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<blockquote data-quote="Jan van Leyden" data-source="post: 5587110" data-attributes="member: 20307"><p>In before the flood and the (unavoidable ?) trench war.</p><p></p><p><strong>U1 - The Sinister Secret of Saltmarsh, AD&D 1e</strong></p><p>One of my favorites sports three different sites and sections, with the transfer points being set by the knowledge the PCs gain.</p><p></p><p>The information can be gained by the PCs exploring each site without ever leaving the adventure area. Background and context are explained in a way that the DM can easily react to the PCs leaving the premises and searching for information outside of the adventure, though this hasn't happen in the six times I've run it.</p><p></p><p>The first section focuses on exploration, giving the PCs free reign to proceed as they wish. It takes place in an unoccupied house.</p><p></p><p>The second action brings some more exploration as well as fights against some enemies, who are spread over the whole section, have their own schedule, and will react meaningful to the incursion. It tends to lead to a longer, drawn out fight over multiple rooms, where the PCs don't know the battleground, have to react quickly, and make tactical decisions with limited knowledge. It takes place in a small dungeon.</p><p></p><p>The third section features a commands-style intrusion in a very special setting. It's sort of exploration-like but feels very unusual and intense due to the area intruded upon. This section may play out completely different depending on the approach the players use. Clever roleplaying may be used to completely avoid any fight in this section. There's a certain danger that the players call in their Big Brothers to solve the situation. Either the DM prepares his background in a way that the BBs can and will decline to help or this section won't take place in any meaningful way.</p></blockquote><p></p>
[QUOTE="Jan van Leyden, post: 5587110, member: 20307"] In before the flood and the (unavoidable ?) trench war. [B]U1 - The Sinister Secret of Saltmarsh, AD&D 1e[/B] One of my favorites sports three different sites and sections, with the transfer points being set by the knowledge the PCs gain. The information can be gained by the PCs exploring each site without ever leaving the adventure area. Background and context are explained in a way that the DM can easily react to the PCs leaving the premises and searching for information outside of the adventure, though this hasn't happen in the six times I've run it. The first section focuses on exploration, giving the PCs free reign to proceed as they wish. It takes place in an unoccupied house. The second action brings some more exploration as well as fights against some enemies, who are spread over the whole section, have their own schedule, and will react meaningful to the incursion. It tends to lead to a longer, drawn out fight over multiple rooms, where the PCs don't know the battleground, have to react quickly, and make tactical decisions with limited knowledge. It takes place in a small dungeon. The third section features a commands-style intrusion in a very special setting. It's sort of exploration-like but feels very unusual and intense due to the area intruded upon. This section may play out completely different depending on the approach the players use. Clever roleplaying may be used to completely avoid any fight in this section. There's a certain danger that the players call in their Big Brothers to solve the situation. Either the DM prepares his background in a way that the BBs can and will decline to help or this section won't take place in any meaningful way. [/QUOTE]
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