Here's a synopsis of the Blake's 7 plot adapted to a fantasy setting.
The players begin en route on baord a ship to a penal colony. One or more of the players was set up/framed/a political prisoner. Most players will attempt to engineer a mutiny; give them time to get to know one another, then ruthlessly quash the rebellion.
The ship encounters the remnants of a sea battle, with an unmanned but seaworthy ship floating out there. The captain sends a few men on board to claim the ship, but they don't return.
Unwilling to risk more men, the troublemakers (players) are sent over with poor-quality weapons to investigate - no great loss if they fail and presumably unable to run the ship.
Once on board, they will have to overcome a tough challenge that killed off the last batch (and possibly sent the original crew to the lifeboats). But if they do win...
The ship should be magical enough that just the players can run it, have some good-quality weapons laying around, and be faster than the penal ship. Can you say leg it? Heck, the ship could be an intelligent magical item.
Exploring the ship should yield enough money, weapons, food, and armour to allow the players to stay at sea indefinitely. The rest of the campaign involves hit-and-run missions, search for a treasure/artifact, and a general attempt to hit back against the original oppressors (who will be trying to locate, trap, and/or eliminate the players before they grow too popular with the oppressed).
Plenty of intrigue, lots of opportunity to visit lost lands/temples, and keeps the players on their toes. Eventually the campaign can wind up with sweet revenge against the original oppressors.
The players begin en route on baord a ship to a penal colony. One or more of the players was set up/framed/a political prisoner. Most players will attempt to engineer a mutiny; give them time to get to know one another, then ruthlessly quash the rebellion.
The ship encounters the remnants of a sea battle, with an unmanned but seaworthy ship floating out there. The captain sends a few men on board to claim the ship, but they don't return.
Unwilling to risk more men, the troublemakers (players) are sent over with poor-quality weapons to investigate - no great loss if they fail and presumably unable to run the ship.
Once on board, they will have to overcome a tough challenge that killed off the last batch (and possibly sent the original crew to the lifeboats). But if they do win...
The ship should be magical enough that just the players can run it, have some good-quality weapons laying around, and be faster than the penal ship. Can you say leg it? Heck, the ship could be an intelligent magical item.
Exploring the ship should yield enough money, weapons, food, and armour to allow the players to stay at sea indefinitely. The rest of the campaign involves hit-and-run missions, search for a treasure/artifact, and a general attempt to hit back against the original oppressors (who will be trying to locate, trap, and/or eliminate the players before they grow too popular with the oppressed).
Plenty of intrigue, lots of opportunity to visit lost lands/temples, and keeps the players on their toes. Eventually the campaign can wind up with sweet revenge against the original oppressors.