The Steadfront Account

Introduction ¶

The Steadfront Account is the first of a series of adventures about the village of Steadfront and its neighbours.


Adventure Setup ¶

It’s the Harvest Festival at Steadfront! Villagers celebrate their annual harvest, the end of summer, and welcome the Six Roads Ledger to trade in preparation for winter.

This year, instead of festivities, accusations, shortages, sabotage, and a pink pack mule threaten to turn the celebration into public disgrace.

Signs of corruption have begun to surface in the ranks of the Six Roads Ledger. Behind the scenes, the Still Hand is making moves to sow distrust and upset the internal order throughout the guild.

All of this comes to a head at Steadfront’s annual Harvest Festival, as tensions bubble to the surface, and in the middle of it all, the People of Steadfront want to see justice served.


Factions ¶

The Six Roads Ledger is the official tradesmen and merchants guild that ply the roads between the Cities and neighbouring villages around Steadfront. Every season, they do a convoy run, trading essentials for harvest. All villages within the region depend on the guild to remain connected to each other and to the Cities. Should they fall or be corrupted, the villages risk losing connection and access to essential supplies.

The Still Hand is made up of exiled merchants, tradesmen, and artisans from the Cities wanting to return to their homes and restore their previous glory. Their plan is to become a legitimate force and regain the status they once had, but right now they are raising the resources necessary to do so.

The People of Steadfront are a hardy and independent folk. Living near the borders between Cities means they often have to fend for themselves. Their goal is to survive and prosper and will not stand idle in the face of injustice. The Harvest Festival is critically important to the People of Steadfront, and its failure is seen as a bad omen for the coming winter.


Festivities ¶

The Harvest Festival is an important event marking the end of summer for the People of Steadfront. The Festival itself has several key events that culminate in the final Bonfire.

Throughout the Festival, come up with character-driven plot points that present new information to the adventurers or force the adventurers to take action. If you need inspiration for plot points, you can use the Manipulation and Reaction Tables for ideas.

A fool is crowned

Broken promises, broken properties

Tension becomes personal

The kettle boils over


Manipulation and Reactions ¶

The agents of the Still Hand will actively sabotage and manipulate events behind the scenes, while the Six Roads Ledger conducts investigations. When the Still Hand act covertly, or if events grow quiet or uncertain, either choose from or roll 2d12 against the Manipulation Table for the methods the Still Hand is using.

Narratively, if adventurers are struggling to find evidence of manipulation, remember that the People of Steadfront and the agents of the Six Roads Ledger are doing their own investigation. If they discover evidence of foul play, they may act on it, and the more damning the evidence, the more strongly they are likely to react. To determine how they would react, you may roll 1d8 against the Reaction Table to determine how the agent who uncovers the evidence reacts.

Manipulation Table

# Subject Manipulation
1 A document or record Forged
2 A person in transit Replaced
3 A shipment or supply Altered
4 A storage space Stolen
5 A tool or device Planted
6 A symbol of authority Delayed
7 A beast of burden Duplicated
8 A gathering or event Sabotaged
9 A worker or labour group Misled
10 A route or schedule Pressured
11 An outsider or newcomer Concealed
12 An apprentice or subordinate Framed

Reaction Table

# Reaction
1 Rumours spread, exaggerated and distorted with each retelling
2 Goods are quietly withheld, villagers start hiking prices
3 A small crowd identifies and confronts a suspect or starts a protest
4 A villager or agent of the Six Roads Ledger takes a bold but risky action
5 An informal investigation is initiated
6 A plea for help is made to the adventurers
7 Distrust grows, and outsiders start to find doors barred to them
8 Someone starts to take notice and join the dots

Characters ¶

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Concluding the adventure ¶

Jerren Wane, Brin Kestell and their crew will get run out of Steadfront, and some innocent scapegoats may be hung out to dry, serving as warning to others. Things appear to go back to normal for a while but the lives of the People of Steadfront slowly worsen, as the Still Hand starts to enforce their profit-skimming practices.

Expect roads to become more dangerous and inaccessible as the Still Hand becomes more daring in conducting raids, and introducing oppressive patrols under this guise of preserving order.

Both the Still Hand and Six Roads Ledger continue to struggle in their cause. The Still Hand starts to be more overt in their tactics around the region as they start to draw down their resources, and the Six Roads Ledger doubles down with their investigations.

Adventurers traveling this region will be met with suspicion as word spreads of an underground force attempting to sow discord. Distrust towards authority grows within Steadfront, and new vigilante factions are born to police and monitor outsiders.

The existence of the Still Hand becomes known, forcing them to go back underground. The roads remain safe, but the Still Hand is now desperate, driving them to more violent and guerrilla tactics to achieve their goals.

Peace appears to return to the villages with fewer caravans and travellers on the road, but adventurers can expect criminal activity starting to grow, and may be marked if they were instrumental in the Still Hand’s reveal.

The People of Steadfront remain hopeful and resilient, and moderates negative impacts that the Still Hand has on Steadfront.

Adventurers can treat Steadfront as a safe haven and remain welcomed to the village.

The People of Steadfront are dismayed and morale struggles. They become more pessimistic and distrustful of outsiders, and less forgiving of wrongdoings by outsiders.

Adventurers can expect to be met with resistance, unfriendliness or outright anger when in Steadfront.