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<blockquote data-quote="Riastlin" data-source="post: 5467327" data-attributes="member: 94022"><p>I definitely like this idea. Its fun to sort of tease the players with something that seems to be obviously important while also seemingly random at the same time. I think what you need to be careful of though is that if the players do start to investigate, ask around town, try nature, arcane, religion checks, etc. if all they get is "You learn/know nothing." it will seem heavy handed and railroady when the assassins finally attack.</p><p> </p><p>In other words, allow their checks to reveal bits and pieces (though certainly not the whole shebang) about the horses and their mysterious riders. Its perfectly fine to make these DC's hard for the character's levels, but they should be able to learn something. Then you take it away for awhile (as previously suggested, the horse just goes away), and bring it back later. It will be somewhat like a rash. The players will have some idea what it is, but not the full details. When they notice it, they feel the need to scratch the itch, but eventually it goes away and is forgotten . . . until it reappears and starts itching again.</p><p> </p><p>I think perhaps the best way of handling this too, is that if they first see say the Black Horse and it goes away, they'll next see the White Horse, followed by the Brown and the Grey, etc. In other words, the "horse" keeps reappearing but looks different each time. This is their clue that there are actually one for each of the characters, but also throws them off a little bit since its different each time. If done right, and with the right group, this has the makings for a great plot arc that could stretch out over several adventures, or even the entire campaign.</p></blockquote><p></p>
[QUOTE="Riastlin, post: 5467327, member: 94022"] I definitely like this idea. Its fun to sort of tease the players with something that seems to be obviously important while also seemingly random at the same time. I think what you need to be careful of though is that if the players do start to investigate, ask around town, try nature, arcane, religion checks, etc. if all they get is "You learn/know nothing." it will seem heavy handed and railroady when the assassins finally attack. In other words, allow their checks to reveal bits and pieces (though certainly not the whole shebang) about the horses and their mysterious riders. Its perfectly fine to make these DC's hard for the character's levels, but they should be able to learn something. Then you take it away for awhile (as previously suggested, the horse just goes away), and bring it back later. It will be somewhat like a rash. The players will have some idea what it is, but not the full details. When they notice it, they feel the need to scratch the itch, but eventually it goes away and is forgotten . . . until it reappears and starts itching again. I think perhaps the best way of handling this too, is that if they first see say the Black Horse and it goes away, they'll next see the White Horse, followed by the Brown and the Grey, etc. In other words, the "horse" keeps reappearing but looks different each time. This is their clue that there are actually one for each of the characters, but also throws them off a little bit since its different each time. If done right, and with the right group, this has the makings for a great plot arc that could stretch out over several adventures, or even the entire campaign. [/QUOTE]
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