Nikothoe roost on the religious texts, mostly balconade, and regularly fly out of commentaries on the Song of the building to survey the Halav, writings of the ancient surroundings. The two harpies patriarchs, as well as philosophical engage anyone who enters the musings on the different sects of room and is not in the company of the Traladaran religion. More texts either Brandin or Serdalu. Their can be recovered here than in the screeches will alert both the Nagpa other sections, but these texts can and the Gnome. mostly be found in the library of the 3. History Section: This long hall has Church of Traladara in Specularum, book shelves along its walls, full of so they have limited worth. Fifty old texts of Traladaran history. volumes can be saved, each worth Most of them are too ruined to be on average 10 gp and weighing of any use, but it is possibly to find about 50 coins. two almost intact volumes of the 6. Technical Literature Section: Annales Regum Acheloion, as well This section preserves a number of as a number of other less valuable books on subjects such as texts covering the Traladaran Wars agriculture, construction, and the Vampire Wars. Serdalu has engineering and economics. stored here 10 Zombies, which do However, these books are all rather not move or attack unless ordered outdated, and are of no practical by him. interest. 4. Foreign Literature Section: This 7. Magic Literature Section: This section once held copies of many section was used by the few mages Thyatian books, as well as some of Achelos. It still holds a number Darokinian texts. Unfortunately, a of basic texts on magic, totalling a number of cracks in the ceiling and value of 500 gp for any Magic walls led the books to be repeatedly User’s library. When used to drenched in rainwater, rendering research polymorph magics, these most of them useless. The most books are 20% more effective than valuable book that can be found their value. A secret door leads to a here is Paphocuzitum’s Oratory. A small room with a iron safe secret door leads to a much smaller (standard Open Locks roll to open). room, where only a few books were Inside the safe, there is a copy of kept. There is a copy of the Treaty the Traladaran translation of the on Exploration, as well as other Thanatopsis, as well as a spellbook books on distant lands -- mostly containing the Continual Darkness, copies of explorers’ diaries. The DM Choke, and Walking Dead spells19. should include a Treasure Map here Serdalu is in the main room, (e.g., the diary and map leading to , or a map of 19 The spells Choke and Walking Dead tunnels leading to the “center of appear in “Tomo della Magia di Mystara”, the Earth”, depending on future volume 1, by Marco Dalmonte and Matteo adventures). Barnabè.

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perusing the books and searching have to heal him (a cure light for the Thanatopsis. He will try to wounds spell will suffice), or carry scare away the PCs using his him back to Nova Achelos on a stretcher. powers and ordering the Zombies in 2. A pack of 7 giant rats, disturbed by area 3 to attack them if the PCs Igor’s activities, attack. The poor have already attacked Brandin or clerk, frightened, flees to the PCs’ the harpies. Otherwise, he will protection. It is up to the party to disguise himself as a old human ensure that Igor survives this using his phantasmal force ability, encounter as well. and will negotiate with the PCs. He Finally, if the Veiled Society emissary, Bogdan Ilic, has already a reason to have is not interested in any of the the party disposed off, he will take books, except the Thanatopsis, and advantage of the favorable occasion to hire will gladly leave everything to the a party of “assassins” to ambush the PCs PCs in return for that single book. in the mansion. The “assassins” are He will flee if the PCs overpower his actually four unscrupulous adventurers allies, but will return at a later time rather than professional hitmen. If the PCs with reinforcements to steal the have made some enemies in the past, this could be a good time to have them show book. up as members of this group. Otherwise, use the following four NPCs: Black Ivan The Artho Mansion (F5, C), a rogue member of the Achelos This part of the adventure employs “The Outlaws as well as an expert woodsman Mansion: Mansion 1” map from Map-a- and archer (Skilled in the use of the long Week20. The quest begins when the PCs bow); Dusan Dusanovich (T6, C), a are hired to recover any surviving fugitive from the Black Eagle Barony; documents and treasure from the mansion Annie Longbottle (H5, C), a blood-hungry by the Merchants’ Guild, which represents halfling, wanted in all the Five Shires, who the interests of the few surviving members wields twin axes (Skilled in the hand axe); of the Artho family. The PCs have to escort and Tor Bonesmasher (D6, C), a violent a representative of the Guild, that is Emil dwarven drunkard (Skilled in the battle Radu’s clerk, Igor Dumitrescu (NM, L). axe). The four assassins have been given Igor is rather inept, but very meticulous in some intelligence on the characters: if the checking that the PCs do not fail to report party is mostly comprised of spellcasters, any valuable item from the mansion, and three of them hide in one of the rooms on insists on making a thorough tour of the the first floor, while Black Ivan remains on building, which is miraculously intact. the second floor to use his bow on any At least two random encounters happen enemy spellcaster that is able to before Igor and the PCs actually manage disengage. Otherwise, they all hide on the to reach the house (roll on the Noble balconies, using ranged weapons as much Estates random encounter table below). as possible (Tor has a light crossbow, While in the house, two events happen: Annie a sling, and Dusan a short bow). 1. Igor, rummaging through the They have also studied at least two escape rubble, causes heavy broken routes. The four have been paid an furniture to finally collapse. Unless advance of 400 royals for their services, the PCs have been paying special which they still have with them (100 royals attention to him, he gets caught each). Finally, the assassins do not take under the furniture, breaking one of any special precaution to prevent Igor his legs in the process. The PCs will from dying -- actually, Bogdan does not care one way or another, and none of the 20 http://www.wizards.com/dnd/images/ma assassins wants to leave any witnesses. pofweek/01_Mansion_300ppi_vg21i.jpg

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his spells initially, then he will fall In the end, the quest does not prove very back to get reinforcements. This successful, though Igor and/or the PCs can encounter does not happen after recover some accounting ledgers of the the cathedral is secured. ancient Artho, which prove the ownership 7. Broken Hammer Orcs: 2d4 Orcs, 1 of several land patches around Achelos. Orc Sergeant (Orc 3). These orcs are patrolling the area. They try to Noble Estates random encounters capture the PCs, but switch to (1d8): deadly attacks if outnumbered or if 1. Roaming undead: a pack of 1d6+2 they fail a morale roll. If they fail a Ghouls, looking for corpses or lone second morale roll, the orcs flee living beings. They attack even a towards the cathedral. This larger party, but fall back if one or encounter does not happen after more is destroyed. This encounter the cathedral is secured. happens only once after the 8. Carrior Crawler: there is a single Vampire Lord is defeated. If the specimen wandering the area. Once PCs have been to the graveyard, it is killed, replace this encounter but have not yet faced the Vampire with a pack of Ghouls (see Lord, 3d6 Skeletons are also encounter 1) if the Vampire Lord in present to help the Ghouls. the Achelos River Fort is still 2. Bandits: a group of 2d4+3 human undefeated. Otherwise, a group of bandits, either Iron Ring members NPCs salvagers from Nova Achelos or Achelos Outlaws. This encounter is encountered instead. does not take place if both gangs are routed from the area. The Achelos River Fort 3. Giant Rats (3d4). Reduce the number of rats encountered to 2d4 The river fort was built to protect the ferry after the third encounter of this across the Achelos river as well as to type. prevent smugglers from using the river to 4. Foraging Ogre: a single Ogre, cross into the city. It is composed of a looking for construction materials keep, built on a small artificial island, and or other goods. It attacks small a wall reinforced with small towers, which parties, and tries to scare away allowed the guards to protect or impound larger ones before fleeing back to caravans and goods. the castle. After two such Nowadays, the outer walls are in a very encounters, 1d4+1 Ogres are found bad shape, having been partially instead. These Ogres are hostile, demolished during or immediately after and try to chase away the the Thyatian siege. A large number of intruders. skeletons, zombies, and ghouls prowl the 5. Bat, Giant 1d10; ignore this area within the walls (20 undead of each encounter during the day. type). These undead do not enter the river 6. Dark Triad Priest: 1 Cleric (C4, C), willingly, though they may be forced by with 1d4+1 bodyguards (mix of F2 their vampire master to do so. They do and Orc 1). This evil cleric will react pursue trespassers into the wilderness, to the PCs depending on the party though, and attack any living that enters strength. If clearly outnumbered, the walled area. he will try to escape, using an hold The keep is better preserved, though it person spell to delay pursuit. If the was clearly burned, and the roof and top Dark Triad cultists outnumber the floor have been destroyed. A large hole is PCs, on the other hand, they will visible over the balcony that overlooks the try to capture them. If they seem walled enclosure of the fort. closely matched, the priest will use

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The Vampire Lord servants -- all enslaved by his The identity of the Vampire that has taken charm power -- in this room. There residence in the Achelos River Fort is are two NM, both Traladaran unknown. It is certainly a member of the women, here. Koriszegy bloodline, and a moderately 4. Garderobe: This area is used by powerful Magic User. If the party played the servants as a storage room for the Dymrak Dread campaign21, and Boris their own clothing. Popescu survived, then he is the Vampire 5. Servants’ Quarters: The ceiling Lord. Otherwise, this vampire is a different collapsed over the servants’ character, who escaped Koriszegy’s control quarters, filling them with rubble. earlier on. Since then, more rubble cleaned up The Vampire Lord is a standard 8 HD from the upper story has be dropped in this room, so it is Vampire, able to cast spells as a MU7. He possible to climb to and from area has the following salient powers: he can 13. create Ghouls and Elder Ghouls, and 6. Pantry: The pantry is stocked for controls these undead as if they had ½ the use of the Vampire Lord’s their HD; and he suffers from blood rage, human servants. as a consequence of the Koriszegy curse. 7. Trapdoor to Crypt: The door Due to the blood rage, the Vampire must leading to this room is relatively well hidden (treat as a concealed pass a Wisdom check (Wis 9) when taking door), and the same is true for the more than 12 HP from a single wound, trapdoor on the floor, which is also otherwise he goes berserk, attacking in blocked from the inside. melee instead of using spells. Moreover, 8. Courtyard: The courtyard is the raging vampire focuses on a single completely abandoned, except for opponent (whoever damaged him), the well, which is still in use. pursuing and killing him by preference. 9. Secret hallway: This hallway is covered in dust. No one has used it since the times of the invasion. Key to the Vampire Lair 10. Tower study: The study is 1. Stone Causeway: The keep is abandoned, but mostly intact. The connected to the mainland via a desk holds the diary of one of the stone bridge. Three row of 5 Achelos officers, which sheds some Skeletons each guard the passage. light on the actual events in the Behind them, an Elder Ghoul acts war (worth 50 gp to a collector as their commander. such as Malika Alharbia). 2. Main hall: This large hall is rarely 11. Jailer’s room: The Vampire Lord used for its original purpose, since has raised the old jailer as an Elder the Vampire Lord does not Ghoul. However, the Vampire finds entertain guests that often. It is the ghoul’s appearance offensive, generally empty, though a servant and has chained the jailer to the may pass from this area wall opposite the door, so it cannot occasionally. There is a hole under leave the room. the wooden dais which allows the 12. Upstairs hall: There is a large hall Vampire to pass in gaseous form in the western wall where once was from the crypt to the throne. the access to the balcony. 3. Kitchen: Since the servants’ Moreover, the ceiling collapsed, quarters are not accessible, the though most of the rubble has been Vampire Lord keeps his mortal later removed by tossing it into room 5. 21 My version of the Dymrak Dread, not the original adventure!

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13. Sunset balcony: This balcony could be conducted. Crews were collapsed, and is not easily detained in pens in the main accessible, though a dexterous PC enclosure of the fort. This area is, may walk on the outer wall, which therefore, reasonably well is still standing, or drop into area 5. preserved. It is possible to rest 14. Bedroom: This room is relatively here during the day, since the well kept. The human slaves of the mindless undead do not use it. If Vampire Lord are tasked to keep the PCs are captured by the the area in good order, even Vampire Lord and not immediately though their master has no real killed, they will be imprisoned here. need of it. 23. Master Bedroom: This area was 15. Bathroom: Like the bedroom in destroyed during the siege. The area 13, this room is kept in good ceiling collapsed into the rooms, order by the Vampire Lord’s which are now so full of rubble as servants. to be fully impassable. 16. Spiral staircase: This secret 24. Bathroom: See room 23. staircase connects the first and 25. Gallery: See room 23. In addition, second floor. the floor in this area is also 17. Parapet: The parapets are manned damaged. A PC of medium size by 3 Skeleton archers each. carrying a medium load or more 18. Library: This area, together with needs to roll a successful Dexterity the study, is the only part of the check to avoid putting too much castle that is actually used by the weight on an unstable part of the Vampire Lord. floor, pushing through it and taking 19. Study: The Vampire Lord is usually 1d8 HP. Wearing armor decreases found here during the night, this damage to 1d6 (non-metal working at arcane research. The armor) or 1d4 (metal armor). study itself and the library are 26. Southern tower peak: The worth 2000 gp as research libraries southern tower was hit by for magic users. trebuchet shots and powerful 20. Workroom: This area has been magics which blasted its peak into converted to serve as the the river. This area does not exist centerpoint of the necromantic at the present time. rituals the Vampire Lord employs to 27. Northern tower roof: The raise the dead of the Old northern tower was entirely Graveyard. The materials and texts destroyed, and this area does not present in the area allow to exist in the castle at the present research the Animate Dead spell at time. no cost. A Loot or similar skill check 28. Secret staircase: this staircase is needed to find all the useful leads to area 10. items, which have a total 29. Hall with alcoves: this hall leads encumbrance of 200 cn. to area 7. The alcoves once held 21. Stone Bridge: This bridge lanterns, which have disappeared collapsed during the siege, together long ago, replaced by 4 animated with the southern tower. skeletons. The Vampire Lord has 22. Prison Cells: The prison tower was strengthened these skeletons with shielded by the main body of the old armor, weapons, leather strips, keep from the worst of the Thyatian as well as by magic (Improved bombardment. It was originally skeleton AC 5, HD 1+2, Dmg used to hold ship captains and 1d6+2, XP value 15). merchants that were suspected of 30. Locked crypt: a Vampire Lord has smuggling, until an investigation taken residence here. This area was

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originally built as an armory and leave the Graveyard, or the walking dead vault for the keep, to store will attack the settlement, or worse the impounded goods that were small Ogres of Castle Ivanovich. and valuable enough to be stolen if Beyond hiding his connection to the Sons left in the main enclosure. The Vampire refitted it with gloomy of Night, Cimon is relatively honest with furniture and a coffin. The Vampire the PCs, and will admit he does not really can be found here during the day. know who is trying to raise the dead, except that he was able to divine the The Graveyard source of the necromantic magic to be This area comprises the graveyard that somewhere in or near the fort on the other was once used by the noble families and side of the Achelos River. the well-to-do merchants of Achelos, as Cimon also has a key to the Tomb of well as by the royalty. Achelos II Ivanovich, and, if the PCs insist Due to magical interference from the on getting a reward from him he will offer Vampire Lord that has taken residence in to join them to explore the tomb, in return the Achelos River Fort, the dead of this for a share of the treasure, as well as a graveyard are raising as undead Skeletons first choice of items. He will, however, and Zombies at an alarming rate. A Sons point out that the authorities in Nova of Night Darker has been investigating the Achelos should reward the PCs, not him. phenomenon, and countering the magical influence of the Vampire Lord through his Tomb of Achelos II Ivanovich own necromantic rituals. The tomb of the Achelos royals appears Adventurers entering the Graveyard are outwardly as a small mausoleum, since attacked by a party of undead led by an most of it is an underground complex. Elder Ghoul who commands 6 Ghouls. Inside the mausoleum, a large stairway Zombies and Skeletons abound in the gives access to the actual burial complex. Graveyard, but wander aimlessly as long For the underground part, the Catacombs as the balance of magical power between map from the “Heroes of Horror” Map 22 the Vampire Lord in the River Fort (q.v.) Gallery can be used. and the Sons of Night is preserved. Key to the Tomb 1. Great Hall: This large hall is decorated with scenes of the After dealing with the first threat, the PCs history of Achelos and its ruling see a magic user (MU 7, N), 6 Orcs and 4 dynasty. There are human remains Zombies fighting 3 Elder Ghouls and 9 scattered across the hall, and Ghouls. If they help the magic user, he clumps of rock with the telltale reveals that a powerful necromancer is characteristics of solidified lava. trying to raise the dead of the Graveyard. Four Living Statues, Stone, protect He gives his own name as Cimon Desitus the entrance to the temple at the (an anagram for “Medius Noctis”, or “the end of the Great Hall. They only Dead of Night”), but he doesn’t reveal his allow a descendant of the Ivanovich affiliation to the Sons of Night, the line to pass (i.e., if Natalia wizardly followers of Nyx. Ivanovich is present, the statues do Cimon is trying to prevent the undead not activate). The statues do not from wandering out, and putting as many as possible to rest. However, he cannot 22 http://www.wizards.com/dnd/images/ho h_maps/HoH_map8.jpg

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pursue trespassers beyond the 6. Tomb of Achelos II Ivanovich: stairway. The last king of Achelos rests in this 2. Temple: The temple contains a crypt, or he would if not for the large statue of Chardastes, necromantic energies that suffuse portrayed as the divine ancestor of the graveyard. Achelos II has the Ivanoviches. A precious sword, indeed risen as a ghost. Achelos is its hilt and scabbard studded with still Lawful, and will not attack gems, lays at the feet of the statue. unless the characters have The sword is merely ceremonial, depredated the tomb. His chief but it is worth 800 royals, and up to interest is protecting the tomb. To 1200 royals to a collector. send him back to his final rest, the 3. Vault: This room is closed by Vampire Lord must be defeated, massive dwarven-made double and the Wights that have risen in doors (-10% to Open Locks area 5 should also be destroyed attempts), and further secured with (they will not disappear with the a 12th-level Wizard Lock spell. end of the Vampire Lord, Inside is a small fortune, part of the unfortunately). Achelos will allow a personal wealth of the Achelos descendant of his to take the kings. Two large, sturdy chests hold treasures of the Vault (area 3) and 10,000 silver coins each, while a the Crown of Achelos, which his third chest holds 5,000 gold pieces. dead body holds in its mummified All three chests are protected by hands. He will not allow other locks with poison needle traps (with characters to take these items, and standard chances of finding and will haunt the area until the removing them for a Thief). treasures are restored to their 4. Crypt: This crypt was originally rightful owners (assuming the used to hold the sarcophagi and thieves are able to escape his corpses in preparation for the wrath). funeral and burial. It is now empty. 5. Tombs of the Achelos Royalty: Castle Ivanovich This set of burial rooms holds the The castle was largely destroyed by the sarcophagi of older kings and dukes Thyatians during the conquest of Achelos. of the Ivanovich dynasty. An extended family of Cruth Ogres has Unfortunately, due to the taken residence in the ruins, using the necromantic energies invoked by surviving outer walls to build rough both the Vampire Lord and Cimon shelters for themselves and their livestock. There are 24 Ogres in total, of which 8 Desitus, evil spirits from Limbo adult males (NM), 9 adult females (NM), 6 have taken residence in several of youngs (2 to 3 HD each), and the family the better preserved corpses. The chief, Gohkal (Ogre 3, C). Gohkal is not are a total of four Wights in the particularly intelligent, dislikes smaller and catacombs. They only attack if their faster races and is quite wary of them. sarcophagi are opened and their However, he is not evil, and acts in his protective seals are broken, but in best interest, putting self-preservation (of himself and his clan) first. that case they relentlessly pursue His “treasure” is mostly a collection of old the characters. copper and silver coins, broken weapon or armor pieces, and other items of limited

54 The Ruins of Achelos value. His and his tribe’s most valuable completed the River Fort and the Slums possessions are their livestock -- cows and missions. sheeps -- and an old, tarnished amulet, House Hallonica: explore the Black Peaks which is actually the Holy Pendant of and find a mountain pass to Darokin. This Chardastes. Gohkal is unaware of its true mission is offered in the same way as the value, but he understands the amulet is other guild missions, and is only offered at made of precious metals and gems, and the same time as the Goldsmiths’ mission. will not part from it for less than 100 House Hallonica offers 200 royals to each royals. character, but only if they locate a mountain pass to Darokin. Expenses up to 25 royals per character are covered in Quests in Achelos advance. There are many quests available for the Natalia Ivanovich: explore Ivanovich adventurers in Nova Achelos. Here is a Castle, the River Fort and the Tomb of listing of them, sorted by offering party. Achelos II Ivanovich and retrieve the Merchants’ Guild: locate Artho mansion in regalia of Achelos. the Noble Estates area; explore it and This mission is offered by Natalia, a retrieve any surviving document and member of the last generation of the treasure. A representative of the Ivanoviches, the former ruling family of Merchants’ Guild should be present, and Achelos, who claim to be direct must be protected. descendants of Achelos Chardastes. The This quest is assigned by the Merchants’ family wishes to retrieve the regalia of Guild either directly to the PCs, if they Achelos, which, beside their monetary inquire for work, or by affixing a notice to value, have great symbolic significance for a board near the Guildhall entrance. The the natives of the Cruth Lowlands. Natalia notice explains only the general aspects of is inexperienced but willful, and potentially the mission, not the details. Emil Radu a capable adventurer. She is being used as offers the PCs 10 royals each per day, plus a pawn by her grandmother Anastasia, 10% of all the valuables found in the Artho who plans for one of her male grandsons mansion. He is willing to raise the offer if to inherit the regalia and reclaim Achelos the PCs have proven themselves as the Ivanovich domain. Natalia, competent -- either by completing another however, is just as strong-willed as her quest or because of their earlier grandmother, and has her own plans to reputation. take the leadership of the family. Thus, Goldsmiths’ Guild: escort the two she insists on going with the characters, prospectors, Torbin Hilltopper and Hurdir both because she does not trust them Stronghollow, to Kosti Kopec, then further entirely and because she wants to be north to the Black Peaks. The two personally involved in the recovery of the prospector spend at least three days on regalia. Kosti Kopec, then two weeks on the Black Natalia offers the PCs little in terms of Peaks. advance payment (she only has her This quest can be assigned directly upon Shearing money, minus the cost of her request by the PCs, or by affixing a notice equipment), but agrees to let the PCs keep to the Goldsmiths’ Guild door and in the all treasure, except the regalia Townhall. The guildsmen offer 5 royals per themselves. day, and the PCs can keep any treasure or Malika Alharbia: explore Ivanovich Castle loot. However, mining rights for any mine and the Stoyanov Library, find documents discovered go to the guild (with a 10% about Mahmud Alharbius and the Thyatian royalty divided among the prospectors). campaign. Malika and her party of would- This quest is only given once the town be archaeologists mean to explore itself is secure enough, which means that Ivanovich Castle and find traces of Malika’s the PCs or other adventurers must have ancestor, legate Mahmud Alharbius.

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Moreover, when they learn of the Market, infiltrate it during the next Stoyanov Library, they absolutely want to meeting, and discover, if possible, the salvage any valuable tome that might have identity of the leader of the Achelos survived since the times of the invasion. Outlaws. He offers 60 royals to each PC to They offer good pay (50 royals plus a full undertake the mission, and a bounty of share of any treasure for each character), 500 royals for the identity of the and their mission is available from the mysterious bandit lord. Other information beginning, but they insist on bringing items, such as the identity of lesser bandit along their “guides” and even their maids chiefs or Dark Triad cultists, will be (unless there are several female PCs). rewarded -- in a range from 20 to 120 Bishop Sokolov: retrieve the Bell of royals. Chardastes from the Cathedral. The At the same time, there is also the need to mission is offered immediately: Bishop produce better maps of the Cruth Sokolov believes that the Bell of Lowlands. The Karameikan authorities will Chardastes might be still preserved within offer contracts to map specific areas. In the vaults of the Cathedral. Thus, he his general, a reward of 10 royals per map willing to pay up to 1000 royals for the hex explored will be offered. Priority will retrieval of the holy artifact. He also sends be given to the area between the Gustos his assistant, Marina Kolarovic, with the and Achelos rivers. The same type of party. mission can be offered by other parties, If the PCs are successful, and the Slums especially Lord Alexius Korrigan in have been secured, Bishop Sokolov will Specularum, and even Townmistress ask the PCs to secure the Cathedral area Sascia, though the Near Achelos Woods as well, to allow him to restore the and the Blight Swamp are more likely Cathedral to its function. He offers 100 target in those cases. royals to each character for this job. Finally, there are many monsters roaming Lord Kaerin Penhaligon: the main civil the countryside around Achelos. Lord authority in Nova Achelos, Lord Kaerin Kaerin will periodically set new bounties. offers several quests. First of them is to He starts offering bounties of this kind only clean the Riverside Slums from the monsters that dwell there. He offers a after the River Fort is taken -- he cannot bounty of 20 royals for each monster of afford it until the city itself is more or less medium size, and 50 royals for a monster under Karameikan control. Every week of large size. Monsters of small size fetch thereafter, update the bounty list using the only a bounty of 15 cronas. This quest is following table. Each monster or group has offered publicly on the Townhall board, an initial bounty equal to the total XP and is already available when the PCs value. arrive in Nova Achelos. Once the Slums have been cleared and the Bounty list variation (1d4): undead threat has been discovered, Lord 1. Add one new bounty, selecting it on Kaerin summons any party that the next table. Roll 2d4-1. If the cooperated to that operation (having Iron Ring is chased from the earned a bounty of 100 royals is sufficient Enclave in the merchant district or for this purpose), and proposes a clean-up the PCs have botched the Hidden operation at the Achelos River Fort. He Market mission, roll 2d4 instead. offers 50 royals to each involved PC or NPC, plus the same bounty as for the 2. Increase the bounty for one Slums for individual monsters. monster by 1d6x10%, as it scores If the PCs obtain information about the a hit against the Karameikan Hidden Market and the sale of a settlers. mysterious, but powerful, item, Lord 3. No changes for this week. Kaerin asks them to find the Hidden

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4. Remove one existing bounty, as unrest among the Cruth Ogres. other adventurers have completed Lord Kaerin wants it put down to the task. avoid the risk of Ogre migrating Monster Bounty Table (2d4 or 2d4-1): southward. 1. Undead: remaining pockets of 8. Dragon: Ahkriin vented her undead monsters, especially Ghouls frustration on the wrong target, (60%, 2d6 led by a single Elder killing a group of Gnome Ghoul), but occasionally a Wight prospectors from Highforge and controlling 3d4 Skeletons and their Callarii guides. This bounty is Zombies (30%), or even a Wyrd set only once. If it is rolled a (10%). second time, and Ahkriin is still 2. Owlbear: a single but ferocious alive, increase her bounty by 10%. Owlbear male (count as +2 Otherwise, replace with a single but increase over the base monster). If powerful werewolf (Werewolf of this encounter is rolled a second level 1d6+4), hunting with a pack time, replace it with a pack of of wolves (3d4+4) and standard werewolves (2d6). werewolves (1d6+2). 3. Wyvern: a small hunting party (1d2+1) operating out of the Mt. Slijeme. Steading of the Hill Giant 4. Ogres: a small but aggressive tribe Chief and Dwarves of (4+1d6 warriors) is raiding the new Kurest Hurgon settlements and the trade route to The hill giant settlement is designed to Luln. support the use of the G1 “Steading of the 5. Achelos Outlaws: a camp of these Hill Giant Chief” AD&D 1e adventure. It is outlaws has been reported by located between Three Axes Ford and the Karameikan scouts. There are dwarven mine of Kurest Hurgon. 4d4+10 bandits, as well as three More than two centuries ago, the hill leaders: a Fighter of level 1d4+2, a giants created a permanent settlement in Thief of level 1d4+3, and a the area, cutting the communications randomly chosen adventurer of between Kurest Hurgon, a dwarven mine level 1d4+2 (roll 1d6: 1- Fighter, 2- in the Black Peaks, and the Kingdom of Thief, 3- Magic User, 4- Cleric, 5- Achelos, the primary Traladaran dominion Halfling, 6- Shadow Elf under in the Cruth Lowlands. Traladaran warriors and adventurers led by the Vampire Wars disguise). veteran Moira the Pure, a priestess of 6. Iron Ring slavers: a caravan of Petra, attempted to breach the siege and slavers has been moving through reach the dwarves. However, they were the hills, trying to escape the ambushed by the giants -- who had been Karameikan patrols. There are warned by the Cruth Ogres of the 3d4+4 Hounds of the Iron Ring, Traladarans’ arrival -- while crossing the 3d4+4 Goblins with 1d6+2 war Achelos river at Three Axes Ford. The giants, who had positioned themselves on dogs, and three assorted Reavers the mountain spur overlooking the ford, (create as an NPC party of level 4- easily crushed the Traladarans by tossing 6). large boulders from their vantage position. 7. Manticore: a monster from the However, dealing with the dwarves was Black Peak mountains is creating not as easy. The miners simply closed the

57 The Ruins of Achelos doors of their mine and retreated deep PCs may try to impress the Giants and into the mountain, where the larger giants scare the chief into some kind of could not follow them. The dwarves can agreement, or they may try to assassinate support themselves (and even raise key Giants, or any other reasonable animals) for extended periods on a diet of approach. underground fungi. The dwarves In the Steading, I would remove the periodically sent scouts to the surface, but Bugbears and replace them with Ogres, never managed to get through the ford due to the lack of a sizable Bugbear and contact other settlements. Recently, population in the Cruth Lowlands. they have been besieged by other enemies Otherwise, the adventure should work fine able to deal with the tunnels (goblinoids as is. and/or other monsters). Thus, they have tried a sortie, where a few dwarves were The dwarves in the Steading were captured by the giants. captured from Kurest Hurgon’s population in the last sortie. If freed, they will ask the The adventure is set in motion when the PCs to help their clansmen, who are now PCs have dealt with some other threat, trapped in the mine. The catch is that the either the Cruth Ogres, the Sons of the dwarves are now besieged from both the Night, the Rotting Snakes, or the Achelos upper and the lower levels of the mine: Outlaws (the “lesser evil”). The Hill Giants, Orcs from the Blackstones or Rotting who had been wary of moving through the Snakes tribes are trying to take over the territory of the defeated enemy, are now mines for their own use, while a small getting bolder, and threaten the entire black dragon (the eldest of Vulomar’s region. The PCs may learn this from offsprings) has found a submerged survivors of raided settlements, from entrance from the small lake north of the captured Orcs (the smaller tribes may be Three Axes Ford into the lower mines, and forced to work for the Hill Giants, but set up his lair there. some may try to move across the human Surprisingly, there aren’t many modules territory to new hunting grounds), or that lead the PCs to explore dwarven through random encounters with Hill mines, but it may be possible to use for Giants (when the “lesser evil” is defeated, Kurest Hurgon the 3e adventure The Forge the frequency of Hill Giant encounters of Fury, with some adaptations, or design should move up one rank). a new dungeon (maybe using the Dwarven From there, increase the events until a Complex maps from Map-a-Week23). major raid takes place, culminating in the destruction of one village (Vucevo if the If The Forge of Fury is used, it needs “lesser evil” were the Rotting Snakes or significant adjustments. First of all, in Achelos Outlaws, Vostoi otherwise), until Kurest Hurgon the dwarves never left. the PCs take notice and react. If they do You’ll need to replace the Duergar with not react, their chances of obtaining a fief Rockborn Dwarves entrapped -- these are suffer a major cut. The “Fury of the West” not anymore enemies by default, though does organize an expedition, but is likely they might still start hostile if there are no beaten by the Giants. dwarves with the party. Orcs are an exploratory party (horde) from Assuming the PCs act timely, they can the Blackstones or Rotting Snakes tribe. surprise the Giants as per the G1 The dragon is an offspring of the black adventure. Consider the Stone Giants as dragon of the Blight Swamp, Vulomar. hired workers and the Cloud Giant as a You’ll also have to increase enemy visiting merchant -- they will not fight for numbers and possibly levels, since the the Hill Giant chief, unless the PCs attack original module targets level 4-5, and after them first. Note that there are several 23 possible resolutions for the adventure. The http://www.wizards.com/default.asp? x=dnd/mwa/archive2000

58 The Ruins of Achelos the Steading the PC should have reached Operations”24, or the map for the Old Fort level 8-9. The final boss, the Small Black of Lemnjohen in “King of the Giantdowns”. Dragon, can still be a good or challenging The “Base of Operations” module can also fight at level 8 (even more dangerous if be used to create a brief adventure, or the the PCs try to subdue it or if they are Abandoned Fort can be used to stage an surprised). The other key monsters are a encounter with the Achelos Outlaws, the roper and a succubus. The first is a Iron Ring, or any other enemy the party challenging fight (it is stronger in BECMI has been chasing. than in 3e), and can be kept as is. The latter (a Whispering Fiend in BECMI) is Tomb of Trinkla the Black Seer probably too strong for a name-level party. Recently, cultists of Orcus plotted to send the Bell of Chardastes, a minor artifact that could ruin their plans in Achelos, into Other Adventures Trinkla’s Tomb. There, the undead Seer is siphoning the energy of the Bell to “River of Blood” can be used as an replenish her own strength, and might introductory adventure for the Cruth emerge as a full Lich in the near future, Lowlands. unless the Bell is recovered. The following adventures can also be employed in the Cruth Lowlands. Use the “Tomb of Horrors” for this adventure. While the Tomb of Horrors is The Barrows not a Mystara adventure, it does not need These ancient Giant burial sites hold a much support from the campaign itself, variety of challenges. All of them are based being essentially a self-contained environment. Moreover, it is available in all on similar locales in “King of the editions of D&D, and the 3e version is Giantdowns”. even available for free from WotC. The 3e version adds some monsters that Barrow of Uidar the Quick may need to be replaced (e.g., demons, Use the “Barrow of Borg Ttundarhart” from which are Exalted and thus too dangerous “King of the Giantdowns” for this locale. for Expert level adventurers), but the 1e version can be used almost without Barrow of the Thyatian Tribune modification (one might still make Use the “Barrow of Six Knights” from “King cosmetic changes, like considering the of the Giantdowns” for this locale. "mutant" gargoyle as a variant gargoyle, since gargoyle are constructs in Mystara; Barrow of the Giant King also, the Siren might be replaced by a Triton or Mermaid NPC). This short adventure can be adapted from the Birthright supplement “King of the Giantdowns”. Just change the involved parties in the war to Bromdignag Giants and Taymor armies, as described in the Atlas section.

Abandoned Thyatian Fort The Abandoned Thyatian Fort can use the map from the 3e free adventurer “Base of

24 http://www.wizards.com/default.asp? x=dnd/oa/20001001a

59 The Ruins of Achelos

Geographical Map of the Cruth Lowlands

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