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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8195578" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 16: Mar/Apr 1989</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>The Dwarves of Warka: From an adventure where everything is built on a larger scale than is comfortable for the characters, to the exact opposite. A dwarven town recently lost some of it's members down in the underdark tunnels below. They'd rather adventurers went down and kill whatever it is rather than risking more of their own. You get to stay a few nights in their somewhat low-ceilinged homes before heading down there. The actual challenge turns out to be pretty small and underwhelming, a mere 3 pages of adventure compared to the full 11 devoted to the town. So this is one of those adventures that's mainly here as an excuse for the setting building, which is quite substantial and filled with interesting NPC's that could be friend or foe long-term depending on how you interact with them. It draws heavily on Roger Moore's work expanding dwarven gods and society in Dragon, which is quite pleasing to see, and builds on it further with how the specific details vary from generic in this particular town. Whether you'll get much use out of it or not really depends on how much your players enjoy the part where they pootle around shopping and interacting with the NPC's between dungeon delves. If you really want them to stick around to get more out of it, swap the little cavern complex provided for a much larger one, since there's plenty of them to choose from over D&D's lifespan. There's some good elements here, but they're not put together in the optimal way. The more options you have, the more you'll get out of treating them in a modular manner rather than just using them as-is.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8195578, member: 27780"] [b][u]Dungeon Issue 16: Mar/Apr 1989[/u][/b] part 3/5 The Dwarves of Warka: From an adventure where everything is built on a larger scale than is comfortable for the characters, to the exact opposite. A dwarven town recently lost some of it's members down in the underdark tunnels below. They'd rather adventurers went down and kill whatever it is rather than risking more of their own. You get to stay a few nights in their somewhat low-ceilinged homes before heading down there. The actual challenge turns out to be pretty small and underwhelming, a mere 3 pages of adventure compared to the full 11 devoted to the town. So this is one of those adventures that's mainly here as an excuse for the setting building, which is quite substantial and filled with interesting NPC's that could be friend or foe long-term depending on how you interact with them. It draws heavily on Roger Moore's work expanding dwarven gods and society in Dragon, which is quite pleasing to see, and builds on it further with how the specific details vary from generic in this particular town. Whether you'll get much use out of it or not really depends on how much your players enjoy the part where they pootle around shopping and interacting with the NPC's between dungeon delves. If you really want them to stick around to get more out of it, swap the little cavern complex provided for a much larger one, since there's plenty of them to choose from over D&D's lifespan. There's some good elements here, but they're not put together in the optimal way. The more options you have, the more you'll get out of treating them in a modular manner rather than just using them as-is. [/QUOTE]
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