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Ideas for Village Murder Investigation
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<blockquote data-quote="fba827" data-source="post: 5189720" data-attributes="member: 807"><p>if you do the stumbling upon the body technique....</p><p></p><p>encounter 1: the PCs cross through an ally and see a group carrying a body.</p><p>The people: random people who found the body and want to take it to cut apart and sell the body parts (perhaps to a wizard, etc for experiments). They of course want to fight to keep the body and the PCs will probably think the victim was killed by these people. By the end of the encoutner the PCs find out that the carriers had nothing to do with the murder itself, and now the PCs have a corpse and an open mystery.</p><p></p><p>encounter 2: doing some completely unrelated task (clearing out rats at the ship yard or graveyard <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ) they end up chasing rats back to their nest and find them in a crate with another corpse that has been gnawed as the rats have been feeding off of it. Now they have two corpses and no leads</p><p></p><p>encounter 3: noncombat situation of asking around town to see if there is a common link between the two victims. over the course of doing so, they may hear that a body was *just* found shoved in a hay stack at the stables.</p><p></p><p>encounter 4: noncombat situation searching the crime scene and eventually finding some clue that might link this victim to at least one other. part of this situation might also include some persuasiveness to let the law enforcement let the PCs look/help.</p><p></p><p>encounter 5: attacked in an ally or so by some summoned-water creature - the murder has heard that the PCs are following leads thus they were targeted for murder themselves</p><p></p><p>encounter 6: the sheriff (or whatever) is being attacked by (summoned creatures/undead/etc) when the PCs come to talk to him/her about the attempt on their lives.</p><p></p><p>encounter 7: the common links between the victims (which could be as simple as a time and place like midnight they usually walk path A in the forest) leads the PCs to some place where there is another victim being attacked ... and the goal is to save that person</p><p></p><p></p><p>and so on ...</p><p></p><p></p><p>(just thoughts off the top of my head. don't know how well it would work with what you had in mind or how predictable your players are, etc).</p></blockquote><p></p>
[QUOTE="fba827, post: 5189720, member: 807"] if you do the stumbling upon the body technique.... encounter 1: the PCs cross through an ally and see a group carrying a body. The people: random people who found the body and want to take it to cut apart and sell the body parts (perhaps to a wizard, etc for experiments). They of course want to fight to keep the body and the PCs will probably think the victim was killed by these people. By the end of the encoutner the PCs find out that the carriers had nothing to do with the murder itself, and now the PCs have a corpse and an open mystery. encounter 2: doing some completely unrelated task (clearing out rats at the ship yard or graveyard ;) ) they end up chasing rats back to their nest and find them in a crate with another corpse that has been gnawed as the rats have been feeding off of it. Now they have two corpses and no leads encounter 3: noncombat situation of asking around town to see if there is a common link between the two victims. over the course of doing so, they may hear that a body was *just* found shoved in a hay stack at the stables. encounter 4: noncombat situation searching the crime scene and eventually finding some clue that might link this victim to at least one other. part of this situation might also include some persuasiveness to let the law enforcement let the PCs look/help. encounter 5: attacked in an ally or so by some summoned-water creature - the murder has heard that the PCs are following leads thus they were targeted for murder themselves encounter 6: the sheriff (or whatever) is being attacked by (summoned creatures/undead/etc) when the PCs come to talk to him/her about the attempt on their lives. encounter 7: the common links between the victims (which could be as simple as a time and place like midnight they usually walk path A in the forest) leads the PCs to some place where there is another victim being attacked ... and the goal is to save that person and so on ... (just thoughts off the top of my head. don't know how well it would work with what you had in mind or how predictable your players are, etc). [/QUOTE]
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