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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8260074" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 23: May/Jun 1990</u></strong></p><p></p><p></p><p></p><p>part 5/5</p><p></p><p></p><p></p><p>Deception Pass: A cliffbound choke point controlled by illusion using creatures who use their powers cleverly to seem more dangerous than they are? Haven't we already had one of these? :checks: Yup, Phantasm Chasm in issue 14. Still, that was a 4 page filler encounter, while this is a 23 page cover story adventure and aimed at somewhat higher level, so I think there's room for the two to coexist. Tucker's kobolds have become a byword for weak creatures winning by sneakiness, but think how dangerous more powerful creatures can be if they go all-out and use the best tactics possible. That definitely applies to Ogre Mages, which can combine invisibility, shapeshifting, flight, mind control and gaseous form to quite impressive effect in sneaky hit-and-run tactics, and have pretty decent blasting effects when forced into direct combat as well. They'll do their best to beat the PC's without them ever knowing exactly what is even attacking them. This is further assisted by their control of the higher ground, using the eponymous pass (which you really ought to rename in your own campaign if you don't want to give the game away) to box the PC's in and make retreat difficult. If you do manage to beat their ambush they'll retreat to an old dwarven fortress where they're even better situated to wear you down with sneakiness and traps. This is one where PC's who take things at face value and just charge at the enemy will probably die quickly, even if they're even higher than the intended level. On the other hand, if you have a competent diviner or abjurer, figure out what you're up against, and realise that most of their minions are duped or mind-controlled & can be easily tricked back or turned against them, you'll do pretty well. Keep your magical shieldings up and don't trust anyone, because all it takes is one failed save to turn the party against each other. Definitely not one for inexperienced players or DM's, but both an interesting read and a fun challenge to run if you like this playstyle. Another good lead-up if you plan to run the likes of Tomb of Horrors and Dragon Mountain eventually and want them sufficiently paranoid to actually survive the experience.</p><p></p><p></p><p></p><p>Another pretty competent issue, with a lot of adventures that need you to actually exercise your brains and engage in social interaction if you want to solve them. They're focussing pretty strongly on the role-playing side of RPG's at the moment, and it looks like that's only to get stronger. Let's see how long it takes for people to get sick of that and look for something different in their adventures.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8260074, member: 27780"] [b][u]Dungeon Issue 23: May/Jun 1990[/u][/b] part 5/5 Deception Pass: A cliffbound choke point controlled by illusion using creatures who use their powers cleverly to seem more dangerous than they are? Haven't we already had one of these? :checks: Yup, Phantasm Chasm in issue 14. Still, that was a 4 page filler encounter, while this is a 23 page cover story adventure and aimed at somewhat higher level, so I think there's room for the two to coexist. Tucker's kobolds have become a byword for weak creatures winning by sneakiness, but think how dangerous more powerful creatures can be if they go all-out and use the best tactics possible. That definitely applies to Ogre Mages, which can combine invisibility, shapeshifting, flight, mind control and gaseous form to quite impressive effect in sneaky hit-and-run tactics, and have pretty decent blasting effects when forced into direct combat as well. They'll do their best to beat the PC's without them ever knowing exactly what is even attacking them. This is further assisted by their control of the higher ground, using the eponymous pass (which you really ought to rename in your own campaign if you don't want to give the game away) to box the PC's in and make retreat difficult. If you do manage to beat their ambush they'll retreat to an old dwarven fortress where they're even better situated to wear you down with sneakiness and traps. This is one where PC's who take things at face value and just charge at the enemy will probably die quickly, even if they're even higher than the intended level. On the other hand, if you have a competent diviner or abjurer, figure out what you're up against, and realise that most of their minions are duped or mind-controlled & can be easily tricked back or turned against them, you'll do pretty well. Keep your magical shieldings up and don't trust anyone, because all it takes is one failed save to turn the party against each other. Definitely not one for inexperienced players or DM's, but both an interesting read and a fun challenge to run if you like this playstyle. Another good lead-up if you plan to run the likes of Tomb of Horrors and Dragon Mountain eventually and want them sufficiently paranoid to actually survive the experience. Another pretty competent issue, with a lot of adventures that need you to actually exercise your brains and engage in social interaction if you want to solve them. They're focussing pretty strongly on the role-playing side of RPG's at the moment, and it looks like that's only to get stronger. Let's see how long it takes for people to get sick of that and look for something different in their adventures. [/QUOTE]
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