Hey guys.
So right now I'm running a group of six new-ish players through some homebrewed campaign. Long story short, there's a mixed up epic-level druid out there, giving the Survival of the Fittest thing an active kickstart. Kill or be killed, etc. He's essentially going on a rampage just to see how far he can get.
Anyhoo, since my characters are only 2nd level, I'm barely introducing them to the concept. Right now they're on almost the other side of the world, and have been conscripted by local militia to bring in a couple rangers and druids (nature-related classes) who might know something about what's been going on. They've brought in two rangers alive so far, and are going for a reclusive druid next session. Right now, the players only know that these NPCs are being brought in for questioning, but they don't know what for.
Here's where it gets interesting.
The party has a druid and a ranger. I'm thinking a good way to get them introduced to the murders happening abroad is to have them taken in for questioning as well, possibly upon delivery of the druidic recluse.
The problem is that I'm not sure how to portray an interrogation in a way that is interesting for ALL the players. Inside the chamber, I want to have the paladin Captain of the Guard set up a Zone of Truth spell, and a high-ish level cleric use Speak with Dead to interrogate some detainees who were not so lucky as to be brought in alive. But the two PCs who would be captured know absolutely NOTHING about what is happening. A big problem is going to be getting them involved/interested enough to defend themselves in this interrogation.
An even BIGGER problem is what to do about the remaining four party members. Judging by their mostly chaotic alignments, they are likely to try and bust their friends out of detention if the guards take them by force. I'm thinking a good way to avoid this is to have the Captain simply request that they answer a few questions for him. Maybe the other players can do some investigation around the city to figure out what the deal is on their own? This seems kinda like a stopgap since the druid and ranger will tell them post-interrogation anyways.
TL;DR
How can I model an interrogation in an interesting way for the 2 players involved, while also having something constructive for the remaining 4 players to do?
So right now I'm running a group of six new-ish players through some homebrewed campaign. Long story short, there's a mixed up epic-level druid out there, giving the Survival of the Fittest thing an active kickstart. Kill or be killed, etc. He's essentially going on a rampage just to see how far he can get.
Anyhoo, since my characters are only 2nd level, I'm barely introducing them to the concept. Right now they're on almost the other side of the world, and have been conscripted by local militia to bring in a couple rangers and druids (nature-related classes) who might know something about what's been going on. They've brought in two rangers alive so far, and are going for a reclusive druid next session. Right now, the players only know that these NPCs are being brought in for questioning, but they don't know what for.
Here's where it gets interesting.
The party has a druid and a ranger. I'm thinking a good way to get them introduced to the murders happening abroad is to have them taken in for questioning as well, possibly upon delivery of the druidic recluse.
The problem is that I'm not sure how to portray an interrogation in a way that is interesting for ALL the players. Inside the chamber, I want to have the paladin Captain of the Guard set up a Zone of Truth spell, and a high-ish level cleric use Speak with Dead to interrogate some detainees who were not so lucky as to be brought in alive. But the two PCs who would be captured know absolutely NOTHING about what is happening. A big problem is going to be getting them involved/interested enough to defend themselves in this interrogation.
An even BIGGER problem is what to do about the remaining four party members. Judging by their mostly chaotic alignments, they are likely to try and bust their friends out of detention if the guards take them by force. I'm thinking a good way to avoid this is to have the Captain simply request that they answer a few questions for him. Maybe the other players can do some investigation around the city to figure out what the deal is on their own? This seems kinda like a stopgap since the druid and ranger will tell them post-interrogation anyways.
TL;DR
How can I model an interrogation in an interesting way for the 2 players involved, while also having something constructive for the remaining 4 players to do?