Winter of Discontent
The characters are unwittingly embroiled in a rebel organisation, and must lead the Black Shield fighters to victory against the evil Halar, seeking out new hideouts, rescuing people from towns and generally doing what Robin Hood would have done in their situation.
Placenames are simply suggested ones which I used when I ran this campaign.
Tuske is a poor rural province of Ichyria, where the peasants and serfs are treated with as much respect as the dung and filth in which they live. The characters have just signed up to the Hesa Rada (Black Shield), a rebel group, in a hideout deep in the Garba Pusa (Hidden Woods).
As the characters swear an oath of allegiance to the Hesa Rada, a stray arrow from some archery practice elsewhere in the hideout, hits and kills the leader of the Hesa Rada. One of the PCs inadvertently picks up the stone he drops as he falls, which happens to be the rite for passing on leadership: the hand of fate is supposed to guide the hand of the picker. So the characters find themselves in charge of a rebel group.
Did I mention that the Halar and his troops have secretly discovered the whereabouts of the hideout, and are about to attack? There is much opportunity for big battles and a search for a new hideout, as well as a continued struggle against the Halar.
When I ran this adventure, I also introduced the twist of the Halar having been possessed by a lich which also had to be disposed of.
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? Responses (7)
Personaly I prefer to play somewhat short adventures. This also has to do with the players in my group.
However for this plot or adventure could be a great base for a campaign. I think that in the end my main problem would be that for the rebel group to be believable, I would need quite a couple of rebels. This in turn incorporates the risk that I will have to do 'half' of the RolePlay part, while I would much rather leave that up to the players.
This of course has very much to do with how you want to lead your games. But I would be most intrested to learn how you handled the adventure.
This is more of a campaign start than an individual scenario. It has some interesting elements and a variety of plots associated with it.
As for the large number of rebels Ylorea mentioned above, you can simply use 'Star Wars Syndrome': A few key people do everything, all the others are extras that are there to fill out the scenes, do druge work, and keep other extras occupied.
Looks good (: I like it.
4/5
It'd even be better if you provided some details, about the 'Winter of Discontent' like how is the actual winter effecting things, are supplies an issue, is there any support form the populous of other sources?
all around good foundation
A great campaign starter! I think if we don't have one already, there should be a codex for campaign starters!
Pretty much what valadaar said.
Im sure I saw a scroll/codex for campaign starters somewhere. If I remember correctly it was one of the 30's.
Agree with those above me...
Nice one. I have a bit of trouble with the part where it assumes players are signing an oath into a rebel order and then pick up a stone involuntarily. It's not a huge issue, it can easily be remedied by providing a proper hook into the rebel base. As for the stone, I'm actually certain at least one PC would try to pick it up. I like this. Nice and concise, with lots of room to expand. Good work.