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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8249315" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 22: Mar/Apr 1990</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>The Leopard Men: David Howery once again takes us to warmer climates than most of their writers with another jungle-based adventure. The titular Leopard Men are serving as an obstacle to your friendly local colonialist's ambition to open up trading routes across the continent. The PC's get hired to kill them, and, as is the traditional way of your people, you can take their stuff too as an extra incentive. So you have to head into the swamp, and deal with both the mundane threats of the terrain, the Leopard Men's patrol parties (which will alert the others if you're not fast and careful taking them down, making the rest of your job that much harder) and several other tribes of humans and humanoids, some of which can be persuaded to switch sides if it looks like you've got decent odds of winning, as they're not particularly fond of their neighbours either. It's all pretty old-school, made particularly obvious by the fact that the leopard men's skills at sneaking, climbing and unarmed combat are represented by Monk and Assassin class levels, conspicuously removed from the new edition. It's not going to win any awards for political correctness these days, but it's still a pretty decent adventure, that shows some research was done with some really odd new undead obviously drawn from actual african myth. I can see myself using it without any difficulties. </p><p></p><p></p><p></p><p>Tomb it may Concern: Despite the pun title, this is also a serious adventure. It's another experiment, a one-on-one adventure rather than the solo ones that're designed to be played entirely without a DM like the last few. The PC takes on the role of a paladin afflicted with amnesia in the middle of a dungeon-crawl. You gradually remember who you are, why you're there and what cool powers you have over the course of the adventure, hopefully in time to use them to save your ass from the many undead that inhabit this tomb. It seems designed as a good way for a DM to introduce complete newbies to roleplaying by giving them a character who's considerably less fragile than a 1st level one, but not dumping all the statistical complexity on them in one go. Even more than the purely solo missions, it does seem like it'd be a bit of a pain to use in an established campaign, but as a one-shot, it's pretty good, with some interesting monster variants and a cool new magic item that you'll hopefully pick up in the adventure and make good use of. Another variant on their usual format I'd have no objection to them repeating. (although overusing the amnesia plotline bit would get old pretty quickly. )</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8249315, member: 27780"] [b][u]Dungeon Issue 22: Mar/Apr 1990[/u][/b] part 3/5 The Leopard Men: David Howery once again takes us to warmer climates than most of their writers with another jungle-based adventure. The titular Leopard Men are serving as an obstacle to your friendly local colonialist's ambition to open up trading routes across the continent. The PC's get hired to kill them, and, as is the traditional way of your people, you can take their stuff too as an extra incentive. So you have to head into the swamp, and deal with both the mundane threats of the terrain, the Leopard Men's patrol parties (which will alert the others if you're not fast and careful taking them down, making the rest of your job that much harder) and several other tribes of humans and humanoids, some of which can be persuaded to switch sides if it looks like you've got decent odds of winning, as they're not particularly fond of their neighbours either. It's all pretty old-school, made particularly obvious by the fact that the leopard men's skills at sneaking, climbing and unarmed combat are represented by Monk and Assassin class levels, conspicuously removed from the new edition. It's not going to win any awards for political correctness these days, but it's still a pretty decent adventure, that shows some research was done with some really odd new undead obviously drawn from actual african myth. I can see myself using it without any difficulties. Tomb it may Concern: Despite the pun title, this is also a serious adventure. It's another experiment, a one-on-one adventure rather than the solo ones that're designed to be played entirely without a DM like the last few. The PC takes on the role of a paladin afflicted with amnesia in the middle of a dungeon-crawl. You gradually remember who you are, why you're there and what cool powers you have over the course of the adventure, hopefully in time to use them to save your ass from the many undead that inhabit this tomb. It seems designed as a good way for a DM to introduce complete newbies to roleplaying by giving them a character who's considerably less fragile than a 1st level one, but not dumping all the statistical complexity on them in one go. Even more than the purely solo missions, it does seem like it'd be a bit of a pain to use in an established campaign, but as a one-shot, it's pretty good, with some interesting monster variants and a cool new magic item that you'll hopefully pick up in the adventure and make good use of. Another variant on their usual format I'd have no objection to them repeating. (although overusing the amnesia plotline bit would get old pretty quickly. ) [/QUOTE]
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