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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8232566" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 20: Nov/Dec 1989</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>The Ship of Night: Wolf Baur continues to build up his credits, taking us off to the Forgotten Realms for some deep dwarven fun. The PC's are hired to find and reclaim Hammerkeep, an abandoned stronghold with quite an interesting history. Why was it built in a place without natural caves and fault lines to expand upon, making all the work several times as expensive, and what is the eponymous Ship of Night? Is it an actual ship, and why would they build it where it can't be used? This isn't Mystara, where magical ships that sail through rock are a fairly common type of magical item and most decent-sized dwarf clans own one. After a (probably) fairly substantial bit of wilderness trekking, depending on where you were when you got the assignment, you get there and find out it's been taken over by Derro. From then on in it's a fairly typical humanoid-killing dungeon crawl, with some interesting quirks from Derro being smarter, but also more insane than the more common goblinoids most parties start with. There's plenty of other monster types sharing the area, some of which can be turned against the dominant ones and allied with, at least temporarily. A fairly standard bit of old schoolish action where you're a fair distance away from civilisation, which means you can't just pop back and heal whenever you feel like it, so you have to think about what condition your party is in, which fights you want to commit yourself too, which challenges you compromise on or use sneakiness to solve instead and what treasure will fit in your encumbrance limit. Decent, but not particularly surprising or original in any way. It'll get you some more experience between more world-shaking or character-developing scenarios.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8232566, member: 27780"] [b][u]Dungeon Issue 20: Nov/Dec 1989[/u][/b] part 2/5 The Ship of Night: Wolf Baur continues to build up his credits, taking us off to the Forgotten Realms for some deep dwarven fun. The PC's are hired to find and reclaim Hammerkeep, an abandoned stronghold with quite an interesting history. Why was it built in a place without natural caves and fault lines to expand upon, making all the work several times as expensive, and what is the eponymous Ship of Night? Is it an actual ship, and why would they build it where it can't be used? This isn't Mystara, where magical ships that sail through rock are a fairly common type of magical item and most decent-sized dwarf clans own one. After a (probably) fairly substantial bit of wilderness trekking, depending on where you were when you got the assignment, you get there and find out it's been taken over by Derro. From then on in it's a fairly typical humanoid-killing dungeon crawl, with some interesting quirks from Derro being smarter, but also more insane than the more common goblinoids most parties start with. There's plenty of other monster types sharing the area, some of which can be turned against the dominant ones and allied with, at least temporarily. A fairly standard bit of old schoolish action where you're a fair distance away from civilisation, which means you can't just pop back and heal whenever you feel like it, so you have to think about what condition your party is in, which fights you want to commit yourself too, which challenges you compromise on or use sneakiness to solve instead and what treasure will fit in your encumbrance limit. Decent, but not particularly surprising or original in any way. It'll get you some more experience between more world-shaking or character-developing scenarios. [/QUOTE]
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