I have players starting level one conscripted as mounted irregulars in a war between two city states. They may flee and become deserters, or be given a loose mission and be largely autonomous as scouts or auxiliaries.
I’m looking for ideas:
- a hook for why they would want to get to the other big kingdom in the first place?
- some ideas for encounters and adventures to get them from the war zone
- enough to get to level five by the time they reach the safe kingdom capital.
I think alot of this really is on you knowing your players as well as their characters.
It might sound simple to say, if you want them to go rogue and flee for the other land, you need to really hit them and hit them hard. You could start by having standard military missions, but then make them take a turn for the worse - maybe the ordering of killing civilians. Now, that may not bother people who are lawful neutral (following orders) or murderhobos or people who play without much attachment to the game (passive players).
If you want the game to focus on them becoming wanderers, no longer part of the military, you could have their homeland destroyed, either by the other main city or a third-party. Maybe a secret demon cult opened portals in their home, and anyone who can is fleeing while they can. Maybe a giant mana bomb destroyed their homes, leaving them a home in ashes.
What it's making me think of now, as I ramble, is the start of the rpg Twilight 2000, where the PCs are generally presumed to be part of a NATO push into Warsaw Pact countries. Once the nukes and the war really start going, the campaign starts off with the PCs, their equipment, information on the last known position of other friendly and enemy units, and word that if they can get back to France from Poland, they may be able to get a boat to America. Generally, you can have any kind of encounters - bandits, townfolk who want help, random things to loot like CIA safehouses.
I apologize for the ramble