Book 2 Investigations and Red Herrings [Spoilers] Opinions?


Rise of the Runelords


In book 2, there so many red herrings that are and could be. The moment Misgivings was mentioned, the PCs wanted to go running off to it (this was even before the Walking Scarecrows). The PCs did not care nor did they believe any of Sandpoint citizens were responsible (even with the mention that Chopper was a Sandpoint citizen and *he* was a ritualistic murderer). I had all sorts of investigation ideas and even added some other plot hooks (like investigating Chopper's Isle to see if the murders were related, Titus Scarnetti being a good suspect). The moment the PCs found out about Misgivings, they gave up on Caizarlu as a suspect.

For those of you who have run this, what did you think? I wanted the investigation to be more meaningful than a wasted session.


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One thing I had up my sleeve if they made a beeline for Aldern, was ro have Shayliss talking with a woman in the Rusty Dragon (or wherever) about a passionate weekend with Aldern at his townhouse in Magnimar (common knowledge). During the investigation, it would be found out to be untrue, and that Shayliss was trying to make the PC jealous. It would seem to give Aldern an alibi, and buy some more time.

Another idea I had was to have some local teens trying to make a name for themselves like the PCs by adventuring. One of them would say that they spent the night at Misgivings and didn't see what the fuss was about (lying: he took one look at the crows outside, and peed himself, while running to his mommy).

The third option I have is for Sherriff Hemlock to check in on the investigation. If the PCs suggest Aldern as a suspect, he'll ask what their evidence is. He can then point out some leaps in their logic. This one will work well if you've used the NPCs as clue bats in the past. Good luck!

Scarab Sages

I let my players face the consequences of their actions. If they want to run off to the Misgivings, that's fine. Let them. And when they come back and find out that the southern fields had been overrun and there's now an army of ghouls out there....!

But, in way of NOT being a mean DM, you could have the players meet up with some beat up farmer on their way to Misgivings who tells horrid tales of flesh eating scarecrows! Then have the party, who I would think would report this incident to Sheriff Hemlock, hear about the insane asylum being under attack from Scarecrows as well...?

Sometimes your players will miss parts of the campaign. It happens. Just remember, though, that just because they miss something, doesn't mean that it still doesn't occur. Take the insane asylum to its logical conclusion. The guy there turns ghoul, gets out, and probably kills the two tieflings and the owner. Then you have a necromancer with four ghouls and the beginnings of something very, very bad.

Dark Archive

Pathfinder Adventure Path Subscriber

That is the big problem with the mystery - it really isn't one. It gives few red herrings, and basically nobody else with a good motive. I've done some work to muddy the waters as much as possible in my campaign, by giving Titus Scarnetti some ties to the object of obsession, and introducing an alternative interpretation of "Your Lordship," but once The Misgivings comes up, there's no reason to entertain other suspects any longer.

It sounds like the party's at least been to Habe Sanatorium, since they've learned about The Misgivings. At that point, I'd let them get ready to head out. They've learned all they need to, really.


I don't know, I added quite a bit of "extra mystery", and I have them doubting that Aldern could do it.

Caizarlu adds a layer, especially if the party knows about the undead signs at the mill, and you have him mention "ghoul activity" while the party is at the Sanitorium.

Another theory they have is that Aldern is just a victim, and they need to save him. The presence of Rogors at the farm with the key enforces this idea.


The problem is exactly what Misroi said. There's not much mystery. Though, they actually haven't figured out it's Aldern. I guess I just wished the mystery was more mysterious, rather than having the PCs rush up to Misgivings day one of the investigation. I expected to toy with the PCs a little more; so I made finding info about Misgivings a little bit harder (like it takes more time than just a day or so). I had a bunch of red herring ideas but because I accidentally said the word "Misgivings" in that speech in the Sanatorium, the PCs already discredit all the red herrings :'(


Alexis Jefferson wrote:
The problem is exactly what Misroi said. There's not much mystery. Though, they actually haven't figured out it's Aldern. I guess I just wished the mystery was more mysterious, rather than having the PCs rush up to Misgivings day one of the investigation. I expected to toy with the PCs a little more; so I made finding info about Misgivings a little bit harder (like it takes more time than just a day or so). I had a bunch of red herring ideas but because I accidentally said the word "Misgivings" in that speech in the Sanatorium, the PCs already discredit all the red herrings :'(

See, I never even mentioned The Misgivings in Graysts' speech. Just "join his pack" and stuff. I had a messenger/farmer go immediately to the PC's a few real time minutes after they interrogated Grayst. He told them about Hambleys' farm, where they learned about the Misgivings. I got them to go back to Sandpoint by using the live people on the scarecrows (one of which was shot with a precautionary arrow). They needed attention, and the closest place was Sandpoint. There, I had them learn of Titus' murder, and another clue towards the Misgivings.

I guess I just made up enough mystery to make it mysterious.


My party was all set to go to the Misgivings following Grayst's speech, but wanted to 1) report the good doctor's misdeeds to Hemlock and 2) rest and recuperate before seeking out the likely murderer in his stronghold. So it made it very easy to side-track them with Farmer Grump and his tale of dog-eating ghouls overrunning the nearby farms once they got back to Sandpoint.

If the PCs decide to try to go straight there, it's easy enough to have them encountered a frightened and dirty Farmer Grump on the road. If they choose to ignore the immediate threat and press on to the Misgiving from there, let them.


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One of my go-to plays is to bring out children. My players might ignore an old crusty farmer asking for help, but a crying child saying, "Mommy ate daddy" is going to get them running.


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slayer_of_gellcor wrote:
One of my go-to plays is to bring out children. My players might ignore an old crusty farmer asking for help, but a crying child saying, "Mommy ate daddy" is going to get them running.

This is so twisted, in the best possible way. I couldn't help but grin when I read it. I'll have to do something like that to my players.


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slayer_of_gellcor wrote:
One of my go-to plays is to bring out children. My players might ignore an old crusty farmer asking for help, but a crying child saying, "Mommy ate daddy" is going to get them running.

This kind of advice is why I love this forums so much. And you, guys. I love you too. And I'm not drunk, I swear.


slayer_of_gellcor wrote:
One of my go-to plays is to bring out children. My players might ignore an old crusty farmer asking for help, but a crying child saying, "Mommy ate daddy" is going to get them running.

Uhm, sir. Do we, the community, have your permission to use this absolutely horrific event in our games, RotR or not?


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You are all amateurs.

I had my real live children play all the goblins in RotRL.

You want goblins to act like goblins? Recruit children to play them!

Dark Archive

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Pathfinder Adventure Path Subscriber

That's a bit too much commitment to the role than I'm willing to put in, NH.


bigrig107 wrote:
slayer_of_gellcor wrote:
One of my go-to plays is to bring out children. My players might ignore an old crusty farmer asking for help, but a crying child saying, "Mommy ate daddy" is going to get them running.
Uhm, sir. Do we, the community, have your permission to use this absolutely horrific event in our games, RotR or not?

Steal away, my friends! Go forth and be creepy!


As for red herrings, what about those burned down mills? Who did it? My group is seriously investigating that as possible ties to the murder but there's no help in the module. So who burned down the mills in your games?

Scarab Sages

Firelock wrote:
As for red herrings, what about those burned down mills? Who did it? My group is seriously investigating that as possible ties to the murder but there's no help in the module. So who burned down the mills in your games?

The players... seriously... the players.

Dark Archive

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Pathfinder Adventure Path Subscriber

Canonically, I believe it was...

The Answer?:

...the Sczarni, directed by Jubrayl Vhiski at the direction of Titus Scarnetti. The smoking gun can be found at the Scarnetti Manor, but unless your PCs break in there, they won't have a chance to find it until the giant attack in Book 4.

Although I really like the idea that it was all the PCs in all the RotRL games that made it that far. "Seriously, burn ALL of the lumber mills. We have to be sure we got them all!"

Dataphiles

William Sinclair wrote:
The players... seriously... the players.

We did? I don't do evocation spells....So I claim innocence!

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