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How to deliver clues to the PCs?
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<blockquote data-quote="not_me" data-source="post: 5550706" data-attributes="member: 17085"><p>Awesome, thank you everyone! I do now wish I'd asked this <em>before</em> I began running this part of the adventure, rather than 2/3 of the way through it. Eep. I have some catching up to do! (and I am so saving this thread to disk such that I can refer to it if there's a next time... )</p><p></p><p>I may be at a point where I will need to get overt for a while to ensure the clues/knowledge is on track for the position in the mystery. </p><p></p><p>Possible overtnesses:</p><p></p><p>- The PCs have just defeated one of the replaced Dukes (they've discovered the real one was killed and an imposter put in his place, whom they've just taken out and ended the nasty ritual going on beneath the manor). In his posessions is a book written in code -- the fake duke was cocky, and left the cypher nearby easily found. (as an aside -- something like the magic item Reading Spectacles, should it be able to decypher code? or assist?)</p><p></p><p>- In this book it lists bits of the overall plot</p><p></p><p>- In this book it lists a courier or trade route or some other way the PCs can find their way to the lair/HQ (any ideas of what exactly that would be interesting?)</p><p></p><p>- The PCs just interrupted a ritual -- studying the runes used in the ritual circles indicates what the big bads may be up to (porting part of the abyss to the prime material plane, as it turns out)</p><p></p><p>- The next part of the adventure I was going to have the PCs have to return to their home-base barony to defend against a military invasion from the neighbouring Dutchy. During or after the battle, somehow get info? Find the military commander who has unsealed orders? Have some troops defect with some info? Assasins or members of the guild are in amongst the troops, find, capture, interrogate? </p><p></p><p>- One of the PCs is from a powerful monastery in the area. They have lots of information at their fingertips. Something they can pass along to help the party? (I am concerned this will feel as though they didn't solve it, ie, being outshone)</p><p></p><p>- Any and other and more ideas more than welcomed! </p><p></p><p>Thanks again. This is my first, well, really this campaign is the first campaign I've fully DMed so this is definitively my first mystery adventure. And I so don't want to dissapoint.</p><p></p><p>(in fairness, the players have been great at putting things together so far, and it's exciting when they do! I just need to be sure I'm putting enough out there so that they don't feel like they're spinning their wheels and not getting somewhere quickly enough....)</p><p></p><p>not_me</p></blockquote><p></p>
[QUOTE="not_me, post: 5550706, member: 17085"] Awesome, thank you everyone! I do now wish I'd asked this [I]before[/I] I began running this part of the adventure, rather than 2/3 of the way through it. Eep. I have some catching up to do! (and I am so saving this thread to disk such that I can refer to it if there's a next time... ) I may be at a point where I will need to get overt for a while to ensure the clues/knowledge is on track for the position in the mystery. Possible overtnesses: - The PCs have just defeated one of the replaced Dukes (they've discovered the real one was killed and an imposter put in his place, whom they've just taken out and ended the nasty ritual going on beneath the manor). In his posessions is a book written in code -- the fake duke was cocky, and left the cypher nearby easily found. (as an aside -- something like the magic item Reading Spectacles, should it be able to decypher code? or assist?) - In this book it lists bits of the overall plot - In this book it lists a courier or trade route or some other way the PCs can find their way to the lair/HQ (any ideas of what exactly that would be interesting?) - The PCs just interrupted a ritual -- studying the runes used in the ritual circles indicates what the big bads may be up to (porting part of the abyss to the prime material plane, as it turns out) - The next part of the adventure I was going to have the PCs have to return to their home-base barony to defend against a military invasion from the neighbouring Dutchy. During or after the battle, somehow get info? Find the military commander who has unsealed orders? Have some troops defect with some info? Assasins or members of the guild are in amongst the troops, find, capture, interrogate? - One of the PCs is from a powerful monastery in the area. They have lots of information at their fingertips. Something they can pass along to help the party? (I am concerned this will feel as though they didn't solve it, ie, being outshone) - Any and other and more ideas more than welcomed! Thanks again. This is my first, well, really this campaign is the first campaign I've fully DMed so this is definitively my first mystery adventure. And I so don't want to dissapoint. (in fairness, the players have been great at putting things together so far, and it's exciting when they do! I just need to be sure I'm putting enough out there so that they don't feel like they're spinning their wheels and not getting somewhere quickly enough....) not_me [/QUOTE]
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