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Stuck on What to do in Adventure Design. Little help?
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<blockquote data-quote="Satyrn" data-source="post: 7378264" data-attributes="member: 6801204"><p>I'd make the info available in town through various methods. They might be able to bribe an official to learn about four likely locations (specific places, not a sector) </p><p></p><p>They can go to the tavern to ply mercs with booze until they open up about what they know. A merc can tell the players where they've been and where they're headed next to explore. Where they've been can be crossed off the players list of likely locations, and where they're going gets added to tbe list. If there's more than 1 squad of mercs, the players might get multiple sets of such info.</p><p></p><p>Merchants where the mercs stock up can be another source, if the players can get them to open up about what they've heard. They can also provide some more subtle hints. "That squad of mercs is getting real antsy waiting for the climbing gear that's coming in on the next ship" can point strongly to a spot up a mountain.</p><p></p><p>Eventually, the players whittle their list of likely spots down to 1. But there can also be ways to skip that whole process, too:</p><p></p><p>Rumours of a disbanded Cult of the Green Worm could cause the players to seek out a former cult member to learn what he knows (and the cult worked out of the dragon's lair).</p><p></p><p>And then nobles. Nobles trade in knowledge. One might know exactly where the spot is, but they don't tell the players right away; it'll take more than bribery or a sweet word. Or, another noble will tell the players, but doesn't realize he knows the spot until the players mention a certain key fact; on the players mentioning the cult the noble says "Oh right, those cultists were headquartered in the Northwest corner of the swamp."</p></blockquote><p></p>
[QUOTE="Satyrn, post: 7378264, member: 6801204"] I'd make the info available in town through various methods. They might be able to bribe an official to learn about four likely locations (specific places, not a sector) They can go to the tavern to ply mercs with booze until they open up about what they know. A merc can tell the players where they've been and where they're headed next to explore. Where they've been can be crossed off the players list of likely locations, and where they're going gets added to tbe list. If there's more than 1 squad of mercs, the players might get multiple sets of such info. Merchants where the mercs stock up can be another source, if the players can get them to open up about what they've heard. They can also provide some more subtle hints. "That squad of mercs is getting real antsy waiting for the climbing gear that's coming in on the next ship" can point strongly to a spot up a mountain. Eventually, the players whittle their list of likely spots down to 1. But there can also be ways to skip that whole process, too: Rumours of a disbanded Cult of the Green Worm could cause the players to seek out a former cult member to learn what he knows (and the cult worked out of the dragon's lair). And then nobles. Nobles trade in knowledge. One might know exactly where the spot is, but they don't tell the players right away; it'll take more than bribery or a sweet word. Or, another noble will tell the players, but doesn't realize he knows the spot until the players mention a certain key fact; on the players mentioning the cult the noble says "Oh right, those cultists were headquartered in the Northwest corner of the swamp." [/QUOTE]
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