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pemerton I like that "it's the journey and not the destination" philosophy toward game design. In a way GUMSHOE embraces that with its idea that the players always get the clues necessary to solve the mystery.
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AbdulAlhazred It's rare to see a really deadly or dangerous skill challenge, but I like the idea. As I mentioned, I'm working on a series of investigative skill challenges and I'd like to differentiate them thematically and mechanically a little. Having very dramatic failure consequences is one way I can differentiate them thematically. Mechanically is going to be a bit trickier...
The idea behind the series of investigations is that each would fit into one night's game session (as my players tend to forget details), and would provide one meta-clue about the Wild Hunt which helps the PCs track down and understand the Hunt.
I think the next one I'll tackle is
Black Rose Manor.
[sblock=Black Rose Manor]A noblewoman who lost her husband to the Wild Hunt years ago has used Vistani magic to free him, but her now amnesiac husband is not the same person he once was, will turn to dust when the Wild Hunt leaves the world at winter's end, and seems to draw Peryton flocks to the manor. The villagers are agitating that something be done, and if PCs can't resolve the situation the villagers will mob the manor.
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Probably 4-5 core clues, divided among the noblewoman, her husband, the Vistani, and an old battlefield. The secret is going to be that her husband was originally taken by the Wild Hunt for doing something really evil during wartime.