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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8140798" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 9: Jan/Feb 1988</u></strong></p><p></p><p></p><p></p><p>part 5/5</p><p></p><p></p><p></p><p>The Plight of Cirria: As usual, we have to wait until the end before we get our cover story, the longest and highest level adventure in the issue. The PC's are hired by a female cloud dragon (with newborn babies to look after to explain why she doesn't just do it herself) to rescue her husband, who's been captured by an evil wizard that's trying to figure out how to control and expand the cloud castle he's recently taken over. The PC's had better follow the clues to find it before he figures out how to move it, and discards his captive as of no further use. This involves a fairly substantial trek through jungle, that will be made massively quicker and easier if they have long-distance flight capability, but you'll still have to deal with a fair few flying monsters as random encounters. There's a decent number of setpiece encounters across the area, including a dungeon large enough that it could have been a whole other adventure, but the biggest challenge is saved for last, with multiple powerful spellcasters and their summoned monsters inhabiting the cloud castle, and plenty of treasure if you succeed. While it's neither as broad in scope or freedom as Tortles of the Purple Sage, which continues to set the high water mark for sandbox adventures in here, it's still large and interesting enough to fill a month or so of sessions. Seems like a pretty good use of their page count to me. </p><p></p><p></p><p></p><p>Several interesting experiments in here that make the adventures useful not just as adventures, but in building your campaign in other ways as well. They're now publishing more adventures in here every year than they are standalone modules, and they have room to push the limits of their formats in a way that they wouldn't if they were trying to sell them individually. Just how much can they push the formula before they either get slapped down by the corporate suits, or complaints from casual players who prefer their adventures more vanilla since they don't have to worry so much about staving off ennui? Better keep going and see.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8140798, member: 27780"] [b][u]Dungeon Issue 9: Jan/Feb 1988[/u][/b] part 5/5 The Plight of Cirria: As usual, we have to wait until the end before we get our cover story, the longest and highest level adventure in the issue. The PC's are hired by a female cloud dragon (with newborn babies to look after to explain why she doesn't just do it herself) to rescue her husband, who's been captured by an evil wizard that's trying to figure out how to control and expand the cloud castle he's recently taken over. The PC's had better follow the clues to find it before he figures out how to move it, and discards his captive as of no further use. This involves a fairly substantial trek through jungle, that will be made massively quicker and easier if they have long-distance flight capability, but you'll still have to deal with a fair few flying monsters as random encounters. There's a decent number of setpiece encounters across the area, including a dungeon large enough that it could have been a whole other adventure, but the biggest challenge is saved for last, with multiple powerful spellcasters and their summoned monsters inhabiting the cloud castle, and plenty of treasure if you succeed. While it's neither as broad in scope or freedom as Tortles of the Purple Sage, which continues to set the high water mark for sandbox adventures in here, it's still large and interesting enough to fill a month or so of sessions. Seems like a pretty good use of their page count to me. Several interesting experiments in here that make the adventures useful not just as adventures, but in building your campaign in other ways as well. They're now publishing more adventures in here every year than they are standalone modules, and they have room to push the limits of their formats in a way that they wouldn't if they were trying to sell them individually. Just how much can they push the formula before they either get slapped down by the corporate suits, or complaints from casual players who prefer their adventures more vanilla since they don't have to worry so much about staving off ennui? Better keep going and see. [/QUOTE]
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