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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8090518" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 1: Sep/Oct 1986</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>The Dark Tower of Cabilar: Well, they certainly know their audience. Ravenloft was the top-selling AD&D module that didn't come with a corebook, so it seems very fitting that they're starting this off with another vampire lair. It doesn't have quite the same depth or replay value, as it's only a regular 16 page tournament module, starting the players at the tower rather than fleshing out the surrounding landscape. But for what it is, it's pretty good, with some interesting combinations of monsters, that use the terrain they're in to good effect, a map that isn't completely linear, and multiple successful endings of various tragicness based on how well you paid attention early on and made the right choices, plus a few hooks sprinkled in that can be used to make a sequel. It's all pretty fun to read. I can see why they chose this to lead with, and just hope the quality drop-off won't be too bad with the rest. </p><p></p><p></p><p></p><p>Assault on Eddistone Point: Straight from a vampire's tower, to a much smaller tower aimed at low level characters. Not that P. N. Elrod can't do gothic as well, as anyone who's read I, Strahd will know, but flexibility is a good thing in a writer. A signal tower has been taken over by bandits, cutting communications across the mountains. Guess who has to go sort it out. So this is unusually high tech for a D&D world, and has a whole load of worldbuilding that means it won't fit into every campaign. But it is very interesting worldbuilding, featuring well fleshed out NPC's, use of magic as technology, and lots of little details for the antagonists, their captives, and the surrounding landscape. Even more than the previous adventure, you can take stuff from this and use it in your setting, have the characters pass through the area again, or even get involved in spreading signal towers across the continent, with all the logistical challenges and economic knock-on effects that causes. Lots to think about here, so I definitely approve of this one.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8090518, member: 27780"] [b][u]Dungeon Issue 1: Sep/Oct 1986[/u][/b] part 2/5 The Dark Tower of Cabilar: Well, they certainly know their audience. Ravenloft was the top-selling AD&D module that didn't come with a corebook, so it seems very fitting that they're starting this off with another vampire lair. It doesn't have quite the same depth or replay value, as it's only a regular 16 page tournament module, starting the players at the tower rather than fleshing out the surrounding landscape. But for what it is, it's pretty good, with some interesting combinations of monsters, that use the terrain they're in to good effect, a map that isn't completely linear, and multiple successful endings of various tragicness based on how well you paid attention early on and made the right choices, plus a few hooks sprinkled in that can be used to make a sequel. It's all pretty fun to read. I can see why they chose this to lead with, and just hope the quality drop-off won't be too bad with the rest. Assault on Eddistone Point: Straight from a vampire's tower, to a much smaller tower aimed at low level characters. Not that P. N. Elrod can't do gothic as well, as anyone who's read I, Strahd will know, but flexibility is a good thing in a writer. A signal tower has been taken over by bandits, cutting communications across the mountains. Guess who has to go sort it out. So this is unusually high tech for a D&D world, and has a whole load of worldbuilding that means it won't fit into every campaign. But it is very interesting worldbuilding, featuring well fleshed out NPC's, use of magic as technology, and lots of little details for the antagonists, their captives, and the surrounding landscape. Even more than the previous adventure, you can take stuff from this and use it in your setting, have the characters pass through the area again, or even get involved in spreading signal towers across the continent, with all the logistical challenges and economic knock-on effects that causes. Lots to think about here, so I definitely approve of this one. [/QUOTE]
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