Begin with a claim
Generate a settlement rumour and choose one that fits your adventure. Decide where the characters hear it and what makes it worth following up.
Tabletop intrigue and exploration
A claim worth questioning.
A person to approach.
A lead to pursue.

A reason to ask another question
Prepare something the party can choose to follow.
Generate a settlement rumour and choose one that fits your adventure. Decide where the characters hear it and what makes it worth following up.
Review a case and its leads beside the settlement people and places. Give the party a starting point and room to choose its own approach.

Conversations. Accounts. Possible leads.
The illustration shows an adventurer questioning a flower merchant about a crescent token, while other townspeople point towards possible leads around the harbour.
Connect a selected rumour to a person to question, a place to visit or a detail to examine. Consider what each source knows and where their accounts might differ.
Rumour and investigation preparation
Choose the material that fits your adventure.
Generate local talk for a settlement. Choose a claim that fits the people, places and circumstances of your adventure.
Prepare a case with leads to pursue. Review the starting point and decide what draws the characters into asking questions.
Choose the settlement and the kind of intrigue you need. Review the material against the locations and people already in your campaign.
Connect a selected claim to a conversation. Consider who the party could approach and what that person might have observed.
Use a lead to prepare a visit or search. Give the characters a location they can investigate through their own approach.
Review the clues and questions in your preparation. Choose a concrete detail the party can notice, compare or ask about.
Consider what each source knows and where accounts differ. Keep statements distinct from observations and established campaign facts.
Regenerate when you need another rumour, a different opening or another question to follow. Choose the material that suits your session.
Offer leads the group can act on. Let the players decide which questions matter and how they want to investigate them.
Keep selected rumours and leads beside your notes. Record what the party has heard and discovered as the adventure unfolds.

Prepare the investigation
The illustration shows a woman reviewing a crescent token beside a settlement map, witness portraits, a warehouse model and an open preparation book.
Review the case leads against your campaign. Decide where the party can begin asking questions, what each source knows and which details are worth examining.
From a rumour to a lead
A focused intrigue workflow.
Choose the settlement and the kind of intrigue you need. Use a rumour for an opening or prepare a case with leads.
Read the claims and leads against the people and places of your campaign. Choose what fits and generate more options when useful.
Prepare a local conversation, a visit or a search. Give the characters something they can follow through their own approach.
Keep what people say separate from established observations. Record what the characters discover and decide what follows in the adventure.

Follow the warehouse lead
The illustration shows adventurers examining a crescent mark on a crate while questioning a warehouse worker beside blue doors and the harbour.
Use a lead to prepare a conversation, visit or search. Let the group decide what to examine and ask, then keep its discoveries with your session notes.
Keep the investigation with your notes
Prepare the next conversation from what happened in play.
Keep the claims you choose beside your session preparation. Note who introduced each rumour and where the party heard it.
Keep the investigation case and its leads with your notes. Review which people and places the characters have approached.
Record what the party heard and discovered during play. Review those notes before introducing another account or conversation.
Introduce only the details the party has learned. Keep other leads with your preparation until the characters choose to investigate them.
Your workspace and related tools
Open your tools through your VISINVOKE account.

Open Rumor & Investigation Generator in DCC. Get the desktop workspace through your account installer page.

Prepare a separate story about making amends, its cost and how others respond. Use that material alongside your adventure.
Product illustrations show harbour conversations, possible leads, case preparation and a warehouse investigation.
Questions and answers
Rumours, cases, leads, session notes and account access.
It prepares settlement rumours and investigation cases with leads. Choose the claims and questions that fit your adventure, then decide where the party can begin following them.
Use a settlement rumour for a quick conversation or adventure opening. Prepare an investigation case when you want leads to review alongside the settlement people, places and circumstances.
Choose a claim that fits the setting and introduce it through a local conversation. Give the party an opportunity to follow it up through a person, place or detail.
Offer leads the players can act on and let them choose their approach. Review what each source knows and keep claims, observations and conclusions distinct in your preparation.
Keep the selected rumours and leads with your session notes. Record what the party has heard and discovered, then review those notes before introducing a later conversation.
Open Rumor & Investigation Generator from the Generators collection in VISINVOKE Desktop Control Centre. Create an account or sign in and get DCC through your account installer page.

Continue in VISINVOKE
Create an account or sign in. Get Desktop Control Centre through your account installer page and open Rumor & Investigation Generator.
Keep selected rumours and investigation material beside your session notes.