So, spent some time going over your last couple threads to refresh my memory. I realize in the last thread I explained what an encounter web was without using the phrase, and this time I just used the phrase without explaining what that meant, so my bad if it caused confusion.
You can have two options on how to generally run a game:
1. Dynamic world - whether you use encounter webs, or just on the fly storytelling, or a number of other methods. But effectively, the plot and encounters can shift as a result of PC actions.
2. Static world - the encounters are scripted and are independent of PC action.
In a dynamic world, it's pretty easy to solve your problem - find out what the players are interested in or care about, and tailor the encounters to effect those things. It does take a light touch though, and you need to make sure you don't scare them away from showing that they're interested in anything in your world. It's best if it only touches on their interests tangentially - their bartender friend has a sister in a near-by village that's under demon attack, for example. And you can make interest run in the negative way as well - have the lackeys run into the PCs beforehand; be insulting and contemptuous. You won't have to tell them that they have to wipe the baddies out after that, trust me
In a static world, your options are far more limited, and have mostly been rejected already. So, not sure what to say on that front. If you don't want divination protection, you're going to have to have secretive leaders, where the PCs are going to have to struggle to find the right questions to ask. There's still a risk of lucky chance though - there always will be in that set up.