So, my campaign DEFINITELY does not have much of a mystery/ puzzle element , because my party is not the type that likes much out of game thinking, and I’m bad at giving clues that don’t give the whole thing up. However, next session, they need to inspect a series of kidnappings in a blizzardish halfling village called Togos. It’s only accessible from the mountain roads, which are the switchbacks on the left. It’s also built on the ice of a giant frozen lake. The player have already agreed to help. Here’s the map:
Note that snowy mounds are just submerged buildings, boroughs are hobbit holes, and bunkers are sloping caves bug into the ice. Those kidnapped were the baker and his teenaged son, a six year old who was wind-sledding, a school teacher who one of the players has an emotional connection to, and a tanner. The eventual conclusion the player need to come to is that they were taken by an orc circus caravan that attacked them earlier to a giant frozen ship farther out on the lake for slave trade. How do I drop these clues as they inspect?
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“In a hole in the ground there lived a hobbit. Not a nasty, dirty, wet hole, filled with the ends of worms and an oozy smell, nor yet a dry, bare, sandy hole with nothing in it to sit down on or to eat: it was a hobbithole, and that means comfort.”
Sorry! Also note that wind walls are giant pieces of cloth which protect the town from its harsh winds. The walls are also wooden stakes 10 feet tall, and it has a garrison of twenty guards whose base is right by the front gates, with the fire, tent, and two boroughs in a cluster.
“In a hole in the ground there lived a hobbit. Not a nasty, dirty, wet hole, filled with the ends of worms and an oozy smell, nor yet a dry, bare, sandy hole with nothing in it to sit down on or to eat: it was a hobbithole, and that means comfort.”
When they inspect every scene, leave clues about the last kidnapping, for example if the tanner was kidnapped first and then they are inspecting the crime scene of the teacher, note that there is a piece of ripped, exceptionally crafted leather armor. Once they figure out it’s all the same group, stop leaving the hints.
Rollback Post to RevisionRollBack
I’m a decent DM and an above average rules lawyer
I have several complete Pokedexes | I may be stupid, but at least I’m not smart!
Stay Paranoid!! My Drummer given title is… Swift as the Dragon
“In a hole in the ground there lived a hobbit. Not a nasty, dirty, wet hole, filled with the ends of worms and an oozy smell, nor yet a dry, bare, sandy hole with nothing in it to sit down on or to eat: it was a hobbithole, and that means comfort.”
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So, my campaign DEFINITELY does not have much of a mystery/ puzzle element , because my party is not the type that likes much out of game thinking, and I’m bad at giving clues that don’t give the whole thing up. However, next session, they need to inspect a series of kidnappings in a blizzardish halfling village called Togos. It’s only accessible from the mountain roads, which are the switchbacks on the left. It’s also built on the ice of a giant frozen lake. The player have already agreed to help. Here’s the map:
https://drive.google.com/file/d/1F-52C3opuoft9azbHwFN7VFpUUeSMe2H/view?usp=drivesdk
Note that snowy mounds are just submerged buildings, boroughs are hobbit holes, and bunkers are sloping caves bug into the ice. Those kidnapped were the baker and his teenaged son, a six year old who was wind-sledding, a school teacher who one of the players has an emotional connection to, and a tanner. The eventual conclusion the player need to come to is that they were taken by an orc circus caravan that attacked them earlier to a giant frozen ship farther out on the lake for slave trade. How do I drop these clues as they inspect?
“In a hole in the ground there lived a hobbit. Not a nasty, dirty, wet hole, filled with the ends of worms and an oozy smell, nor yet a dry, bare, sandy hole with nothing in it to sit down on or to eat: it was a hobbithole, and that means comfort.”
Sorry! Also note that wind walls are giant pieces of cloth which protect the town from its harsh winds. The walls are also wooden stakes 10 feet tall, and it has a garrison of twenty guards whose base is right by the front gates, with the fire, tent, and two boroughs in a cluster.
“In a hole in the ground there lived a hobbit. Not a nasty, dirty, wet hole, filled with the ends of worms and an oozy smell, nor yet a dry, bare, sandy hole with nothing in it to sit down on or to eat: it was a hobbithole, and that means comfort.”
When they inspect every scene, leave clues about the last kidnapping, for example if the tanner was kidnapped first and then they are inspecting the crime scene of the teacher, note that there is a piece of ripped, exceptionally crafted leather armor. Once they figure out it’s all the same group, stop leaving the hints.
I’m a decent DM and an above average rules lawyer
I have several complete Pokedexes | I may be stupid, but at least I’m not smart!
Stay Paranoid!! My Drummer given title is… Swift as the Dragon
May the dice roll ever in your favor
Ok!
“In a hole in the ground there lived a hobbit. Not a nasty, dirty, wet hole, filled with the ends of worms and an oozy smell, nor yet a dry, bare, sandy hole with nothing in it to sit down on or to eat: it was a hobbithole, and that means comfort.”