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General Tabletop Discussion
*TTRPGs General
Murder Mystery in Urban Setting - HELP! Ideas!
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<blockquote data-quote="Byrons_Ghost" data-source="post: 418806" data-attributes="member: 7396"><p>Actually, "The Assassin's Knot" has been a free download on the WotC site for some time now, it's just difficult to find:</p><p></p><p><a href="http://www.wizards.com/dnd/article.asp?x=dnd/dx20001229b" target="_blank">http://www.wizards.com/dnd/article.asp?x=dnd/dx20001229b</a></p><p></p><p>It's a pretty good module, especially considering that it was one of the first to leave the dungeon and actually try to inject a plot into the adventure. The mystery may be a bit simplistic for experienced players or characters, so you may want to tweak things a bit. This should be done for all prepackaged modules anyhow, I can only think of one or two that I've run as-is.</p><p></p><p>I agree with a lot of Wayne's suggestions- in particular, the PCs should definately have a vested interest in the murder. If they're just sitting around the tavern, someone comes in and announces the murder of a person they don't know, they're likely to just shrug and go back to their drinks.</p><p></p><p>As for divination spells- you won't be able to do this until just before the module, but be sure you know what the PCs have access to so that you can be prepared. There's a fine line to tread between giving them enough information to work with, and restricting things so that they don't solve the entire plot just by casting a commune. The best way to do this have the murder or conspirators have access to some masking magics, just enough to give the pcs more clues but still make them work for it. It needn't be all that complex, really- simple spells like misdirection can block a whole lot of detection magics....</p></blockquote><p></p>
[QUOTE="Byrons_Ghost, post: 418806, member: 7396"] Actually, "The Assassin's Knot" has been a free download on the WotC site for some time now, it's just difficult to find: [url]http://www.wizards.com/dnd/article.asp?x=dnd/dx20001229b[/url] It's a pretty good module, especially considering that it was one of the first to leave the dungeon and actually try to inject a plot into the adventure. The mystery may be a bit simplistic for experienced players or characters, so you may want to tweak things a bit. This should be done for all prepackaged modules anyhow, I can only think of one or two that I've run as-is. I agree with a lot of Wayne's suggestions- in particular, the PCs should definately have a vested interest in the murder. If they're just sitting around the tavern, someone comes in and announces the murder of a person they don't know, they're likely to just shrug and go back to their drinks. As for divination spells- you won't be able to do this until just before the module, but be sure you know what the PCs have access to so that you can be prepared. There's a fine line to tread between giving them enough information to work with, and restricting things so that they don't solve the entire plot just by casting a commune. The best way to do this have the murder or conspirators have access to some masking magics, just enough to give the pcs more clues but still make them work for it. It needn't be all that complex, really- simple spells like misdirection can block a whole lot of detection magics.... [/QUOTE]
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