I’m looking for advice on a campaign I’m currently running, specifically on ways and methods of letting the PCs discover the name, nature and location of the mafia/guild that is running the whole kingdom from the shadows.
The simplified backstory is as thus: Ten years ago a kingdom-wide guild of assassins and thieves, that has been in place and in operation for generations, chose to get a bit more cocky. They hatched a plan and successfully overthrew the throne and gained control (through various means) of the 10 duchies and baronies, such that no new king was heralded and they effectively gained control the kingdom and can gather great wealth and power. Now the PCs work to unravel their plans, freeing baronies and duchies, and ultimately to ruin the guild.
There’s more there too – partners with their own plans and other plots afoot, but for what I need help with that’s the gist. The campaign’s been running for a while, and the PCs know the name of the guild, the mythical name of the leader, and even have a half decent handle on their involvement.
Here’s the help needed part: what are good ways to have the PCs get the final pieces of the puzzle that can ultimately lead them to the guild's 'dungeon' HQ/hideout? Preferably in a way that they have to piece it together a little bit (not handed to them on a plate, but not too obscure either).
I’ve been good elsewhere in the campaign, but this one’s got me unsure as to how to go about it the best way...
Thanks!
not_me
The simplified backstory is as thus: Ten years ago a kingdom-wide guild of assassins and thieves, that has been in place and in operation for generations, chose to get a bit more cocky. They hatched a plan and successfully overthrew the throne and gained control (through various means) of the 10 duchies and baronies, such that no new king was heralded and they effectively gained control the kingdom and can gather great wealth and power. Now the PCs work to unravel their plans, freeing baronies and duchies, and ultimately to ruin the guild.
There’s more there too – partners with their own plans and other plots afoot, but for what I need help with that’s the gist. The campaign’s been running for a while, and the PCs know the name of the guild, the mythical name of the leader, and even have a half decent handle on their involvement.
Here’s the help needed part: what are good ways to have the PCs get the final pieces of the puzzle that can ultimately lead them to the guild's 'dungeon' HQ/hideout? Preferably in a way that they have to piece it together a little bit (not handed to them on a plate, but not too obscure either).
I’ve been good elsewhere in the campaign, but this one’s got me unsure as to how to go about it the best way...
Thanks!
not_me