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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8306527" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 28: Mar/Apr 1991</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>Sleepless: Ah yes, the Constantine gambit. Selling your soul to infernal forces is a mug's game, because short-term mortal advantage for eternal torment/servitude is a bad deal however you slice it. However, selling your soul to multiple extraplanar parties at once gives you multiple times the benefit, at no worse consequences, (what more can they do to you, send you to double hell?) maybe better if you can get them all fighting over you and manage to wriggle out entirely in the chaos. Of course, anyone else caught in the vicinity of a pissed off demon, earth elemental, lich and alien wizard all bickering over who gets to keep the soul is likely to have an unpleasant time of it. Such a pity if an adventuring party happened to be passing by at the time, and their actions were critical to how it's resolved. Oh, this looks like lots of fun. You have a typical wizard's castle, with several apprentices, plenty of wards and traps to keep out do-gooders, bound monsters guarding areas, etc. The difference from usual is that there's a big messy power vacuum that's just been created, and several other invaders at the same time as you. This gives you plenty of opportunities for negotiation and short-term alliances of convenience, (just make sure you betray them first) but also means turtling and pulling 15 minute workdays will cause the whole adventure to pass you by and all the good treasure'll be gone before you get to it. To top it off, there's a real danger of the soul of the dead wizard possessing the body of one of the PC's and doing a runner, which is a problem that definitely can't be solved with hack and slash tactics. This all seems like a pleasingly chaotic situation that could be resolved many different ways depending on the choices the PC's make, which groups of NPC's they encounter first (quite a bit of which will be decided with random roll) and who they believe and side with in an extremely multisided conflict. You could run it multiple times and it'd remain interesting for quite a few iterations. I thoroughly approve.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8306527, member: 27780"] [b][u]Dungeon Issue 28: Mar/Apr 1991[/u][/b] part 3/5 Sleepless: Ah yes, the Constantine gambit. Selling your soul to infernal forces is a mug's game, because short-term mortal advantage for eternal torment/servitude is a bad deal however you slice it. However, selling your soul to multiple extraplanar parties at once gives you multiple times the benefit, at no worse consequences, (what more can they do to you, send you to double hell?) maybe better if you can get them all fighting over you and manage to wriggle out entirely in the chaos. Of course, anyone else caught in the vicinity of a pissed off demon, earth elemental, lich and alien wizard all bickering over who gets to keep the soul is likely to have an unpleasant time of it. Such a pity if an adventuring party happened to be passing by at the time, and their actions were critical to how it's resolved. Oh, this looks like lots of fun. You have a typical wizard's castle, with several apprentices, plenty of wards and traps to keep out do-gooders, bound monsters guarding areas, etc. The difference from usual is that there's a big messy power vacuum that's just been created, and several other invaders at the same time as you. This gives you plenty of opportunities for negotiation and short-term alliances of convenience, (just make sure you betray them first) but also means turtling and pulling 15 minute workdays will cause the whole adventure to pass you by and all the good treasure'll be gone before you get to it. To top it off, there's a real danger of the soul of the dead wizard possessing the body of one of the PC's and doing a runner, which is a problem that definitely can't be solved with hack and slash tactics. This all seems like a pleasingly chaotic situation that could be resolved many different ways depending on the choices the PC's make, which groups of NPC's they encounter first (quite a bit of which will be decided with random roll) and who they believe and side with in an extremely multisided conflict. You could run it multiple times and it'd remain interesting for quite a few iterations. I thoroughly approve. [/QUOTE]
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