I used a coup in my Sterich campaign, with the party rescuing the Marchioness from imprisonment by the Privy Council, who were ostensibly acting in the name of the heir, headed by the husband of Querchard's sister. While in exile with her the goal of various adventures centered around raising support for the Marchioness to go back to Sterich and challenge the Privy Council, who had the heir as figurehead/hostage. Eventually they would have regained the Crown of Sterich from the Glacial Rift of the Frost Giant Jarl (Querchard having been killed while campaigning against the giants) to use as a rallying point and convince the nobles who were sitting on the fence to the Marchioness's side. I planned on playing out a huge battle between the two sides as the climax, with the players controlling the Marchioness's army, with some key encounters between them and champions of the Privy Council scattered throughout the battle.
Warfare in general, and the Greyhawk Wars in particular are a great backdrop for campaigning. I have two different approaches towards the wars:
For campaigns starting in 576 CY (classic Greyhawk), the characters would be in that 7th+ level spot where they would have the opportunity [based both on power and connections formed over the campaign] to be major participants in events like the battle of Critwall Bridge, the relief of Chendl, or the defense of the Wild Coast. These characters would likely become personally and politically powerful through their participation, gaining titles and lands.
For campaigns starting in 582 CY, the characters are more personally connected to the wars by being present at events, either in their communities or on the front lines as ordinary soldiers. The battle of Celene Pass, the defense of Chendl, the scouring of the Vesve, and sustained combat everywhere would build their skills and experience to the point that they would be 5th-level when the war ended; these characters are the ones who the wars have trained, but who have not profited from them.
Of course, the wars can also form a backdrop of tension and danger. Characters can raid Castle Greyhawk while armies clash in Furyondy and the Great Kingdom, but war news would always be part of tavern gossip. And of course, postwar campaign require the characters to pick up the pieces of civilization, creating endless possibilities.
One of the campaign ideas I played with was of Keolandish explorers who are with Matreyus in the Amedio when the wars break out, and have to make their way home. The Scarlet Brotherhood takes over their base camp and controls the seas... not a good time to be away from home.
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