The Heldannic Order - Vaults of Pandius
The Heldannic Order - Vaults of Pandius
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