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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8169792" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 13: Sep/Oct 1988</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>Going Once…Going Twice: P. N. Elrod returns with a short combat-free scenario that's more about the world-building and roleplaying than the actual challenge itself. An ancient wizard is actually willingly retiring rather than seeking immortality, (don't see that very often <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> ) and he's selling off near a century of accumulated magical items (and a fair few mundane ones as well) in an auction. This is an excuse to give us a whole load of quirky NPC's, an easily reused map and auctioning system and a bunch of new magical items, most practical, low-power ones that make everyday life much easier rather than combat focused stuff. (although of course, many of them can be used cleverly to aid your dungeoneering) Of course, while they are useful, it's also presented as a good way to reduce your PC's savings, as it's easy to get them to bid over the item's actual worth in the heat of the auction, or pickpocketed by thieves in the crowd while engrossed in the proceedings on stage. So this works best in worlds where magic shops aren't commonplace and taken for granted by the PC's and they're used to having to actively seek out or create anything unusual that they want. As with the last adventure, it has plenty of humorous elements, but is still usable seriously without breaking immersion, and a good way to subtly bring things back into balance if you've erred on the Monty Haul side in the past. If you finished an adventure midway into the session and still need to fill an hour or two before setting off on another big one, I can definitely recommend it.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8169792, member: 27780"] [b][u]Dungeon Issue 13: Sep/Oct 1988[/u][/b] part 3/5 Going Once…Going Twice: P. N. Elrod returns with a short combat-free scenario that's more about the world-building and roleplaying than the actual challenge itself. An ancient wizard is actually willingly retiring rather than seeking immortality, (don't see that very often :p ) and he's selling off near a century of accumulated magical items (and a fair few mundane ones as well) in an auction. This is an excuse to give us a whole load of quirky NPC's, an easily reused map and auctioning system and a bunch of new magical items, most practical, low-power ones that make everyday life much easier rather than combat focused stuff. (although of course, many of them can be used cleverly to aid your dungeoneering) Of course, while they are useful, it's also presented as a good way to reduce your PC's savings, as it's easy to get them to bid over the item's actual worth in the heat of the auction, or pickpocketed by thieves in the crowd while engrossed in the proceedings on stage. So this works best in worlds where magic shops aren't commonplace and taken for granted by the PC's and they're used to having to actively seek out or create anything unusual that they want. As with the last adventure, it has plenty of humorous elements, but is still usable seriously without breaking immersion, and a good way to subtly bring things back into balance if you've erred on the Monty Haul side in the past. If you finished an adventure midway into the session and still need to fill an hour or two before setting off on another big one, I can definitely recommend it. [/QUOTE]
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