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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8197401" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 16: Mar/Apr 1989</u></strong></p><p></p><p></p><p></p><p>part 5/5</p><p></p><p></p><p></p><p>Vesicant: The final adventure also takes a simple and iconic premise and makes it distinctly more complex and ambiguous. A dragon is attacking shipping routes and taking their stuff. Normally the heroes would just head to it's lair and return the favour. This is complicated by the fact that no-one knows where it's lair is, plus it has a navy of pirates backing it up for a cut of the loot. So you need to venture to the lawless hive of scum and villainy they hang out in and do some serious detective work before you can even start on the main dungeon, and even if you do win, instead of the usual praise, you have to deal with the pissed off locals now they've lost their big grift/protector. (plus everyone scrambling to nab a slice of the dragon's hoard, so keeping the treasure you picked up becomes a real challenge in itself. ) It's high not just in tricks and traps, but also socioeconomic details and logistical challenges kinder adventures would simply gloss over. This also means the city part is once again designed to be reused as a setting after the adventure is over, as it's an ideal place for both smaller city-based adventures and hearing plot hooks to various nautical expeditions. Better hope the PC's are sneaky enough to fit in and not blow their cover with declarations of heroism like they expect to be rewarded for what they've done. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> Another pretty interesting adventure that could fill quite a few sessions with all it's sections, plus the ramifications from extending the events in here logically to create further challenges for the PC's. </p><p></p><p></p><p></p><p>Even more than previous issues, this really goes all in on adventures as mini settings that you can use in your world even after the main conflict is resolved. That's quite pleasing to see, even if it's obvious that it's not a direction that's sustainable indefinitely. At some point, there will be enough prefab towns to last us a lifetime of adventuring and they'll want to get back to the dungeon. Let's see if next issue manages to find a theme for itself to keep the variety up.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8197401, member: 27780"] [b][u]Dungeon Issue 16: Mar/Apr 1989[/u][/b] part 5/5 Vesicant: The final adventure also takes a simple and iconic premise and makes it distinctly more complex and ambiguous. A dragon is attacking shipping routes and taking their stuff. Normally the heroes would just head to it's lair and return the favour. This is complicated by the fact that no-one knows where it's lair is, plus it has a navy of pirates backing it up for a cut of the loot. So you need to venture to the lawless hive of scum and villainy they hang out in and do some serious detective work before you can even start on the main dungeon, and even if you do win, instead of the usual praise, you have to deal with the pissed off locals now they've lost their big grift/protector. (plus everyone scrambling to nab a slice of the dragon's hoard, so keeping the treasure you picked up becomes a real challenge in itself. ) It's high not just in tricks and traps, but also socioeconomic details and logistical challenges kinder adventures would simply gloss over. This also means the city part is once again designed to be reused as a setting after the adventure is over, as it's an ideal place for both smaller city-based adventures and hearing plot hooks to various nautical expeditions. Better hope the PC's are sneaky enough to fit in and not blow their cover with declarations of heroism like they expect to be rewarded for what they've done. :D Another pretty interesting adventure that could fill quite a few sessions with all it's sections, plus the ramifications from extending the events in here logically to create further challenges for the PC's. Even more than previous issues, this really goes all in on adventures as mini settings that you can use in your world even after the main conflict is resolved. That's quite pleasing to see, even if it's obvious that it's not a direction that's sustainable indefinitely. At some point, there will be enough prefab towns to last us a lifetime of adventuring and they'll want to get back to the dungeon. Let's see if next issue manages to find a theme for itself to keep the variety up. [/QUOTE]
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