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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8125322" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 7: Sep/Oct 1987</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>Tortles of the Purple Sage pt 2: Having finished the escort mission part of the plot, there's still a ton of things for the players to do out here, with another 18 pages of worldbuilding and plot hooks. Half of this is a detailed description of the Richland Trading Post, a frontier town that seems intended as a base of operations for the PC's to come back too between expeditions, restock and sell any treasure they've found. The other half is a somewhat sketchier description of three ruined cities with some weird stuff going on that'll be very valuable indeed if they can get there and deal with the quirks and dangers of what they find. It's even more open-ended than the first part, and once again operates on a scale of both space and time many orders of magnitude larger than any other adventure here. With a bit of work to fill in the map, it could well give your characters years of exploration fun. Well worth the price of entry even on it's own. </p><p></p><p></p><p></p><p>The Matchmakers: P. N. Elrod returns to give us another quirky change of pace, with a very Romeo & Juliet style romance story of lovers from wealthy houses who's families are feuding, and want to marry them off to other people. Can you resolve things so they end somewhat less tragically than the source material? You'll have to anticipate several potential plot twists and head them off at the pass, or come up with a plan that bypasses them altogether and get lucky. Fortunately, this is the kind of adventure that also gives plenty of information on the surrounding town and NPC's, so it's easy to improvise in response to the players. A good example of how to do a plot-heavy, combat-light story without turning it into a railroad.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8125322, member: 27780"] [b][u]Dungeon Issue 7: Sep/Oct 1987[/u][/b] part 3/5 Tortles of the Purple Sage pt 2: Having finished the escort mission part of the plot, there's still a ton of things for the players to do out here, with another 18 pages of worldbuilding and plot hooks. Half of this is a detailed description of the Richland Trading Post, a frontier town that seems intended as a base of operations for the PC's to come back too between expeditions, restock and sell any treasure they've found. The other half is a somewhat sketchier description of three ruined cities with some weird stuff going on that'll be very valuable indeed if they can get there and deal with the quirks and dangers of what they find. It's even more open-ended than the first part, and once again operates on a scale of both space and time many orders of magnitude larger than any other adventure here. With a bit of work to fill in the map, it could well give your characters years of exploration fun. Well worth the price of entry even on it's own. The Matchmakers: P. N. Elrod returns to give us another quirky change of pace, with a very Romeo & Juliet style romance story of lovers from wealthy houses who's families are feuding, and want to marry them off to other people. Can you resolve things so they end somewhat less tragically than the source material? You'll have to anticipate several potential plot twists and head them off at the pass, or come up with a plan that bypasses them altogether and get lucky. Fortunately, this is the kind of adventure that also gives plenty of information on the surrounding town and NPC's, so it's easy to improvise in response to the players. A good example of how to do a plot-heavy, combat-light story without turning it into a railroad. [/QUOTE]
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