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How Do I Make This Interesting?
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<blockquote data-quote="Kyrail" data-source="post: 3496035" data-attributes="member: 19494"><p>[Craig, Pati, Meagan, Jeff and Joe, I have no idea if you read these boards but if you do, shoo. You might play this one day, maybe. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> ]</p><p></p><p></p><p></p><p>I'm working on a section in my FR campaign right now that involves the PCs ferreting out a group of cultists in Highmoon without any outside help. The cultists aren't very low profile, they're just not appearing as cultists but worshipers of Denier. They'll have a prisoner to interrogate then they're to set out of Archendale to Highmoon to find the cultists, but Archendale doesn't want Highmoon knowing its sending agents into their towns to dispense Archendale justice, hence the secrecy. </p><p></p><p>Now the PCs know they're in the city somewhere, but how do I make it interesting and entertaining to actually find them? Especially since they can't work with the authorities so they don't have anyone directing them where to go. I'm looking for more than tracking them down and killing them in this situation, with some small combat encounters thrown in, then leading up to them finding the Cultist compound outside of the city, and adventure hooks leading to the next adventure. But that part I got figured out. </p><p></p><p>I'm just having trouble thinking of interesting ideas. And I've noticed urban adventures have tenancy to bog down since they're so free form. I also want a way to make the secrecy angle more interesting since they're going to be good/neutral but having to be low profile with the Highmoon guard.</p><p></p><p>If you have some story hour posts that are similar to this I'd love to read those for ideas <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Kyrail, post: 3496035, member: 19494"] [Craig, Pati, Meagan, Jeff and Joe, I have no idea if you read these boards but if you do, shoo. You might play this one day, maybe. :p ] I'm working on a section in my FR campaign right now that involves the PCs ferreting out a group of cultists in Highmoon without any outside help. The cultists aren't very low profile, they're just not appearing as cultists but worshipers of Denier. They'll have a prisoner to interrogate then they're to set out of Archendale to Highmoon to find the cultists, but Archendale doesn't want Highmoon knowing its sending agents into their towns to dispense Archendale justice, hence the secrecy. Now the PCs know they're in the city somewhere, but how do I make it interesting and entertaining to actually find them? Especially since they can't work with the authorities so they don't have anyone directing them where to go. I'm looking for more than tracking them down and killing them in this situation, with some small combat encounters thrown in, then leading up to them finding the Cultist compound outside of the city, and adventure hooks leading to the next adventure. But that part I got figured out. I'm just having trouble thinking of interesting ideas. And I've noticed urban adventures have tenancy to bog down since they're so free form. I also want a way to make the secrecy angle more interesting since they're going to be good/neutral but having to be low profile with the Highmoon guard. If you have some story hour posts that are similar to this I'd love to read those for ideas :D [/QUOTE]
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