Inspired by How can I make investigation engaging for the whole party?, this is roughly the same question but from the opposite side of the fence. As a player, how can I make the investigations more interesting? Alternatively: How can I make investigations easier on the GM?
The campaign I am currently in is D&D 4e, with a setting that is similar to Dark Sun, but not quite the same. Some differences include the fact that it's not low-magic, and the Sorcerer-kings are replaced with dragons. (The GM has also generally been permitting or including a number of things which are thematically exclusive to other settings, such as Dragonmark feats, but those are on a case-by-case basis.)
The campaign currently has nearly half a dozen different threads going, some of which are connected to one another. Some of these threads were initiated by the PCs, such as my character attempting to unite the various noble houses to a single cause; others are actual quest-lines fed to us by the GM, such as the illicit substance we've been chasing around the city which may-or-may-not be derived from Tarrasque meat.
The PCs we have:
- Satyr warlock, noble in direct service to the Dragon-king (social character, my character)
- Kalashtar cleric, member of the clergy of the Dragon-king's church (social character)
- Kenku druid, ingested some of the illicit substance (somewhat shy)
- Minotaur barbarian (has missed many sessions due to graduation parties)
- Mul shaman, drunkard (may be leaving game due to time conflicts)
- Revenant ranger, pyromaniac (apparently determined to fail as many skill checks as possible)
- Human battlemind (joining for first session this upcoming week, possibly social character)
We frequently split the party to investigate multiple leads at once, generally to the tune of "it seemed like a good idea at the time!" It's worked out okay so far (in fact, the only time anyone has come close to dying was on an occasion when we didn't split up). However, the two social characters in the party, both being representatives of the Dragon-king in a way, have by and large stuck together, meaning that the other group(s) during the split are without a "party face" character. It does not help that both characters are at this point trying to actively avoid the ranger due to the trouble he stirs up. (This may change once the battlemind joins; knowing the player, he may follow the ranger "for the lulz".)
To reiterate: As a player, how can I make the investigations more interesting to the group, particularly those which occur with a split party?
Failing "more interesting": How can I make investigations easier on the GM?