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Questions about very "low" level adventures.
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<blockquote data-quote="Rel" data-source="post: 1261641" data-attributes="member: 99"><p>All of this "Haunted House" talk got me to thinking about one of my favorite AD&D modules: U1 - The Sinister Secret of Saltmarsh (it even sounds like a Scooby Doo episode). I think that with some modifications this could be the perfect setting for your low level adventure.</p><p></p><p>I'm about to post some spoiler type material so stop reading if you want to play this 20 year old module some day. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p></p><p></p><p></p><p></p><p></p><p>Ditch the assassin guy in the haunted house and replace him with a group of teenage bullies (the same ones from your pickpocket plot line). They've been hired by a Bad Guy to make the house look more haunted. They use a weird colored lantern (blue continual flame) to cause "otherworldly lights" at night. And they've got a big bullhorn that they make ghost noises through.</p><p></p><p>The Bad Guy would prefer that they stay at the house hidden by day but they're bored teenagers so you can't keep them anywhere they don't want to stay. Instead they pickpocket the townsfolk and sneak back to the haunted house by night to count their ill-gotten gains.</p><p></p><p>But this is all just a cover for the fact that the Bad Guy is using the caves beneath the haunted house to smuggle weapons to a tribe of Kobolds. He's got a couple of burly Orcs (or half orcs) helping him with the heavy lifting.</p><p></p><p>You can keep adding on to this adventure using the same progression as the original modules: The Kobolds are gathering weapons but not (as the players and the mayor might initially think) to attack Saltmarsh, but to stave off an invasion of Goblins led by an evil Sorcerer. Yadda yadda yadda...they're heroes.</p><p></p><p>If you want to keep more with some of the "Juvenile Adventures" early on, just intersperse the adventure ideas above with more "kid stuff". For example, once the threat of the Kobolds is known, the local constabulary thanks them, pats them on the head and sends some "real adventurers" to deal with the problem. But when they don't return, the party of kids take matters into their own hands...</p><p></p><p>Fun idea. Let us know how it turns out.</p></blockquote><p></p>
[QUOTE="Rel, post: 1261641, member: 99"] All of this "Haunted House" talk got me to thinking about one of my favorite AD&D modules: U1 - The Sinister Secret of Saltmarsh (it even sounds like a Scooby Doo episode). I think that with some modifications this could be the perfect setting for your low level adventure. I'm about to post some spoiler type material so stop reading if you want to play this 20 year old module some day. :D Ditch the assassin guy in the haunted house and replace him with a group of teenage bullies (the same ones from your pickpocket plot line). They've been hired by a Bad Guy to make the house look more haunted. They use a weird colored lantern (blue continual flame) to cause "otherworldly lights" at night. And they've got a big bullhorn that they make ghost noises through. The Bad Guy would prefer that they stay at the house hidden by day but they're bored teenagers so you can't keep them anywhere they don't want to stay. Instead they pickpocket the townsfolk and sneak back to the haunted house by night to count their ill-gotten gains. But this is all just a cover for the fact that the Bad Guy is using the caves beneath the haunted house to smuggle weapons to a tribe of Kobolds. He's got a couple of burly Orcs (or half orcs) helping him with the heavy lifting. You can keep adding on to this adventure using the same progression as the original modules: The Kobolds are gathering weapons but not (as the players and the mayor might initially think) to attack Saltmarsh, but to stave off an invasion of Goblins led by an evil Sorcerer. Yadda yadda yadda...they're heroes. If you want to keep more with some of the "Juvenile Adventures" early on, just intersperse the adventure ideas above with more "kid stuff". For example, once the threat of the Kobolds is known, the local constabulary thanks them, pats them on the head and sends some "real adventurers" to deal with the problem. But when they don't return, the party of kids take matters into their own hands... Fun idea. Let us know how it turns out. [/QUOTE]
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