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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8233963" data-attributes="member: 27780"><p>Well, we've made it through a year of posting, and nearly finished the 80's. Still a long way to go, so I hope you'll keep tuning in for the 90's and beyond, which will take considerably longer if the last go around was any indicator. </p><p></p><p></p><p><strong><u>Dungeon Issue 20: Nov/Dec 1989</u></strong></p><p></p><p></p><p></p><p>part 4/5</p><p></p><p></p><p></p><p>Pride of the Sky: Along with a double dose of frost giants, it looks like we have a double dose of ship-related adventure this issue, as this one involves a Mystaran skyship a la the Princess Ark. Said airship was attacked by a dragon and crashed in the middle of the Broken Lands. As it was carrying a whole heap of treasure at the time, people would rather like to find and retrieve some of it. The PC's come across a map that will supposedly lead them to it. This is a fairly substantial trek through rough terrain, which explains why no-one's done it yet, and when they get there, they find out the crash site has been turned into a manscorpion temple. Better have some anti-poison spells or items if you want to get out alive. Most of the valuables are melted and fused into the floors and walls, which certainly looks impressive, but also adds serious logistical challenges to getting them home and getting a good market value for them. So this manages to strike a good balance between Basic Set dungeon crawling, Expert Set wilderness challenges, and Companion Set level monsters which raises the possibility of bringing along a load of hirelings and using the mass combat rules if it turns out the PC's don't have what it takes to do the job on their own. (Although that still means the magazine hasn't ever done anything remotely approaching Master or Immortal level, to my irritation) It reminds us that by this point, D&D and AD&D have diverged quite a bit in setting flavour and playstyle, with the supposedly basic one actually being more sophisticated and focused in some areas. So this manages to be both fairly distinctive, and gives you lots of freedom in how to go about solving it, while not being easy at all, as that many save or die attacks in quick succession is a threat to even a very high level party. That's the kind of high level challenge I like to see. Hopefully it'll inspire someone to push things a little further and submit a challenge for the whole BECMI.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8233963, member: 27780"] Well, we've made it through a year of posting, and nearly finished the 80's. Still a long way to go, so I hope you'll keep tuning in for the 90's and beyond, which will take considerably longer if the last go around was any indicator. [b][u]Dungeon Issue 20: Nov/Dec 1989[/u][/b] part 4/5 Pride of the Sky: Along with a double dose of frost giants, it looks like we have a double dose of ship-related adventure this issue, as this one involves a Mystaran skyship a la the Princess Ark. Said airship was attacked by a dragon and crashed in the middle of the Broken Lands. As it was carrying a whole heap of treasure at the time, people would rather like to find and retrieve some of it. The PC's come across a map that will supposedly lead them to it. This is a fairly substantial trek through rough terrain, which explains why no-one's done it yet, and when they get there, they find out the crash site has been turned into a manscorpion temple. Better have some anti-poison spells or items if you want to get out alive. Most of the valuables are melted and fused into the floors and walls, which certainly looks impressive, but also adds serious logistical challenges to getting them home and getting a good market value for them. So this manages to strike a good balance between Basic Set dungeon crawling, Expert Set wilderness challenges, and Companion Set level monsters which raises the possibility of bringing along a load of hirelings and using the mass combat rules if it turns out the PC's don't have what it takes to do the job on their own. (Although that still means the magazine hasn't ever done anything remotely approaching Master or Immortal level, to my irritation) It reminds us that by this point, D&D and AD&D have diverged quite a bit in setting flavour and playstyle, with the supposedly basic one actually being more sophisticated and focused in some areas. So this manages to be both fairly distinctive, and gives you lots of freedom in how to go about solving it, while not being easy at all, as that many save or die attacks in quick succession is a threat to even a very high level party. That's the kind of high level challenge I like to see. Hopefully it'll inspire someone to push things a little further and submit a challenge for the whole BECMI. [/QUOTE]
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