Adventure/module recommendation sought: political intrigue

soulforge

First Post
Hey all,

I have been out of rp gaming for about 5 years. Just moved back home and now the gaming fires are re- lit. I'm planning to put together a mini campaign based on the riddle of steel game system In the world of grrm's a game of thrones of Westeros.

Not sure if green ronin offers any adventures but in reality I'm system neutral and am hoping for some good recommendations that involve character motivation details, and involvement. I'm open to any and all ideas that YOU think would fit easily as well. I'm just hoping to save same from what I think would be the most daunting part of getting this mini campaign going. I'm just aiming for something hihly narrative, character driven, and politically charged
 

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If you want a skeleton to build upon, you can look up the BECMI DnD game called B6: The Veiled Society. I own it and it needs a touch-up, but it involves a murder mystery and three opposing guilds run by Italian-sounding families.

If you want some other ideas, Five Nations is a 3.5E Eberron game that details the political intrigue between five rival countries.
 




Hey all,

I have been out of rp gaming for about 5 years. Just moved back home and now the gaming fires are re- lit. I'm planning to put together a mini campaign based on the riddle of steel game system In the world of grrm's a game of thrones of Westeros.

Not sure if green ronin offers any adventures but in reality I'm system neutral and am hoping for some good recommendations that involve character motivation details, and involvement. I'm open to any and all ideas that YOU think would fit easily as well. I'm just hoping to save same from what I think would be the most daunting part of getting this mini campaign going. I'm just aiming for something hihly narrative, character driven, and politically charged

If you like intrigue and Green Ronin, I'd recommend the Freeport trilogy (the adventure series that really put them on the d20 map). I've ran it twice and it's great, lots of intrigue, swashbucklerly piratey goodness combined with some dark Cthulhy mythos insanity. The module's magic level wasn't that high from what I recall until the end (the boss npcs of the third module had really expensive gear). Most of the magic came in the form of the dark forbidden kind along the lines of the forbidden dark arts type stuff than high fantasy, magic as tech stuff. The only prominent magical items of note I can recall are holy relics needed as plot devices one of the underground sites the pcs visit. There's plenty of unnatural stuff, to be sure, but more mundane nasties like obstructive bureaucrats, crazy cultists, and menacing press gangs also fit into it as well.

The only condition I'd put upon it though is that the plot largely revolves around uncovering dark secrets, and while allowing for individual choices, follows a fairly standard model of getting adventurer types involved.

Note that I'm not familiar with any of the settings you mentioned, so it may or may not fit in what you have in mind.
 

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