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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8256806" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 23: May/Jun 1990</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>The Vinyard Vales: Lizard Men, locusts AND vinyards in the nordic inspired area of Mystara? It must be considerably warmer there than real world scandinavia. Straight away this first adventure trips my realism nitpicking in a way that purely fantastical things happening wouldn't. Still, regardless of what contortion of Immortal meddling got them there and keeps them alive in the first place, they're present and causing serious problems for the humble beverage farmers of the region. The PC's had better save them, or they'll be forced to meet mysterious strangers in taverns to get jobs while fully sober and where's the fun in that? You have to head into the swamps, wander around and deal with the usual set of random encounters, rescue travellers being attacked by lizard men, and eventually find their lair and face the brains behind the operation, which is quite an interesting twist so I won't spoil it for you. As usual for here, the starting adventure is probably the most generic, which means it's also the most likely to actually get played, but is less interesting to read than the more niche ones later on. And as I noted at the beginning, the worldbuilding is on somewhat shaky grounds. Still, although they make for a popular article series, who actually plays D&D for the ecologies? Overall, it's a solid but unexceptional opener.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8256806, member: 27780"] [b][u]Dungeon Issue 23: May/Jun 1990[/u][/b] part 2/5 The Vinyard Vales: Lizard Men, locusts AND vinyards in the nordic inspired area of Mystara? It must be considerably warmer there than real world scandinavia. Straight away this first adventure trips my realism nitpicking in a way that purely fantastical things happening wouldn't. Still, regardless of what contortion of Immortal meddling got them there and keeps them alive in the first place, they're present and causing serious problems for the humble beverage farmers of the region. The PC's had better save them, or they'll be forced to meet mysterious strangers in taverns to get jobs while fully sober and where's the fun in that? You have to head into the swamps, wander around and deal with the usual set of random encounters, rescue travellers being attacked by lizard men, and eventually find their lair and face the brains behind the operation, which is quite an interesting twist so I won't spoil it for you. As usual for here, the starting adventure is probably the most generic, which means it's also the most likely to actually get played, but is less interesting to read than the more niche ones later on. And as I noted at the beginning, the worldbuilding is on somewhat shaky grounds. Still, although they make for a popular article series, who actually plays D&D for the ecologies? Overall, it's a solid but unexceptional opener. [/QUOTE]
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