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General Tabletop Discussion
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Adventure/module recommendation sought: political intrigue
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<blockquote data-quote="Psychotic Jim" data-source="post: 5493270" data-attributes="member: 547"><p>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.</p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Psychotic Jim, post: 5493270, member: 547"] 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. [/QUOTE]
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