DeadlyUematsu
Explorer
I third The Prince of Redhand. I think the setup can be adapted to scenarios of your own creation as well.
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.
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.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)
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.![]()
Cut off the head and take it with you -- that makes the spells used to raise them a lot harder to come by.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.
With a little stat-block reverse engineering, you could scale it down to 13th level.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.