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Rally Zikala-Berhagen

Contents

Introduction

This is an adventure for the BIRTHRIGHT™ Campaign. If you are player and want to play this forward this to your DM and do not read it!!! Please keep in mind, that this document must not be used for commercial purpose in any form.


When you are DMing a campaign in Cerillia and decide to use this, please read the message below to your players and let them roleplay if they want to take part in this race (perhaps you let a messenger disrupt one of the regents boring conferences).
Remind them that this event may be an opportunity for diplomatic matters, sightseeing a (unknown,) beautiful part of Cerillia, getting info about other regents, getting hold of a gnomish submarine.

(see warcard MV#1 (homepage: http://www.student.uni-augsburg.de/~voelkman/warcards.html)).
Set the date of the race whenever it seems appropriate for your campaign.

Dear Lords and Ladies

We, the regents of Berhagen, invite you to the rally Zikala - Berhagen, the first cerillian race for coaches, waggons and carts of every sort. We would be glad if you are so kind as to follow our invitation.

Rules are quite simple:

  1. Transport the token from the capital of Zikala to Holstadt in Berhagen.
  2. All sorts of coaches, waggons and carts are allowed.
  3. All means of transportation have to master the whole distance on their own, from the start to the finish.
  4. No flying, magical or teleporting facilities are allowed.
  5. No aggression against other contestants.


Please bring a fee of 1 GB to match at least a part of our expences. The winner receives a submarine, a unique ship, which operates under water.

All contestants please send message to us.

Best regards,

Baron Ludwig von Schaeffen
Regent of Berhagen

Part 1: Zikala

The City

Zikala seems to be a rather peaceful city near the sea with a big harbour. Several sea trade routes visit the old city of the Masetians but guilds are not prosperous enough to support trading of their own. Omadi the Quick, owner of the Gold Coast Coster, improves his foothold in this provinces.

Environment

The suroundings of the capital appear to be a rather sad place, only a few oasis are visible from the city's gates. The road running from Turin through Zikala towards Ariya is the only remarkable structure besides the city itself and represents the only two land routes that leave the area.
The port provides shelter for several ships (even if all Zikalan vessels anchor). Here most of the contestants arrive along with their waggons, carts and coaches. A couple of zebecs secure that none of the participants leave the harbour by ship. In addition all majors and regents of important harbours along the coast assured, that ships arriving in their port will not be allowed to disembark any waggon within the next week after the start of the race.

Arrival

On a sunny morning the PCs arrive in the capital of Zikala either by land or (more likely) by ship. If one of the PCs visited Zikala before, he realises, that the city is bustling more than ever with activity, traders from all over Cerillia came to the city selling items they claim to be of great use for the race. Wheels, horses, food, water, barrels and even charmed mascots are subject to bargains.

At the gates and at the port several soldiers await the visitors and guide any contestants for the race to the big marketplace in the center of the city. If the PCs talk to the soldiers, they inform them of participants, the organizers of the race (Ludwig van Schaeffen, Omar ibn Tuarim el-Zisef), the fact that much more contestants arrived than expected and the problem of lodgings and increasing prices. The conversation is more than once disturbed by arriving people asking for information.

After plowing through the overcrowded streets, the PCs arrive at the main market, where tents and vehicles almost cover the whole place. Asking a few questions or investigating on their own, the PCs should easily make out a green-yellow tent occupying the center of the marketplace. There a Brecht man records names of the contestants providing the required fee.

The enlisting process represents the first opportunity to meet Ludwig van Schaeffen (see HotGB p 50.), a stout Brecht of middle age wearing armour despite the hot climate. He greets every partitipant with a cheerful sound in his voice without concering whether these are enemies or not. This is not unusual considering Ludwig's main intention to comfort possible allies and dissipate any thoughts about Berhagen being a major threat to his neighbours.
A short conversation even may invoke further diplomatic actions.(DM's choice)

After enlisting the contestants are guided either to a small inn near the market, or (if none of the PCs seem to be a regent) they are asked to use tents. During the next days a couple of artisans led by a magician install a metallic box in the vehicle of the PCs. The magician explains, that this is an antimagical material, which prevents the vehicle from being enchanted, teleported or otherwise influenced by magic. Deinstalling this box would destroy it immediately and only contestants who arrive at Holstadt with this device can be admitted as winners. (To dispel the antimagical device without destruction a mage has to cast a realm spell, which requires at least two months of preparations).

Suggested Events

Some events should distract the PCs the days before the race. It is up to the DM to state some encounters himself appropriate to his campaign.

The DM should produce several such events involving the PCs with the other contestants. Until the start of the race, the PCs should know most of their opponents at least by sight.

Part II: Routes

All routes start in Zikala and end in Holstadt. There is no alternative route that does not visit Edlenna. Here the contestant will meet before they go for Holstadt. Some say the first to reach Edlenna is the one to win the race.

  1. The Eastern Road (13 days without any events)

    (Ariya - Adaba - Mesire - Gradny - Aziev - Edlenna - Holstadt)

    This route is the so called "high-speed-route" as all points are connected by roads in good condition. Fast vehicles with small storage room certainly get the most advantage here. But this route is not so easy as there are several regions where travellers are not save.

    Because Aftane takes part itself, it will not interfere in the race, contestants (except those from Ariya) won't have problems to get supplies. Some "insiders" think that it would be better to travel around the domain of the Black Spear Tribes. Others assume that the woods of Koslovny will be one of the toughest parts to cross. But most of the participants consider Molochev to be the most dangerous part, as Tsar Drago Koslov stated, that he would be pleased to support the race, which is much too friendly for a man known to be a treacherous, cruel and bloodthirsty monster (In fact travelers will have to deal with several attacks from varsk riders and Vos brigands in great numbers, forcing the contestants to fight side by side).

  2. The Elven Route (14 days without any events)

    (Ariya - Adaba - Mesire - Gradny - Innishiere - Edlenna - Holstadt)

    See A. for information. Contestants choosing this route hope to avoid the Molochevian road. But King Rhynnwyd of Innishiere made clear that he will fight any intruders without warning. Some people believe that the elven Knights of Innishiere got order to protect the boundaries of the realm. (In fact, any non-elven individuals will be attacked by elven archers even before they reach the woods. Should anyone enter the forest alive, elven knights will stop them.)

  3. The Western Route (16 days without any events)

    (Turin- Andujar - Ber Dairas - Ghoudaia - the Burrows - Unbrau - Edlenna)

    This is the longest route of all, but here the contestants will not encounter much hostility apart from robbers or brigands. Binsada, Sendoure and Rheulgard even met precautions to support any travellers on their route (Finding inns, food or fresh horses will be no problem). The main problem is, that there is no road from Ghoudaia to Unbrau, which costs much time, so participants taking this route must hope, that their opponents choosing the other routes will encounter enough greater problems delaying their arrival.

  4. The Tarvan Run (12 days without any events)

    (Ariya - Shoufal - Tarvan Waste - Unbrau - Edlenna )

    This is the most dangerous route as it runs straight through the Tarvan Waste. According to merchants who crossed this savage place before, there are many perils awaiting any traveller. Besides the gnoll tribe of the Stone Axes and a couple of human marauders, thirst and heat are going to be the most heavy problems on the route. Only heavy waggons may choose this way, as sandy ground and rocky surfaces worsen the conditions. Contestants who succeed in crossing this area alive will be one of the first to reach the finish.

Part III: Participants

  1. Berhagen: Ludwig van Schaeffen organised this race to improve the opportunities for diplomatic relationships hoping that several interesting contestants will take part. Winning the race is not his intention, but he is eager to make this race interesting and increase his fame through spectacular actions. He will take the Tarvan Run to impress his opponents.
  2. Danigau: This group consisting of knights of the Blackgate Stormlords first simply wanted to have fun during the race, but when they realised that the Gorgon sent a group of goblins to join the race they grew angry and decided to take them out. They will follow those goblins (Western Route).
  3. Müden: Müden will start with two seperate vehicles, as the Count sent a group of charioteers to show his respect for Ludwig van Schaeffen and Melissa Reaversbane herself takes part to win the submarine which offers a lot of possibilities for her navy. The Count's waggon will take the Western Route, while Melissa will try her luck on the Eastern Road.
  4. Grabentod: A couple of Grabentod Raiders take part, as they hope to get more accurate information of the whereabouts of Albrecht Graben. Therefore they will follow one of the waggons of Müden (DM's Choice).
  5. Rzhlev: This chariot is manned by two Vos with tattoos all over their skin. Both are warriors sent to kill Ludwig van Schaeffen. Obviously they will take the Eastern Road because of their light vehicle but in fact they will follow Ludwig, trying to catch him before he reaches Shoufal.
  6. Koslovny: They obviously want to have fun, but in truth they were sent by a high priest of the Temple of Might to follow and kill the adventurers from Mesire. They know nothing of the identity of their victims or why they must die. As a matter of fact, they will not meet major obstacles crossing the Koslov and Molochevian sphere of influence, but they certainly will meet some greater enemies in the area of the Black Spear tribes.
  7. Mesire: This is a small group of adventurers representing this small domain. In truth this group consists of Duarte el-Namal, the future Emir of Mesire, Aswan bin Serhouf, the regent of the Zhaiinge Guild, Fatima el-Mesir Paladin of the Temple of the Ancients and Markov Ynneski, lieutenant of the emir of Mesire (He is native to Koslovny and according to some merchants may get serious problems in the Koslov sphere of influence). As they travel in disguise they do not have bodyguards or something like this, but they have a fast coach and fine horses at their disposal which makes them one of the favourites of this race.
  8. Ariya: This group of merchants from Ariya join the race for two reasons: profit from selling the prize and opportunites for diplomatic matters. They will take the Western Route as they do not trust Aftane.
  9. Aftane: This group consists of several soldiers of the Red Kings. Rumour has it, that at least one of these is a Red King, but noone can proof this. Their leader, Drougha el - Farkashi, considers the Tarvan Run as an easy route, an he is sure to pass through the Tarvan Waste without problems.
  10. Khourane / Serpent: The Serpent expects this race to be a very profitable event, disguised Serpent Guards may gather information about all the cities at the coast without problems. The guards pretend to be adventurers from Khourane, but participants taking the Eastern Road may discover their evil doings as they intend to use every possibility to get rid of their opponents. They even will use magical means although the antimagical device will prevent the worst.
  11. Boeruine: Eager to win the prize (the gnomish submarine) these soldiers worked out their plans with meticulous precision and improved their vehicle since their arrival in Zikala. The Duke of Boeruine thinks that this submarine will grant control over the harbour of the Imperial City of Anuire. (They will take the Eastern Road)
  12. Avanil: These men are the last to arrive as Darien Avan first did not realise the political and tactical consequences if Boeruine gained control over the submarine. Now his men are here to stop the Boeruinean vehicle (Following Boeruine. - Eastern Road)
  13. Hjolvar: A group of three berserks take part without any political intentions. Their hatred against elves is the result of several battles, where elves watched goblins slaying humans. They will take the Western route to avoid the elves.
  14. Halskalpa: These men are members of the Wolfguards and their leader Kjessen of Helkstraad seem to have plundered their armoury before leaving for Zikala, their waggon is overloaded with weapons. They will take the Tarvan Run.
  15. Thurazor: Those goblins take part with two waggons hoping to impress their king Tie'skar Graecher. They will use any means to take out opponents taking the Eastern Road or the Western Route.
  16. Gorgon: The Gorgon sent a waggon in spite of all the enemies taking part. The purpose of this simply is to let them feel the presence of the mightiest awnsegh. These warriors are unaccustomed friendly and composed even when they are provoked. State this in a way, which makes the players feel uneasy and unsure about these fighters. They will take the Western Route.
  17. Lluabraight: The Master of Hunt wants the humans to know, that he is not going to hide in his realm while the humans around him make plans to destroy the elven domain. But these elves were sent to keep an eye on the humans as well, especially those of Rjurik.They will take the Elven Route passing savely through Innishiere, but they will meet major problems in Koslovny

The DM should add a couple of other contestants himself so the PCs may meet old friends and enemies. Remember that all participants that survive the race until they reach Edlenna may meet there.

Part IV: The Race

Starting Shot

In the morning all contestants are summoned to the marketplace. Ludwig van Schaeffen speaks to them, reminding of the the rules and wishing them luck. He then orders the participants to draw lots for the starting positions (one d100 for every vehicle, results deliver the starting sequence). Every three minutes one of the vehicles starts either for Turin (Western Route) or Ariya.

On and on

To determine how fast the PCs are the DM should introduce a penalty score for the race, adding points for certain events. The actual score should not be revealed except the PCs learn about the conditions of other contestants, but the information should not be too accurate.

Penalty points

+5

Taking the Eastern Route (fast vehicles)

+10

Taking the Eastern Route (slower vehicles)

+24

Taking the Western Route

+12

Taking the Elven Route

+5

Meeting greater obstacles (ravine, sandstorm, river without bridge)

+2

Meeting minor obstacles
(crowded street, bad road, customs examination, traps)

+1

Fighting other contestants

+2

Fighting brigands or robbers

+4

Fighting warriors or soldiers

+4

Avoiding troops

+6

Loosing one day according to events

+1

Repairing damaged wheel

+3

Fixing minor problems (problems the PCs can repair themselves)

+6

Fixing greater problems (when craftsmen are required)

+1

for every day the vehicle starts slightly damaged

+3

for every day the vehicle starts severely damaged

+1

for every full day the driver is hurt

+2

for every full day the driver is severely hurt

-1

for every day the vehicle is driven by a man with appropriate abilities

-1

each day the vehicle starts with fresh, fine horses

The DM should add or subtract points appropriate to the actions of the PCs. Killing the leader of a band of marauders with an arrow may solve the problem in a few minutes, so there is no need to add penalty points.

Each 6 points equal one day lost.

Interpretation of the Penalty Score at Edlenna
up to 15 pts The PCs are among the leading three vehicles. Winning should be no problem.
16 - 30 pts The PCs missed the first contestants. When they avoid any sort of obstacles they have a real chance to win.
30 - 40 pts The PCs missed a great deal of contestants, winning is possible, but unlikely. Only if they run through without resting they may succeed in catching up with the rest
41+ pts People say that some of the other contestants already arrived at Holstadt. Winning is no longer possible.

This table is one possible evaluation of the points. When the DM thinks, the PCs deserve to win the race according to their actions, there is no point in sticking to the table. Roleplay should be a kind of fun, so the last row of the table above should not be used, except the PCs are too stupid to do anything.

Events during the Race

The DM should make up several events according to the route the PCs take, sightseeing and talking with people native to the areas, fighting, rivalry between the contestants, problems with the authorities, monsters, weather effects... Remember the contestants priorities and the fact, that everyone would like to win the race.

Part IV: Holstadt

Hours before the first vehicles arrive, messangers rouse the city.
All contestants must go for the marketplace in front of the cathedral. Guards clear the way from the gates to the market, people cheer, the whole city resembles a great feast. A group of priests and magicians await the the participants and gratulate everyone arriving there.

When a good deal of the waggons have arrived (perhaps within a couple of days), the priests invite everyone to a ceremony in the cathedral. After that the winners are announced. Remember, that did not arrive with their own waggon or their antimagical device will not be admitted as winners).

  1. Place: A gnomish Submarine (see warcards MV#1)
  2. Place: Seablade (Rapier +1, acts as a ring of swimming and water breathing when held. Seablade can be freely used under water with no penalties).  
  3. Place: A golden longsword (worth 500 gp)
Rewards for the Race

Apart from the prizes above the PCs get 3D6 RP for the first place, 2D6 RP for the second, 1D6 RP for the third.

Remember, that the PCs should get several opportunities to meet possible allies, trading partners or friends. The DM may grant at least three diplomatic actions without payment to the players, if they contact present regents.

I hope you enjoy this little adventure. Please send comments, improvements and (above all) the results of your race.

Best regards,
Manni


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