Believable leads

Discussion on game mastering Earthdawn. May contain spoilers; caution is recommended!
Lars Gottlieb
Posts:47
Joined:Mon Feb 20, 2017 10:28 am
Re: Believable leads

Post by Lars Gottlieb » Mon Aug 21, 2017 4:06 am

Back in Travar, after some time, they could be called to investigate a murder, and find a bunch of dark robes in the possession of the victim. Perhaps there is a firestarter with a logo of a local bar where the cultists meet up; perhaps the logo has similarities to a symbol of Raggok.

Investigating the bar openly could be unhelpful, but attract attention from the rest of the cultists - ruffians could be sent to .. dissuade them from taking this particular path, which, players being players, would most likely lead them to look even more.

That bar could be the cultist headquarter, or it could be just an easy place to reach without attracting attention; either way it's a good way to set up a clue.

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Let's be even more specific:
The murder victim is Lucinda, a beautiful young woman, killed with a single stroke of an axe to the back of her head as she was bent forwards over her bed, naked. The murder weapon is nowhere to be found, and the local magistrates are blaming her landlord, an old and infirm man, because he has a pocket knife on him. It does not take much investigation to realise that she was a prostitute.

The killer is unrelated to the rest of the plot; he's just a crazy man.

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