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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8282484" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 56: Nov/Dec 1990</u></strong></p><p></p><p></p><p></p><p>part 4/5</p><p></p><p></p><p></p><p>The Living City: We saw just a couple of issues ago that the number of Bards is way up in 2e. So it makes sense that there'd also be a musical instrument shop in Raven's Bluff to supply their needs. Black Dugal's Music Shoppe (sic) produces both stringed and wind instruments, to high quality at quite reasonable prices. He also has a few magical ones able to cast various low level spells three times a day if you play the right melody. You can commission something a bit more powerful, but you'll probably have to gather some of the rare and expensive ingredients yourself. Alternatively, you could be hired as a courier to deliver one of them to some other wealthy client almost anywhere in the Realms. Once again, this has plenty to offer adventurers in terms of plot hooks and potential missions, as you'll have to put in the work to get the cool equipment upgrades. (which will hopefully make you appreciate them more) If you've got the complete bard's handbook and have gone for some of the multiclass bard with kit options there, your party could definitely have a long and mutually profitable relationship with this shop. </p><p></p><p></p><p></p><p>Going To Town: A short little Boot Hill article reminds us that even though they couldn't get enough signups to run tournament modules this year, the staff here still have a soft spot for it. So here's half a page of random generation stuff for when you need to generate a small town, but are stumped for ideas. It could really have done with being a bit bigger, but if that's all they're getting, that's all they can publish. Another attempt at diversity that isn't really going anywhere due to general apathy. </p><p></p><p></p><p></p><p>The Everwinking Eye: Ed spends a third issue in a row on the quirks of Maskyr's Eye, revealing some, but not all of the secrets to the history that he hinted at in the past couple of instalments. The ability to slowly dole out these little hints at a bigger world and let you speculate what's next over the months is how he built a fanbase in the first place, and he definitely hasn't lost his touch at that. We find out what's happened to Maskyr's staff, and the extra tricks it's current owner has up his sleeve. Some linguistic quirks of the locals and how they got started, which make about as much sense as any trend ever does in real life. And the dangers for people who try to get into another, still occupied wizard's tower in the area. All of these are interesting, but still have plenty of room for further expansion. Does he have any more on this location, or will he be moving onto another topic next time? Either way, I'm sure he'll give us much more than his fair share of good adventure ideas in here as well now he's settled in and got comfortable.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8282484, member: 27780"] [b][u]Polyhedron Issue 56: Nov/Dec 1990[/u][/b] part 4/5 The Living City: We saw just a couple of issues ago that the number of Bards is way up in 2e. So it makes sense that there'd also be a musical instrument shop in Raven's Bluff to supply their needs. Black Dugal's Music Shoppe (sic) produces both stringed and wind instruments, to high quality at quite reasonable prices. He also has a few magical ones able to cast various low level spells three times a day if you play the right melody. You can commission something a bit more powerful, but you'll probably have to gather some of the rare and expensive ingredients yourself. Alternatively, you could be hired as a courier to deliver one of them to some other wealthy client almost anywhere in the Realms. Once again, this has plenty to offer adventurers in terms of plot hooks and potential missions, as you'll have to put in the work to get the cool equipment upgrades. (which will hopefully make you appreciate them more) If you've got the complete bard's handbook and have gone for some of the multiclass bard with kit options there, your party could definitely have a long and mutually profitable relationship with this shop. Going To Town: A short little Boot Hill article reminds us that even though they couldn't get enough signups to run tournament modules this year, the staff here still have a soft spot for it. So here's half a page of random generation stuff for when you need to generate a small town, but are stumped for ideas. It could really have done with being a bit bigger, but if that's all they're getting, that's all they can publish. Another attempt at diversity that isn't really going anywhere due to general apathy. The Everwinking Eye: Ed spends a third issue in a row on the quirks of Maskyr's Eye, revealing some, but not all of the secrets to the history that he hinted at in the past couple of instalments. The ability to slowly dole out these little hints at a bigger world and let you speculate what's next over the months is how he built a fanbase in the first place, and he definitely hasn't lost his touch at that. We find out what's happened to Maskyr's staff, and the extra tricks it's current owner has up his sleeve. Some linguistic quirks of the locals and how they got started, which make about as much sense as any trend ever does in real life. And the dangers for people who try to get into another, still occupied wizard's tower in the area. All of these are interesting, but still have plenty of room for further expansion. Does he have any more on this location, or will he be moving onto another topic next time? Either way, I'm sure he'll give us much more than his fair share of good adventure ideas in here as well now he's settled in and got comfortable. [/QUOTE]
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