(un)reason
Legend
Dungeon Issue 26: Nov/Dec 1990
part 5/5
Nine-Tenth's of the Law: Curiously, the cover adventure is not the longest one in the issue for a change. Thankfully, it breaks the streak of adventures that just dump the trouble in your lap for a nicely nonlinear detective story. You get hired by a priest to find a guy infected with lycanthropy who escaped in the middle of the ritual to cure him. Now he's cutting a bloody swathe through the townsfolk at night and refusing to turn himself in even when he's in human form for highly spoilerific reasons. Obviously you'll get paid better if you bring him in alive for curing, but after a few days of this, just killing him will be a satisfactory result to the locals. With several different layers of secrets going on, this is one with plenty of room for different degrees of success or failure without killing the players, with a similar variety of possibilities of different long-term consequences for your campaign depending on the choices you make. Willie Walsh has once again given us something quirky where the worldbuilding is almost as important as the plot, so there's plenty of room for reusing and building upon the things provided here for other adventures. As long as he can come up with new twists each time, I think there's room for plenty more of these without getting repetitive.
There's still plenty of variety in here, but there is also a definite increase in adventures that push the PC's into the action with a stick rather than a carrot. That's a change that could rapidly become obnoxious if it proves to be a trend. Guess I'd better head into the next year and see if my worst fears are justified, or it's all the manipulation of paranoia-inducing phantoms.
part 5/5
Nine-Tenth's of the Law: Curiously, the cover adventure is not the longest one in the issue for a change. Thankfully, it breaks the streak of adventures that just dump the trouble in your lap for a nicely nonlinear detective story. You get hired by a priest to find a guy infected with lycanthropy who escaped in the middle of the ritual to cure him. Now he's cutting a bloody swathe through the townsfolk at night and refusing to turn himself in even when he's in human form for highly spoilerific reasons. Obviously you'll get paid better if you bring him in alive for curing, but after a few days of this, just killing him will be a satisfactory result to the locals. With several different layers of secrets going on, this is one with plenty of room for different degrees of success or failure without killing the players, with a similar variety of possibilities of different long-term consequences for your campaign depending on the choices you make. Willie Walsh has once again given us something quirky where the worldbuilding is almost as important as the plot, so there's plenty of room for reusing and building upon the things provided here for other adventures. As long as he can come up with new twists each time, I think there's room for plenty more of these without getting repetitive.
There's still plenty of variety in here, but there is also a definite increase in adventures that push the PC's into the action with a stick rather than a carrot. That's a change that could rapidly become obnoxious if it proves to be a trend. Guess I'd better head into the next year and see if my worst fears are justified, or it's all the manipulation of paranoia-inducing phantoms.