Good detective adventure...

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

As I said it's not a bad idea. A spirit twin is not supernatural in D&D (as it would be in the really real world) and as such is a perfect culprit. :D

In the end it all boils down to the quality and execution of the mystery and sometimes you just have to break the rules. ;)
 
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I smell another chance to pimp my setting here! :D

A few months ago, a wizard has finished building a tower in one of the poorer neighborhoods of the city. Now the inhabitants of that neighborhood are getting apathetic and tired, and the weakest become comatose or even die.

The reason? The tower is actually a Nexus Tower that steals the people's life force and converts them to magical energies!

Of course, to turn this into a real mystery, you shouldn't make this too obvious. Throw a few red herrings at them - let them speculate about the neighborhood's water supply, or perhaps there is an evil cult worshipping a god of diseases or something. Let them chase leads until they finally make the connection to the tower...
 

But what about Detect Evil? Can this spell detect evil in case of split personalities? In my opinon it can't - when good "person' is present the other stays dormant, inactive...
 

Eristophenes said:
But what about Detect Evil? Can this spell detect evil in case of split personalities? In my opinon it can't - when good "person' is present the other stays dormant, inactive...

I agree with you. A good person with a dormant evil personality would not register as evil, imho.

In any event if the murderer has a split-personality I think it's important the characters meet both 'personalities' at some point during the investigation. If the good personlity is present at the time of the detect evil-interview the evil personality ought to be present during the dinner scene or what have you.
 

Gang:

From the SRD:

Mind Shielding

This ring is usually of fine workmanship and wrought from heavy gold. The wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment.

Caster Level: 3rd; Prerequisites: Forge Ring, nondetection; Market Price: 8,000 gp.

Throw one of those on your villain, and things just got more interesting...
 

Frostmarrow said:
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.

You are not putting enough thought into your mysteries if this is how you set it up for your paladin.

I would have the twelve suspects in the room, none of whom are guilty and at least 2 of which are evil.

Or despite your protestation such plots are boring alternately, have the murderer be LN out for justice (an avenger) on a past misdeed or CN out for simple vengeance. These characters would not have to be misguided, it might turn out that what they did was in the end for the best (the deceased was something of avillian) thus giving the PCs a moral quandry. Or it was a G aligned NPC who whilst drunk or emotionally distraught committed murder and then covered it up making a simple mystery look complex.
 

Frostmarrow said:
In the next round the paladin argues that his mission in life is to destroy evil and commences smiting them. It's no good.

Oh, and I would then have the Paladin arrested for having smitten down the Mayor. :D
 

Wicht said:


You are not putting enough thought into your mysteries if this is how you set it up for your paladin.

I would have the twelve suspects in the room, none of whom are guilty and at least 2 of which are evil.

Or despite your protestation such plots are boring alternately, have the murderer be LN out for justice (an avenger) on a past misdeed or CN out for simple vengeance. These characters would not have to be misguided, it might turn out that what they did was in the end for the best (the deceased was something of avillian) thus giving the PCs a moral quandry. Or it was a G aligned NPC who whilst drunk or emotionally distraught committed murder and then covered it up making a simple mystery look complex.

Thank you Wicht but I already know that I can make Detect Evil useless by bending my story around it. However, the spell's very existance makes it more difficult to write the kind of murder-mystery I would like to run. I want my murderer to be a character of absolute evil because it makes more sense, is more gothic and quite frankly more interesting than anything else. If the murderer turns out to be anything less than an sly, selfish, and evil person it's not worth the trouble. Moreover if a LN NPC commits homicide doesn't that turn him evil?

Anyhow, I've written a first draft synopsis and you can have a look at how I dealt with detect evil:

Background

An egoistical wizard (Ego) in an arcane academy has invented a new spell. One of his colleagues, a curious wizard (Cur) found out about this new spell and stole a copy (on scroll). Cur decided to share his findings with another wizard but not until he had made a copy for himself. The wizard who got the scroll handed to him (Gnu) is of a political branch at the academy whom feels strongly that all findings should be shared in between the members. Gnu decides to confront Ego and ask why he tries to keep things secret and tells the Ego that he will take the case before the ruling circle of wizards.

The Crimes

Ego realizes that if Gnu takes his scroll before the ruling circle his spell will become available to all. The spell is not such a big deal apart from coming with the [evil]-descriptor, Ego's motive is protectionism. Ego decides to kill Gnu. He uses knock to enter Gnu's quarters and kills him in his sleep by the use of Gnu's own staff. (Coup de grace). He leaves under the protection of invisibility. Most wizards sleep at night, for eight hours no less.

In the morning Gnu is found dead. Since no magic was used to kill Gnu most wizards suspect the murderer being one of the servants. They use various magics to expose the murder. By the use of speak with dead the wizards learn nothing since the victim was not aware of the attack that killed him. The wizards don't use commune since that is a divine spell (and as such frowned upon by the wizards.)

Cur is scared stiff by the murder on Gnu. Not that he suspects Ego but because Cur and Gnu has been more than condecending towards the "magically challenged servants". Cur fear that he might be killed too. He reports his fears to the ruling circle.

Ego becomes aware that Cur is talking to the ruling circle and fears that he might mention Ego's new spell. After making sure that Cur didn't tell the circle something along those lines he decides to kill Cur anyway, just to be sure. Ego knows that his spell has [evil] as a descriptor and that the business with Gnu and the new spell might incriminate him. After all, the wizards aren't stupid.

The spooked Cur casts a ward on his door as he is afraid the servants might break in and kill him. Ego uses scrolls stolen from Gnu in order to by pass the ward, enter and leave. (Dispel magic, knock, invisibility). He enters Curs room and kills him with a heavy candle holder. Ego takes the candle holder with him and hides it.

Development

The next day the characters arrive and are being told that they can stay only if they don't interfere with the current investigations going on regarding the recent killings. The characters are assigned seperate rooms. Ego is content at this point as he has made sure no one will learn about his new spell.

The players can find the following evidence:

* Gnu's staff has blood on it.
* Several scrolls are missing from Gnu's bookshelf: one dispel magic, one knock, one invisiblity and the new secret spell. Gnu kept a ledger of all spells in his bookshelf. No one has heard of the new secret spell.
* A candle holder is missing from Cur's room.
* The doors of both victim's quarters are unlocked. (Most wizards lock their doors but arcane lock is rarely used since spell slots are better used elsewhere, and besides won't protect them against knock anyway.)
* The servants claim innocence.

If the characters investigate, Ego becomes nervous and first tries to scare them off (by the use of magic of some kind) and then he tries to kill one of the characters. If that doesn't work he is prepared to murder the lot of them. He won't use political means to have the characters removed since this might incriminate him. However, some other wizard is more than likely to do this anyway.

Divinations and other spells:

* The higher ranking wizards belonging to the academy are likely not at the academy. They are out adventuring since that is the best way of earning XP enough to research spells and crafting items.
* The deceased are not aware who killed them.
* There are no divine spellcasters in the academy. Character's with the ability to cast divine spells are not just discouraged from using them (they interfere with the purity of the weave, or whatever) but moreover the wizards will never accept divine spells as proof since they don't trust the gods and are somewhat jealous of divine power.
* All spells work as normal on the academy. Divination is likely to tell the players "the murderer is an arcane spellcaster protecting what is his".
* Ego is the only person in the entire academy (including servants) that registers as evil. Ego does not protect himself. However, several other wizards have cast nondetection (or even sequester or mind blank) to protect their integrity.

As you can see, Wicht, I have kept DE useful.
 

Eristophenes said:
Sounds good (Deadwood I mean...) but there is one "BUT" ;)

I'd rather have a city adventure... It's quite cruicial to my current campany...

Regards

Simply fixed. Instead of retreating to a secluded mountain village, the paladin in question instead takes up residence in a moderately xenophopic town! ;) The rest should play like clockwork... ;) Please note that there are lots of "optional" scenarios presented in the adventure as is, so you should be able to manipulate it to your uses with minor effort. ;)

Good luck and let me know if you have any questions - I would be more than happy to assist! :)
 

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