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Help me create a locked room whodunit adventure!!!!
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<blockquote data-quote="Oofta" data-source="post: 7077839" data-attributes="member: 6801845"><p>Instead of a force wall preventing escape, all the residents have been magically "branded" before the investigation starts. The authorities can use the brand to track down people, and you will be assumed guilty if you try to leave. Whether or not there really is a magic brand is kind of irrelevant, what's important is that the residents believe there is one.</p><p></p><p>The house is warded against teleportation (permanent Forbiddance from long ago) so no one could have popped in and out.</p><p></p><p>There are magical glyphs of warding that go off if various spells such as gaseous form or ethereal travel are used. There are similar glyphs at points of entry from the outside. They did not go off.</p><p></p><p>These protections were added some time ago when several prominent individuals were murdered in a similar fashion many years ago. Possibly by the rogue's grandfather.</p><p></p><p>One of the issues with a locked room mystery in D&D is the abundance of ways to get into a room (such as misty stepping through a keyhole) so you need to address those first.</p><p></p><p>Did the antagonist have a way of bypassing the glyphs? Knew about them ahead of time and replaced them after setting them off?</p><p></p><p>Some of this depends of course how much magic there is in your world. My campaign is fairly high magic so it's pretty typical to have countermeasures for a lot of this stuff.</p><p></p><p>I may add more later.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7077839, member: 6801845"] Instead of a force wall preventing escape, all the residents have been magically "branded" before the investigation starts. The authorities can use the brand to track down people, and you will be assumed guilty if you try to leave. Whether or not there really is a magic brand is kind of irrelevant, what's important is that the residents believe there is one. The house is warded against teleportation (permanent Forbiddance from long ago) so no one could have popped in and out. There are magical glyphs of warding that go off if various spells such as gaseous form or ethereal travel are used. There are similar glyphs at points of entry from the outside. They did not go off. These protections were added some time ago when several prominent individuals were murdered in a similar fashion many years ago. Possibly by the rogue's grandfather. One of the issues with a locked room mystery in D&D is the abundance of ways to get into a room (such as misty stepping through a keyhole) so you need to address those first. Did the antagonist have a way of bypassing the glyphs? Knew about them ahead of time and replaced them after setting them off? Some of this depends of course how much magic there is in your world. My campaign is fairly high magic so it's pretty typical to have countermeasures for a lot of this stuff. I may add more later. [/QUOTE]
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