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The year is 532 CE, and the streets of Constantinople are seething with tension. The city is divided between two powerful factions, the Blues and the Greens, who are bitter rivals locked in a fierce struggle for dominance. The Hippodrome, the heart of Byzantine society, is the battleground where these factions clash, and the stakes are high. As a group of chariot racers in the Blue faction, you are about to take part in one of the most dangerous and thrilling events of your lives. The Nika Revolt is about to erupt, and you will be caught in the middle of it all.

The Nika Revolt!, 532AD

Objective: The overall objective of the adventure is for the players to win the chariot race at the Hippodrome and gain the admiration and respect of the people of Constantinople. But there is a Secret to uncover!
Welcome to the world of Nika Revolt RPG Adventure, where you will be transported to the heart of human history, to a time when the Byzantine Empire was on the brink of collapse.
As the players make their way to the Hippodrome for the chariot race, they can feel the tension in the air. The Blues and Greens are at each other’s throats, and violence is brewing just below the surface. The Hippodrome is a massive arena, with rows upon rows of seats stretching up toward the sky. The track itself is long and narrow, with tight turns and treacherous obstacles.
In the following pages, you will take part in an epic adventure that will test your skills, courage, and teamwork. You will race against other teams, overcome obstacles, and face off against enemies who will stop at nothing to emerge victorious. The fate of the empire hangs in the balance, and it will be up to you to decide its ultimate fate. Are you ready to make history?

The Nika Revolt

The Nika Revolt was a violent uprising that took place in Constantinople in January of 532 AD. It began as a dispute between two rival factions of chariot racing fans, the Blues and the Greens, but quickly escalated into a full-blown riot that left much of the city in ruins. The revolt was sparked by a series of political and economic grievances, including high taxes, corruption, and the persecution of certain religious groups.
The riots began at the Hippodrome, the city’s main chariot racing arena, during a race between the Blues and the Greens. The two factions began to argue and throw insults at each other, which soon turned into physical violence. The situation quickly spiraled out of control, and the rioters began to attack government buildings, including the palace and the homes of wealthy citizens.
The emperor at the time, Justinian I, was initially hesitant to take action against the rioters, fearing that he would alienate the masses and lose their support. However, as the situation grew more dire, he eventually ordered his troops to crack down on the rebels. The soldiers responded with brutal force, killing thousands of people and burning much of the city to the ground.
Despite the heavy-handed response, the Nika Revolt had a lasting impact on Constantinople and the Byzantine Empire as a whole. It led to widespread social and political changes, including the abolition of the Blues and the Greens, the reconstruction of many of the city’s buildings and infrastructure, and a renewed emphasis on law and order.Overall, the Nika Revolt was a tragic and tumultuous event in the history of Constantinople, but it also represented a turning point in the city’s evolution and helped to shape its future as a cultural and political center of the Byzantine Empire.
Overall, the Nika Revolt was a tragic and tumultuous event in the history of Constantinople, but it also represented a turning point in the city’s evolution and helped to shape its future as a cultural and political center of the Byzantine Empire.

ADVENTURE!

Card 1: The Hippodrome Chariot Race (Aim 12)

Location: Hippodrome

The players find themselves in the Hippodrome, preparing to engage in a fierce chariot race against rival factions. The crowds are rowdy, and the tension is high as the players must navigate a treacherous track filled with obstacles and dirty tactics from other teams. Rules are simple. Be the first to complete 10 laps and stay alive!

Obstacle 1: The Pillars

Large pillars placed strategically around the track will slow down or even stop the chariots, forcing the riders to navigate carefully around them. The difficulty rating for each pillar varies, with small pillars rated Pie (+3) and larger pillars rated Tricky (-3). There are three other teams the Players must contend with. They will use any dirty trick in the book to win.
NPCs: Green Team 4, Red Team 4, White Team 4. Hearts (ea): 1 DMG: 1D6 (Improvised Weapons)

Obstacle 2: Tight Corners

The tight corners along the track require careful navigation and quick reflexes, or else the players could crash or lose momentum. Each Corner is assigned a difficulty rating, with easier corners rated Pie (+3) and sharp turns rated Tricky (-3)
Corner 1=Pie, Corner 2=Tricky, Corner 3=Tricky, Corner 4=Pie.

Card 2: No Time To Celebrate! (AIM 11)

Location: Hippodrome & Streets

There is no time to celebrate! After the intense chariot race, the players must quickly escape the Hippodrome and evade the angry rebels who are searching for anyone associated with the Blues or the government.

Obstacle 1: Angry Rebels

As the players make their way out of the Hippodrome, they see angry rebels roaming the streets, shouting and brandishing improvised weapons. The rebels are a dangerous and unpredictable obstacle that the players must navigate around or risk being attacked
NPCs: Rebels, 10 – Hearts 1ea- DMG: 1D6 (Improvised Weapons)

Obstacle 2: The Maze-like Streets

The winding and narrow streets of the city provide a maze-like challenge for the players as they try to escape. Some streets are dead ends, while others lead to dangerous encounters with rebels or other obstacles.
Roll 1D6. Then roll that number of encounters from the Random Encounter Table for this card. Each intersection the lead character must make a INT Check at Tricky or they end up back at the Hippodrome.

Card 3: Rioting on the Streets (Aim 12)

Location: Constantinople Streets

The players find themselves caught up in the chaos of the Nika Revolt, with riots and violence erupting on the streets of Constantinople. They must navigate through the dangerous streets, avoiding hazards and confrontations with armed patrols.

Obstacle 1: Angry Mob

The angry mob is volatile and the players must avoid or risk being attacked. The mob is looking for anyone associated with the ruling faction or government, and the players need to stay out of sight to avoid being targeted.
Roll 3D4, that is the number of streets they must cross without being mobbed. Each intersection Roll a D20. A 18,19 or 20 triggers the mob and in a frenzy, they attack the players causing 2D6 DMG to each PC before rampaging off.

Obstacle 2: Dangerous Streets

The streets of Constantinople are treacherous during the revolt, with debris and rubble, fires, and trash scattered everywhere. The players must pick their way carefully through the obstacles, avoiding hazards such as overturned carts, broken pavement, and sharp objects.
Roll 3D4 and that is the number of streets until the PC’s reach Taverna Arkadia. Each intersection Rolls on the Random Encounter table for this card.

Card 4: Taverna Arkadia (Aim 10)

Location: Taverna Arkadia

“You Made it!” the barkeep says in a shocked and surprised tone and hands out much-needed wine to all the PCs. As the players enjoy the warmth and hospitality of Taverna Arkadia, and lick their wounds, they hear whispers of danger and intrigue lurking in the shadows. The tavern is a hotbed of activity, with patrons of all walks of life coming and going, some more dangerous than others. Rumors abound!

Obstacle 1: The Pickpocket

Sly and cunning pickpocket lurks in the shadows, ready to strike at any unsuspecting victim. The players must stay vigilant and keep a watchful eye on their possessions or risk losing them to these wily thieves
Roll INT Check at Tricky (-3) Or lose 1 random item from their loot. Or GM’s choice. :) If they pass, they catch the Fat Pickpocketer in the act.

Obstacle 2: The Drunken Brawler

(Triggered when the fat pickpocket is caught.) A loud and unruly patron has had too much to drink and is causing a scene. He is picking fights with other patrons and threatening violence, making the players’ stay at the tavern much less enjoyable. This is a cover for the Pickpocket to get away.
NPCs: Drunken Brawler – Hearts: 3 – DMG: 1D4 (fists)

Location: Night Outside Taverna Arkadia (Aim 13)

Outside Taverna Arkadia and the Streets.

When the brawl is over the PCs are greeted by an envoy of Emperor Justinian. His cousin has been taken hostage by the Greens. They must rescue him from their clutches and they will be rewarded handsomely. He points them toward the harbor the departs before the mob arrives!

Obstacle 1: Giant Mob!

The Mob is twice as big as the first one. And 3 blocks away. The PC’s have little choice but to run toward the dock. Luckily they have a head start!
Roll 2D4 and that is how many intersections they must cross to lose the Mob. But it’s dark now! At each intersection, the PC’s all roll AGL checks. If they fail they fall and the mob gets one street closer to them. If caught the Mob kills them.

Obstacle 2: Rotten Bridge

Losing the Mob only leads the Heroes to one option. Cross the rotten bridge to reach the green’s Hideout. The bridge is only strong enough for one person at a time. If it collapses the Heroes will be trapped and the Mob will have its way with them.
Roll 1D4 and that is how many turns the players have to cross the rotten bridge before the Mob arrives. If a 4 is rolled the bridge starts to fall apart after the first player crosses and the players only have 2 turns to cross. If they fall they are washed down the river to the harbor and have to start this card over, avoiding the Mob.

Card 6: The Greens' Hideout (Aim 12)

Location: Greens' Hideout

The Heroes have been tasked with rescuing the emperor’s cousin from the clutches of the Greens, a dangerous and unpredictable faction. The Greens’ hideout is a maze of narrow corridors, hidden rooms, and deadly traps. The players must navigate this labyrinth and fight their way past the Greens’ guards and traps to confront the faction’s leader and retrieve the hostage. Good luck!

Obstacle 1: The Traps!

The Greens have set up several traps within their hideout, including spiked pits, tripwires that collapse the ceilings. The players will need to use caution and their wits to avoid these hazards, or risk being injured or worse. It’s a maze!
Roll 2D4 and that is how many corners, staircases or doors that must be opened the before running into the BOSS. Roll a D20 for each area,15-20 the area the Heros are in is trapped. – Trap: Spiked Pit, DMG: 1D6 – Trap: Tripwire Ceiling, DMG 1D12 –

Obstacle 5: The Boss, Demetrios

The leader of the Greens, a cunning and ruthless man named Demetrios. He is holding the emperor’s cousin hostage and demands a ransom in exchange for his release. 300 gold! The players will need to defeat Demetrios and his bodyguards in order to rescue the hostage.
Demetrios and his Bodyguards -DMG 1D6ea – Hearts: Demetrios 3, Bodygaurds 1ea.

Card 7: Justinian's Cousin Rescued (Aim 11)

Location: Greens' Hideout

With Demetrios defeated and the Greens’ hideout cleared, the Heroes successfully rescue the emperor’s cousin. He is let out of his makeshift dungeon, a little dirty, but curiously unhurt. He demands to be taken to the emperor at once before the players get too curious.

Obstacle 1: The Escape

As the players make their way out of the Greens’ hideout with the rescued hostage, they are pursued by angry Guard Dogs! The players will need to fight their way out or find a clever way to evade their hungry pursuers!
Enemy: Guard Dogs (3) – DMG 1D4 (Bite) – Hearts 1ea –

Obstacle 2: The Watchtower

Escaping the Hideout the Heroes and the Emperors Cousin are fired upon by the drunken watchtower archer. He’s a pretty good shot, sober!
Enemy: Drunken Archer,DMG 1d6 -Hearts: 2 – All rolls, including DMG are -3

Card 8: Uncovering the Conspiracy (Aim 10)

Location: The Imperial Palace

Justinian Himself thanks and rewards each Hero 10 Gold! Then asks them to join the lavish feast! As the players enjoy the lavish banquet held in their honor, they hear whispers of a conspiracy brewing in the shadows. The rival faction that the Greens have been conspiring with is still at large, and the players must uncover their identity and put a stop to their treacherous plans before it’s too late.

Obstacle 1: The Secret Meetings

Environmental Challenge, Noisy Room: Tricky (-3 to all rolls) CHR – If a PC succeeds they find out the Greens and Blues have a secret faction. That is what the symbol they discovered in the Green’s Hideout means. A roll of a 1-3 requires a roll on the Random Encounter table. Double agent strikes as soon as the information is discovered.
Environmental Challenge, Noisy Room: Tricky (-3 to all rolls) CHR – If a PC succeeds they find out the Greens and Blues have a secret faction. That is what the symbol they discovered in the Green’s Hideout means. A roll of a 1 prevents any information to gathered and the Double Agent Strikes. Otherwise the Double agent strikes as soon as the information is discovered.

Obstacle 2: The Double Agents

The Green faction has planted double agent within Justinian’s court, who is feeding them valuable information and sabotaging the emperor’s efforts to maintain his hold on power. The players must neutralize these double agent before they can do any more harm. Kill the traitor!
Double Agent: DMG 1D8 (Poisoned Dagger) – 2 Hearts –

UNIQUE RULES

Card 6 Unique Rule: The Clue

As the players search the hideout for the emperor’s cousin, they come across a strange symbol etched into the wall. It is a stylized “N” surrounded by a wreath, the symbol of the Blues and the Greens. Upon closer inspection, they notice that the symbol has been scratched out and replaced with a new symbol, that of the Blues alone. This clue hints at a possible connection between the Greens and a rival faction and sets up the players’ next goal of investigating this mystery.

Card 7 Unique Rules

The Random Table is loot the PC find if they search the hideout. Roll 1D4/2 and that is how many times each surviving PC can roll on the table. (MIN 1)

Card 8: Uncovering the Conspiracy

The Traitor IS Justinian’s Cousin! This is the information the PC’s get before the Double Agent attacks. When that encounter is over, Justinian immediately arrests and executes his cousin for treason! – Reward: Upon successfully uncovering the identity of the rival faction and putting a stop to their plans, Justinian rewards the PC’s with a significant sum of gold 2D10 and other treasures, GM’s choice, as well as their commission into the Byzentine Army as Centurions! The players have proven themselves to be loyal defenders of the empire and are called upon to defend the palace to the death from the Mob! Allow each Player to describe their “Freeze Frame” action and salute all those who survived!