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Alternatives to the letter at the end of the adventure?
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<blockquote data-quote="Skallgrim" data-source="post: 4860261" data-attributes="member: 79271"><p>Well, first, depending on what game world you play in, there might be a God of fate, chance, coincidence, or necessity (like Avandra). Given the existence of such a being, it isn't implausible that <em>random chance</em> leads the characters from one adventure to another. </p><p></p><p>The "item" they discover leads them to an innocuous errand (we return this to the owner, or we sell this to a collector, or we pawn this to a fence). Going on this errand, which has sod-all to do with either adventure, leads them to encounter more enemies, who are connected to the first group. </p><p></p><p>If someone happens to comment on the implausibility of it (particularly if you have a priest of Avandra in the group), you might just comment, "Yes, that does seem to be highly coincidental. Almost as if it were fated, hmmm?"</p><p></p><p></p><p>Other suggestions would include "real world" types of connections. </p><p></p><p>For example, if group A captures slaves for group B, you might actually have invoices, or records of payment, or even coins in the slaver's pockets, minted from another realm, and not the local coinage.</p><p></p><p>You might have someone who was trying to follow the organization happen upon the party inside their lair (with the possibility for a confused identity fight). Afterwards, the party realizes that this guy has already tracked the group from somewhere else to here, so he has information about members of the group in other areas.</p><p></p><p>If the group uses a distinctive m.o., or has a distinctive tattoo, brand, or symbol, the party might simply hear about it at a later date (Town Cryer: "Another foul murder! Twin Blades drawn in the blood of the innocent! Town guards mystified!"). This works really nicely if the party <em>thinks</em> they have solved the problem, especially if you give them some other adventure in the meantime.</p><p></p><p>Perhaps the group members use a particular form of communication. You might find homing pigeons in the lair, and release them to follow them to another circle of the group (or a portal, or a single sending stone, etc.). The other members of the group might even try to contact the slain group, not realizing what has happened ("The stone suddenly makes noises in Giant! The dwarf recognizes the speaker as a duergar.").</p><p></p><p>Perhaps the leader of the local group has some sort of ritual cast upon him, either to contact others in the organization upon his death, or even to put a mystical mark on his slayer. The party has NO way of tracing the group, but they don't need to, as the group will seek them out, either for revenge, or to eliminate a threat...</p></blockquote><p></p>
[QUOTE="Skallgrim, post: 4860261, member: 79271"] Well, first, depending on what game world you play in, there might be a God of fate, chance, coincidence, or necessity (like Avandra). Given the existence of such a being, it isn't implausible that [I]random chance[/I] leads the characters from one adventure to another. The "item" they discover leads them to an innocuous errand (we return this to the owner, or we sell this to a collector, or we pawn this to a fence). Going on this errand, which has sod-all to do with either adventure, leads them to encounter more enemies, who are connected to the first group. If someone happens to comment on the implausibility of it (particularly if you have a priest of Avandra in the group), you might just comment, "Yes, that does seem to be highly coincidental. Almost as if it were fated, hmmm?" Other suggestions would include "real world" types of connections. For example, if group A captures slaves for group B, you might actually have invoices, or records of payment, or even coins in the slaver's pockets, minted from another realm, and not the local coinage. You might have someone who was trying to follow the organization happen upon the party inside their lair (with the possibility for a confused identity fight). Afterwards, the party realizes that this guy has already tracked the group from somewhere else to here, so he has information about members of the group in other areas. If the group uses a distinctive m.o., or has a distinctive tattoo, brand, or symbol, the party might simply hear about it at a later date (Town Cryer: "Another foul murder! Twin Blades drawn in the blood of the innocent! Town guards mystified!"). This works really nicely if the party [I]thinks[/I] they have solved the problem, especially if you give them some other adventure in the meantime. Perhaps the group members use a particular form of communication. You might find homing pigeons in the lair, and release them to follow them to another circle of the group (or a portal, or a single sending stone, etc.). The other members of the group might even try to contact the slain group, not realizing what has happened ("The stone suddenly makes noises in Giant! The dwarf recognizes the speaker as a duergar."). Perhaps the leader of the local group has some sort of ritual cast upon him, either to contact others in the organization upon his death, or even to put a mystical mark on his slayer. The party has NO way of tracing the group, but they don't need to, as the group will seek them out, either for revenge, or to eliminate a threat... [/QUOTE]
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