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Running an investigation style Adventure
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<blockquote data-quote="Bawylie" data-source="post: 7885052" data-attributes="member: 6776133"><p>Good clues will be bits of evidence that establish facts or disprove assertions. </p><p></p><p>So you’ll want the party to find Who, What, Where (and maybe How). And you’ll want them to disprove ghosts, apparitions, and a supernatural ship.</p><p></p><p>I’d likely interview the fishermen first. So one clue I might drop is that they were very inebriated whenever they saw the ship. That casts doubt on their testimony. </p><p></p><p>I’d also have some clues at the scene of the raid. A warforged’s finger, funny tracks (that lead one direction - toward the hideout) , and spots where ghost pirates were plainly cut down and fell (where a man would’ve died) but no blood or whatever. These things prove the physicality of the attackers. </p><p></p><p>So we’ve dropped some clues on who, what, and where. And we’ve cast some doubt on “ghost pirates.” </p><p></p><p>Now we want to add some insights. Anyone trained in religion can note that the attack patterns are not the behavior of spirits. <em>Possibly</em> corporeal undead like skeletons or zombies, but the attacks are too precise and coordinated. Anyone trained in arcana might note the lingering presence of arcane magic (illusions? Whatever your bad wizard casts?). And anyone who can identify and follow tracks (rangers? Survival skill?) can give the approximate weight of the attackers, their deliberate search patterns (as they were looking for that object the party wanted), and the bizarre footprints (iirc warforged are two-toed - doesn’t matter. It’s just not a boot or a natural creature).</p><p></p><p>Finally you need some putting the puzzle together. If the ship is real and the pirates aren’t ghosts and they went that-a-way, then they’ll be near some kind of harbor or cove and they’ll need some ready source of supplies (wizards need spell components, ships need materials) so that should point to a couple of likely spots to go find the hideout. (If It were my game, I’d point out 3 possibilities and have the actual location be the second one they search, unless I had it already pre-planned and written out).</p></blockquote><p></p>
[QUOTE="Bawylie, post: 7885052, member: 6776133"] Good clues will be bits of evidence that establish facts or disprove assertions. So you’ll want the party to find Who, What, Where (and maybe How). And you’ll want them to disprove ghosts, apparitions, and a supernatural ship. I’d likely interview the fishermen first. So one clue I might drop is that they were very inebriated whenever they saw the ship. That casts doubt on their testimony. I’d also have some clues at the scene of the raid. A warforged’s finger, funny tracks (that lead one direction - toward the hideout) , and spots where ghost pirates were plainly cut down and fell (where a man would’ve died) but no blood or whatever. These things prove the physicality of the attackers. So we’ve dropped some clues on who, what, and where. And we’ve cast some doubt on “ghost pirates.” Now we want to add some insights. Anyone trained in religion can note that the attack patterns are not the behavior of spirits. [I]Possibly[/I] corporeal undead like skeletons or zombies, but the attacks are too precise and coordinated. Anyone trained in arcana might note the lingering presence of arcane magic (illusions? Whatever your bad wizard casts?). And anyone who can identify and follow tracks (rangers? Survival skill?) can give the approximate weight of the attackers, their deliberate search patterns (as they were looking for that object the party wanted), and the bizarre footprints (iirc warforged are two-toed - doesn’t matter. It’s just not a boot or a natural creature). Finally you need some putting the puzzle together. If the ship is real and the pirates aren’t ghosts and they went that-a-way, then they’ll be near some kind of harbor or cove and they’ll need some ready source of supplies (wizards need spell components, ships need materials) so that should point to a couple of likely spots to go find the hideout. (If It were my game, I’d point out 3 possibilities and have the actual location be the second one they search, unless I had it already pre-planned and written out). [/QUOTE]
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