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<blockquote data-quote="UnDfind" data-source="post: 52636" data-attributes="member: 2744"><p><strong>The Quest Is The Quest</strong></p><p></p><p>Woohoo! Interest is shown! </p><p></p><p>1. The thugs do know things, but for the sake of the game, it would be best if they didn't reveal too much to the party. It's pretty easy to make any captured smugglers simply be newer to the Alliance, allowing them to know less. </p><p></p><p>As far as charm person goes, the caster may now be a friend, but he is still not a member of the Alliance. The smugglers know what happens to those who talk too much and won't reveal too much to anyone outside the Alliance. But as I said, any information you feel like disclosing, go ahead and let it slip from somebody's mouth. This is only an outline and I won't be covering every option available.</p><p></p><p>Hypnotism only makes the affected creature go 2 steps in a friendly direction, and answers as he would to that person. As the smugglers are openly hostile (and don't like the party much), Hypnotism would in no way make any in the party a trusted ally or confidant.</p><p></p><p>2. As far as getting the party hooked: It's always up to the DM to do so, but there are several options in this case. First is justice, as two murders have yet to be solved (and one is a town official). Second is money, which tends to be the motivation for many who don't care one way or the other about justice or seeing baddies stopped. Feel free to change anything you need to to make the party's interest in the adventure grow, as every group has it's own motivations and goals. If the party's currently looking for something, then have one of the smugglers describe the thing during interrogation. There's lots of ways to get a party hooked, just learn what your players like, and tailor the quest to their tastes. Makes the game much more enjoyable for all <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="UnDfind, post: 52636, member: 2744"] [b]The Quest Is The Quest[/b] Woohoo! Interest is shown! 1. The thugs do know things, but for the sake of the game, it would be best if they didn't reveal too much to the party. It's pretty easy to make any captured smugglers simply be newer to the Alliance, allowing them to know less. As far as charm person goes, the caster may now be a friend, but he is still not a member of the Alliance. The smugglers know what happens to those who talk too much and won't reveal too much to anyone outside the Alliance. But as I said, any information you feel like disclosing, go ahead and let it slip from somebody's mouth. This is only an outline and I won't be covering every option available. Hypnotism only makes the affected creature go 2 steps in a friendly direction, and answers as he would to that person. As the smugglers are openly hostile (and don't like the party much), Hypnotism would in no way make any in the party a trusted ally or confidant. 2. As far as getting the party hooked: It's always up to the DM to do so, but there are several options in this case. First is justice, as two murders have yet to be solved (and one is a town official). Second is money, which tends to be the motivation for many who don't care one way or the other about justice or seeing baddies stopped. Feel free to change anything you need to to make the party's interest in the adventure grow, as every group has it's own motivations and goals. If the party's currently looking for something, then have one of the smugglers describe the thing during interrogation. There's lots of ways to get a party hooked, just learn what your players like, and tailor the quest to their tastes. Makes the game much more enjoyable for all :) [/QUOTE]
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