Rise of the Drow from AAW Games. Could become GoT style if the GM does a LOT of work in that direction. Basically it's the Drow attacking a winter solstice mass, stealing a very important McGuffin and the PCs chasing them to get it back - and then discover in the Underdark that the Drow are launching a big war. If you get to the main Drow city there are several families that could be interacted with.
I didn't finish this campaign, though, because the first part is structured quite clearly (you could say railroading a bit but not really, it has a strong structure that allows for a lot of DM changes but goals are always very clear). Then the second part becomes an Underdark Sandbox, with lots of unrelated encounter areas (and opportunities to add some of AAW's short adventures). This is where we finally ran out of steam after playing for about a year. It's just too freeform and the Drow threat is too piecemeal to keep working as a major story engine. Third part is the Drow city and the prerequisite storming of the enemy Citadel.
Though the book has an enormous amount of material, I found myself missing info about the Drow warfare and how it progressed, how the PCs could interact with it... Yes, a DM can invent all of them by themselves but it's a enormous amount of work and frankly, my preference is to play largely within what the writer(s) imagined and adapt things from there.
Also, there's a huge bestiary but it includes creatures from SRD and from Kobold Games, as well as new creations. So it is very handy to have all this info - but some Kobold Press creatures aren't detailed in the book. So you will need the Tome of Beasts and the Creature Compendium.