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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8161259" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 12: Jul/Aug 1988</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>Light of Lost Souls: Nigel Findley returns with another small location-based adventure that'll last you a single session at the most, probably less. A lighthouse keeper died with unfinished business. One of the PC's gets possessed by his ghost, and one would hope they have the sense to try and figure out what his deal is and how to lay him to rest instead of just killing their companion. (and having him jump into another body anyway.) So this is very much a horror story rather than a hack-and-slash adventure, designed to build tension and make the players worry. You can definitely see why he'll do some of his best work on the Ravenloft line in a few years time. It's no world-changing epic, but still another solid way to fill in a campaign as your group wanders from one place to the next, as it's easily dropped in anywhere coastal. As they said in the letters, they've got to keep including some of these, despite the greater demand for long adventures, as they're the most likely to actually get played. </p><p></p><p></p><p></p><p>Scepter of the Underworld: Another name that would go onto much bigger things and is still working in the gaming industry today gets their start here. James Jacobs gives us our second fully solo adventure. Take the role of Jan Daystar, (no relation to Jander Sunstar) a fairly high level fighter teleported straight into the adventure by a mysterious archmage to retrieve the eponymous scepter. As with the last one, it's your basic choose your own adventure branching path system that'll take you maybe an hour or two to complete if you roll through all the encounters properly, and considerably less if you just read it and pick which option to go too next. Comparing the two, this definitely shows iterative improvements from the first in both degrees of meaningful choice and clarity of writing, while still offering plenty of those opportunities to screw up and die horribly the format is known for. Having lots of hit points in particular definitely makes a difference to the way the adventure runs, allowing for more attrition between encounters before failing outright. Another handy change of pace from their usual group adventures that more than justifies it's place in here.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8161259, member: 27780"] [b][u]Dungeon Issue 12: Jul/Aug 1988[/u][/b] part 2/5 Light of Lost Souls: Nigel Findley returns with another small location-based adventure that'll last you a single session at the most, probably less. A lighthouse keeper died with unfinished business. One of the PC's gets possessed by his ghost, and one would hope they have the sense to try and figure out what his deal is and how to lay him to rest instead of just killing their companion. (and having him jump into another body anyway.) So this is very much a horror story rather than a hack-and-slash adventure, designed to build tension and make the players worry. You can definitely see why he'll do some of his best work on the Ravenloft line in a few years time. It's no world-changing epic, but still another solid way to fill in a campaign as your group wanders from one place to the next, as it's easily dropped in anywhere coastal. As they said in the letters, they've got to keep including some of these, despite the greater demand for long adventures, as they're the most likely to actually get played. Scepter of the Underworld: Another name that would go onto much bigger things and is still working in the gaming industry today gets their start here. James Jacobs gives us our second fully solo adventure. Take the role of Jan Daystar, (no relation to Jander Sunstar) a fairly high level fighter teleported straight into the adventure by a mysterious archmage to retrieve the eponymous scepter. As with the last one, it's your basic choose your own adventure branching path system that'll take you maybe an hour or two to complete if you roll through all the encounters properly, and considerably less if you just read it and pick which option to go too next. Comparing the two, this definitely shows iterative improvements from the first in both degrees of meaningful choice and clarity of writing, while still offering plenty of those opportunities to screw up and die horribly the format is known for. Having lots of hit points in particular definitely makes a difference to the way the adventure runs, allowing for more attrition between encounters before failing outright. Another handy change of pace from their usual group adventures that more than justifies it's place in here. [/QUOTE]
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