"You find a note..." [Archive] - Wizards Community

Post/Author/DateTimePost
Talonz

12-28-05, 03:12 PM
A note on the Yellow Shield leader leads the PCs to a stoolie named Enzo

Boy am I ever tired of this lame plot device. But how else will undiscovered npcs/bbegs be linked to current events/dungeons/cults? Without having them simply there?

My party has encountered this cult twice, and I'm slowly going to link the 2 encounters and future ones together, to culminate in discovering the actual leader/high priest, and actual noble in the city they have setup in as their base. But I need more linkage plot devices than "you find a note..."

Ideas?
the overlord

12-28-05, 03:19 PM
First things that come up in my mind:

Rumours, they hear it (in an Inn or out there on the open street)

Sight, they see sertain NPC's more then often in surtain places with surtain persona

Reading, as in papaers or wanted posters

Use the skills of the platyers (gather info, spot, search, listen). It might be so that you as DM wants to insert small parts of the plotline. Just hint a little bit more when your players roll for a gather information, or after your fighter has thrown a spot check. In most direct case you might even want to give up a NPC, he just became the victim of a robbery (be it aimed at him directly or by accident) and in his last breath of air he points towards... or whisper the following information in the ear of one of your players....

Greetings me:)
Illion the Red

12-28-05, 03:19 PM
You overhear/interrupt a conversation.

"I had the strangest dream last night..."

"Don't kill me...I'll tell you everything!"

25 on your spot? "Now that looks out of place..."

"I heard there's this guy that..."

There are many ways to get the information to the PCs without feeding it to them, but any of those could work.
PenderGrass

12-28-05, 03:26 PM
"The weapon used is of obvious little folk design..."

"The tracks appear to have been made by a very particular type of boot..."

"Sandpeople always ride in single file to hide their numbers..."

"The body seems to have been transported here - see the mud there? - that is from the Lower Swamp..."

"It is said that the mysterious shadow travels by rooftop..."

"Some say that the Snake Cult is run by Thulsa Doom and that he is over a thousand years old..."

"His fingernails obviously snagged a red hair from his attacker's head in his last struggle."

"Lucky for him that he just bought a grave lot in the churches graveyard - strange too - but mostly a pity."

etc....

:dragon:
****
SearcherOmega

12-28-05, 03:32 PM
I once had a party figure out about a secret conspiracy involving Faction B working to assist Faction A by... interrogating the familiar of a high-ranking wizard for Faction A! Previously in the campaign, I had allowed the party wizard to freak people out by casting Tongues on his own Familiar, allowing them to speak human languages. The party captured the wizard's toad after killing the caster himself, used Tongues to get him to talk, and were able to worm a good deal of info out of him; obviously, the toad familiar isn't the most intelligent source of information, as his INT was roughly 8ish, but he overheard enough information for them to put the pieces together.

I thought it was the most brilliant thing ever.
Anathema

12-28-05, 04:02 PM
I'm planning on using "the note" but not in the traditional way. It will be a bad forgery in an attempt to implicate an NPC that's familiar with the PC's. It won't point directly to who wrote it, but it can be used as a plot device.
rbrt_Spade

12-28-05, 04:16 PM
Tavern Rumors & Gossip is what I use. You could alter it. Things by word of mouth change.
Cathon

12-28-05, 04:51 PM
For cults and the like, have them all have a particular tattoo, holy symbol, insignia, etc. Then the PCs can research it though various means. Have them use an unusual battle cry.
MistWolf

12-28-05, 11:02 PM
Let one of the characters find an unusual piece of jewelry and wear it. It's actually the secret symbol of one of the sects. Strange people make strange gestures (secret signs) and are perturbed when the character doesn't respond with the counter sign. And the character is baffelled when attacked by a rival sect member when he sees the symbol.

Doesn't have to be jewelry, could be a weapon, something sewn into a cloak bought in a pawn shop etc.
CzarGarrett

12-29-05, 09:14 AM
For more of a puzzle type plot hook, instead of notes with specific information, there could always been a small item with something like 3-4 marks on them.

The PC's would then have to find out what the marks mean. I'd probably go with- Mission type (assassination, transport, spy, etc), where, date, and who gave the order.

That allows the PCs to have options. Do they find out who gave the order? Do they find out when and where the order is happening? So on and so on.
djtool

12-29-05, 03:14 PM
the note could be about something else and have distiguishable handwriting

the note could be about anything and an uncommon, rarely used word could be prevalent that your noble ends up saying in conversation, public addresses.

coins looted off the bodies could be provicial in nature to lead them toward the city

the tatoo thing has been mentioned. if the cultist ride horses there could be a certain brand on the horsey's or unique horseshoes.

maybe one of the cultists took a map or map-book from the cities libray/archive.

since they're all of the came cult perhaps they have a signature weapon that can be conicidentally spotted in a city the pc's need to hole up in.

if your cruel you could make sure they're steered near said city and ensure one of the pc's die so they have to take the body back to the city to rez it. then use one of the afformentioned ideas to intrigue them.

hope your campaign goes well