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RUNNING “THE SEA WYVERN’S WAKE” IN EBERRON

by Keith Baker

In “The Sea Wyvern’s Wake,” the heroes set out are from the Bringers of Fire clan. The ship’s
to find the mysterious Isle of Dread. Along the Lirith Veldirose: Lirith has dreams of one sails and flags are painted with red and orange
way they must avoid enemy vessels, escape a day becoming a Lhazaar Prince herself. It’s patterns reminiscent of dragonflame, and the
deadly mire, and deal with an old enemy. Many not impossible—a�er all, those adventurers warriors are scarred and tattooed with ritual
of the conversion issues in this adventure have who defeated Kyuss laid claim to Redhand! If markings reflecting their allegiance to the
already been dealt with in the notes for “There she takes a liking to a PC, she may work him red dragon patron of their tribe. Each warrior
Is No Honor” and “The Bullywug Gambit,” into her dreams of power. carries a vial of alchemist’s fire in addition
and DMs should refer to these previous to listed equipment; once they have claimed
conversions before running the adventure. their booty—or if they are forced away—they
Specific issues are discussed below.
South along the Jungle attempt to set the opposing ship on fire.
En route to the Isle of Dread, the party travels
A DM who takes the Seren path should
As outlined in the previous conversions, south along the eastern coast of Khorvaire.
change Captain Helvur to “No-Neck”
this path takes place far from the heart of Most of the ruins seen from the shore are
Nolashar. All of the visible skin on No-Neck’s
Khorvaire, and as such the dragonmarked the work of ancient lizardfolk or the first
body has been tattooed to resemble the red
human settlers of Khorvaire, but it’s possible
houses and politics of the Five Nations play scales of a dragon, and he takes special
that sailors can catch a glimpse of a spire
little role in it. A DM who wants the PCs pleasure in using his elixir of fire breath. His
of stone and brass, strangely curved and
to be more involved with the great powers Dragon Totem grants him partial immunity
almost worn away with time—a remnant
of Khorvaire can certainly take a different to fire attacks, and increased natural armor
of the Age of Demons. The inhabited
approach, but in this conversion the heroes when he rages; at this time, his skin actually
fortresses seen along the way could be
assumes a scaly texture.
are delving into the dark shadows of the past. lizardfolk strongholds, outposts of pirates
or smugglers, or Riedran keeps established
The Sea Wyvern’s Passengers under the terms of Riedra’s alliance with Tamoachan
A DM who wants to add a little Eberron- the Q’barran King Sebastes. Fort Blackwell The builders of this ancient city were
specific flavor to the passengers might use is a Q’barran town, but it is relatively goblinoids, a variation of the Dhakaani
any or all of the following ideas. independent; like Sasserine, it has few ties culture that came to dominate central
Amella: As an odd twist, Amella and her to the Five Nations or the dragonmarked Khorvaire. While this has little impact on
late husband could be changelings from the houses, though at the DM’s discretion there the adventure, the frescoes and works of
Gray Tide principality; Amella was driven might be a Sivis message station or a solitary art should depict goblinoids as opposed
from her homeland due to pressure from Jorasco healer. to humans, and the bones are those of
the gnomes of Lorghalen, fueling her hatred hobgoblins and bugbears.
of gnomes. She loses her Persuasive feat, but Brotherhood Blockade
this is countered by changeling racial skill The notes on Sasserine suggests that Riedra Malcanthet
bonuses; however, she also loses another 7 and the Inspired should take the place This adventure draws Malcanthet, the Queen
skill points due to the loss of the human of the Scarlet Brotherhood in Sasserine. of the Succubi, into the machinations
bonus points. However, Riedra does not currently engage of Demogorgon. There are a few ways to
Father Feres: The role of Heironeous in slaving raids against the people of approach this. One is to replace Malcanthet
should be filled by Dol Arrah or the Silver Khorvaire. As such, Captain No-Neck and with Thelestes, the succubi spirit of murder
Flame; as suggested, the DM would be wise the Purity’s Prow need another story. Here presented in Dragon #327. Thelestes is
to choose a religion the PCs don’t have a are two options to consider. one of the Lords of Dust, and has been
personal interest in. Lhazaar Sailors. No-Neck Helvur is dispatched by the Council of Ashtakala to
Skald: This ranger was born in a manifest a representative of the Cloudreaver monitor the activities of the rogue prince
zone when Thelanis was coterminous; if he Principality, which operates in the southern Demogorgon. Another option is to make
lived in the west, he would undoubtedly find waters under the “authority” of Prince Mika. Malcanthet another child of Khyber, with her
common ground with the Greensigners of Helvur claims that he has the authority to own realm hidden deep in the underworld.
the Eldeen Reaches. If any of the PCs are tied stop ships and confiscate goods, but his true A final possibility is to place Malcanthet in
to this sect, they feel a sense of kinship with authority is his blade. A DC 15 Knowledge Mabar (traditional home of the succubi in
the feytouched ranger. (local) check identifies the vessels, along the cosmology of Eberron) and to simply
Urol Forol: This gnome (whose full name with the fact that the Cloudreavers are brutal say that the succubi queen has taken a great
is Urol Foril Forol) says little about his past. pirates and slavers. interest in this demon lord of Eberron and
More will undoubtedly be revealed in days Seren Raiders. A more colorful possibility is his doings. D
to come, but for now PCs should be le� to say that the crew of Purity’s Prow are raiders
wondering. Is he an agent of the Library of from the Seren Islands, traveling north in
Korranberg? Allied with one of the druid search of slaves and plunder. If the party of
sects? One of the roving eyes of the Trust? adventurers includes a dragon shaman or
Urol refuses to confirm or dismiss any similar character, they might be able to reason
conjecture, simply laughing and joking about with the Serens; otherwise the warriors strike
it with his crow, Miss Crazzle. as soon as they are close enough. These raiders

Savage Tide 3 Supplement © 2007 Wizards of the Coast, Inc.


1 Savage Tide 3 Supplement Permission to photocopy for personal use only. All rights reserved.
RUNNING “THE SEA WYVERN’S WAKE” IN THE FORGOTTEN REALMS
by Eric L. Boyd

Conversion notes for Tashluta (Sasserine) northwestern coast of the Jungles of Chult. ers of Irphong and Nemessor, the Beckon-
and the placement of locales such as Krak- Regular pirate attacks force the majority of ing Tower is 40 feet high and 25 feet across,
en’s Cove are given in the Realms conversion trade from the north into the Shining Sea, with a wooden door at the base leading to a
sidebar for “There Is No Honor” and “The where it is offloaded at Rundeen-controlled winding stair along the outer wall and three
Bullywug Gambit.” Details on the Jungles of ports, shipped across land on Rundeen-con- levels of empty chambers. At the top of the
Chult are drawn from “FRM1—The Jungles of trolled trade routes, and loaded onto ships in tower shines a massive continual flame, visible
Chult” and the fold-out map found therein, Thindol and Halruaa to be shipped east along for miles. A�er the fall of the Shoon, some-
as well as the map in the Forgotten Realms the shore of the Great Sea. one affixed a powerful sympathy-like effect to
Campaign Setting. The next stop is at the foot of the Mist- the tower, affecting any human who sees the
On the map in the Forgotten Realms cliffs, where the River Atikula (Atikula River, tower or its light. Efforts to dispel this effect
Campaign Setting, page 231, the Isle of Dread Encounter F, not shown on any maps) cas- have come to naught, and now the light that
is the large island due south of the Mhair cades off the Mistcliffs into the sea below. once guided ships to safe passage far from the
Jungles at the western end of the chain of From this vantage, the Mother-of-Mists (Ruja, shores of the Wild Coast forces ships round-
islands extending west from Zakhara. (The Encounter I) is clearly visible. ing the Horn of Chult to hug the peninsula’s
island is rotated so that the long end runs The third stop is at the mouth of the River southern coast or risk foundering on the Bea-
west-southwest to east-northeast, rather than Tath (Havekihu River, Encounter B). con Rocks.
north-south.) The course of the Sea Wyvern The fourth stop is at the ruins of Tamoachan The Great Current (Pearl Current) sweeps
takes it northwest around the horn of the (Shiliku, Encounter C, Part 4), which lies at the northwest from the Great Sea (Vohoun
Chultan peninsula (Amedio Jungle) and northern end of the Wild Coast, just south of Ocean) to the Trackless Sea (Densac Gulf ).
then southeast across the Great Sea (Vohoun the Kobold Mountains. Tamoachan is a Maz- It runs between the Beacon Rocks and Nim-
Ocean) to the Isle of Dread. tican (Olmec) city abandoned centuries ago. bral, making passage across the sea from
Regarding the NPCs aboard the ship, Skald (Note: The term “Maztican” is used in these Samarach to Nimbral extremely treacherous.
is fleeing the Night Masks of Westgate who conversions to refer to inhabitants of the Lavinia skirts west of the of the Beacon Rocks
hunted him in the port of Marsember (the continent to the west of the Jungles of Chult, by crossing the Pearl Current (Encounter H)
Styes). Conrad Horst (AKA Father Feres) has a region large enough to encompass mul- and then making port in Rauthaven, Further
been hired to bring a sealed box to the “shrine tiple cultures. The founders of Tamoachan details on the island realm of Nimbral can be
of Anachtyr (Heironeous)” in Port Nyanzaru are assumed to have originated in the lands found in the Forgotten Realms Campaign
(Fort Blackwell). south of those covered in the Maztica boxed Setting, page 150-151, and in Ed Greenwood’s
Events during the voyage of the Blue Nixie set.) Tamoachan’s existence is confirmation 7-part series detailing the island, found here:
and the Sea Wyvern around the horn of Chult that the Amnite exploration of Maztica was https://wizards.com/default.asp?x=dnd/
(horn of the Amedio Jungle) unfold in a dif- not the first interaction between the inhabit- archfr/rl. A map of Rauthaven can be found
ferent order than given in the adventure. ants of the two continents, and that at one in the Forgotten Realms Atlas (electronic)
During the voyage, the two ships avoid the point Maztican (Olman) colonists sailed as far or in the long-out-of-print novel Into the Void,
small Rundeen-controlled forts (Scarlet east as the Jungles of Chult. (Later adventures by Nigel Findley.
Brotherhood-controlled coastal forts) along prove that Maztican colonists made it as far A brief stopover in Rauthaven is the last
the coastline of the Jungles of Chult. Port south as the Isle of Dread as well.) real opportunity to introduce new characters
Nyanzaru (Fort Blackwell) is a notable excep- The ships stop next at the village of Renk- before the long voyage south. In particular,
tion, as its independence is preserved by the rue (Encounter G), which lies on the eastern this would be a perfect time to introduce a
Triceratops Society, despite the presence of end of the isle of Axuxal, just off the shore Knight of the Flying Hunt into the campaign.
Rundeen (Scarlet Brotherhood) spies. Other of the Wild Coast. The island is settled by (See Champions of Valor 85-88, 106-111.)
minor encounters are changed as follows. several peaceful Tabaxi (Olman) tribes. Renk- Once the two ships have le� Rauthaven,
The first stop is an inauspicious one, where rue is the most advanced settlement and wel- there is nothing but water between them and
the companies of the two ships discover Port comes the visitors. As this stop is a little out the Isle of Dread. The first storm (Encounter
Castigliar (Fort Greenrock, Encounter E) in of the way, it is suggested that several of the J), the living sargasso (Encounter K), and the
ruins, forcing Lavinia to order the two ships colonists disembark here (including Conrad second storm (Encounter L) all occur while
to sail down the Bay of Chult to Port Nyan- Horst, if he survives), having paid Lavinia for crossing this vast stretch of open ocean.
zaru (Fort Blackwell, Encounter A) to purchase passage to this island. Masher Reef lies 25 miles north-northwest
supplies. In Port Nyanzaru, she encourages The Beacon Rocks is a cluster of a dozen of the Isle of Dread. From there, there is
the PCs to stock up, as it is a long distance or so barren islets in the Great Sea, almost nothing to do but proceed south-southeast
until the city of Rauthaven, on the fabled isle midway between the Snout of Omgar (see to the northwestern shore of the Isle of Dread
of Nimbral. Event 3 happens a�er this stop, http://www.wizards.com/dnd/images/mapof- (Encounter M).
but before the PCs reach the isle of Axuxal week/Dec2005/02_SerpentKingdoms_72_
Pirates (Encounter D) from Narubel (Naris- ppi_cv2891.jpg) and the Seahaven of Nimbral
ban), operating under the control of the (Forgotten Realms Campaign Setting 150-151).
Rundeen (Scarlet Brotherhood), force ships On the largest of the rocks rises the Beckon-
seeking to round the horn of the Chultan ing Tower of Shoon (formerly the Beacon
peninsula to run a dangerous blockade Tower of Shoon), built as a lighthouse during
between the isle of Lantan (South Olman the reign of Shoon IV. Like its better-known
Isle) and the Mistcliffs, which run along the cousins in the Nelanther Isles—the Sea Tow-

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2 Savage Tide 3 Supplement Permission to photocopy for personal use only. All rights reserved.
SAVAGE TIDINGS: JOURNEY TO THE ISLE OF DREAD
The Great Sea (Pearl Sea/Vohoun Ocean) is largely unknown to the inhabitants of northern Faerûn, but in centuries past, the Shoon Imperium
(Kingdom of Keoland) plied these waters following their conquest of the Chultan peninsula (Necromancers of Toli). They o�en competed
for dominance with the Netyarchs of Halruaa (Overkings of the Great Kingdom). The qysars (Explorer-Kings) sponsored many expeditions
to the far south. It is from their explorations that the inhabitants of Faerûn have developed a general picture of the islands of the Great Sea,
even if it is sometimes based more on legend than fact.
Long before the rise of human-ruled Calimshan, Maztican colonists of a long-forgotten empire (Olman empire) ranged far and wide across
the Trackless Sea and the Great Sea, reaching as far east as the Jungles of Chult (Amedio Jungles) and as far southeast as the Isle of Dread.
In the centuries that followed, Zakharan refugees fled west along the chain of islands leading to the Isle of Dread, eventually merging with
the descendants of the Maztican settlers to form the new Amedi (Maztican/Zakharan) culture. Although the Amedi culture has long since
collapsed, the ruins of ancient Maztican and Amedi cultures still survive in scattered locales along the shores of the Great Sea.
The Mist Kingdom lies east-northeast of the Isle of Dread amidst the archipelago that leads towards Zakhara.
Some of the feats available to replacement PCs include Blessed of Umberlee (Blessed of Osprem) and Eye of the Great Sea (Vohoun Eye).
The Emerald Crest is well-suited to Faerûn’s Great Sea.

REALMS AFFILIATIONS
Order of the Flying Hunt
Symbol: Lance overlaid atop stylized pegasus wings and stirrups
Background, Goals, and Dreams: Famed for their glass armor and magical lances, the pegasus-riding Knights of the Flying Hunt defend
Nimbral the Seahaven, an island realm shrouded in mystery that lies south and west of the Chultan peninsula, from the depredations of
dangerous beasts living in the forests of the island as well as from the raiding of pirates and slavers on the surrounding seas.
Further details on the Order of the Flying Hunt are found in Champions of Valor, pages 85-88.
Enemies and Allies: Thanks to the Seahaven’s relative isolation, the Knights of the Flying Hunt have few enemies or allies. The greatest
foe of Nimbral’s defenders are the pirates and slavers who ply the waters of the Trackless Sea and the Great Sea and occasionally raid the
Seahaven’s shores. The Knights of the Flying Hunt regularly battle with pirates of the Crimson Fleet.
Members: Most members of the Knights of the Flying Hunt are fighters or rangers who take levels in Knight of the Flying Hunt (Champions
of Valor
Valor). Members of the order are usually native-born Nimbrese humans or half-moon elves, although outsiders who settle in Nimbral are
occasionally admitted into the order.
Type: Fighting company.
Scale: 11 Multiregional/duchy.
Titles, Benefits, and Duties: Nimbral’s defenders are expected to range far and wide over Abeir-Toril to defend the Seahaven from foreign
threats. As you advance in the order, you improve your ability to lead the Nimbrese and your aerial riding skills. Once you become a Knight
of the Flying Hunt, you gain access to magic that allows you to return home a�er being teleported far afield by the Nimbral Lords. Once
you join the elite ranks of the Nimbral Lords, you acquire an honor guard of Knights of the Flying Hunt.
Affiliation Score Criteria: Only residents (native or non-native) of Nimbral are eligible to join the Knights of the Flying Hunt.

Criterion Affiliation Score Modifier


Character level +1/2 PC’s level
Nimbrese human or half-moon-elf +1/2
Base attack bonus of +5 or higher +1/2
Base attack bonus of +10 or higher +1
5 or more ranks in Ride +1/2
10 or more ranks in Ride +1
Knight of the Flying Hunt† prestige class +1
Completes an assigned mission +1
Defeats a pirate or slaver +1/8 the creature’s CR
Sinks a pirate or slaver ship +4
† Champions of Valor 106–111.

Affiliation Score Title: Benefits and Duties


3 or less No affiliation.
4–10 Sword of Seahaven: +2 circumstance bonus on Diplomacy checks in Nimbral
11–20 Lance of Nimbral: +2 circumstance bonus on Ride checks on flying steeds
21–29 Knight of the Flying Hunt: Paper charm—when burned, word of recall (CL 11th) takes you and allies back to
your base, usually a castle in Nimbral
30 or higher Nimbral Lord: Personal honor guard of three Knights of the Flying Hunt (LG male Nimbrese human fighter
7/Knight of the Flying Hunt 2), use statistics from Champions of Valor, page 111

Executive Powers: Cra� , Crusade, Raid.

Savage Tide 3 Supplement © 2007 Wizards of the Coast, Inc.


3 Savage Tide 3 Supplement Permission to photocopy for personal use only. All rights reserved.

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