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What is the best 4e political adventure?
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<blockquote data-quote="RangerWickett" data-source="post: 5113098" data-attributes="member: 63"><p>If you're looking for politics, the first adventure in WotBS has a city fall under siege, and the PCs are responsible for getting out of the place with crucial military information. The challenge lies in evading other forces who want the same information, getting help to get out of the city, and then pulling off the escape without being caught by the enemy army. Could work for you if you don't mind invading a city.</p><p></p><p>Part 3 takes place in a town full of refugees as the place tries to cope with the influx, and defend against the villains who want to crush them. Probably not going to fit a typical pre-existing fantasy city.</p><p></p><p>Adventure 4 sees the PCs going to a nation's capital to try to enlist their help against the villains. The villains have sent an emissary, and the king is more inclined to listen to the emissary. But some of the nobles in other parts of the nation are on your side, so you can go team up with one of them. The action does not stay in one city, though I suppose you could, with a bit of tweaking, just make them different factions in the same city, and replace the "big military clash" at the end with a smaller clash in the streets.</p><p></p><p>Part 5 is set at a monastery with a small town beneath it. Part 6 is, well, a dungeon crawl (castle where everyone was killed and reanimated by a necromantic firestorm; you have to get in and rescue the one guy who survived). Part 7 is a wilderness adventure to find a ruined city where some key magic is hidden. Part 8 is a military event.</p><p></p><p>Adventure 9 returns to the city in the first adventure, in order to break the siege. I love the adventure, but there are some campaign-specific elements you might have to reskin (certain type of monsters -- dream critters -- show up in droves).</p><p></p><p>10, 11, and 12 don't have major city components.</p><p></p><p>Oh, and there's the fact that they've only converted up to adventure 5 for 4e.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5113098, member: 63"] If you're looking for politics, the first adventure in WotBS has a city fall under siege, and the PCs are responsible for getting out of the place with crucial military information. The challenge lies in evading other forces who want the same information, getting help to get out of the city, and then pulling off the escape without being caught by the enemy army. Could work for you if you don't mind invading a city. Part 3 takes place in a town full of refugees as the place tries to cope with the influx, and defend against the villains who want to crush them. Probably not going to fit a typical pre-existing fantasy city. Adventure 4 sees the PCs going to a nation's capital to try to enlist their help against the villains. The villains have sent an emissary, and the king is more inclined to listen to the emissary. But some of the nobles in other parts of the nation are on your side, so you can go team up with one of them. The action does not stay in one city, though I suppose you could, with a bit of tweaking, just make them different factions in the same city, and replace the "big military clash" at the end with a smaller clash in the streets. Part 5 is set at a monastery with a small town beneath it. Part 6 is, well, a dungeon crawl (castle where everyone was killed and reanimated by a necromantic firestorm; you have to get in and rescue the one guy who survived). Part 7 is a wilderness adventure to find a ruined city where some key magic is hidden. Part 8 is a military event. Adventure 9 returns to the city in the first adventure, in order to break the siege. I love the adventure, but there are some campaign-specific elements you might have to reskin (certain type of monsters -- dream critters -- show up in droves). 10, 11, and 12 don't have major city components. Oh, and there's the fact that they've only converted up to adventure 5 for 4e. [/QUOTE]
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What is the best 4e political adventure?
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