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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8265789" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 24: Jul/Aug 1990</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>In the Dread of Night: We start off with a basic D&D adventure that's intended to be exceedingly challenging, but possible to a starting party as long as they play it smart, or a regular difficulty challenge once you've got a couple of levels under your belt. A wizard recently moved into the small town of Sisak, and since then, mysterious disappearances of animals and people are way up. They suspect he's responsible, but can't prove it, and doing the torches and pitchfork mob thing around his tower is a bad idea anyway, as it just means you present an easy target for AoE blasty spells. Which means they'll ask expendable adventurers to sneak into his tower and get proof one way or another instead. Fortunately, while it turns out he is evil, he's the sort that'll paralyse his victims and capture them for future experimentation or sacrifices to dark powers rather than killing intruders straight away, which makes this adventure much more survivable and means you might actually be able to rescue the people that disappeared. (plus you might get to do some gloating monologuing to the captured PC's, which is surprisingly rare in D&D adventures and always fun.) It's a mix of the old school adventures like Hommlet or Borderlands where they put as much emphasis on the neighbouring settlement as the dungeoncrawl, combined with an adventure that tries to be more plot heavy and less lethal, which is still a struggle because the ruleset remains the same, so it's much harder to beat a party without killing them, especially at this level where they have single digit hit points and not even a negative threshold like AD&D. A laudable goal, but not sure how well it's going to work in practice. Might be easier if you wait until they're strong enough to do this the regular way rather than fighting the system to tell a good story.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8265789, member: 27780"] [b][u]Dungeon Issue 24: Jul/Aug 1990[/u][/b] part 2/5 In the Dread of Night: We start off with a basic D&D adventure that's intended to be exceedingly challenging, but possible to a starting party as long as they play it smart, or a regular difficulty challenge once you've got a couple of levels under your belt. A wizard recently moved into the small town of Sisak, and since then, mysterious disappearances of animals and people are way up. They suspect he's responsible, but can't prove it, and doing the torches and pitchfork mob thing around his tower is a bad idea anyway, as it just means you present an easy target for AoE blasty spells. Which means they'll ask expendable adventurers to sneak into his tower and get proof one way or another instead. Fortunately, while it turns out he is evil, he's the sort that'll paralyse his victims and capture them for future experimentation or sacrifices to dark powers rather than killing intruders straight away, which makes this adventure much more survivable and means you might actually be able to rescue the people that disappeared. (plus you might get to do some gloating monologuing to the captured PC's, which is surprisingly rare in D&D adventures and always fun.) It's a mix of the old school adventures like Hommlet or Borderlands where they put as much emphasis on the neighbouring settlement as the dungeoncrawl, combined with an adventure that tries to be more plot heavy and less lethal, which is still a struggle because the ruleset remains the same, so it's much harder to beat a party without killing them, especially at this level where they have single digit hit points and not even a negative threshold like AD&D. A laudable goal, but not sure how well it's going to work in practice. Might be easier if you wait until they're strong enough to do this the regular way rather than fighting the system to tell a good story. [/QUOTE]
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