Currently I am running a custom campaign for 3 beginner/moderate players. They have been tracking a villain across a couple of villages and towns and have now entered a small settlement that was once used a military outpost. Rumors are flying around that a secret underground cave system, used by the army that once occupied the settlement, exists somewhere in the surrounding hillsides. For many reasons, the players believe (correctly) that the villain they are chasing has been looking for or even found this underground system they want to go looking for it.
All things considered, the act of physically looking for this subterranean network is a significant part of the adventure. It is lost in the surrounding countryside and the players must first find it before they can start looking for the villain. That said, I would like to make the act of finding this system more than just an investigation check. I would like it to be an active part of the game where the players have to think, roll, and spend some time actually trying to find it. I have never really done something like this before - that is, have my players look for a hidden location - so I'm looking for tips and ideas on how to make searching for something an extended process more than a few dice rolls, but one that can still be interesting for my players.
If I was a player, I'd think that if the army previously in the area used the system, they might have some records left behind and go looking for that. Maybe finding a cryptic description (or an encoded message) or a badly drawn map?
Or, I'd assume that the army used the system as a hidden means of transport, and start searching for likely locations where it would have connected to the army's fortifications. (Quick escape hatches, almost certainly a hidden door in the commander's office, etc.)
Well, how did the villain find it? There might be an NPC with information about it that they could interrogate. Does the villain work alone, or do they have subordinates? The players could try to capture a lackey who can point them in the right direction. Maybe there's some kind of coded message directing to the location (like markings on trees or stones) that they need to decipher. Alternatively, there's always magical means... like if they have speak to animals or plants or something they could ask the local creatures who might be familiar with the structure, even if they don't actually know what it is.
I'd say the best idea is to plan out 3 distinct methods they could use to find it, and then let their own creativity lead to which of those choices they want to pursue. And if they come up with a different idea all on their own that sounds plausible, improvise a bit and allow them to take that path.
Currently I am running a custom campaign for 3 beginner/moderate players. They have been tracking a villain across a couple of villages and towns and have now entered a small settlement that was once used a military outpost. Rumors are flying around that a secret underground cave system, used by the army that once occupied the settlement, exists somewhere in the surrounding hillsides. For many reasons, the players believe (correctly) that the villain they are chasing has been looking for or even found this underground system they want to go looking for it.
All things considered, the act of physically looking for this subterranean network is a significant part of the adventure. It is lost in the surrounding countryside and the players must first find it before they can start looking for the villain. That said, I would like to make the act of finding this system more than just an investigation check. I would like it to be an active part of the game where the players have to think, roll, and spend some time actually trying to find it. I have never really done something like this before - that is, have my players look for a hidden location - so I'm looking for tips and ideas on how to make searching for something an extended process more than a few dice rolls, but one that can still be interesting for my players.
If I was a player, I'd think that if the army previously in the area used the system, they might have some records left behind and go looking for that. Maybe finding a cryptic description (or an encoded message) or a badly drawn map?
Or, I'd assume that the army used the system as a hidden means of transport, and start searching for likely locations where it would have connected to the army's fortifications. (Quick escape hatches, almost certainly a hidden door in the commander's office, etc.)
Well, how did the villain find it? There might be an NPC with information about it that they could interrogate. Does the villain work alone, or do they have subordinates? The players could try to capture a lackey who can point them in the right direction. Maybe there's some kind of coded message directing to the location (like markings on trees or stones) that they need to decipher. Alternatively, there's always magical means... like if they have speak to animals or plants or something they could ask the local creatures who might be familiar with the structure, even if they don't actually know what it is.
I'd say the best idea is to plan out 3 distinct methods they could use to find it, and then let their own creativity lead to which of those choices they want to pursue. And if they come up with a different idea all on their own that sounds plausible, improvise a bit and allow them to take that path.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium