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Mysteries, Zone of Truth, and Savvy Players?
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<blockquote data-quote="Iry" data-source="post: 8007521" data-attributes="member: 6777378"><p>Partially depends on how violent they are, but one good tactic is to overshare. They can give way too much information, including true but trivial things. Then the players need to roll investigation to notice patterns and discern which things out of 20 are important.</p><p></p><p>Basically, yammer.</p><p></p><p>Another way is using riddles or prophecy. The answers are true but still require investigation from the players.</p><p></p><p>A third option is possession. The party starts questioning the suspect and the BBEG assumes direct control. Maybe the suspect shares one or two critical clues before the BBEG kills them for betrayal.</p><p></p><p>A fourth option can only be done once. The suspect has a magic item that registers everything as a lie. Even the truth. Even sense motive. It's all comes up as lies.</p></blockquote><p></p>
[QUOTE="Iry, post: 8007521, member: 6777378"] Partially depends on how violent they are, but one good tactic is to overshare. They can give way too much information, including true but trivial things. Then the players need to roll investigation to notice patterns and discern which things out of 20 are important. Basically, yammer. Another way is using riddles or prophecy. The answers are true but still require investigation from the players. A third option is possession. The party starts questioning the suspect and the BBEG assumes direct control. Maybe the suspect shares one or two critical clues before the BBEG kills them for betrayal. A fourth option can only be done once. The suspect has a magic item that registers everything as a lie. Even the truth. Even sense motive. It's all comes up as lies. [/QUOTE]
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