14.06.2013 Views

The Heldannic Order - Vaults of Pandius

The Heldannic Order - Vaults of Pandius

The Heldannic Order - Vaults of Pandius

SHOW MORE
SHOW LESS

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

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

ADVENTURES<br />

<strong>The</strong> Chaos War (33-36)<br />

<strong>The</strong> God’s War has left its mark upon<br />

Heldann and other coastal nations, and<br />

for a time, the region settles into a new<br />

normal. It is now time for Thanatos’s<br />

long-term plan to unfold: the release <strong>of</strong><br />

the primordial “Chaos Beast” and the<br />

removal <strong>of</strong> Vanya via the Star device.<br />

<strong>The</strong> campaign begins innocuously<br />

enough as scholars pore over the ancient<br />

documents recovered from Gyl Erid and<br />

the Lion Castle. Unaware <strong>of</strong> the true<br />

implications, their findings lead the party<br />

to search the strange formation known as<br />

the Altar <strong>of</strong> Vanya (or Hymirsheim) for<br />

the ancient scripts, decipher them and<br />

follow their clues. If successful, they<br />

will have “relit the forge” and<br />

unwittingly released the Chaos Beast.<br />

<strong>The</strong> Jotun and Draconic Immortals seek<br />

to prevent this, sending all manner <strong>of</strong><br />

giants and dragons to arrest this<br />

development. Loki is sprung from his<br />

prison (possibly by a third party) and<br />

then rallies his followers world-wide to<br />

war with the <strong>Heldannic</strong> <strong>Order</strong> and the<br />

followers <strong>of</strong> the Aesir and Vanir.<br />

If Vanya joined the Aesir, the <strong>Order</strong><br />

and the Heldanners stand shoulder to<br />

shoulder against the threat; otherwise,<br />

they face their dangers alone.<br />

Secrets <strong>of</strong> the Priory <strong>of</strong> Vanya are<br />

leaked out to the common populace<br />

(possibly as a consequence <strong>of</strong> the PCs’<br />

choices at the end <strong>of</strong> the Final<br />

Confession), and military casualties<br />

mount. A crisis <strong>of</strong> faith sweeps the<br />

Church <strong>of</strong> Vanya, with some adherents<br />

abandoning the Church, and others<br />

desperately seeking pilgrimage to<br />

Vanya’s Rest, where they are converted<br />

to followers <strong>of</strong> the Star or attacked by<br />

night dragons. [As referee, you should<br />

keep careful track <strong>of</strong> the numbers <strong>of</strong><br />

followers <strong>of</strong> Vanya and the Star.]<br />

<strong>The</strong> Chaos Beast is an ancient,<br />

Immortal-caliber creature from before the<br />

dawn <strong>of</strong> man which was entombed in the<br />

Altar <strong>of</strong> Vanya. As such, mortal PCs<br />

might not be able to physically destroy<br />

the creature, but they, like their patron<br />

before them, are now called upon for a<br />

great final stand. <strong>The</strong> Chaos Beast<br />

surrounds itself with all manner <strong>of</strong><br />

monsters (dark Glantri and the Land <strong>of</strong><br />

Black Sands are also good labor sources),<br />

but once the war is underway, former<br />

foes may turn to allies, and resourceful<br />

characters might seek to rouse the great<br />

wyrm, <strong>The</strong>lucidr, or to beseech Queen<br />

Hildur for aid.<br />

<strong>The</strong> future <strong>of</strong> Heldann, the north,<br />

perhaps all <strong>of</strong> Mystara and its Immortals,<br />

are in the hands <strong>of</strong> the characters, but<br />

failure is a very real possibility.<br />

Whatever the outcome, your campaign’s<br />

next generation will have a new world in<br />

which to grow.<br />

Grunturm and the<br />

Southern Humanoids (4-6)<br />

Problems with Ethengar’s Land <strong>of</strong><br />

Black Sands have induced a series <strong>of</strong><br />

population disturbances that result in<br />

humanoid raids around Grunturm, where<br />

the characters have been assigned.<br />

A Rude Awakening: <strong>The</strong> PCs' Chapter<br />

train is ambushed deep within the<br />

Blauchen River Valley by orcs. After<br />

surviving the assault, the character’s first<br />

assignment is to rescue several kidnapped<br />

women form a local village.<br />

Check: Orcs, hobgoblins, bugbears,<br />

and ogres are wandering the area with<br />

increasing impunity. <strong>The</strong> party must<br />

scout the hordes for strengths, and steel<br />

themselves for the campaign to trap them<br />

at waters <strong>of</strong> the Isar.<br />

Mate: <strong>The</strong> humanoids are in disarray,<br />

but the undead wandering from the Black<br />

Sands have finally reached the Blauchen.<br />

In the finest tradition <strong>of</strong> both cultures,<br />

Knight and Heldanner must face the<br />

lurching horror.<br />

<strong>The</strong> Great War (7-11)<br />

Tensions between the magical nations<br />

<strong>of</strong> Alphatia and Glantri have reached a<br />

fevered level and war is declared. <strong>The</strong><br />

<strong>Heldannic</strong> <strong>Order</strong> and the Empire <strong>of</strong><br />

Thyatis also declare war on Alphatia, and<br />

the events from Wrath <strong>of</strong> the Immortals<br />

begin.<br />

Ethengar Invasion: Alphatians have<br />

encouraged the Golden Khan to attack<br />

Heldann. <strong>The</strong> Hordes hit across the<br />

south, taking strategic junctures and<br />

besieging Freiburg and other towns.<br />

Numerous side assignments can be given<br />

to the characters as the war unfolds.<br />

<strong>The</strong> Plague: As the bodies have piled<br />

41<br />

up in Heldann, a deadly plague has struck<br />

the nation. <strong>The</strong> Hordes flee to the false<br />

safety <strong>of</strong> the steppes, while the party<br />

must aid in the treatment <strong>of</strong> an epidemic<br />

that could claim one seventh <strong>of</strong> the entire<br />

population <strong>of</strong> Heldann. Meanwhile,<br />

monsters secretly conjured by Alphatians<br />

in Glantri trickle into Heldann by this<br />

point, further disrupting the <strong>Order</strong>’s<br />

activities.<br />

Battle <strong>of</strong> Tromso: <strong>The</strong> plague has<br />

finally run its course, and the Knights are<br />

ready to go on the <strong>of</strong>fensive. <strong>The</strong> first<br />

order <strong>of</strong> business is the removal <strong>of</strong> the<br />

Ethengar horsemen at Tromso in nearby<br />

Vestland.<br />

Liberation <strong>of</strong> Darokin: An incredible<br />

massing <strong>of</strong> humanoids from all across the<br />

Known World has converged on Glantri<br />

and Darokin. <strong>The</strong> Knights have to fight<br />

their way from Vestland to Corunglain<br />

and relieve the Republic from this threat.<br />

Alphatian Assault: <strong>The</strong> endgame <strong>of</strong><br />

the Great War approaches, and the<br />

Alphatians are pushing in to defeat<br />

Glantri. To get at their ultimate enemy,<br />

the Alphatians assault Heldann seeking to<br />

create a beachhead and base in the<br />

Known World. [This event did not occur<br />

in WOTI, but is included here as a logical<br />

progression <strong>of</strong> the war – Ed.]<br />

Piracy (12-14)<br />

In the aftermath <strong>of</strong> the Great War, the<br />

<strong>Heldannic</strong> <strong>Order</strong> is weakened and subject<br />

to the predation <strong>of</strong> raiders. <strong>The</strong>se<br />

challenges arise irregularly and are easily<br />

inserted into other mini-campaigns after<br />

the war.<br />

Oberack’s Dragons: Oberack is an<br />

infamous Norwold raider who travels<br />

through the air in a longship pulled by<br />

four white dragons. He primarily hits<br />

interior areas, but any settlement is a<br />

valid target.<br />

Garald the Blue: Garald begins hitting<br />

the coast in earnest. <strong>The</strong> party must<br />

either track the pirate down to his hidden<br />

isle in the ocean or escape from capture.<br />

Outlaws: Outlaws, those with no place<br />

in either Heldanner or <strong>Heldannic</strong> society,<br />

find the time opportune to engage in<br />

shakedowns <strong>of</strong> outlying communities.

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

Saved successfully!

Ooh no, something went wrong!