shawngorilla
2017-08-23, 10:36 AM
So I want to create a situation for the players where they have to figure out who, within the city guard, is secretly working for a certain necromancy cult based in the local swamp.
I was initially going to introduce the problem through either the Guard Captain or his second-in-command, and then eventually have the second-in-command turn out to be the mole...or someone else, not too sure yet.
I was planning on giving the a few suspects that they would have to investigate who would eventually end up being red herrings or dead ends...or maybe give em clues on other suspects or the second-in-command. I had some ideas like:
Guard A - Came back alone from an expedition into the swamp
Guard B - No one knows what he does after work, lives alone
Guard C - Overall shady guy, but when interrogated has some information that the second-in-command might be the mole?
Maybe some more...
I was wondering what are some good ways to make this whole situation more enjoyable or engaging for the players? I have and idea for the mole and some red herrings, but nothing is really fleshed out as of now.
I was initially going to introduce the problem through either the Guard Captain or his second-in-command, and then eventually have the second-in-command turn out to be the mole...or someone else, not too sure yet.
I was planning on giving the a few suspects that they would have to investigate who would eventually end up being red herrings or dead ends...or maybe give em clues on other suspects or the second-in-command. I had some ideas like:
Guard A - Came back alone from an expedition into the swamp
Guard B - No one knows what he does after work, lives alone
Guard C - Overall shady guy, but when interrogated has some information that the second-in-command might be the mole?
Maybe some more...
I was wondering what are some good ways to make this whole situation more enjoyable or engaging for the players? I have and idea for the mole and some red herrings, but nothing is really fleshed out as of now.