Prepping clues

As you prep for a session, try to identify any crucial revelations that the PCs need in order to accomplish their current goals or to make important decisions. For each revelation, create at least one clue, ideally two or three. The players need this info to meaningfully engage with the game, right? Make sure that there are plenty of ways for them to get it.

Vahid has dragged the PCs to Three Coven Lake, in search of the Mindgem's fiery makerglass heart. He's acquired an ancient scroll that hints at it once being here, powering some arcane device.

In order to accomplish their goals, the PCs will need to learn where exactly the Mindgem's heart is. I've decided that it's still powering that arcane device, which animates a number of constructs. But a deathless sorcerer long ago fused his soul to that device, sending his consciousness out into those constructs.

I think about potential clues, ways that the PCs could learn some or all of this. Then I write out the following:

  • An old map of the city, showing a site marked with a sigil that's also prominent on the scroll.
  • The constructs bear that same sigil from the scroll; the PCs might interrogate one or follow it home.
  • A rival of the sorcerer tells the PCs where to find the arcane device, hoping to stir up conflict.

(And now I start thinking about who or what the sorcerer's rival might be, and how the PCs might encounter them…)

Decide where and how the PCs could find any clues you prepare. Some clues will be tied to a specific place, NPC, or monster. Other clues will be notional, things you can introduce whenever and wherever it makes sense.

If you suspect that a clue will prompt your PCs to Know Things or Seek Insight or use some other information-gathering move, consider what information you might provide. Maybe write down something interesting and something useful, or what isn't what it seems, etc.

Continuing the previous example, the second and third clues are clearly tied to encounters with specific entities. But the first clue—the map—could theoretically be found anywhere in the ruined city.

I suspect that Vahid will Know Things about that sigil if he finds it on the map or the constructs, so I jot down:

SOMETHING INTERESTING: This sigil is a personal identifier for a maker named Skol Gaeille. Such sigils were used to mark an individual's property.

SOMETHING USEFUL: That spot on the map/wherever these constructs come from… there's a good chance that you'll find the arcane device there or at least a lead to find it!

If you like, think about other revelations that you might make—information that's not crucial, but that could offer the PCs an opportunity, or that would illuminate the world or your NPCs. Create clues for these revelations, too!