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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8179119" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 14: Nov/Dec 1988</u></strong></p><p></p><p></p><p></p><p>part 5/5</p><p></p><p></p><p></p><p>The Wererats of Relfren: Another adventure that spoils the big secret in the title, so there's no point me trying to hide the twist. A group of wererats is gradually infecting and taking over an entire town. There's also a big festival coming up, which is probably what will attract the PC's there in the first place. So this is basically an Invasion of the Body-Snatchers adventure with a mousy theme, as the infected people switch loyalties to the wererat side even in their human form and become part of the conspiracy, and people who might have been trustworthy a few days could now be turned against you and revealing all your secrets and suspicions to the other wererats. If they aren't careful, some of the PC's might get infected as well, and then you'll be in an extra pretty pickle. Since it takes a few days to set in, you might even beat the adventure and still be infected, and have to deal with that as a party afterwards. There's plenty of detail in both the setting and the timeline, and even if the PC's didn't come in equipped to deal with lycanthropes, there's enough silver and wolfsbane to be found to give them a fighting chance, plus some NPC's that'll be very helpful if you get to them in time. So this is one that'll work best with proactive players, as every day you do nothing, the problem will get harder to solve, until eventually it'll take fleeing and calling in an army to take them down, which won't get you much XP or treasure personally. As usual with the cover adventures, it's probably the best one in the issue, and definitely the one with the most depth and flexibility. You can definitely play this one through several times and get completely different results with different groups, plus you can plunder it for setting parts and it's distinctive take on lycanthropy in general. Sounds pretty cool to me. </p><p></p><p></p><p></p><p>Sticking to a theme definitely resulted in an uptick of filler material compared to the last issue, but there's still several excellent adventures in here that give you plenty of freedom to solve the mystery in a way that your players choose. Once again, the adventures people are writing and submitting to Dungeon are far more the kind I'd enjoy playing or running than the Polyhedron attempts at mystery, which mostly turned into railroads that spoonfed you the clues to lead you from one scene to the next. Now if only they'd include a few non D&D modules in here to bring the variety up even more. Still, that's a relatively minor complaint in the overall scheme of things. Let's see if next year gives me more to bitch about.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8179119, member: 27780"] [b][u]Dungeon Issue 14: Nov/Dec 1988[/u][/b] part 5/5 The Wererats of Relfren: Another adventure that spoils the big secret in the title, so there's no point me trying to hide the twist. A group of wererats is gradually infecting and taking over an entire town. There's also a big festival coming up, which is probably what will attract the PC's there in the first place. So this is basically an Invasion of the Body-Snatchers adventure with a mousy theme, as the infected people switch loyalties to the wererat side even in their human form and become part of the conspiracy, and people who might have been trustworthy a few days could now be turned against you and revealing all your secrets and suspicions to the other wererats. If they aren't careful, some of the PC's might get infected as well, and then you'll be in an extra pretty pickle. Since it takes a few days to set in, you might even beat the adventure and still be infected, and have to deal with that as a party afterwards. There's plenty of detail in both the setting and the timeline, and even if the PC's didn't come in equipped to deal with lycanthropes, there's enough silver and wolfsbane to be found to give them a fighting chance, plus some NPC's that'll be very helpful if you get to them in time. So this is one that'll work best with proactive players, as every day you do nothing, the problem will get harder to solve, until eventually it'll take fleeing and calling in an army to take them down, which won't get you much XP or treasure personally. As usual with the cover adventures, it's probably the best one in the issue, and definitely the one with the most depth and flexibility. You can definitely play this one through several times and get completely different results with different groups, plus you can plunder it for setting parts and it's distinctive take on lycanthropy in general. Sounds pretty cool to me. Sticking to a theme definitely resulted in an uptick of filler material compared to the last issue, but there's still several excellent adventures in here that give you plenty of freedom to solve the mystery in a way that your players choose. Once again, the adventures people are writing and submitting to Dungeon are far more the kind I'd enjoy playing or running than the Polyhedron attempts at mystery, which mostly turned into railroads that spoonfed you the clues to lead you from one scene to the next. Now if only they'd include a few non D&D modules in here to bring the variety up even more. Still, that's a relatively minor complaint in the overall scheme of things. Let's see if next year gives me more to bitch about. [/QUOTE]
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