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The Heldannic Order - Vaults of Pandius

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ADVENTURES<br />

port <strong>of</strong> Althaven. Rumors <strong>of</strong> the haunted<br />

graveyard (beneath which lies a secret<br />

warbird docking station) come to life as<br />

skeletons, zombies, and other lesser<br />

undead suddenly appear. <strong>The</strong> party,<br />

alone on guard duty, must face this threat<br />

and discover the person controlling them.<br />

<strong>The</strong> Wizard’s Tower: Helmuth<br />

Grunberger suspects that the root <strong>of</strong> the<br />

recent troubles can be found in the<br />

swamps across the river. <strong>The</strong> party must<br />

navigate the swampland to find the<br />

Wizard’s Tower and eliminate what lies<br />

within. Whether it is native godar<br />

(clerics), Thanatic agents, or Alphatian<br />

wizards that they face, successful PCs<br />

should earn the respect <strong>of</strong> the <strong>Order</strong> and<br />

likely the Pin and Gorgerin. <strong>The</strong>y should<br />

also have a greater appreciation for the<br />

thematic problems in the campaign as<br />

their training ends.<br />

All Quiet on the<br />

Western Front (4-9)<br />

Now trained and blooded, the<br />

characters are sent to Grauenberg for<br />

their first <strong>of</strong>ficial assignments. <strong>The</strong><br />

Wendarians are concerned about the<br />

security <strong>of</strong> the caravans passing through<br />

the hills, but suspicions are being raised<br />

by the Fist <strong>of</strong> Hattias over the<br />

trustworthiness <strong>of</strong> the people <strong>of</strong> that<br />

realm – even now entertaining an Alphan<br />

emissary. <strong>The</strong>ir general rancor, however,<br />

might blind the <strong>Order</strong> to the real threats<br />

until it is too late.<br />

Half-Elf Scum: As Wendarian and<br />

Darokinian representatives discuss recent<br />

caravan attacks, the Fist <strong>of</strong> Hattias tests<br />

the characters in more ways than one.<br />

<strong>The</strong>y entice party members to join or<br />

bully them as appropriate. <strong>The</strong>y intend to<br />

ambush the Wendarian and Darokinian<br />

agents before they return to Hawknar.<br />

<strong>The</strong> Return <strong>of</strong> Helsing: If they<br />

saved the diplomats headed for Hawknar,<br />

the party is graciously received by the<br />

Wendarians and given gifts and evidence<br />

<strong>of</strong> the trolls (both <strong>of</strong> which must be given<br />

to their superiors). Occasional troll<br />

sightings and attacks pepper the return<br />

trip, but Grauenberg has no time for<br />

trolls. <strong>The</strong> vampire hunter Erik Helsing<br />

has returned to Grauenberg, as have the<br />

creatures <strong>of</strong> the night. <strong>The</strong> party must<br />

join with Helsing and the <strong>Order</strong>’s<br />

Experten to deal with the menace.<br />

Isolation at Eisenturm: Lm. Totenfuss<br />

is positive that the vampires originated<br />

from Boldavia, and he sends the party’s<br />

Chapter to Eisenturm to inform the<br />

garrison to be on the lookout. <strong>The</strong> Fist <strong>of</strong><br />

Hattias has gotten to the keep first,<br />

however, and convinced the leadership<br />

that the party are heretical agents <strong>of</strong><br />

foreign powers – vengeance for its earlier<br />

rejection. Honor and survival are at stake<br />

when the party faces execution or an inflight<br />

beat-down aboard a warbird<br />

(referee’s choice).<br />

<strong>The</strong> Woman <strong>of</strong> the Mountains:<br />

Escaping from their previous<br />

predicament, the party receives a vision<br />

<strong>of</strong> Vanya pointing to the distant Menguls.<br />

<strong>The</strong>re within the many mountain caves,<br />

the party must find an ancient lion’s skin<br />

draped upon the shoulders <strong>of</strong> a frost<br />

giantess. This shall be their token <strong>of</strong><br />

innocence when the PCs return to<br />

Grauenberg. Beasts and monsters <strong>of</strong> all<br />

kinds lie in wait, and the troll menace<br />

continues to gather. <strong>The</strong> party might even<br />

discover the existence <strong>of</strong> the wyrm<br />

<strong>The</strong>lucidr. [<strong>The</strong> true goal <strong>of</strong> the quest –<br />

Ed.]<br />

Beneath the Surface: Returning from<br />

the mountains, the party encounters<br />

Pflenzen. <strong>The</strong> small village and its<br />

undersized garrison have twin problems:<br />

trolls from beyond the hills and<br />

“disappearances” beneath the Lorelei.<br />

<strong>The</strong> characters are called upon to stop<br />

both. <strong>The</strong> troll issue seems straight<br />

forward, but are the disappearances the<br />

result <strong>of</strong> nixies, drowned maidens, or the<br />

Skrimsl?<br />

Troll Nation: <strong>The</strong> characters finally<br />

return to Grauenberg with the lion skin,<br />

but they are hauled before the local<br />

Synod. At the gathering, they present the<br />

skin, which transforms into a real lioness<br />

and savagely kills any Fist members<br />

present. She then chastises those who<br />

remain while proclaiming the innocence<br />

<strong>of</strong> the party. <strong>The</strong>ir place restored, the<br />

party must muster Grauenberg division<br />

and go to war with the trolls.<br />

Nithian Legacy (10-14)<br />

Success has raised the stature <strong>of</strong> the<br />

party, and various leadership posts are<br />

39<br />

available. Now Ethengar horsemen have<br />

been spotted in the vicinity <strong>of</strong> Hayavik,<br />

but as the characters investigate matters,<br />

they are slowly drawn into the affairs <strong>of</strong><br />

the Priests <strong>of</strong> the Rock and Nithia’s<br />

legacy to the region.<br />

Hayavik: Fearful that the Ethengar will<br />

take advantage <strong>of</strong> the Knights’ current<br />

state, the characters are sent to investigate<br />

the cursed ruins. A tribal horde is indeed<br />

organizing nearby, but more sinister<br />

activities await the PCs as bizarre and<br />

disturbing magic and undead forms are<br />

revealed.<br />

<strong>The</strong> Race to Thurgau: <strong>The</strong> horde has<br />

made a bee-line for the isolated village <strong>of</strong><br />

Thurgau. <strong>The</strong> characters must pull out all<br />

the stops to defeat 1,000 <strong>of</strong> Ethengar’s<br />

finest warriors.<br />

Troll-born: <strong>The</strong> battle with the<br />

horsemen, whatever the outcome, has<br />

cost the <strong>Order</strong> and the characters’<br />

commands. Replacements are<br />

desperately needed, and eyes fall upon<br />

the <strong>of</strong>t-ignored southern barbarians. <strong>The</strong><br />

characters must gather 120 men (3<br />

Chapter’s worth) for service. Obtaining<br />

the men presents a moral dilemma for the<br />

characters: do they behave as the <strong>Order</strong><br />

has done in the past, taking what they<br />

need? Or is there another way? And<br />

while the party deliberates, dark forces<br />

plague the dispersed barbarians amid<br />

prophetic shouts that the Dead One has<br />

risen.<br />

<strong>The</strong> Cult <strong>of</strong> Gylgarid: <strong>The</strong> barbarians<br />

cautiously point to the Priests <strong>of</strong> the Rock<br />

as the true source <strong>of</strong> their troubles. This<br />

cult is an abomination to both the <strong>Order</strong><br />

and the native faith, and it must be cast<br />

down. [This a variant approach to the<br />

second part <strong>of</strong> X13 Crown <strong>of</strong> Ancient<br />

Glory -Ed.]<br />

<strong>The</strong> Ghost <strong>of</strong> Lion Castle: Amid the<br />

records at Gyl Erid are many mentions to<br />

a great fortress that rested upon the<br />

Ethengar Grasslands as a lion in repose.<br />

<strong>The</strong> castle is said to move across the<br />

grassland, attested to in Ethengar<br />

legends. It holds great and terrible<br />

secrets which cannot be allowed to fall<br />

into the wrong hands, but beware. Those<br />

who enter the Lion Castle, once home to<br />

the Nithian mage Sargon, do not return.<br />

If any clerics survived the attack on Gyl<br />

Erid, they too will be here. [This a

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