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Plot Killer: Detect evil
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<blockquote data-quote="Psychotic Jim" data-source="post: 1119197" data-attributes="member: 547"><p>Here's a few ideas.</p><p></p><p>1. Have multiple evil suspects who are around when they cast <em>detect evil</em>. It's up to the players to figure out the real culprit.</p><p></p><p>2. Use Neutral or even good villains. An evilly-aligned red herring could go with this as well. Or use good or neutral patsies, mooks, goons, and minions for a hidden evil creature.</p><p></p><p>3. Make the mystery not which bad guy did the crime, but how he commited it. A person is missing, but the corpse is never found. The PCS know who did it, but he won't talk and has had a bard cast <em>Modify Memory</em> on him to erase his memories of even doing the crime. The missing person could be <em>Imprisoned</em>, banished to another plane, victimized by the Nevermore poison from GR's <em>Assassin's Handbook</em>, etc.</p><p></p><p>4. The initial plot they set out to solve is not your real adventure plot. By detecting evil and finding out the baddie for your pseudo-adventure, they come upon the real adventure by accident.</p><p></p><p>5. Put in instances where <em>Detect Evil</em> shows a person to be evil when really he is not. Perhaps you might allow <em>Bestow Curse</em> to make a good person detect as evil. Or a risen demon that has turned good but still has the Evil subtype might still detect as Evil. Conversely, a fallen angel might still detect as good because of the Good subtype its kind naturally has.</p></blockquote><p></p>
[QUOTE="Psychotic Jim, post: 1119197, member: 547"] Here's a few ideas. 1. Have multiple evil suspects who are around when they cast [I]detect evil[/I]. It's up to the players to figure out the real culprit. 2. Use Neutral or even good villains. An evilly-aligned red herring could go with this as well. Or use good or neutral patsies, mooks, goons, and minions for a hidden evil creature. 3. Make the mystery not which bad guy did the crime, but how he commited it. A person is missing, but the corpse is never found. The PCS know who did it, but he won't talk and has had a bard cast [I]Modify Memory[/I] on him to erase his memories of even doing the crime. The missing person could be [I]Imprisoned[/I], banished to another plane, victimized by the Nevermore poison from GR's [I]Assassin's Handbook[/I], etc. 4. The initial plot they set out to solve is not your real adventure plot. By detecting evil and finding out the baddie for your pseudo-adventure, they come upon the real adventure by accident. 5. Put in instances where [I]Detect Evil[/I] shows a person to be evil when really he is not. Perhaps you might allow [I]Bestow Curse[/I] to make a good person detect as evil. Or a risen demon that has turned good but still has the Evil subtype might still detect as Evil. Conversely, a fallen angel might still detect as good because of the Good subtype its kind naturally has. [/QUOTE]
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