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Thread: My new campaign

  1. #1
    Hjelme
    Guest

    My new campaign

    Greetings good people.

    I'm new to this list and also new to birthright.
    I've had the basic box now for a while but I've never had the chance to
    start a campaign until now.
    And this is where my problems begin.

    Adventures!
    I have no idea for adventures. I'm gonna play the adventure included in
    ruins of empire but after that I have no idea what to do.
    Adventures like "Defend your domain against an enemy" seems a little lame
    in the long run.
    Could you ladies and gentlemen out there help me a little on my way?
    I'm sure you've all run low-level campaigns yourself at one point or
    another. Or perhaps you're running one at the moment.
    Any suggestions would help. But off course elaborated helps more.

    I'm running a collective rule campaign with five first level (pregenerated)
    characters, four of them regents.

    One of the characters is king/count (or whatever the title) over Medoere.
    The rest of the group is a halfling thief (a trader), an Anuirean wizard
    and a Khinasi priest of Avani. The non-regent character is a paladin of
    Avani.

    BTW: How common is non-Anuirean regents in Anuire? Or non-Anuireans at all
    for that matter?


    Thanx – Wraith

  2. #2
    Trizt
    Guest

    My new campaign

    Hjelme wrote:

    > Adventures!
    > I have no idea for adventures. I'm gonna play the adventure included in
    > ruins of empire but after that I have no idea what to do.
    > Adventures like "Defend your domain against an enemy" seems a little lame
    > in the long run.
    If you have played or DMed other AD&D campaigns than BR, then yuo can
    use adventures like those.
    As you have a paladin in the group, why not let an evil cult of some
    kind start to do dark rites in the kingdom and the only way to stop them
    is to get rid of their leader (a great demon, the players will not know
    this in the begining), the only way to get rid of that bastard is to
    find a holy sword for the paladin with he will be able to kill this
    creature.

    > BTW: How common is non-Anuirean regents in Anuire? Or non-Anuireans at all
    > for that matter?
    I would say it's more common in Anuire that the regent comes from
    another part than in the rest of Cerilia.

    //Trizt

  3. #3
    Pieter Sleijpen
    Guest

    My new campaign

    Hjelme wrote:
    >
    > Greetings good people.
    >
    > I'm new to this list and also new to birthright.
    > I've had the basic box now for a while but I've never had the chance to
    > start a campaign until now.
    > And this is where my problems begin.
    >
    > Adventures!
    > I have no idea for adventures. I'm gonna play the adventure included in
    > ruins of empire but after that I have no idea what to do.
    > Adventures like "Defend your domain against an enemy" seems a little lame
    > in the long run.
    > Could you ladies and gentlemen out there help me a little on my way?
    > I'm sure you've all run low-level campaigns yourself at one point or
    > another. Or perhaps you're running one at the moment.
    > Any suggestions would help. But off course elaborated helps more.
    >
    > I'm running a collective rule campaign with five first level (pregenerated)
    > characters, four of them regents.
    >
    > One of the characters is king/count (or whatever the title) over Medoere.
    > The rest of the group is a halfling thief (a trader), an Anuirean wizard
    > and a Khinasi priest of Avani. The non-regent character is a paladin of
    > Avani.

    It is very difficult to think of adventures without the backgrounds of
    the PC's. It is always nice to give the PC's one powerfull common enemy,
    be it one person or an organisation. The first few adventures should be
    only with the underlings and only of minor importance to this villain.
    This also gives them a reason to adventure together, because that can be
    quite a risk in Birthright. People who rule tend to have very different
    interests. A king for instance is not going to intervere between two
    guilders competing for buisiness, let alone that he will travel along
    just to negotiate a trade route.

    > BTW: How common is non-Anuirean regents in Anuire? Or non-Anuireans at all
    > for that matter?

    Taking a look at the Ruins of an Empire book, I would say not that
    common. Afterall there is only one non-Anuire ruler in this part of
    Cerilia (a Khinasi), except off coarse elves, dwarves and goblins. In
    Khinasi area there are several nations with Vos in it and one with
    Masetians and one with Anuireans. In the Vos area there is an area with
    Rjurik and one area with Khinasi. In Brecht there is one domain with Vos
    and even a halfling nation. Since Kiergard is ruled by the Gorgon you
    could meet virtualy any race there. In the lands of the Rjurik, there
    are as far as I know only Rjurik. Off coarse in all these area's live
    goblins, orogs and gnolls and elves, dwarves and halflings.

    All in all, rulers of an other culture are not unknown, but they are
    certainly not common.

    Pieter Sleijpen

  4. #4
    Olesens
    Guest

    My new campaign

    > It is very difficult to think of adventures without the backgrounds of
    > the PC's. It is always nice to give the PC's one powerfull common enemy,
    > be it one person or an organisation. The first few adventures should be
    > only with the underlings and only of minor importance to this villain.
    > This also gives them a reason to adventure together, because that can be
    > quite a risk in Birthright. People who rule tend to have very different
    > interests. A king for instance is not going to intervere between two
    > guilders competing for buisiness, let alone that he will travel along
    > just to negotiate a trade route.

    This is truely a good way. Having an overall campaign goal simplifies finding
    adventure ideas. My soon-to-start Dauren campaign will be focused on settling
    the now-lawless provinces in Dauren. Meanwhile they'll have to fend off minor
    raids from the Gorgon's troops. My good orog in the part was part of the
    Gorgon's armies (just a trainee) and left after some event that made him of good
    alignment. He took a sword a left, no trouble. But little does he know, the
    sword he took was thimevril. One of the Gorgon's close underlings has been sent
    to recover the sword. The part likely won't discover it is a thimevril sword
    until they use it or cast ident thimevril. And then they're gunna realize that
    they have a thimevril sword stolen from the Gorgon.

    In respect to your Medoere campaign, I ran one down there too. I had two
    swashbucklers that united Ilien and Medoere then were landed guildsmen. Some
    adventures focused on the el-Hadid, thier chief guild opposition. El-Hadid was
    shipping khinasi troops from Aftane onto the island of Talme to take over Ilien
    and Medoere. The players had to confront el-Hadid when they knew he was at fault
    but couldn't prove it. The adventures also focused on some scouting of Talme,
    interrogation of some captured Khinasi from thier camp on the island, and a few
    war card battles when the PCs went to defeat the Khinasi and el-Hadid. There was
    also some indoors Mission Impossible style parts in which the PCs tried to obtain
    evidence of el-Hadid shipping in weapons and where the troops were. That was my
    best Birthright adventure ever. You could also run explorations of ruins in the
    northern provinces. Another idea is having the PCs sent on a mission by High
    Mage Aelies, he's heard of thier skills and is too busy to find some magical item
    ingridient himself. In return for the PC's assistance, Aelies gives them each a
    magical item or lets the wizards copy a spell from his book. There are tons of
    possibilities in Medoere, get the Player's Secrets of Medoere and possibly of
    Roesone for a lot more ideas.

    - -Andrew

  5. #5
    Gary V. Foss
    Guest

    My new campaign

    Hjelme wrote:

    > Greetings good people.
    >
    > I'm new to this list and also new to birthright.

    Welcome!

    > I've had the basic box now for a while but I've never had the chance to
    > start a campaign until now.
    > And this is where my problems begin.
    >
    > Adventures!
    > I have no idea for adventures. I'm gonna play the adventure included in
    > ruins of empire but after that I have no idea what to do.
    > Adventures like "Defend your domain against an enemy" seems a little lame
    > in the long run.
    > Could you ladies and gentlemen out there help me a little on my way?
    > I'm sure you've all run low-level campaigns yourself at one point or
    > another. Or perhaps you're running one at the moment.
    > Any suggestions would help. But off course elaborated helps more.
    >
    > I'm running a collective rule campaign with five first level (pregenerated)
    > characters, four of them regents.
    >
    > One of the characters is king/count (or whatever the title) over Medoere.
    > The rest of the group is a halfling thief (a trader), an Anuirean wizard
    > and a Khinasi priest of Avani. The non-regent character is a paladin of
    > Avani.

    Do you have the Medoere Sourcebook? In it the regent has a Holy Avenger in her
    armory that will work only for a paladin of Ruornil. I don't suppose you could
    talk your player who is running the non-regent paladin into changing from Avani
    to Ruornil? That should provide a story possibility or two right there....
    Since there is no write up for such a paladin, you can pretty much make it up.
    (This subject came up on this board a few months ago, so I'm sure a few people
    around here can throw out their suggestions if you'd like.)

    As for other story ideas, I'd keep in mind the nature of the land your players
    are running. Medoere is a relatively "new" nation, still struggling for its
    identity and place in the world. That makes it pretty near ideal for a
    starting BR campaign. (Good choice!) The national goals are vaguely defined
    and have a decidedly religious feel to them. Keep that in mind when designing
    adventures. International politics and intrigue are hugely influential in BR
    and can provide an extraordinarily rich background for adventures.

    I ran an adventure inspired by the Spider which you could easily use. I called
    it "Webs of Deceit" and it featured a sort of werespider created by the Spider
    himself (the werespider claimed to be the Spider's offspring, but was actually
    a captured soldier from Endier whose very biological makeup had been altered
    after several years of torture and "treatment" by good ole' Spidey) who
    infiltrated the government of Aerenwe and was acting as a spy and saboteur
    there, trying to get a foothold for his master in the Erebannien. You could
    easily do something like this in Medoere. In fact, it might be better suited
    for Medoere rather than Aerenwe....

    Anyway, the werespider was running around spying and poisoning people at the
    court using an injected poison he had made from venom extracted from the dozens
    of large and huge spiders he kept at home as "pets." The adventurers were just
    setting about their investigation when matters took on a more serious note
    after most of the guests at a dinner held for the ambassador from Roesone were
    put into comas by a new ingested poison that the werespider had developed and
    dumped into the soup. Restoring the ambassador had to happen lest a huge
    diplomatic crisis take place, so Swordwraith sent the adventurers to look for
    an antidote suggested by the High Mage Aelies.

    The party had to find ingredients for an antidote in the swamps of Spritsend
    across the border in Osoerde. After they dodged some Osoerdean patrols
    (actually they killed a few....) they learned from an alchemist in that swamp
    that the poison was probably concocted from spiders that breed only in the
    Spiderfell. They located the ingredients they needed after fighting off some
    trolls and other swamp dwelling creatures.

    So the party returns, restores everyone to consciousness and tell Swordwraith
    about the Spider connection. She sends them to interview the werespider (who
    hails from Endier) for any information he has on the Spider's methods. There
    they get a few hints that he is not exactly what he appears, including the fact
    that he seems nervous when questioned about the Spider. They returned later
    than night to investigate the house while he was away at court and discovered
    his spiders which attacked. After killing them all they rushed back to the
    palace to confront the werespider. He rather dramatically transformed into a
    spider on the conference table. The werespider shot a line towards the ceiling
    and under a hail of arrows from the PCs shot out a window and escaped.

    I love recurring villains, so I'll probably bring him back soon. Maybe the
    players will get him next time....

    > BTW: How common is non-Anuirean regents in Anuire? Or non-Anuireans at all
    > for that matter?

    I think this depends quite a bit on where you are. Southern, coastal areas of
    Anuire, for instance, tend to have more Khinasi in them. Western, coastal
    areas have more Rjurik. Dhosone should have quite a few Rjurik. One of the
    cool things about the setting is the way cultures interlap. Often the borders
    of Cerilia are humanoid, awnsheghlien or elven lands, which act as a much more
    effective border than any fence ever could.... You probably should not
    overplay the interaction among the cultures too much or you may lose some of
    the individuality of each culture, but showing that they blend together on the
    edges is a good thing.

    Gary

  6. #6
    Kenneth Gauck
    Guest

    My new campaign

    On Saturday, December 26, Trizt wrote:
    >
    >As you have a paladin in the group, why not let an evil cult of some
    >kind start to do dark rites in the kingdom and the only way to stop them
    >is to get rid of their leader (a great demon, the players will not know
    >this in the begining), the only way to get rid of that bastard is to
    >find a holy sword for the paladin with he will be able to kill this
    >creature.
    >


    I really like cults as a problem to be overcome by players. Cultists can be
    anywhere. Lets say you roll a "great captain" event for your halfling
    guiler player. As DM you could decide this rival in the guild could be a
    cultist supported with cult resources, drawing on a power-base of cult
    followers in the Guild. The players (or just the Guilder) start off
    thinking this is just a rival to be dealt with and come to realize that the
    cult they have been fighting is everywhere. When dealing with dark
    religions use themes in the X-Files, namely the omnipresent conspiracy, and
    the access to influential persons that the cult has. Perhaps the cult is
    also extended into the Spider River Traders in Aerenwe, but the Guilder
    there (presumably Siele Ghoried) just figures they are followers of Eleole
    (a dark but legitimate goddess of Cerilia) rather than Neserie and Sarimie,
    like most guild members. So he is duped into harboring the cultists.

    Poltical power, infiltration of the army, spies who could be anywhere
    (didn't that farmer run off in a hurry when we asked him about "X"?), the
    obvious threat to temples, and perhaps the whole social order, &c, &c.

    Kenneth Gauck
    c558382@earthlink.net

  7. #7
    Gary V. Foss
    Guest

    My new campaign

    Kenneth Gauck wrote:

    > On Saturday, December 26, Trizt wrote:
    > >
    > >As you have a paladin in the group, why not let an evil cult of some
    > >kind start to do dark rites in the kingdom and the only way to stop them
    > >is to get rid of their leader (a great demon, the players will not know
    > >this in the begining), the only way to get rid of that bastard is to
    > >find a holy sword for the paladin with he will be able to kill this
    > >creature.
    > >
    >
    > I really like cults as a problem to be overcome by players. Cultists can be
    > anywhere. Lets say you roll a "great captain" event for your halfling
    > guiler player. As DM you could decide this rival in the guild could be a
    > cultist supported with cult resources, drawing on a power-base of cult
    > followers in the Guild. The players (or just the Guilder) start off
    > thinking this is just a rival to be dealt with and come to realize that the
    > cult they have been fighting is everywhere. When dealing with dark
    > religions use themes in the X-Files, namely the omnipresent conspiracy, and
    > the access to influential persons that the cult has. Perhaps the cult is
    > also extended into the Spider River Traders in Aerenwe, but the Guilder
    > there (presumably Siele Ghoried) just figures they are followers of Eleole
    > (a dark but legitimate goddess of Cerilia) rather than Neserie and Sarimie,
    > like most guild members. So he is duped into harboring the cultists.
    >
    > Poltical power, infiltration of the army, spies who could be anywhere
    > (didn't that farmer run off in a hurry when we asked him about "X"?), the
    > obvious threat to temples, and perhaps the whole social order, &c, &c.
    >
    > Kenneth Gauck
    > c558382@earthlink.net

    These kinds of things are especially effective in BR because you can tie them to
    the machinations of this or that awnsheghlien. The Gorgon, the Serpent and the
    Magian are perfect examples of the kinds of spawn of Azrai that would use these
    kinds of methods. (The Spider, Rhoubhe Manslayer and the White Witch are just
    as apt.) A dark conspiracy infiltrating the unsuspecting halls of government
    that the players must uncover eventually leading to evidence linking it to the
    awnsheghlien him/herself... it's a great hook for a series of adventures.

    Gary

  8. #8
    C & H Callen
    Guest

    My new campaign

    Gary V. Foss wrote:

    > These kinds of things are especially effective in BR because you can tie them to
    > the machinations of this or that awnsheghlien. The Gorgon, the Serpent and the
    > Magian are perfect examples of the kinds of spawn of Azrai that would use these
    > kinds of methods. (The Spider, Rhoubhe Manslayer and the White Witch are just
    > as apt.) A dark conspiracy infiltrating the unsuspecting halls of government
    > that the players must uncover eventually leading to evidence linking it to the
    > awnsheghlien him/herself... it's a great hook for a series of adventures.

    I realize I am a little late on this subject, but what about the newly
    released supplement, DESTINY OF KINGS? After reading it through, it
    leaves many openings for a Birthright adventure in and of itself.

    Sir Spud

  9. #9
    Daniel McSorley
    Guest

    My new campaign

    From: C & H Callen

    >I realize I am a little late on this subject, but what about the newly
    >released supplement, DESTINY OF KINGS? After reading it through, it
    >leaves many openings for a Birthright adventure in and of itself.
    >
    Which newly released supplement would this be? There aren't supposed to
    be any BR _anything_ coming, the line's on hold. How old is this book?

    Daniel McSorley- mcsorley.1@osu.edu

  10. #10
    Tim
    Guest

    My new campaign

    Daniel McSorley wrote:
    >
    > Which newly released supplement would this be? There aren't supposed to
    > be any BR _anything_ coming, the line's on hold. How old is this book?

    Destiny of Kings is an old adventure recently reprinted. Was in the 'N'
    series I think (N3?)

    - --
    This has been a Galwylin® Production

    Timothy R. Haney The Tome of Galwylin
    galwylin@airnet.net http://www.airnet.net/galwylin/

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