goldfish5432
Villager
I have a group of new-ish players: everyone's either played through a published campaign I ran, played Baldur's Gate 3, or watched Dimension 20/Critical Role. They want to play a campaign as leaders of a revolution in Faerun. This will be my first time making a homebrew campaign, so I'd love some advice on how to make it better! Apologies in advance for the wall of text; there's a TLDR and some questions at the very end.
Here's what I've got so far:
Background
The PCs
What's really going on
Campaign start
Ideas for the future
At some point, maybe after they've defeated the last of the oligarchy in Faerun, Graz'zt will launch a counteroffensive to punish mortals for interfering with his plans. Perhaps portals open up and allow demons to enter the Material Plane, wreaking havoc on the newly-liberated lands and taxing an exhausted revolutionary army. The PCs will be forced to travel to the Abyss, defeat Graz'zt, and close the portals, at which point they'll face the final big bad: Tasha.
TLDR
Questions
Here's what I've got so far:
Background
- Setting: Sword Coast of the Forgotten Realms, around the late 1500s/early 1600s DR (so I don't have to build a world from scratch but can change the canonical state of the world if necessary)
- In the mid-1500s DR, a new mineral called arcanite was discovered in mines around Faerun; wizards and artificers discovered arcanite gems could be used to mass-produce magic items at a much lower cost (wands/staffs/rings that can cast a finite number of a specific spell). The companies that mined the arcanite, processed it into magical gems, and sold the magic items became insanely wealthy overnight.
- These companies soon overtook the old Lords' Alliance in terms of wealth, power, and influence, buying politicians, judges, and police. With the easy availability of magic items (for those who could afford them), other sources of magic largely fell by the wayside. Widespread magic items made put a lot of industries out of business, and many were forced to seek dangerous, underpaid work as manual laborers in the mines and factories. Others who didn't find work instead became part of the growing urban poor, living on the streets as beggars.
- The usual oppressive conditions: growing inequality, overbearing surveillance, draconian punishments. A small class of oligarchs lives in luxury with magic items galore and a middle class of managers and assistants strives to become wealthy themselves, while the majority are in a lower class of impoverished and exploited workers or beggars.
- The oligarchs' footsoldiers will be well-equipped with these magic items that let them cast spells, but the PCs may not want to use them once they find out what's really powering them (see below).
The PCs
- An impoverished drow rogue and a tiefling, two friends who steal to feed their families.
- The tiefling wants to be an archfey warlock with Tasha as his patron, but we're gonna make that happen in-game.
- An aasimar cleric of Waukeen, heir to a wealthy family that owns several arcanite refining factories, and his aasimar oath of the ancients paladin bodyguard.
- The paladin has become disgusted with the way society has discarded life and light, and has secretly begun to pray to Lathander (a forbidden act, as the Lord of Rebirth and Renewal is worshipped by rebels and would-be revolutionaries).
- The cleric is a spoiled brat, but has plenty of tensions with his family that have weakened his faith in Waukeen. The player wants the character to transition to a light cleric of Lathander once he finally renounces his family's ways and embraces revolution.
- An aasimar world tree barbarian seeking revenge on the cleric's family after one of them murdered her daughter.
- A gnome wizard -- backstory TBD.
What's really going on
- Demons suffered a humiliating defeat in a battle of the Blood War, so they sought new strategies to defeat the devils and claim sovereignty over the entirety of the lower planes. Tasha, being a demonologist, saw an opportunity: she approached the demon lord Graz'zt and convinced him that the devil armies were more powerful because they recruited petitioners into their ranks as lemures and lesser devils. She showed him a ritual from the Book of Vile Darkness that could use mortal souls to power magic items made with arcanite; this would permanently destroy those souls, preventing them from moving on to an afterlife in the outer planes, and eventually reducing the numbers of the devil army.
- Graz'zt approached the clerics of a heretical sect of Waukeen (who saw her power as stemming from the Abyss, due to her past stay there as a prisoner of Graz'zt) and revealed the knowledge of arcanite to them. They quietly bought up all the mines where it could be found, built factories to refine it, and opened storefronts. By the time they announced their discovery of arcanite-based magic items, they held a monopoly over it and could easily outmaneuver any others who tried to do the same.
- Tasha's ultimate goal is to become a demon lord, by any means possible. On the off chance her plan actually works and the demons do finally win the Blood War, she hopes she'll be rewarded with a lofty position in the Abyss. But that's unlikely, so as a backup, she decided to recruit a band of adventurers and push them to lead a revolution in the hopes that they'll uncover the truth and eliminate Graz'zt, allowing her to take his place. The PCs are unwitting agents of Tasha's plan.
- The gods of the upper planes have noticed the absence of new petitioners; in particular, Lathander is seeking champions to lead an era of rebirth and renewal that will purify Faerun with his light.
Campaign start
- I'm thinking we'll spend around half a session or so with the PCs living their lives separately in Waterdeep. Then, for different reasons, they will all end up traveling to a remote arcanite mine in the Moonshae Isles:
- The rogue and tiefling get caught stealing and are sentenced to hard labor in the mines,
- The cleric's family sends him there to learn about arcanite so he can be prepared to take over the family's factories later on, with the paladin bodyguard coming for his protection,
- The barbarian gets faulty intel that misidentifies the cleric as the person she's seeking, so she follows them to the mine,
- (I'll figure out the gnome wizard's reason for being there once he has his backstory ready).
- Toward the end of the first session, they'll witness a guard abusing a laborer who's lost the will to work; hopefully, at least some of them will be spurred into trying to stop it. The resulting combat will trigger a mine collapse that drops the PCs into a cavern below, in the Underdark.
- I'm thinking trapping them in the Underdark together will force them to work together to escape, even if they wouldn't otherwise be ready to join up as a party yet.
- At some point in a later session, they'll discover something in the Underdark that will be their first clue that something is deeply wrong: maybe that mortal souls aren't becoming petitioners after death? Not 100% sure about this yet, but maybe they find a scroll of resurrection or raise dead or something and try to use it on a dead NPC and discover that resurrection spells don't work.
Ideas for the future
- After escaping from the Underdark, they meet the Ffolk and Northlanders of the Moonshae Isles and have to help them bridge their differences in order to liberate the Isles.
- Sail back to the Sword Coast -- ship-to-ship combat? maybe pirates? Could be an opportunity to recruit them as allies into a growing rebellion.
- Making contact with and uniting the various factions across the Sword Coast:
- Harpers -- they've secretly been organizing a spy/resistance network
- Emerald Enclave -- engaging in sporadic raids against cities and outposts to try to stop the destruction of nature for industry
- Order of the Gauntlet -- tried and failed to launch open rebellions against the new oligarchy; their leaders are now imprisoned in Revel's End and must be freed (prison break!) and escorted back to their cities
- Lords' Alliance -- the former nobility resents the usurpation of power by the new oligarchs; might provide funding to the rebellion.
- I feel like the Zhentarim would definitely have sold out to the oligarchs; they'd probably be enforcers and strike-breakers. Maybe the PCs have to dismantle their operations or take out their leadership
- Raiding an armory for weapons and armor to distribute to the rebellion
- Sabotaging industrial arcanite factories
- Recruiting defectors from the oligarchy as spies; dealing with double agents or infiltrators in the rebellion; counter-intelligence
- Stealing food and supplies and smuggling them into a city to feed the poor
- Final, all-out assault on the last stronghold of the oligarchy with the entire rebellion behind them -- maybe the PCs can act as a strike team or something while a larger battle is being waged.
At some point, maybe after they've defeated the last of the oligarchy in Faerun, Graz'zt will launch a counteroffensive to punish mortals for interfering with his plans. Perhaps portals open up and allow demons to enter the Material Plane, wreaking havoc on the newly-liberated lands and taxing an exhausted revolutionary army. The PCs will be forced to travel to the Abyss, defeat Graz'zt, and close the portals, at which point they'll face the final big bad: Tasha.
TLDR
- A new mineral "arcanite" was discovered and is being used to power cheap, mass-produced magic items like wands/rings/staffs with spell charges in them.
- The secret: arcanite items consume recently-deceased mortal souls and are preventing them from passing into the afterlife.
- Tasha is behind it all: she manipulated the demon lord Graz'zt into giving it to mortals in order to gain an advantage in the Blood War, but she seeks to profit no matter whether demons win or lose.
- The PCs, as Tasha's unwitting pawns (one of them is her warlock), will lead a revolution to liberate Faerun from a new oppressive oligarchy. Lathander will also seek to recruit them as his agents (the cleric may become his Chosen) to begin an age of rebirth and renewal and restore his light to the world.
Questions
- Any suggestions for interesting missions/quests/combats? The PCs would need to be pretty high-level in order to take on Graz'zt and Tasha, so I think I need a lot more missions to help level them up.
- Are there any published adventures about leading rebellions/revolutions/uprisings that I can draw inspiration from?
- How should I distribute the lore drops about what's really going on? I want to split it up so they slowly start gathering clues, but I don't want to reveal Graz'zt's involvement until later on, and finding out Tasha's behind it all should come near the end.
- How far ahead should I be planning stuff? Obviously I want to have some stuff fleshed out for where the PCs might go next, some NPCs they might meet, etc., but how about further down the line?
- E.g. it's obviously impossible to come up with every NPC in the world from the start, but on the other hand, I want to be able to foreshadow stuff in the future, like important enemies and allies, future quests, etc.
- Any other advice?