Hi, I am quite excited to be running in a few days the first session of a short campaign set in the Sudmark, where I intend players to explore the lost story of the Sakki, and particularly the fall of their leader Ukho, and want to limit the story to 10-12 sessions, so that players can get a taste of the system and decide if they want to embark something longer. So I come to the council of the elders to see if you have any advice ;).
We ran a session zero and came up with a nice group consisting of a Bjorning Mage looking for something lost in Jernkloster, a Runung Skald with a promising Vafrudnir Fylgja and apparently a big ego, a Ranger with an unexpected slave background, a Burglar from Rimholm with friends in low places, and a Gott Paladin effectively raised as a Bjorning and serving in Innsjoborg and unhappy about Jernklosterâs leadership.
My idea is to use some created scenarios and then add one or two of my own, as I am quite new to the whole dungeon thing. What motivates me is to get characters to discover these forgotten pages of the Middarmark history a bit accidentally as they come up with treasures and leads to something bigger. It could also be nice to get a closing involving some political or bellic scenario, even though I have read all TB games should focus on the dungeon part, so not so sure about that part, but it sure feels compelling.
Weâll start with a modified version of the Tower of Stars, where the wizard therein discovered the Sakki leader never died, but rather retreated to the Ironwold to plan a come back. While I donât know still the details, my idea is the wizard wakes from some sort of fatal stasis to deliver only a convenient part of his visions to the characters, who are then given an interesting lead for a nice plunder in the actual tomb of Ukho, which is not at the Sakki Downs as tradition says, but further up North, conveniently bordering the Jotnarsbru area. In his nonsensical speech, the dying mage pushes them to promise âto destroy the heirloom of the mad kingâ, keeping anything else they find, but not that. Perhaps the players can research the tower and get visions of ancient battles between the Sakki and the Bjornings at the Downs and a glimpse of Ukhoâs Tyrfing or one of his witches doing witchy stuff on him. I expect this scenario to takes us 1 session.
For the second scenario, I would like to play the Bridge of the Damned, to allow players to experience the current state of affairs in the area, seed some important Sakki bit of knowledge that becomes relevant later on, and, for the rest, and try to present them with conflicts of interests to make them decide where they stand in the current political jigsaw. I am guessing this will take us 2-3 sessions.
For the third scenario, I was thinking of the Dread Crypt of Skogenby, which I ran once in the past and felt it was perhaps a bit chunkier than expected for my players as a first session. Here, I was planning to change a bit the background to have the nasty antagonist in that scenario (canât remember her name now, sorry) actually be Ukhoâs right hand. After all is said and done, the point here would be for characters to discover that 1) Ukhoâs effectively not buried here, which contradicts common folklore 2) that these guys were serious about vengeance, going as far as to try to curse their souls to accomplish their objectives and 3) that after this effort failed, Ukho made a final vow and ran to the hills to seek from the Ironwold the help the Lords wouldnât give him. For this version of Skogenby, Iâd expect players to need 2-3 sessions again. Depending on how it turns out, this could have interesting consequences and stir the area with wights preying on the living after being awakened by the party.
For the final piece of this campaign, I am thinking of a trip to the Ironwold, somewhere like a cave complex players could locate with the help of some clue or artifact from the previous scenario. The place should be chosen carefully, as there should be a very relevant military force gathered here, but in a way our still low level characters stood a chance to sneak into the tomb undetected or similar. Perhaps a way to do that would be to have the antagonists to be mostly gone elsewhere off to form a war-host for an impending assault on the Saxalings and Runungs. That would give the characters a chance to break into the temple/caves or whatever and steal the Heirloom, which would weaken the newly-reborn Ukho and his faction and ultimately give the region a chance to resist, particularly if characters could return in time with the relevant information. For this, I am guessing 3-4 sessions would be necessary.
All is quite in bare-bones, but I would appreciate any feedback or ideas. Thanks a million!