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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8109886" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 4: Mar/Apr 1987</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>Escape from the Tower of Midnight: Ah, now here's something completely different. An all-thief adventure where obviously, sneaking and social skills are paramount. The player's guild is subject to a hostile takeover, they're captured and scheduled to be executed in a couple of days. This puts them on a pretty strict timeline to escape, and hopefully get some revenge as well. As a tournament adventure, this does mean a bit of railroading to get the characters into the adventure in the first place if you put it in a regular game, but once in, you're pretty much free to solve the problem the way you choose, and to have it be a one-shot, or something that has long term campaign repercussions as the guild conflict escalates into a full-blown turf war. There are some pretty interesting setpieces, while not making the area design completely illogical, and some amusingly quirky NPC's that can be ally or enemy depending on how the PC's handle the encounter. While the intended party composition might rule out using it in a lot of campaigns, this is one I can definitely recommend, as it does something different, and does it pretty well. Adventures for solo characters or one class parties are definitely a niche that the magazine can fill as long as it keeps them to one an issue or less and remembers to cater to different ones each time.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8109886, member: 27780"] [b][u]Dungeon Issue 4: Mar/Apr 1987[/u][/b][u][/u] part 3/5 Escape from the Tower of Midnight: Ah, now here's something completely different. An all-thief adventure where obviously, sneaking and social skills are paramount. The player's guild is subject to a hostile takeover, they're captured and scheduled to be executed in a couple of days. This puts them on a pretty strict timeline to escape, and hopefully get some revenge as well. As a tournament adventure, this does mean a bit of railroading to get the characters into the adventure in the first place if you put it in a regular game, but once in, you're pretty much free to solve the problem the way you choose, and to have it be a one-shot, or something that has long term campaign repercussions as the guild conflict escalates into a full-blown turf war. There are some pretty interesting setpieces, while not making the area design completely illogical, and some amusingly quirky NPC's that can be ally or enemy depending on how the PC's handle the encounter. While the intended party composition might rule out using it in a lot of campaigns, this is one I can definitely recommend, as it does something different, and does it pretty well. Adventures for solo characters or one class parties are definitely a niche that the magazine can fill as long as it keeps them to one an issue or less and remembers to cater to different ones each time. [/QUOTE]
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[Let's Read] Polyhedron/Dungeon
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