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<blockquote data-quote="Manbearcat" data-source="post: 6050036" data-attributes="member: 6696971"><p>Do both:</p><p></p><p>1 - Investigation Skill Challenge (12:6 with hard DCs). Come up with 3 clues (this is typically the best number...any more and it gets hard for the PCs to retain...any less and the coherence isn't there) for the PCs to discover and progressively follow. Successful resolution of the Skill Challenge means that the PC have uncovered the power players of the cult (perhaps a merchant guild leader, a noble/bureaucrat, a bootlegger, and a high ranking member of the Watch) and have the exact time and location of their next meeting.</p><p></p><p>2 - Infiltration Skill Challenge. I would make this one shorter and (maybe 6:3) it should probably be in an out of the way place, outside of the city walls; perhaps in the cellar of an Inn in the mountains. I've done that before. Each member can be a faction of their own and be paranoid that the other is going to kill them/silence them. Each of them agree to come "unarmed" but inevitably bring their own goons "just in case". Something that could make it exceedingly interesting is if a sudden blizzard strikes, locking all of these various factions into the inn for days...or perhaps a wing of Wyverns is picking off people when they leave the Inn such that everyone is held hostage.</p><p></p><p>3 - Epic fight with all of the factions (with them fighting amongst themselves as well) in one great common room with firepits, hanging tapestries, chandeliers, giant hearth with roaring fire, furniture, tables, windows for people to be thrown out of (only to have Wyverns viciously scoop them up for dinner), casks of liquor (ready to be spilled to create a firestorm) and the Inn potentially going up in a blaze.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6050036, member: 6696971"] Do both: 1 - Investigation Skill Challenge (12:6 with hard DCs). Come up with 3 clues (this is typically the best number...any more and it gets hard for the PCs to retain...any less and the coherence isn't there) for the PCs to discover and progressively follow. Successful resolution of the Skill Challenge means that the PC have uncovered the power players of the cult (perhaps a merchant guild leader, a noble/bureaucrat, a bootlegger, and a high ranking member of the Watch) and have the exact time and location of their next meeting. 2 - Infiltration Skill Challenge. I would make this one shorter and (maybe 6:3) it should probably be in an out of the way place, outside of the city walls; perhaps in the cellar of an Inn in the mountains. I've done that before. Each member can be a faction of their own and be paranoid that the other is going to kill them/silence them. Each of them agree to come "unarmed" but inevitably bring their own goons "just in case". Something that could make it exceedingly interesting is if a sudden blizzard strikes, locking all of these various factions into the inn for days...or perhaps a wing of Wyverns is picking off people when they leave the Inn such that everyone is held hostage. 3 - Epic fight with all of the factions (with them fighting amongst themselves as well) in one great common room with firepits, hanging tapestries, chandeliers, giant hearth with roaring fire, furniture, tables, windows for people to be thrown out of (only to have Wyverns viciously scoop them up for dinner), casks of liquor (ready to be spilled to create a firestorm) and the Inn potentially going up in a blaze. [/QUOTE]
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