![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
|
|||||||
|
|
ViewsPublished adventureFrom BRWikiMain Page » Adventure » Published adventure Published adventures Several adventures were published for the Birthright setting either within the nation sourcebooks or as stand-alone publications. This page gives a short synopsis and comments on each, and has space for people to add their own new scenes, variants, expansions, etc below each adventure.
Nation sourcebook adventures
Family MattersFamily matters starts as a festival random event, rival families in the PC's realm have agreed to settle a feud and the PC is asked to officiate/attend the wedding of the two heirs. The course of true love - or in this case arranged marriage - never runs smoothly and the feud instead ignites after a brutal murder. The adventure then has a battle ignited by a hostile mage to give the PC's a taste for the combat system, diverts via a bandit camp, and ends with a raid on a castle - possibly at the head of a number of troops. Family matters gives the DM a chance to introduce two families of NPC's - who can reoccur for sessions as their feud plays on. It also creates a diplomatic issue with a neighboring realm. It has an issue with the enemy mage - no particular reason is given for their involvement unless it is as a sop to excuse the neighboring realms actions. Variants and additional scenes for Family matters include:
Coils of the SerpentThis adventure introduces the regents of Ariya to the treacherous Khalid el-Arrasi and the plans of the most devious of all awnsheghlien - the Serpent. The PC's are led to the unexplored island south of the Seare Siendere known as Khoufayla. Following a dungeon bash the PC's are ambushed by the Serpents minions, and when they eventually return they find a pretender on the throne. The adventure is brief on some areas which could do with fleshing out - the end game involves simply turning up and denouncing the simulacrum on the throne, the escape from the serpent could do with expanding, but the basic concept is good - players all to often forget what happens to those they leave behind and their absence for a few action rounds with a pretender on the throne has great potential for a devious DM. Variants and additional scenes for the Coils of the Serpent include:
Njalgrim's DoomNjalgrim's doom is designed to introduce the PC's to some Rjurik customs, the bitter winter, and the Scarlet Baron's realm. It includes a tighmaevril blade as a McGuffin, although this could easily be replaced by another artifact. Variants and additional scenes for Njalgrim's Doom include:
Sword and CrownWritten by Colin McComb the Sword and Crown revolves around a great event in Anuire - the eponymous Sword and Crown - and a plot by Aubrae Avan to incite a war against Boeruine with the aid of the elven awnsheghlien Rhuobhe Manslayer. The Sword and Crown itself is a cross between the Olympics and a major conclave of the lords,, and a great addition to any game. The adventure itself is fairly linear but the end has a great diplomatic conundrum for the PC's who have the chance to win the favor of either Avanil or Boeruine - or the hatred of both. Variants and additional scenes for the Sword and Crown include:
Warlock of the StonecrownsWarlock of the Stonecrowns is an adventure built around the Drake, a powerful awnshegh who has come to rule over Orogs as a god and the possession of the dreaded Black cauldron, errr, The Midnight Cauldron. Warlock has an interesting adventure premise - the Cauldron warps the flow of mebhaighl around it affecting source regents, scope for diplomacy as the various realms wonder what is going on, and by disturbing the balance of power can cause a lot of conflict. It suffers from a dungeon-bash heavy bias, has an Underdark and other elements otherwise unknown in Birthright, could expand on the Warlocks history and religion and could do with some explanation of why the Gorgon's long lost son is setting up shop so close to dear old dad, but ce la vie. Variants and additional scenes for the Warlock of the Stonecrowns include:
The Sword of RoeleLike Warlock the Sword of Roele is primarily a dungeon bash, and includes a number of non-Birthright elements. The premise is that the Monkey-King (see oriental adventures / Kara-tur setting) has stolen the legendary Sword of Roele and hidden it in a long abandoned temple in the Chimereon. The adventure has been edited oddly - a vampire el-Huffas mentioned several times in the adventure is missing without explanation for example, and has a lot of non-Birthright activity such as the outer planes, the Monkey King, standard D&D giants, etc and as a result this is probably the weakest of all the adventures in terms of setting specific information, however it has a reasonable amount of information on the Three Brother Mages of the Chimereon.
King of the GiantdownsThis is described as an adventure accessory rather than as an adventure. It is a reasonably detailed overview of the Giantdowns - the wild unclaimed lands north of Tuarheviel and east of Stjordvik - summarizing the notable people and the geography in a similar manner to a players secrets book but with more detail (its 64 pages long) and more developed adventure ideas. This is a great resource for a campaign set in the Rjurik lands where the Players can start as nobodies and forge a realm from the desolate lands about them, or for anyone playing in the Rjurik Highlands generally.
Legends of the Hero-KingsLegends is a collection of short adventures, each built around a realm random event. The mini-adventures include:
Blood HungryIntroducing a tighmaevril dagger and an obsessed former servant. Based around a blood challenge Blood hungry includes an example of how a challenge can be more than just a stranger sdtriding into court and demanding a duel by building in a little court intrigue and slander.
Double DealingIntroducing a takeover in a neighboring realm Double dealing can be a little hard to fit into an ongoing campaign, particularly as it includes, as, written, a 15th level wizard. The scenario includes a doppelganger who will aid the conspirators in the assassination by impersonating the victim which can have interesting long term consequences.
Gathering of HeroesThis is based on a festival event and has a number of non-combat challenges for PC's in which they can prove their prowess and potential or meet a number of interesting NPC's. The scenario includes rules for several sporting events that can be run and the underlying intrigue is capable of causing long term problems/benefits for the PC's realm
Heroes' PrideBased around a feud between the various members of the PC's court Heroes' Pride can be used to decimate an over-successful court or get the PC's to see members of it as proper individuals with agenda's of their own.
Terrible AwakeningBased around a natural event Terrible Awakening could also be used as a magical event or as monsters/brigandage. The scenario starts with a large earthquake - cue demolition of story damaging fortifications, wonders that were a bit overly good, etc and of course some rescue attempts or opportunities for the PC's to aid/request aid from a neighbor. The earthquake opens up a chasm in the earth, which contains the Dread - one of Azrai's proto-Awnsheghlien that rebelled prior to Deismaar and was entombed for its sins. The PC's must defeat the Dread or see it regain its strength and seek domination. Although not mentioned in the scenario the DM can use damage to various forts and the like as an excuse for invasion - neighbors may wish to attack now while a fort is damaged rather than wait. Similarly neighbors wishing to win favor may send aid to the suffering, alternatively the locals could wonder what terrible crime has been committed for the gods to send such a calamity as the earthquake - and the PC may head the list of reasons why..
The Horns of DroeneBased around monsters of brigandage Droene also makes a reasonable blood challenge. Droene the Ogre is a new awnshegh (who made it into the BRCS) who wants to claim his own realm and plans to lure the Pc's into a trap and dispose of them to claim their realm. Droene includes a simple rule for bloodline corruption following bloodtheft on an Awnshegh.
Dwarven SteelThis is a trade matter, but could also be used as a diplomatic matter. Dwarven steel is based around the desire of the dwarves to trade, being an invitation to the dwarven realm, and then a test in the form of a raid on an orog camp to prove worthiness. It includes a reasonable introduction to the dwarves but does not go into much detail similarly the orog camp is little more than a stand up fight. Relationships with the dwarves are hard in most areas to build though and this gives one example of how the trust of the dwarves might be won.
A time of troublesBased on an unrest/rebellion event the event is driven by the ambitions of Sadira jami hap effir, a scion who hopes to win her own kingdom. The scenario can easily be extended - Sadira may play both sides of the rebellion both inflaming the populace with raiders and winning fame 'driving off' the bandits, similarly she could be sponsored by another regent, etc.
Poor relationsBased around a matter of justice could also be used a feud. Raen Olsenson, a minion of the PC's is accused of a crime by a neighboring regent - who it transpires has framed Raen and now seeks to blackmail the PC's with Raen's fate. The PC's can allow 'justice' to take its course - losing them a minion and likely upsetting Raen's allies in the court, or risk making an incident with the neighbor that could cost their realm dearly.
Fang of KrieshaBased around a great captain / heresy event Fang is based on the formation of a small church which turns out to follow Belinik - not that the worshipers understand the truth of the matter, all that they see are priests who are making a difference by driving out bandits and teaching the peasants how to protect themselves and their families... The PC's can simply march in and crush the nuisance - but that risks making martyrs and inflaming the province...
The Gift of AzraiBased around a magical event this could also be used as a natural event. The scenario is that a terrible plague has been unleashed on Cerilia. As the plague sweeps the land trade and wars will be disrupted, overly high populations culled, etc. At some point someone will discover that the plague, which resists most healing, arose and was defeated once before - by a rare cure requiring a Masetian follower of Nesirie. The PC's must travel to the Isle of the Serpent to find aforementioned Masetian and take them to the isle of the Tree - a holy site of Nesirie. The adventure is a little weak in failing to explore the consequences of the plague, and the fact that the PC's are effectively mere bodyguards. But these faults can be readily remedied.
Seeking BloodsilverThis adventure was written by Chris Perkins and published in Dungeon magazine #59. It involves a foray into the Shadow World (based on Rich Baker's original cold desolate realm design) in search of a tighmaevril weapon - in competition against minions of the Gorgon sent to recover the weapon for their master.
|