Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
How do I make a challenging investigation for a high level cleric?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Tony Vargas" data-source="post: 6744857" data-attributes="member: 996"><p>You could use several possible approaches.</p><p></p><p>You could rule that any spell which might screw up your game simply fails, with or without some convenient reason. Simple, effective, doesn't require knowing the spells in advance. You can make figuring out why the spell failed part of the mystery. Magical McGuffins can work for that.</p><p></p><p>Or, you could thoroughly familiarize yourself with the cleric spell list and plan counters for each spell he might use. Counters that don't simply block the spell, but keep the mystery going or deepen it or allow it to unfold that the desired pace. D&D has had such things as amulets of non-detections and warded rooms and even lead sheeting to mess with such things. And the quarry can always cleverly abuse magic or preparation, as well. He could use an illusion (or just clever set dressing and a deception check) to make the area he's in appear like a very dangerous area familiar to the PCs. The PCs scry him, recognize the surroundings and waste a lot of time/effort/hps searching it.</p><p></p><p>You could make the 'mystery' a minor part of the adventure with interaction and combat taking up the slack.</p><p></p><p>You could take the opposite tack, and instead of trying to block information-gathering, have it yield /extra/ information and clues that deepen the mystery or distract from pursuing it. When they scry him, he's in an unfamiliar area filled with unsettling pre-human architecture, and it takes esoteric research to identify the obscure ruins. Find the Path takes them through an area that presents a distracting side-quest. True Seeing reveals a gang (npi) of dopplegangers in the midst of an unrelated plot. Divination/Commune/whatever issue crytpic warnings only tangentially related (that do lead to the PC dealing with other pressing dangers).</p><p></p><p></p><p>That can be a problem in itself. Mysteries and pursuit don't intrigue every player, depending on what your group is like, letting the Cleric cut to the chase may suit the temperaments of some of them better than drawing it out so they all get to participate...</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6744857, member: 996"] You could use several possible approaches. You could rule that any spell which might screw up your game simply fails, with or without some convenient reason. Simple, effective, doesn't require knowing the spells in advance. You can make figuring out why the spell failed part of the mystery. Magical McGuffins can work for that. Or, you could thoroughly familiarize yourself with the cleric spell list and plan counters for each spell he might use. Counters that don't simply block the spell, but keep the mystery going or deepen it or allow it to unfold that the desired pace. D&D has had such things as amulets of non-detections and warded rooms and even lead sheeting to mess with such things. And the quarry can always cleverly abuse magic or preparation, as well. He could use an illusion (or just clever set dressing and a deception check) to make the area he's in appear like a very dangerous area familiar to the PCs. The PCs scry him, recognize the surroundings and waste a lot of time/effort/hps searching it. You could make the 'mystery' a minor part of the adventure with interaction and combat taking up the slack. You could take the opposite tack, and instead of trying to block information-gathering, have it yield /extra/ information and clues that deepen the mystery or distract from pursuing it. When they scry him, he's in an unfamiliar area filled with unsettling pre-human architecture, and it takes esoteric research to identify the obscure ruins. Find the Path takes them through an area that presents a distracting side-quest. True Seeing reveals a gang (npi) of dopplegangers in the midst of an unrelated plot. Divination/Commune/whatever issue crytpic warnings only tangentially related (that do lead to the PC dealing with other pressing dangers). That can be a problem in itself. Mysteries and pursuit don't intrigue every player, depending on what your group is like, letting the Cleric cut to the chase may suit the temperaments of some of them better than drawing it out so they all get to participate... [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How do I make a challenging investigation for a high level cleric?
Top