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D&D Older Editions
U1 Secret of Saltmarsh: Thoughts?
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<blockquote data-quote="Helldritch" data-source="post: 8185825" data-attributes="member: 6855114"><p>I have played U1 many times. So far, the stumbling upon the smugglers have always worked out. The best intro that worked out every single times is to have a player inherit the house. I make sure that the players are far away, that they remember "fondly" of their old uncle and that he was an alchemist of some sort.</p><p></p><p>As the players get into town they are directed to the lawyer of their uncle that will tell them that much of the inheritance was spend into finding the player and all that is left is the house and its content. </p><p></p><p>I make sure that the lawyer warns them that the house is reputed to be haunted and that they should drop the matter completely (this usually push the player into wanting the house or at least investigate it). To make matters even more suspicious, the lawyer even offers 200 gp for the haunted house as an incentive to not take the house... </p><p></p><p>This usually put the players into "something's fishy" mode and they investigate the house thoroughly. The lawyer is in league with the smugglers (of course).</p><p></p><p>This approach have worked out numerous times.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8185825, member: 6855114"] I have played U1 many times. So far, the stumbling upon the smugglers have always worked out. The best intro that worked out every single times is to have a player inherit the house. I make sure that the players are far away, that they remember "fondly" of their old uncle and that he was an alchemist of some sort. As the players get into town they are directed to the lawyer of their uncle that will tell them that much of the inheritance was spend into finding the player and all that is left is the house and its content. I make sure that the lawyer warns them that the house is reputed to be haunted and that they should drop the matter completely (this usually push the player into wanting the house or at least investigate it). To make matters even more suspicious, the lawyer even offers 200 gp for the haunted house as an incentive to not take the house... This usually put the players into "something's fishy" mode and they investigate the house thoroughly. The lawyer is in league with the smugglers (of course). This approach have worked out numerous times. [/QUOTE]
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U1 Secret of Saltmarsh: Thoughts?
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