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Looking for a mystery type thing
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<blockquote data-quote="Drawmack" data-source="post: 458196" data-attributes="member: 4981"><p><span style="color: white"></span></p><p><span style="color: white">6 encounters. Each encounter contains 3 leads. Two of the leads are false and one is real.</span></p><p><span style="color: white"></span></p><p><span style="color: white">Here is what this will do.</span></p><p><span style="color: white">1) The encounters will average about an hour a piece (longer if they follow both false leads and less if they don't follow any false leads but they should average out to about an hour).</span></p><p><span style="color: white"></span></p><p><span style="color: white">2) The players won't feel spoon fed because you're allowing them to follow up on the leads in any order they like</span></p><p><span style="color: white"></span></p><p><span style="color: white">Now you've got the doppleganger in there so if the party splits up to cover more ground he's gonna just drop a pack of lies in their hands. What I would do is have the dopple ganger claim that his axe was stolen so that the PCs think that are on a different mystery then they really are. If you drop the dopple ganger in too early they'll be done the adventure in no time.</span></p><p><span style="color: white"></span></p><p><span style="color: white">Have them find out that the dopple ganger kidnapped the fighter at the end of the session and go about rescuing him next week when he's there. This was the doppleganger as him and the fighter can both be played. For a nice twist have the party find the fighter before they know it's a doppleganger taking the fighter's place.</span></p><p><span style="color: white"></span></p></blockquote><p></p>
[QUOTE="Drawmack, post: 458196, member: 4981"] [color=white] 6 encounters. Each encounter contains 3 leads. Two of the leads are false and one is real. Here is what this will do. 1) The encounters will average about an hour a piece (longer if they follow both false leads and less if they don't follow any false leads but they should average out to about an hour). 2) The players won't feel spoon fed because you're allowing them to follow up on the leads in any order they like Now you've got the doppleganger in there so if the party splits up to cover more ground he's gonna just drop a pack of lies in their hands. What I would do is have the dopple ganger claim that his axe was stolen so that the PCs think that are on a different mystery then they really are. If you drop the dopple ganger in too early they'll be done the adventure in no time. Have them find out that the dopple ganger kidnapped the fighter at the end of the session and go about rescuing him next week when he's there. This was the doppleganger as him and the fighter can both be played. For a nice twist have the party find the fighter before they know it's a doppleganger taking the fighter's place. [/color] [/QUOTE]
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