Wraith Form said:
Why don't you want to give more specific clues?
It's not negativity. To really give you some quality answers knowing a lot more about the world and context you are running the adventure in helps. Drawing on PC background and previous game events is easiest. So I just thought advice would work better than random clues.
While I certainly appreciate your advice, I'm not sure how that helps me specifically with Mad God's Key. I mean, I can try to keep your suggestions in mind for the future (as I enjoy mystery adventures) but I'm trying--and, admittedly, failing--to see where your advice fits in to this specific adventure. Is it possibly to re-phrase or clarify?
Well, for MGK specifically try thinking of why the priest Veltargo was in the city. Where did he stay? Who did he visit? What were his goals while living there? How did he determine another means of entrance since he lost the cairn charm? What/who did he bring with him on the journey? There were probably a number of things he did that could lead to potential clues. Your players can be "on the trail" without have a linear trail. That was my advice.
Also, just as an fyi, I'm actually looking for clue ideas so that there ARE more than one clue I can leave--in case they don't get one they have another to fall back on, exactly as you're saying.
I do like dreaming up more cool stuff, so here are some random ideas:
1. If it's winter in your game, big V bought some snow shoes and winter camping gear. Good signs he has left the city and may already be gone.
2. V brought 2 hunting dogs along with him from the secret temple. These are devils in disguise. He pays for grooming, toys, whatever, and pawns each off to any noble worth spying on. The devil/dogs are a red herring, but a potential source of information if the PCs find one and use magic to control it.
3. I'd imagine secret temples in cairns do not receive much in the way of supplies very often, so big V would purchase a great deal in the way of supplies and need caravan guards to assist in transport. Big sales and moves like this are pretty obvious, so he'd need a cover story. Dead guards not reporting back is also a potential problem. Maybe he masquerades as a good cleric? Maybe he has contacts in town (more info givers)? Maybe he has a deal worked out with a Black Market and he sold certain religious artifacts (bring in Vecna here) to pay for the outing? All sorts of stuff can come from this.
4. No church operates alone. At least most don't and Vecna as a god of secrets would be desiring more if not spreading them. Secret missives with protections and codes can be fun. Who he gave these too might end up dead as the sale was a "hit". Or maybe they have information both pertinent and unrelated to the PCs' search. Discovering the mystery behind certain messages can be fun too.