The Wyvern Legacy

Written by Jonas Cedher

Play tested by SGM

Glenn

Anna

Fredrik

Jens

Roland

Daniel

Dane

Magnus

Stefan

Thomas

Mats

Ante


Wyvern Blade - Wyvern hunt - Treason - Reinforcements - Hunted - Invasion - The Document - Quellbourne - The Iron wind

ADVENTURES

The Wyvern Legacy

another legacy

 

Wyvern Blade

    The Order of the Wyvern has managed to track down one of the original Wyvern Blades, it was worn by the Knight Sir Saric Manweld, who was slain in battle with a hoard of Lugrôki up in the mountains in the north.

    The monks has found a document written by Saric's squire, Nanthol, that apparently survived the battle and buried Saric in a cavern he fund nearby, in the document there is also a drawn map of the location of the cave.

    The PC's task is to travel up to the mountains and find the sword, then return with it to the temple of the Wyvern there.

NPC's

    Ogro, the forest troll, lives in the Fern woods just south of where the mountains start, a forest he considers his own little hunting ground. Ogro is not a very smart person, not even in troll standards and he will not recognize a danger if he sees it

Help

    The map and the tale the squire wrote is about all the help they have on locating the sword, the order can help with travel expenses and horses if needed.

Dangers

    The text does not say this but the location of the grave is inside the Wyvern Pass, and not more then a couple of miles from it is the place known as the Wyvern Cliff, the Wyvern's living there is not the kind of creatures that would reject a bunch of young adventures for lunch.

    The pass is also filled with Lugrôki from Ulor, scouting the pass for invasions, they will immediately engage and try and capture or kill any persons they see there. A typical scout party is consisting 5-10 lesser Lugrôki and one or two greater.

Rewards

    The order will pay a reward of about 100 silver. The order counts that the PC's will get the sword for the cause and for aiding the country. In addition to the monetary reward the characters will get a good reputation in the order and within the city, and are very likely to get more missions.

The Grave

    The grave is located in a small cava about 1000' from the dried out riverbed used as road here, only one mile from a Lugrôki base camp. The entrance of the cave is protected by a large flat stone (600lbs) that has to be removed to gain entrance to the cave.

    Inside the cave is the remains of a knight, Sir Saric Manweld, wearing a rusted chain mail and a helm that looks like it's been smashed by a mace or club, his shield is also crushed. other things that can be found there is a still gleaming throwing dagger, very slender design, gold shimmering [+10, of Returning, Rng. as short bow], the Wyvern Blade (a very fine Broadsword) and a very fragile piece of parchment written in an ancient dialect. If the PC's are very careful about the document they can take it with them so the monks in the order can translate it. the Document is about a since long missing artifact called the "Wyvern Sword". See later adventures.

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Wyvern Hunt

    As soon as the king finds out about the Wyvern Cliff and the creatures living there he is filled with idea's about a force of knights riding the flying creatures striking fear into their enemies.

Task

    The King sends the PC's to get a egg or a Wyvern Baby, promises them great rewards and the kingdoms eternal gratitude.

Dangers

    The obvious, Wyverns don't like their young being taken away, they can be VERY protective. Besides that there is still the problems with the Lugrôki in the pass.

Help

    There is a Hunter, Taron, in Elkas that is specialized in dangerous predators, he is now starting to get old though, and the only hunting he is doing is on the local taverns. Taron is a brag that is getting very poor economy and will not be too hard to convince to help the characters. Once he was a very famous and skilled hunter.

Rewards

    The king is willing to pay a reward of 500 silver for a living baby or egg. there is also much plunder in the caves if one takes the time to look.

The Wyvern Cliff

    A little on the side from the riverbed, but not hard to find of one knows what to look for is a steep cliff with a dozen or more large caves, strange and terrifying sounds can be heard nighttime when the mature wyverns go out to hunt.

there is a total of 10 adult Wyverns and several small and egg's

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Treason

    Lorgalis the White has in recent times met to hard resistance in U-Lyshak and the invasion has become slow and costly. He has started to look for new places to land his troops so he can be able to attack Kier Ianis on two fronts. He has recently discovered the struggles between Elkas and Dorman and has sent a emissary to Dormandra to offer the duke military assistance against using the well fortified harbor of Dormandra as a landing site for his forces that are due south.

Task

    The PC's are to travel south to Dorman to try and convince the Baron Manfred Alkos, a famous knight in Dorman, to accept the sword and join the Wyvern Order. The main reason for this is to aid in the peace negotiations between the countries and open an order in the un-godly Dorman, Staying at an Inn they overhear the plans to land forces of Ulor in Dormandra.

Dangers

    After the discovery the characters will be hunted all over the country if discovered, even without being discovered the alert in the country has been put up, borders are closed and they will have to sneak out of the country. If they are caught and not been caught overhearing the discussion they will still have to endure severe questioning and possible torture, and if they give the wrong answers they will be locked up for good or put to death as traitors of Dorman.

    If caught spying they will have both the messengers of Unlife after themselves and very many military forces, it will be a priority to find and capture (or kill) the characters

The Delivery

    The PC's are warmly welcomed at the Barons and  is invited to dinner. When they lay out their errand he declines that honor, asks them to accept it without a given explanation, he will still be as friendly as before though.

Voices in the night

    The baron is also sorry for not being able to house his guests because of the renovations,  but he joins them to the Starling's Inn a few miles down the road and hoses them there. The Inn is a very luxurious building, much above the standard.

    When the last of the PC's is going up the stairs to go to bed he can hear two or three horses coming to a halt outside. If he stays and watch he will see a man, dressed in black with a hood hiding his face coming inside, and going up the stairs to a small room on the second floor meeting a nobleman there (the PC will not be discovered if he does not fumble his attempts to hide). The masked man is Urakh's, a Messenger of Ulor and the man he is meeting is Samar Vilor, Priest and advisor of the duke. The discussion is about a landing of a very large force (30-40.000 men) in Dormandra in two weeks and also the price, the assault on Elkas. after they are done with the discussion (about an hour later) Urakh's will leave the Inn.

    Urakh's two companions will during the time of the conversation keep an eye out for eventual spies, they will be outside looking around there and peeking through windows. When Urakh's comes out they will hurry towards the coast and board a boat hidden there.

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Reinforcements

    Before the war starts the PC's are being sent to find allies in the neighboring countries to Elkas in the battle against Ulor's Lugrôki forces. They are advised to travel to Nowam to hire baron Tieryn and his mercenary army. Some characters might also try and ask for help in the countries they pass trough and if they are skilled in diplomacy they can get aid on several more places.

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Hunted

    Of the landing takes place a message has to be sent south to Saral, a very dangerous mission that has to be done. Both the order there and the country's government has to be informed about the dangers closing.

Dangers

    If the landing has started scouts will be out day and night searching for spies and intercepting any messages send towards Saral or Elkas. These troops will be elite with total loyalty against Dorman or Unlife, Messengers will be found among the scouting units.

    If Urakh's knows about the characters existence (for example if they were discovered at the Inn. See Voices in the Dark) he will inform the White Lord about it, Lorgalis will put ashore additional forces only for the fact of locating and capture (or kill) the characters. Is a chance that he will under estimate the characters though, this is their greatest chance of succeeding with their mission.

    The forces landing in Dormandra will be fully mobilized and ready a week before the invasion of Elkas. 

    Is the characters never been discovered by Urakh's the border will still be very fortified by regular troops, and scouts will still be out all over the country, but it will be a little easier to get through then. Soldiers that are extremely suspicious against new people will be at every road crossing and tavern along the way, if anyone arouses their suspicion they will arrest and detain the person's.

    Well down in Saral the task is easy, they will have to locate a man called Ruma Hantos, head of the Wyvern Order in Saral, leave him the document of the plans, and answer his questions, he will in turn inform the government in Saral.

    After the visit at the Order in Saral the character might best hurry home, there preparations for a war, a war that will be hard to win has now started.

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Invasion

Black Rose - The Storm - Tarim's Revenge - Alazina

    The landing has succeeded, hoards of Ulor's creatures has begun moving, large forces are on their way towards the Elkas border, Elkas needs all the allies they can get.

    A message is to be sent to Baron Manfred Alkos again, in hope that he know will be able to join the Wyvern Order, when he has seen the monstrosities done by his country. if he comes it would mean a reinforcement of a couple of doze knights and hundreds of foot soldiers.

    The journey there is very dangerous, and gets more and more risky when the Castle is only a few leagues from the landing site in Dormandra, the road are filled with scouts day and night.

    The characters are quickly let into the castle by the baron. After seeing what has happened to his country he accepts to aid the Wyvern Order, he can never tolerate to be allied with Lugrôki. But he needs help to spread the word to his knights. He gives the character a few names that is to be contacted and some documents that are to be given to them.

    A little while after the PC's arrived at the castle a troop from the capital comes to the castle to arrest the baron, charged with treason. The troop has nothing to do with the PC's, it is the Dukes intention to arrest Manfred because he is a hero, and he knows that people listens o him, all is meant to take place in silence. The troop is made up of a dozen regular guard troops lead by a guard chief and a messenger, Urakh's. The PC's are among the few that are at the baron's and it is up to them to stop the troops from arresting Manfred Alkos.

Events during the War

"BLACK ROSE"

Vil Henos, The half elf, comes during the war to Elkas where he starts to influence the war tired city to darker thoughts and getting new apprentices. He is a follower to the dark god Moralis, and is planning on opening a temple in the city.

The Storm

    The 23rd in the autumn Elkas is the target of a devastating storm brought from the flows of magic increased there since the war started, an essence storm of that magnitude has not been seen in the country in centuries, many smaller towns are leveled and many smaller villages just disappear without a trace.

    In Nohwar, south of Elkas a powerful demon is let loose by the storm, with a small following of lesser demons he begin to move towards the coast, destroying entire villages in it's way.

Tarim's Revenge

    Tarim, captain of the Dormanian Border Patrols is making it personal to get a hold of the characters, with all the times they have snuck back and forth over the border it's enough to make him loose a lot of face, something he is very angry about.

 

ALAZINA

    An old love of Morniol returns in the shape of a Noblewoman called Yaria, she travels with the characters briefly, pretty soon the characters are haunted at night by erotic nightmares, an effect she has and can't even control. She also has to sustain herself, slave under her demonic nature she starts to seduce the others, slowly their own lust will destroy them unless something happens. around them in the city (In this case Cerrmor) the decadence and sex related crimes start to rise drastically. the characters has to try and destroy her (something that also will destroy Morniol, bound too her as he is) or find some other way to drive her away. If the characters does nothing thy will all come under her power but she will eventually become careless enough to attract unwanted attention, a Loremaster will come to destroy her, but not until she drawn down the entire city with her and the characters.

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The Document

    The very old parchment that the characters found in Saric's grave is about the Wyvern Sword, according to the document the sword should be in a place called Quellbourne. A lord from there, A’dôl Sach, took the sword from Hirac Wendon when he won a battle against Saralis. He slew Hirac in fair combat and took the sword as a trophy.

    The document is dated in TEI 5490-4-20, long before Quellbourne was destroyed (c.5840TEI), but it still means that the sword can be there.

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QUELLBOURNE

    A once mighty empire that was formed during the Wars of Domination by a group of Zori that fled away from Unlife. after a very hard and dangerous journey they ended up at Claedesbrim Bay where they managed to hide from their enemies.

    To thank their magicians and priests for saving them the people took them as their leaders, a council of twelve, one from each of the magic Arcanum's of Zor. They also built a city to honor them... Quellbourne, a city that also become capital.

    Everything went well and Quellbourne rose in power and wealth until the year of 5.840 TEI. One of the council, a Sorcerer named Zenon fell for the powers of Unlife, he betrayed the city and let it's enemies inside the walls, Quellbourne fell over a night. Sea Kral took the opportunity and was aided by Unlife, and over a few months they destroyed all the surrounding towns and villages.

Events around the Claedesbrim Bay

#1) A friend of the PC's gets kidnapped by the cult of Hrassk, it is then up to the characters to investigate and free him/her.
    To localize the cult would be no big difficulty, but to get inside without being caught can be. The spider god can be a more then fair hazard towards the characters life and health.

#2) Forces of Unlife has decided they need a Compass, they will attack the company while traveling with a navigator, the Navigator becomes very wounded and the compass stolen. Navigators will want to have vengeance for that crime, but they might need help in finding the enemy.
(Source: Stormriders)

#3) When PC's have located Quellbourne they only have to find the Sword, something that might prove very difficult.

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The Iron Wind

Mur Fostisyr

    The Wyvern Sword was found by a young Ky'taari monk that brought it with him to Mur Fostisyr and left it in the temple there

    PC's that are successful in giving Zenon his memory back can have a lead that it was a young half elf that stole the sword from Quellbourne, and after some investigation in Kelfor's Landing they hear about a people of half elves that live on an Isle in the Ice Sea in the far north... Mur Fostisyr.

    One way to both find out about the half elves and getting to Mur Fostisyr is to get to an agreement with the Ice Kral, a task that is nearly impossible for most groups.


PLACES

SARALIS

A Since long scattered power, stood for thousands of years under the protection of the Wyvern Crown. The land is now made up by many small warring states.

    The old capital of Saralis is placed on the Isle of Turak, in the lake Karîsh, now only inhabited by ghosts and undead.

Arran Dorman Edam Elkas Kaman Karima Nowam Saral

 

Starling's Inn

    Placed at the river ******, 7 miles south of Dormandra and a couple of miles from Baron Manfred's Castle.

    The Inn is a large three story building, first and second level are built in stone, the third is made of wood. on the first floor is a large dining room, a two smaller dining rooms. In the large room there is a stage at a corner where a Bard or Mistral is playing some evenings. on the second floor there is a large balcony going all the way around the great hall where you can look down, there is also several private rooms for gambling or drinking in. The third floor the rooms are, one or two bed rooms, some of very high class. In total there is 5 Suits (with double bed), 8 single bed rooms and 8 double bed rooms.

    On the yard there is a bathhouse, stable a farm and some other houses that are used by the staff, some of these can be made available if the Inn is full. The staff is consisting by Joel, is son (14yrs), 6 barmaids (All very cute),  a couple of them can do more then waiting tables, and 4 more people working with cleaning and in the kitchen.

Baron Manfred Alcos Castle

    A fairly old castle that at the moment is being renovated and is a little messy. It is 4 stories high and has both a food and a wine cellar, also a couple of cells in a small dungeon. The Top floor is only used for storage and is filled with old rubble. The third story is the barons private chambers, there is a large bedroom, a dining room, a couple of sitting rooms, a reading room and both bathroom and lavatory. The second floor is mostly taken up by a large dining room and a salon for dancing and mingling, also a couple of smaller rooms. On the first floor the most of the restorations is being made, earlier there was a kitchen, guard quarters and weapons rooms. after the renovations there is to be quarters for the staff and guestrooms.

    Out on the yard there was earlier a large defense wall but now there is hardly a trace of it. Instead there is a large bath house, stables, a couple of houses and a small farm. On the backside of the castle the kitchen is being extended, so it will be larger.

Temple of Scalu

    A building that is made entirely of brown-black slag stone, it is built like a smaller cathedral and is clearly much newer then the rest of the city. The temple was built by the duke for almost 5 years ago, it had then been under construction for almost 4 years.

    The inside is entirely different then the rough outside, benches of polished black stone, black smooth pillars that stretches towards the high curved ceiling. The walls and the ceiling is filled with horrible paintings of Scalu and other terrible beasts, battling the forces of light. deepest within the room there is a altar and behind that a large (15') statue of Scalu, entirely wrought in iron. Direct to the left of the entrance is a stair going down to the dungeons and then further down to the great catacombs stretching beneath the city. at the right of the entrance there is a guard room.

    Very perceptive PC's [FH: per. roll -1/RM: hard per.] can notice that the eyes of the statue is very large rubies, 2 inches in diameter. Behind the statue, hidden [FH: per-1/RM: hard per or Locate secret openings], is a stair leading down, there, behind a locked door [hard to pick] is another altar. this place is used for human sacrifices. every time Charon is full there is an orgy of blood sacrifices and praying to the dark gods. only the most trusted and loyal is let down here.

Adventure #1

    PC's is in Dormandra while Charon is full and a friend of theirs is kidnapped by the cultists of Scalu and will be sacrificed when the moon is full. It is up to the PC's to find out what happened and try to free the person, either by force breaking him out or by stealth and subterfuge sneaking the person out.

Adventure #2

    The PC's gets hired by a man who's daughter disappeared (at last full Charon). The man, Tarus Ander, 45, Inn keeper, has all the time suspected the church for his daughter Didra's disappearance. He is not capable of investigating it himself but is willing to pay up to 500 silver for the truth to be revealed about the terrible deeds the church is doing. he has no hope left that his daughter might still be alive.


Persons

A complete list with characters and NPC's from the campaign.


Denna kampanj på Svenska.

 


This page is a part of
Jaiman SourceWeb
by Jonas 'Drac' Cedher.