Adding Clues to an Investigatory Adventure? [Archive] - Wizards Community

Post/Author/DateTimePost
VirgilCaine

09-19-05, 08:58 PM
If you're a player playing in K.C.'s campaign in Charlotte, leave now or be destroyed!
For future reference, this is my screenname on these boards.
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I'd like to run a mystery/investigative adventure in the future.

I'm planning for it to be L2: Assassin's Knot. It concerns the machinations of an assassin's guild in a small village.

I plan to flesh out bits of information specific to the PCs skills and abilities for them to accomplish...but their lack of a usual "face" (Cleric, Fighter, Wizard, Monk, Ranger, maybe another PC) is somewhat hampering in this.

I plan to throw in appropriate Knowledge checks and such to allow the PCs to know more about the town of Garrotten and to have a little more information about the conspiracy and the members and their background.
This would give the PCs a bit more information than is given them in the module.

There are already some opportunities for extraneous monster-hunting and the guild will target the PCs once they start investigating.

Anyone have any advice for putting a few more ruts in the road to the "right" people in an assassin's guild?