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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8170823" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 13: Sep/Oct 1988</u></strong></p><p></p><p></p><p></p><p>part 4/5</p><p></p><p></p><p></p><p>The Moor-Tomb Map: After the refreshing exception of seeing a wizard who's willing to accept their natural lifespan, we go straight back to a scheme by one who wants to live forever, and is willing to employ distinctly unscrupulous means to achieve it. The starting premise is the same as Bigby's Tomb, go into hibernation and spread rumours about the awesome treasure in his tomb to lure adventurers. Then when they do get in, possess the young, strong healthy body of one of them and start a new life, which is where things diverge. The details wind up being very different, thankfully. The tomb itself is only a fraction of the adventure, which puts about equal time to the neighbouring town, and the wilderness trip there as well. It's neither wacky or a meat-grinder, although it's not devoid of humour either. For the third adventure in a row, they introduce some new magical items, which is a very interesting trend. So this is another adventure that's as much about the worldbuilding as it is the plot, and is easily mined for parts when making your own setting. Useful and practical, but I can definitely see the formulas at work under the surface. </p><p></p><p></p><p></p><p>The Treasure Vault of Kasil: We break up the longer adventures with another short one that would have fit right in in Dragon's old Dastardly Deeds & Devious Devices column, or Polyhedron's Encounters. The aforementioned treasure vault used to belong to a royal family, but they lost the keys that'd get them in easily and it's since become abandoned, because no-one could get past the traps. The PC's evidently think they can succeed where everyone before them failed. This leads them to a combat free trapfest where trying the obvious solution, or even the second most obvious alternative will lead to great suffering. So this is the kind of old school adventure that suits slow, paranoid, and above all large groups where even if one person makes the wrong choice and fails their spot checks and saving throws, the rest can rescue them when they blunder into the traps. Solo adventurers, even ones much higher level than the recommended one, are very unlikely to make it out in one piece. Good at what it does, but definitely not for every party then. A good warmup for if you plan to use the Tomb of Horrors a few levels later.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8170823, member: 27780"] [b][u]Dungeon Issue 13: Sep/Oct 1988[/u][/b] part 4/5 The Moor-Tomb Map: After the refreshing exception of seeing a wizard who's willing to accept their natural lifespan, we go straight back to a scheme by one who wants to live forever, and is willing to employ distinctly unscrupulous means to achieve it. The starting premise is the same as Bigby's Tomb, go into hibernation and spread rumours about the awesome treasure in his tomb to lure adventurers. Then when they do get in, possess the young, strong healthy body of one of them and start a new life, which is where things diverge. The details wind up being very different, thankfully. The tomb itself is only a fraction of the adventure, which puts about equal time to the neighbouring town, and the wilderness trip there as well. It's neither wacky or a meat-grinder, although it's not devoid of humour either. For the third adventure in a row, they introduce some new magical items, which is a very interesting trend. So this is another adventure that's as much about the worldbuilding as it is the plot, and is easily mined for parts when making your own setting. Useful and practical, but I can definitely see the formulas at work under the surface. The Treasure Vault of Kasil: We break up the longer adventures with another short one that would have fit right in in Dragon's old Dastardly Deeds & Devious Devices column, or Polyhedron's Encounters. The aforementioned treasure vault used to belong to a royal family, but they lost the keys that'd get them in easily and it's since become abandoned, because no-one could get past the traps. The PC's evidently think they can succeed where everyone before them failed. This leads them to a combat free trapfest where trying the obvious solution, or even the second most obvious alternative will lead to great suffering. So this is the kind of old school adventure that suits slow, paranoid, and above all large groups where even if one person makes the wrong choice and fails their spot checks and saving throws, the rest can rescue them when they blunder into the traps. Solo adventurers, even ones much higher level than the recommended one, are very unlikely to make it out in one piece. Good at what it does, but definitely not for every party then. A good warmup for if you plan to use the Tomb of Horrors a few levels later. [/QUOTE]
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