(un)reason
Legend
Dungeon Issue 84: Jan/Feb 2001
part 3/6
Demonclaw: Another adventure set in Greyhawk, showing that they’re taking the mandate to make it the default campaign setting for the new edition seriously. You’re sent off to Wragby, where a paladin has failed to return after visiting the tower of a wizard. Your main mission is to find and retrieve his body so they can raise him, but I’m sure they won’t object to any other heroics in the process. Turns out he accidentally summoned a demon he couldn’t control, and in the process of trying to get rid of it, wound up becoming fused with it instead, becoming a half-glabrezu (and more than half insane) abomination. He killed the paladin, but retained enough of a conscience to not kill his squire, ( :Bob Marley intensifies: ) imprisoning him instead. So this could be played as a typical short dungeoncrawl where you kill everything, but if you explore it in the right order and read the wizard’s notes before encountering him you might realise what’s happened and play it more as a mission of mercy, figuring out how to subdue and capture him (not easy with demonic teleport without error at will) and go on another quest to reverse the transformation. That’s enough moral ambiguity to keep it interesting as a scenario, giving you harder but ultimately more rewarding options than just hack & slash, while also showcasing that this isn’t your daddy’s Greyhawk, with both more racial diversity (a half-orc paladin!) and a higher average magic level that’s also well integrated into society. So long pretending D&D campaign worlds are basically real world medieval with the weird stuff hovering around the edges, now everyone with any experience has a suitable collection of magic items. Some people will like that, others very much won’t, and hopefully we’ll see a few more letters on the topic in the near future.
part 3/6
Demonclaw: Another adventure set in Greyhawk, showing that they’re taking the mandate to make it the default campaign setting for the new edition seriously. You’re sent off to Wragby, where a paladin has failed to return after visiting the tower of a wizard. Your main mission is to find and retrieve his body so they can raise him, but I’m sure they won’t object to any other heroics in the process. Turns out he accidentally summoned a demon he couldn’t control, and in the process of trying to get rid of it, wound up becoming fused with it instead, becoming a half-glabrezu (and more than half insane) abomination. He killed the paladin, but retained enough of a conscience to not kill his squire, ( :Bob Marley intensifies: ) imprisoning him instead. So this could be played as a typical short dungeoncrawl where you kill everything, but if you explore it in the right order and read the wizard’s notes before encountering him you might realise what’s happened and play it more as a mission of mercy, figuring out how to subdue and capture him (not easy with demonic teleport without error at will) and go on another quest to reverse the transformation. That’s enough moral ambiguity to keep it interesting as a scenario, giving you harder but ultimately more rewarding options than just hack & slash, while also showcasing that this isn’t your daddy’s Greyhawk, with both more racial diversity (a half-orc paladin!) and a higher average magic level that’s also well integrated into society. So long pretending D&D campaign worlds are basically real world medieval with the weird stuff hovering around the edges, now everyone with any experience has a suitable collection of magic items. Some people will like that, others very much won’t, and hopefully we’ll see a few more letters on the topic in the near future.