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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8186956" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 15: Jan/Feb 1989</u></strong></p><p></p><p></p><p></p><p>part 4/5</p><p></p><p></p><p></p><p>The Glass House: The Forgotten Realms is gathering steam nicely, and here's another module set there. The PC's are travelling along the sword coast between Waterdeep and Leilon, and here's a bunch of things they could encounter along the way. It has a main plot of a ranger slain by a frost giant returning from the grave for vengeance. You can help him, or get out of his way. If you fight him or leave him alone, you'll still have to deal with the frost giant and his followers on your own, which is also a reasonably interesting little dungeoncrawl with some cool twists in it. On top of that, there are several other unconnected encounters placed at various points along the road. It's basically a way to stretch the journey out over a session or two and make it interesting in itself. The individual encounters are easily stripped out and used separately in other game worlds. Nothing hugely ambitious or world-changing here, but the kind of compact, practical stuff that's more likely to actually get used in a campaign than the big adventures, put together in an interesting way that makes it more than the sum of it's parts. And given the sheer quantity of Realms material published, I'm sure there's an adventure that'll give you reason to make this trip in the first place. Putting together an adventure path from 1st to 20th level shouldn't be hard at all. </p><p></p><p></p><p></p><p>Roarwater Caves: Another adventure that feels like a reaction against the static dungeoncrawls of old where an orc with a pie can sit in a 10x10 room forever until the players open the door. A group of Xvarts living in a tidal cave are getting fed up of their bugbear and kobold neighbours. So they plan on attracting some adventurers to the area while they take a convenient leave of absence, and whether the PC's win or lose, they'll still be in a better position afterwards. The entrance to the caves is submerged at high tide, so if the PC's enter at the wrong time and don't keep track of time they'll be trapped in there overnight unable to retreat and rest up, neatly solving the 15 minute workday problem static dungeons have. The enemies aren't particularly powerful, but they are intelligent and reactive, with relationships between the various creatures living in the cave complex and their movements detailed, and a timeline for what happens if the PC's don't clear out everything fast in one go. The whole thing looks to me like a quite specific rebuttal to the flaws of the Caves of Chaos, saying, no, this is how you do a dungeoncrawl against a conglomeration of bickering humanoids and how they'd react to incursions of adventurers being a regular thing in-setting. It's all quite pleasingly self-aware, while still being pretty easy to put into any generic campaign. Take that, Gygax! <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" /></p></blockquote><p></p>
[QUOTE="(un)reason, post: 8186956, member: 27780"] [b][u]Dungeon Issue 15: Jan/Feb 1989[/u][/b] part 4/5 The Glass House: The Forgotten Realms is gathering steam nicely, and here's another module set there. The PC's are travelling along the sword coast between Waterdeep and Leilon, and here's a bunch of things they could encounter along the way. It has a main plot of a ranger slain by a frost giant returning from the grave for vengeance. You can help him, or get out of his way. If you fight him or leave him alone, you'll still have to deal with the frost giant and his followers on your own, which is also a reasonably interesting little dungeoncrawl with some cool twists in it. On top of that, there are several other unconnected encounters placed at various points along the road. It's basically a way to stretch the journey out over a session or two and make it interesting in itself. The individual encounters are easily stripped out and used separately in other game worlds. Nothing hugely ambitious or world-changing here, but the kind of compact, practical stuff that's more likely to actually get used in a campaign than the big adventures, put together in an interesting way that makes it more than the sum of it's parts. And given the sheer quantity of Realms material published, I'm sure there's an adventure that'll give you reason to make this trip in the first place. Putting together an adventure path from 1st to 20th level shouldn't be hard at all. Roarwater Caves: Another adventure that feels like a reaction against the static dungeoncrawls of old where an orc with a pie can sit in a 10x10 room forever until the players open the door. A group of Xvarts living in a tidal cave are getting fed up of their bugbear and kobold neighbours. So they plan on attracting some adventurers to the area while they take a convenient leave of absence, and whether the PC's win or lose, they'll still be in a better position afterwards. The entrance to the caves is submerged at high tide, so if the PC's enter at the wrong time and don't keep track of time they'll be trapped in there overnight unable to retreat and rest up, neatly solving the 15 minute workday problem static dungeons have. The enemies aren't particularly powerful, but they are intelligent and reactive, with relationships between the various creatures living in the cave complex and their movements detailed, and a timeline for what happens if the PC's don't clear out everything fast in one go. The whole thing looks to me like a quite specific rebuttal to the flaws of the Caves of Chaos, saying, no, this is how you do a dungeoncrawl against a conglomeration of bickering humanoids and how they'd react to incursions of adventurers being a regular thing in-setting. It's all quite pleasingly self-aware, while still being pretty easy to put into any generic campaign. Take that, Gygax! :p [/QUOTE]
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