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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8214067" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 18: Jul/Aug 1989</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>Tallow's Deep: We've had stories of Tucker's Kobolds quite a few times over the years. Now it's goblin's turn. Bill Slavicsek builds up his freelancing portfolio with this bit of trick-heavy sadism where the PC's are facing creatures considerably weaker than them in a fair fight, but they'll do their best to avoid it becoming one of those. It's the kind of dungeon you can put down anywhere there are caves, and a community to be hassled by goblin raids. They may be relatively easy to drive back in wide open spaces, but rooting them out of a place once they've made it their own is not easy, and even if you do, there'll be a new set along to occupy the area unless you move in and thoroughly remodel, which most adventurers lack the patience for. There's plenty of traps with detailed diagrams, that would have fit right in with the old and sadly undersubmitted column on the topic, plus some interesting writing on goblin psychology to justify why they make suboptimal choices in environments not of their creation. Both are extractable and reusable as general setting details, and the map itself is practically begging you to restock and reuse it if the players aren't thorough enough. It's certainly not as big or brutally inventive as the Kobolds in Dragon Mountain, but it'd make a good step along the way if you're planning to include that later in the campaign. I can definitely see myself getting a fair bit of use out of this one.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8214067, member: 27780"] [b][u]Dungeon Issue 18: Jul/Aug 1989[/u][/b] part 3/5 Tallow's Deep: We've had stories of Tucker's Kobolds quite a few times over the years. Now it's goblin's turn. Bill Slavicsek builds up his freelancing portfolio with this bit of trick-heavy sadism where the PC's are facing creatures considerably weaker than them in a fair fight, but they'll do their best to avoid it becoming one of those. It's the kind of dungeon you can put down anywhere there are caves, and a community to be hassled by goblin raids. They may be relatively easy to drive back in wide open spaces, but rooting them out of a place once they've made it their own is not easy, and even if you do, there'll be a new set along to occupy the area unless you move in and thoroughly remodel, which most adventurers lack the patience for. There's plenty of traps with detailed diagrams, that would have fit right in with the old and sadly undersubmitted column on the topic, plus some interesting writing on goblin psychology to justify why they make suboptimal choices in environments not of their creation. Both are extractable and reusable as general setting details, and the map itself is practically begging you to restock and reuse it if the players aren't thorough enough. It's certainly not as big or brutally inventive as the Kobolds in Dragon Mountain, but it'd make a good step along the way if you're planning to include that later in the campaign. I can definitely see myself getting a fair bit of use out of this one. [/QUOTE]
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