(un)reason
Legend
Dungeon Issue 33: Jan/Feb 1992
part 3/5
The Siege of Kratys Freehold: Ooh, another mass combat adventure. Good to see them at least trying to push that subsystem more. (while also offering a simplified system for people who don't own the needed supplement) They also thank playtesters in the intro, which is also a good sign. Also pleasing is the writer connecting it to a previous adventure of his from a few issues ago. As they said in the letters page, you're welcome to use bits of worldbuilding from your own campaigns and see if you can get people intrigued enough that they send in letters asking for more. If a writer builds that kind of fanbase, they're much more likely to be hired officially like Wolf just was.
But enough context. Tarran Kratys is a soldier who's been fighting orcs for quite a few years, working his way up the ranks and making many enemies in the process. It's been a bad summer, with lots of wildfires, disease, crop failure, etc, so the orc tribes decide it's a perfect time to gang up and get revenge. The PC's happen to be passing by shortly before things get serious and get hired as extra protection. This sets you up for a weeklong timeline of things that'll happen unless the PC's do something to change it, culminating in the full on assault of orcs & ogres that will result in the keep's downfall. As with the last adventure, this will not go well for players who've got into the habit of sitting around waiting for the next plot beat on the railroad to come to them, and will strongly reward using the time you have between events to come up with all sorts of inventive defences or scout the area and take the fight to them. They have the numbers, but you should have the magical advantage, so make sure you use it. A well placed sleep spell can not only take out the dozen or so orcs it affects, but more, say, if you cast it when they're just reaching the top of the siege ladders so they fall on the ones below. This should not only provide a couple of session's worth of fun, but also has plenty of reusable setting material, although like the previous one by the same author, some of the specific details may well need changing to fit the geography of your campaign due to the size of area covered. Definitely going to be watching out to see if there's any more adventures set in Volkrad in the future.
This is one time Bill Cosby doesn't want high ratings, a message by the American Heart Association? Ooookay. There'll definitely be more times in the future when he'll wish fewer people were paying attention.
part 3/5
The Siege of Kratys Freehold: Ooh, another mass combat adventure. Good to see them at least trying to push that subsystem more. (while also offering a simplified system for people who don't own the needed supplement) They also thank playtesters in the intro, which is also a good sign. Also pleasing is the writer connecting it to a previous adventure of his from a few issues ago. As they said in the letters page, you're welcome to use bits of worldbuilding from your own campaigns and see if you can get people intrigued enough that they send in letters asking for more. If a writer builds that kind of fanbase, they're much more likely to be hired officially like Wolf just was.
But enough context. Tarran Kratys is a soldier who's been fighting orcs for quite a few years, working his way up the ranks and making many enemies in the process. It's been a bad summer, with lots of wildfires, disease, crop failure, etc, so the orc tribes decide it's a perfect time to gang up and get revenge. The PC's happen to be passing by shortly before things get serious and get hired as extra protection. This sets you up for a weeklong timeline of things that'll happen unless the PC's do something to change it, culminating in the full on assault of orcs & ogres that will result in the keep's downfall. As with the last adventure, this will not go well for players who've got into the habit of sitting around waiting for the next plot beat on the railroad to come to them, and will strongly reward using the time you have between events to come up with all sorts of inventive defences or scout the area and take the fight to them. They have the numbers, but you should have the magical advantage, so make sure you use it. A well placed sleep spell can not only take out the dozen or so orcs it affects, but more, say, if you cast it when they're just reaching the top of the siege ladders so they fall on the ones below. This should not only provide a couple of session's worth of fun, but also has plenty of reusable setting material, although like the previous one by the same author, some of the specific details may well need changing to fit the geography of your campaign due to the size of area covered. Definitely going to be watching out to see if there's any more adventures set in Volkrad in the future.
This is one time Bill Cosby doesn't want high ratings, a message by the American Heart Association? Ooookay. There'll definitely be more times in the future when he'll wish fewer people were paying attention.
