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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8115593" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 5: May/Jun 1987</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>The Rotting Willow: Fresh from the ultra-whimsy of last issue, they still have some regular grade whimsy to give us. A small village plagued by trickster fae. But not the nice sort, the sort that don't care if their pranks are fatal or not, turning the place into one of oppressive paranoia and burgeoning superstition as the people try to ward them off and pretend everything is fine. Let's hope that by targeting the PC's, they'll have bitten off more than they can chew. This could be over very quickly, or it could ramp up over days of in-game time, which will make their defeat all the more satisfying for your players. And once again, they put a fair bit of detail into the village, so you can reuse it if they pass the same way again. If they do that at least once every 2-3 issues we'll have more than enough prefab towns to populate a setting with by the time we finish this journey. </p><p></p><p></p><p></p><p>Lady of the Lake: Our second short adventure keeps the whimsy, but gets even weirder. The adventurers find a girl by the roadside, severely wounded and with amnesia. Even magical healing doesn't work properly on her. Apparently, the only solution is to take her to Orb Lake, wherever the hell that is. If you do successfully get her there, she turns into a magic deer from another dimension, then vanishes. Um, yay?!? So this is a romantic fantasy influenced adventure with a load of worldbuilding going on in the background, that'll probably just go over the players heads and leave them baffled unless they go back and use divination magic or the DM just explains in narration afterwards. Big chunks of it will probably be useless, but I guess you never know which bits they'll be, depending on how the players act. At least it manages to be heavily story-focussed without being a railroad, even if it is pretty twee. And it definitely wasn't boring to read. Lots of good and bad points is always more interesting than blandly competent, even if the overall rating winds up in the middle in both cases.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8115593, member: 27780"] [b][u]Dungeon Issue 5: May/Jun 1987[/u][/b] part 2/5 The Rotting Willow: Fresh from the ultra-whimsy of last issue, they still have some regular grade whimsy to give us. A small village plagued by trickster fae. But not the nice sort, the sort that don't care if their pranks are fatal or not, turning the place into one of oppressive paranoia and burgeoning superstition as the people try to ward them off and pretend everything is fine. Let's hope that by targeting the PC's, they'll have bitten off more than they can chew. This could be over very quickly, or it could ramp up over days of in-game time, which will make their defeat all the more satisfying for your players. And once again, they put a fair bit of detail into the village, so you can reuse it if they pass the same way again. If they do that at least once every 2-3 issues we'll have more than enough prefab towns to populate a setting with by the time we finish this journey. Lady of the Lake: Our second short adventure keeps the whimsy, but gets even weirder. The adventurers find a girl by the roadside, severely wounded and with amnesia. Even magical healing doesn't work properly on her. Apparently, the only solution is to take her to Orb Lake, wherever the hell that is. If you do successfully get her there, she turns into a magic deer from another dimension, then vanishes. Um, yay?!? So this is a romantic fantasy influenced adventure with a load of worldbuilding going on in the background, that'll probably just go over the players heads and leave them baffled unless they go back and use divination magic or the DM just explains in narration afterwards. Big chunks of it will probably be useless, but I guess you never know which bits they'll be, depending on how the players act. At least it manages to be heavily story-focussed without being a railroad, even if it is pretty twee. And it definitely wasn't boring to read. Lots of good and bad points is always more interesting than blandly competent, even if the overall rating winds up in the middle in both cases. [/QUOTE]
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