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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8285264" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 26: Nov/Dec 1990</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>The Inheritance: As usual, we start things off with a fairly typical site-based challenge. One of the PC's relatives dies and leaves them a castle in the will. The only problem? You need to clear out the hobgoblins that killed him in the first place. The twist? If you don't do so within 30 days, (more than half of which will be taken up just travelling there assuming you're using the Forgotten Realms map provided and starting from Waterdeep) it becomes the property of the state by default. As with Raven's Bluff, nice legal system you got there. This means no pulling 15 minute workdays, as if you go back to the nearest town mid-adventure to heal and restock, you'll easily run the clock out. The hobgoblins are a well organised bunch that draw upon the author's own real life military experience for tactics, and are given plenty of backstory and personality detail of their own. It's almost a shame to kill them so quickly and never see any of it in actual play. I guess it'll depend on what tactics you use, as this is another one where a frontal assault with melee weapons would be a very bad idea, but their real world tactics will fall before a group with a decent amount of magic and the cunning to use it in out of context ways. Even once you win, the adventure's not over, as you still have to get back in time to properly stake your legal claim, and may find that holding onto a prime bit of real estate is an expensive endeavour, (especially if you damaged the building in the process of conquering it) what with property taxes, the relatives of the hobgoblins coming to get revenge, and other adventurers trying to kill you and take your stuff in turn. It's all very strongly on the gritty low level side of adventuring, where the PC's are just one of many adventuring groups roaming the land, logistics & legal consequences are big issues, and any triumph is a plot hook to more challenges along the line. If you follow all those secondary plot hooks, this could tie you down to the area and keep you in work for a good long time. All in all, a pretty solid starter.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8285264, member: 27780"] [b][u]Dungeon Issue 26: Nov/Dec 1990[/u][/b] part 2/5 The Inheritance: As usual, we start things off with a fairly typical site-based challenge. One of the PC's relatives dies and leaves them a castle in the will. The only problem? You need to clear out the hobgoblins that killed him in the first place. The twist? If you don't do so within 30 days, (more than half of which will be taken up just travelling there assuming you're using the Forgotten Realms map provided and starting from Waterdeep) it becomes the property of the state by default. As with Raven's Bluff, nice legal system you got there. This means no pulling 15 minute workdays, as if you go back to the nearest town mid-adventure to heal and restock, you'll easily run the clock out. The hobgoblins are a well organised bunch that draw upon the author's own real life military experience for tactics, and are given plenty of backstory and personality detail of their own. It's almost a shame to kill them so quickly and never see any of it in actual play. I guess it'll depend on what tactics you use, as this is another one where a frontal assault with melee weapons would be a very bad idea, but their real world tactics will fall before a group with a decent amount of magic and the cunning to use it in out of context ways. Even once you win, the adventure's not over, as you still have to get back in time to properly stake your legal claim, and may find that holding onto a prime bit of real estate is an expensive endeavour, (especially if you damaged the building in the process of conquering it) what with property taxes, the relatives of the hobgoblins coming to get revenge, and other adventurers trying to kill you and take your stuff in turn. It's all very strongly on the gritty low level side of adventuring, where the PC's are just one of many adventuring groups roaming the land, logistics & legal consequences are big issues, and any triumph is a plot hook to more challenges along the line. If you follow all those secondary plot hooks, this could tie you down to the area and keep you in work for a good long time. All in all, a pretty solid starter. [/QUOTE]
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