Good detective adventure...

Frostmarrow said:
I just went through all the divination spells in the SRD and I don't think any of them are game breaking (except maybe Detect Evil).

I think detect evil is also overrated as a mystery-breaking spell. In a plausible society, a fair proportion of the population is evil in spirit but not actually up to anything, and many illegal and wrongful deeds are committed by good people who are simply misguided.
 

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I actually do think that complex plots are good for D&D mysteries, as they allow divination spells to be useful without being game-breaking. Here's the plot with which I began my current game:

The city of Manzikert has many noble families. One of them, the Pekkali, are very wealthy and powerful, headed by a brilliant old widower; another, the Goshraki, are impoverished and in a downward spiral, headed by a middle-aged dowager.

The dowager hires a team of sneaky criminals to infiltrate the Pekkali household, poison and charm the widower, and make him become infatuated with the dowager. Her plan is to woo and marry him, so that when he dies she'll inherit his household.

Unfortunately, a gnome who works in a local bath-house realizes that something is amiss with the widower (a regular patron), and, being a professional blackmailer, puts together enough evidence that he's able to confront the dowager and demand hush-money.

The dowager pays up, giving the gnome an expensive piece of jewelry that the widower had given her (a piece that had once belonged to his departed wife); she then tells her hired goons about the blackmail, and they murder the gnome.

The PCs are in the bathhouse when the murder occurs, and find the piece of jewelry on him, a piece that can be traced back to the Pekkali household....

The basic idea with this plot was to start them off with something small and inexplicable that they could trace through larger and larger circles until they realized that they were dealing with plots at the highest levels of power within the city. They were first-level, so divinations weren't available; even if they had been, however, it would be hard to ask the questions that would cut through the mystery. "Who murdered the gnome?" would direct them toward one of the goons -- or, if you want, toward someone that the goons themselves hired. "Why was the gnome murdered?" would tell them that he was murdered to keep his secrets quiet.

Hmm...a scenario like this would have a real problem with Speak with Dead, I'm realizing. YOu can mess with it, though, to minimize this problem: perhaps the goons, knowing that the spell is available, will incinerate his body after killing him.

Speaker in Dreams does work as a mystery, although IMO it requires a fair amount of work to make it coherent. I started a thread about modifications to Speaker in Dreams; you can check here for one set of ideas on how to change it.

Daniel

Daniel
 


Three factions.

I think that's probably the biggest help; three factions (none of whom have the PC's best interests in mind) who each have agendas of their own, agendas which conflict with one another (and somehow bring the PCs into it all).
 

Witchfire trilogy

Haven't played them yet, only read through them, but they sound like they might fit your bill. The first two are set up for lower levels, but I bet that can be tweaked with a little modification. And you actually can place the adventure into every capaign world, if you only leave out the guns for some :)
 


Dr_Rictus said:


I think detect evil is also overrated as a mystery-breaking spell. In a plausible society, a fair proportion of the population is evil in spirit but not actually up to anything, and many illegal and wrongful deeds are committed by good people who are simply misguided.

If it's a murder mystery the murderer is sure to be evil (simply because a misguided murderer is boring). If the paladin uses his ability in a room full of suspects he will narrow the field considerably merely by concentrating. It's no fun.

For example, the paladin checks who of the twelve suspects are evil and it turns out there are three of them. In the next round the paladin argues that his mission in life is to destroy evil and commences smiting them. It's no good.

Here's how I would handle it. The unknown murder is clearly evil and none of the rest are. However, three of the other (good) guys uses sequester or nondetection to protect their integrity. The paladin notices this and is effectively stuped. Will he provoke the evil guy or concentrate on exposing the sneaky ones?
 

And what about something like two split personalities? A murederer is a person who has one good (or neutral) personality and second evil. The evil side is only manifested in certain circumstances.

Or maybe NPC had a twin brother who died at childbirth, but his evil soul lives inside NPC and sometimes forces him to do some evil acts - a murder or something...

What do you thing?

Regards
 
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Eristophenes said:
And what about something like two split personalities? A murederer is a person who has one good (or neutral) personality and second evil. The evil side is only manifested in certain circumstances.

Or maybe NPC had a twin brother who died at childbirth, but his evil soul lives inside NPC and sometimes forces him to do some evil acts - a murder or something...

What do you thing?

Regards

Not bad. Except that evil twins is a big no-no in mystery writing. :rolleyes:

From http://gaslight.mtroyal.ab.ca/vandine.htm

20. And (to give my Credo an even score of items) I herewith list a few of the devices which no self-respecting detective story writer will now avail himself of. They have been employed too often, and are familiar to all true lovers of literary crime. To use them is a confession of the author's ineptitude and lack of originality. (a) Determining the identity of the culprit by comparing the butt of a cigarette left at the scene of the crime with the brand smoked by a suspect. (b) The bogus spiritualistic se'ance to frighten the culprit into giving himself away. (c) Forged fingerprints. (d) The dummy-figure alibi. (e) The dog that does not bark and thereby reveals the fact that the intruder is familiar. (f)The final pinning of the crime on a twin, or a relative who looks exactly like the suspected, but innocent, person. (g) The hypodermic syringe and the knockout drops. (h) The commission of the murder in a locked room after the police have actually broken in. (i) The word association test for guilt. (j) The cipher, or code letter, which is eventually unraveled by the sleuth.

Emphasis mine.
 

Frostmarrow - But I didn' have in mind "standard" twin - only his spirit "living" in his brothers mind - something like second personality, but more wicked...
 

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