Suggestions for Role Play Module


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shilsen said:
What level are you talking of? I'd argue that mystery/intrigue works fine at all levels. All you need are the antagonists to be smart enough to account for the existence of magic, which - since they live in a world full of magic - they really should be.

the OP put 13th which is plenty high enough to use magical forces to solve much intrique (ie someone has been killed, well lets raise them then!!) & ruin much mystery.

At this level, diplomacey and fates of nations work very well as settings without resort to hack n slash. (stuff like the old companion level stuff from OD&D)
 

JRR_Talking said:
the OP put 13th which is plenty high enough to use magical forces to solve much intrique (ie someone has been killed, well lets raise them then!!) & ruin much mystery.

At this level, diplomacey and fates of nations work very well as settings without resort to hack n slash. (stuff like the old companion level stuff from OD&D)
Oops - I missed the mention of 13th level. Of course, if the enemies are close to that level, they can easily make raising someone impossible, kill someone and take the body and make it impossible to find, set someone else up to take the fall, etc. We've had some nice threads on ENWorld over the years about how to handle intrigue and mystery at high levels. It's really not at all difficult with a little creative thinking.

Anyway, I should quit threadjacking now :)
 

It's a classic, and prolly not suited to high-level play due to the divinations that high-level pcs can toss around, but L2, the Assassin's Knot, is a really good one, too. :)
 

the Jester said:
One of the adventures in the Age of Worms is largely roleplaying based. You'd have to alter it considerably in order to work it into your campaign, but I really liked it. Can't recall the title off hand, unfortunately. :heh:

You refer to the Prince of Redhand, in Dungeon #131 (February 2006).

And yes, the module is mostly roleplaying, as written. (The PCs may have other ideas of course). It "works" in terms of the plot in the AP. It would require significant modification to work as a standalone or non-AP module, but it does serve as an interesting model to tweak and use for inspiration.
 

Thanks for all the suggestions! I'm going to look through Redhand, Splintered Peace and Making a Name and see if I can't make one (or more of them) work.
 

JRR_Talking said:
the OP put 13th which is plenty high enough to use magical forces to solve much intrique (ie someone has been killed, well lets raise them then!!) & ruin much mystery.
Cut off the head and take it with you -- that makes the spells used to raise them a lot harder to come by.

Have the assassin come in disguise or, better yet, dominate someone to do the assassination for you, then kill the dupe. Most divination spells will only trace the murder back to the dupe.

It's very doable to have a murder mystery at level 13. As was said, the villains know all about the same magics as the players do.
 

The current issue of Dungeon magazine (#144) has an adventured called "Diplomacy" which surprisingly enough involves that method of conflict resolution. Although it's certainly possible for the negotiations to go south and end in bloodshed.

Here's the blurb:
Paizo's web site said:
Diplomacy
by Christopher Wissel
Matched against some of the most powerful, cunning, and ruthless races from across the planes in a battle of wits, it’s the PCs’ task to ensure that the wealth of ages does not fall into the wrong hands. But beware, for cunning wordplay is not the only way to win a debate. A D&D adventure for 18th-level characters.
With a little stat-block reverse engineering, you could scale it down to 13th level.
 

I'll add to the chorus for Prince of Redhand from the Age of Worms adventure path. The best "role-play" module I've ever seen. Really well done.
 

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