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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8249999" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 22: Mar/Apr 1990</u></strong></p><p></p><p></p><p></p><p>part 4/5</p><p></p><p></p><p></p><p>Unchained: Oh no. We finally have a Dragonlance specific adventure and it's a tinker gnome heavy one. :shakes head, purses lips: I'm not surprised, but I am very disappointed in you. I suppose it could be worse. It's not Gully Dwarves at least. During the War of the Lance, a priest of Takhisis commissioned the gnomes to build a giant mechanical dragon for the war effort. Tinker gnomes being what they are, the project suffered from feature creep and wasn't even finished by the time the war was over. :Cough:ty years later, (a couple of decades by default, but obviously whenever your campaign is set) they decide they've probably done more work than they can get paid for and activate the thing. It gets out of control and massively destructive hijinks ensue. </p><p></p><p>This is where the PC's come in. Guess who has to fix things as usual. Of course, before you get to the real danger, you first have to wade through a whole ton of tinker gnome dialogue, getting exposition in their distinctive brand of endless run-on sentences. (Do not even attempt running this adventure as a DM if you can't handle improvising that.) Then the PC's have to deal with the hazards of Mount Nevermind, all the various "conveniences" the gnomes fill their everyday life with, and decide which bits of experimental equipment they're going to take with them to fight the dragon. (including an Iron Man suit considerably less reliable than Tony Stark's, a very hard to steer steam-powered car, and a harpoon gun the size of a siege weapon) They then have to follow the trail of devastation to solve the problem for good. Along the way, they'll meet the priest who started this in the first place, stripped of his powers by Takhisis for his incompetence and driven insane by several decades of dealing with the gnome version of middle management and tech support. If they don't kill him straight away and unpick his ramblings, they'll gain valuable clues on how to defeat the dragon. The final battle has several dramatic ways of defeating the dragon more effectively than just trading blows until someone runs out of hit points, and actually looks like it would be pretty cool to play in the hands of the right DM. So this is goofy and cartoony, but the right sort of goofy and cartoony, in a way that's consistent with other writing in the same setting. I have no desire to run it, but I can see how other people might, and that it would probably work as intended in their hands. Plus it's amusing to read as a commentary on real life development hell. Anyone who"s worked in TV or computer games will be able to relate to that.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8249999, member: 27780"] [b][u]Dungeon Issue 22: Mar/Apr 1990[/u][/b] part 4/5 Unchained: Oh no. We finally have a Dragonlance specific adventure and it's a tinker gnome heavy one. :shakes head, purses lips: I'm not surprised, but I am very disappointed in you. I suppose it could be worse. It's not Gully Dwarves at least. During the War of the Lance, a priest of Takhisis commissioned the gnomes to build a giant mechanical dragon for the war effort. Tinker gnomes being what they are, the project suffered from feature creep and wasn't even finished by the time the war was over. :Cough:ty years later, (a couple of decades by default, but obviously whenever your campaign is set) they decide they've probably done more work than they can get paid for and activate the thing. It gets out of control and massively destructive hijinks ensue. This is where the PC's come in. Guess who has to fix things as usual. Of course, before you get to the real danger, you first have to wade through a whole ton of tinker gnome dialogue, getting exposition in their distinctive brand of endless run-on sentences. (Do not even attempt running this adventure as a DM if you can't handle improvising that.) Then the PC's have to deal with the hazards of Mount Nevermind, all the various "conveniences" the gnomes fill their everyday life with, and decide which bits of experimental equipment they're going to take with them to fight the dragon. (including an Iron Man suit considerably less reliable than Tony Stark's, a very hard to steer steam-powered car, and a harpoon gun the size of a siege weapon) They then have to follow the trail of devastation to solve the problem for good. Along the way, they'll meet the priest who started this in the first place, stripped of his powers by Takhisis for his incompetence and driven insane by several decades of dealing with the gnome version of middle management and tech support. If they don't kill him straight away and unpick his ramblings, they'll gain valuable clues on how to defeat the dragon. The final battle has several dramatic ways of defeating the dragon more effectively than just trading blows until someone runs out of hit points, and actually looks like it would be pretty cool to play in the hands of the right DM. So this is goofy and cartoony, but the right sort of goofy and cartoony, in a way that's consistent with other writing in the same setting. I have no desire to run it, but I can see how other people might, and that it would probably work as intended in their hands. Plus it's amusing to read as a commentary on real life development hell. Anyone who"s worked in TV or computer games will be able to relate to that. [/QUOTE]
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