Ilbranteloth
Explorer
That's a good point. But if I let them roll a WIS saving throw and tell those guys who failed that "they believe the party should go and look for the noise", they instantly know it's a bad effect (because they know they missed the check).
So, I could do a hidden check (as the DM), right? But then I would have the problem that the Players have no clue to find out what's right and what's wrong.
Are there any other ways? Is it just not possible to solve this issue?
It's a very tough situation.
First off, tiny hints rarely work. You'll need a lot of them, so be prepared.
For the light you'll need to prepare some descriptions ahead of time. Most likely written. Make every single one different, because different people notice different.
I would use passive scores for all of these checks. Prepare some additional information should they ask questions. The reality is, they won't know if the lights are real or not, but most will suspect Will'o'wisps or similar situations, so I'd build a scenario where the lights are real and the illusion obscures them.
The clues are embedded within your written descriptions, and the players should then work it out between themselves. It's highly unlikely they would just let some of their party wander off, so unless you can break line of sight they will have to decide to split up on their own.
The written descriptions should be written so that each player has a sense that they are correct. If they can be trusted to keep the written page to themselves, and only talk to each other, then you can give some written instructions as well. For example, on one of the true ones and one of the false ones something that says, "do not reveal this to the others: you are very certain you are correct"
They should hopefully be more adamant in their argument, with others finding similar information on their sheets that supports it. You want to write them in a way that there will be some similarities among all of them, and then some similarities within the two groups. No two should be identical, and only the two "positive" ones should have all of the clues.
Be prepared to provide more hints, preferably in writing, although you can take people aside as well. Be careful in verbal or handwritten responses so you don't give something away. I'm assuming the goal is that they won't be able to figure it out without further investigation and picking a direction.
If you want to try to force them to split, then the two that know they are correct must be given instructions to stand their ground, in the same way that madness and ideals, bonds, etc are written. You could write one of these for every player, giving them a temporary trait to role play. For at least two of them it should be something like, "I stand my ground when I know I am right and will not be dissuaded from the best course of action".
They may find an option that doesn't require splitting up, but you want them to really discuss it. Also, if you are allowing Wisdom saves, prepare additional options with new role playing instructions, "You question some of your prior positions" or something that doesn't immediately tell them they made their saving throw and are back to normal. They should be uncertain as to whether this new information is valid.
For bards or spellcasters, work something into their description that says they will refuse or pretend to provide inspiration or magical help to people they disagree with. The others may have instructions that they support the decisions of the bard, or cleric, etc
You can also have them pre roll saving throws, or ask for something else so they don't suspect it's a saving throw.
Ideally, though, you've given them enough information that they will be discussing (in character) and not rolling dice.