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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8147861" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 10: Mar/Apr 1988</u></strong></p><p></p><p></p><p></p><p>part 4/5</p><p></p><p></p><p></p><p>The 4 centre pages of the issue are devoted to preregistering for Gen Con. Early bird gets slightly reduced prices and the best hotel rooms! People running tournaments and stalls particularly welcome! Don't recall seeing this in Dragon. Wonder why they decided to give preferential treatment to Dungeon buyers. </p><p></p><p></p><p></p><p>Secrets of the Towers: We've had a fair number of one-gimmick adventures so far. Now we have one that combines two that we've seen before - the non-Euclidean dungeon from issue 6 and the portal network from issue 7. The PC's stumble across a pentagonal tower full of portals to other towers across the continent. Unfortunately, each tower has it's own set of challenges, and just like last time, the portals are erratic. Some are only one way, some are awkwardly positioned, and some are broken entirely until you're high enough level to figure the system out and fix them. Wander the wrong way, and you'll likely find yourself stranded hundreds of miles from where you went in, only slightly more enlightened as to the big picture of the network. So this is an adventure that's designed as a framing device to a whole series of other adventures, which you'll gradually uncover as you wander the land, but not without facing a whole load of other stuff in between. (Which the DM has total freedom to vary in size and difficulty.) It'll take quite a bit of work to thread the gap between making the hunt frustrating, not so much they don't give up, but enough to make the successes all the more satisfying. Not one for the inexperienced DM who just wants to plop down a site-based dungeon and see how the players fight their way through it, but quite possibly worth the effort.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8147861, member: 27780"] [b][u]Dungeon Issue 10: Mar/Apr 1988[/u][/b] part 4/5 The 4 centre pages of the issue are devoted to preregistering for Gen Con. Early bird gets slightly reduced prices and the best hotel rooms! People running tournaments and stalls particularly welcome! Don't recall seeing this in Dragon. Wonder why they decided to give preferential treatment to Dungeon buyers. Secrets of the Towers: We've had a fair number of one-gimmick adventures so far. Now we have one that combines two that we've seen before - the non-Euclidean dungeon from issue 6 and the portal network from issue 7. The PC's stumble across a pentagonal tower full of portals to other towers across the continent. Unfortunately, each tower has it's own set of challenges, and just like last time, the portals are erratic. Some are only one way, some are awkwardly positioned, and some are broken entirely until you're high enough level to figure the system out and fix them. Wander the wrong way, and you'll likely find yourself stranded hundreds of miles from where you went in, only slightly more enlightened as to the big picture of the network. So this is an adventure that's designed as a framing device to a whole series of other adventures, which you'll gradually uncover as you wander the land, but not without facing a whole load of other stuff in between. (Which the DM has total freedom to vary in size and difficulty.) It'll take quite a bit of work to thread the gap between making the hunt frustrating, not so much they don't give up, but enough to make the successes all the more satisfying. Not one for the inexperienced DM who just wants to plop down a site-based dungeon and see how the players fight their way through it, but quite possibly worth the effort. [/QUOTE]
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