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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8225591" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 19: Sept/Oct 1989</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>The Vanishing Village: An ultra-short encounter that's basically an excuse to introduce a new monster to the game. The PC's come across a seemingly empty village. When they try to get in one of the houses, it turns out the houses are alive! They're a particularly large subspecies of Mimics that grow their shells to resemble houses and then swallow anyone who wanders in. Fortunately, like real world mollusks, they're pretty slow moving, so it's pretty easy to get away if you don't fall for the trap. However, they do have a high HD, AC and damage output for the suggested party level here, so if they do stay and fight hand to hand rather than keeping their distance and using spells & missile weapons (or one gets snared and the others are trying to free them) it'll be a pretty tough battle. An amusing spin on haunted house horror that doesn't involve undead in any way, and can be used to make the players paranoid in the future with false alarms, this manages to be both in theme and not at all what you'd expect. There are more mundane forms of slime than ectoplasm, and who ya gonna call then? I thoroughly approve. </p><p></p><p></p><p></p><p>The Serpent's Tooth: Nigel Findley once again leans in a dark and cynical direction that would be just as at home in a Shadowrun adventure as a D&D one. The PC's are hired by a person who says they're a member of the Scornubel secret police, to spy on a criminal and gather evidence of their wrongdoing. To do so, they have to case out the eponymous Serpent's Tooth, the worst pub in the worst part of town, for several days, preferably without drawing attention to themselves and getting involved in trouble. This is much easier said than done, and of course there's a lot more going on behind the scenes than there seems. The suspect is nicer than they seem and your employer shadier, and as things go on the PC's may wind up switching sides. In the meantime, there's lots of opportunities for roleplaying with the various ne'er do-wells who regularly drink there, who get full stats and plenty of personality detail. So this is a (hopefully) fairly combat light adventure with lots of flavour and freedom for the PC's to accomplish their objective any way they decide, and change their course based on what they do or don't find out during their investigations. There's no definite right or wrong answer to what they should do, just a setting and timeline of what happens where and when, and it's up to them to be in the right place to see the right things and take advantage of them. The way detective stories ought to be done.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8225591, member: 27780"] [b][u]Dungeon Issue 19: Sept/Oct 1989[/u][/b] part 3/5 The Vanishing Village: An ultra-short encounter that's basically an excuse to introduce a new monster to the game. The PC's come across a seemingly empty village. When they try to get in one of the houses, it turns out the houses are alive! They're a particularly large subspecies of Mimics that grow their shells to resemble houses and then swallow anyone who wanders in. Fortunately, like real world mollusks, they're pretty slow moving, so it's pretty easy to get away if you don't fall for the trap. However, they do have a high HD, AC and damage output for the suggested party level here, so if they do stay and fight hand to hand rather than keeping their distance and using spells & missile weapons (or one gets snared and the others are trying to free them) it'll be a pretty tough battle. An amusing spin on haunted house horror that doesn't involve undead in any way, and can be used to make the players paranoid in the future with false alarms, this manages to be both in theme and not at all what you'd expect. There are more mundane forms of slime than ectoplasm, and who ya gonna call then? I thoroughly approve. The Serpent's Tooth: Nigel Findley once again leans in a dark and cynical direction that would be just as at home in a Shadowrun adventure as a D&D one. The PC's are hired by a person who says they're a member of the Scornubel secret police, to spy on a criminal and gather evidence of their wrongdoing. To do so, they have to case out the eponymous Serpent's Tooth, the worst pub in the worst part of town, for several days, preferably without drawing attention to themselves and getting involved in trouble. This is much easier said than done, and of course there's a lot more going on behind the scenes than there seems. The suspect is nicer than they seem and your employer shadier, and as things go on the PC's may wind up switching sides. In the meantime, there's lots of opportunities for roleplaying with the various ne'er do-wells who regularly drink there, who get full stats and plenty of personality detail. So this is a (hopefully) fairly combat light adventure with lots of flavour and freedom for the PC's to accomplish their objective any way they decide, and change their course based on what they do or don't find out during their investigations. There's no definite right or wrong answer to what they should do, just a setting and timeline of what happens where and when, and it's up to them to be in the right place to see the right things and take advantage of them. The way detective stories ought to be done. [/QUOTE]
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