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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8319102" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 29: May/June 1991</u></strong></p><p></p><p></p><p></p><p>part 4/5</p><p></p><p></p><p></p><p>Side Treks: Through the Night. Our mini adventure this issue delights in subverting expectations. An inn having people killed in their beds, being found in the morning drained of all their fluids with everything else undisturbed? Any normal person would suspect a vampire, and put crosses and garlic around the place accordingly, and that's what the PC's will find when they arrive at the place, throwing them off the scent. Nope, it's a slithering tracker that's ventured out of the dungeon and likes it up here! Not actually quite as deadly on a mechanical level, but the ability to squeeze through the tiniest gap, paralyze people and keep them for later consumption is still pretty scary when treated cleverly. Imagine being aware but unable to move, with a bunch of other people, not knowing which one of you is going to be dinner this night. That's what awaits you if you all fail your saves repeatedly and don't have any contingencies prepared. It'll sneak in your rooms in the night, hit and run, and not kill until anyone who might be able to interrupt it while feeding is incapacitated. In the darkness and rain it's hard to tell what it is, and it can easily escape into the puddles and cracks in the ground. So this is a pretty effective horror scenario that's unlikely to result in a TPK even if you lose the encounter, (someone'll probably make their save to escape from paralysation during the day when it's asleep after a day or two), but could well kill some of the characters and put a real scare into the hearts of your players. Whoda thought a translucent blob could cause so much trouble. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Muahahaha. This one definitely gets my seal of approval. </p><p></p><p></p><p></p><p>'Til Death do us Part: While the last adventure uses gothic trappings to subvert your expectations, this one plays them completely straight. A Banshee and a Ghost haunt an abandoned abbey in the woods of Myth Drannor. Due to her regular use of death scream even when no-one's visiting, all the plants within a few miles of it are dead and rotting, setting the stage in a suitably spooky way, and making it easy for any adventurers venturing near to spot. Like any insubstantial being with decent ranged attacks worth their salt, they'll use hit and run attacks, possession, and magical trickery to scare the players and wear them down as they explore the area rather than engage in a straight fight. There's a bound daemon in the abbey as well, so if it looks like they're losing the battle against the PC's & they're getting close to the treasure, they'll release it. This is probably less scary than the previous adventure, but considerably more deadly, between the repeated AoE save or die attacks and ageing ones that'll permanently mess you up unless you can afford Restoration. 2e undead are still not anything to treat lightly. The degree of backstory isn't as great as some of these, but it's still enough to get a handle on the ghosts as people, not just monsters, so you can roleplay them interestingly if you want. As long as your players can handle the lethality it looks pretty usable and flexible, so no objections here.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8319102, member: 27780"] [b][u]Dungeon Issue 29: May/June 1991[/u][/b] part 4/5 Side Treks: Through the Night. Our mini adventure this issue delights in subverting expectations. An inn having people killed in their beds, being found in the morning drained of all their fluids with everything else undisturbed? Any normal person would suspect a vampire, and put crosses and garlic around the place accordingly, and that's what the PC's will find when they arrive at the place, throwing them off the scent. Nope, it's a slithering tracker that's ventured out of the dungeon and likes it up here! Not actually quite as deadly on a mechanical level, but the ability to squeeze through the tiniest gap, paralyze people and keep them for later consumption is still pretty scary when treated cleverly. Imagine being aware but unable to move, with a bunch of other people, not knowing which one of you is going to be dinner this night. That's what awaits you if you all fail your saves repeatedly and don't have any contingencies prepared. It'll sneak in your rooms in the night, hit and run, and not kill until anyone who might be able to interrupt it while feeding is incapacitated. In the darkness and rain it's hard to tell what it is, and it can easily escape into the puddles and cracks in the ground. So this is a pretty effective horror scenario that's unlikely to result in a TPK even if you lose the encounter, (someone'll probably make their save to escape from paralysation during the day when it's asleep after a day or two), but could well kill some of the characters and put a real scare into the hearts of your players. Whoda thought a translucent blob could cause so much trouble. :) Muahahaha. This one definitely gets my seal of approval. 'Til Death do us Part: While the last adventure uses gothic trappings to subvert your expectations, this one plays them completely straight. A Banshee and a Ghost haunt an abandoned abbey in the woods of Myth Drannor. Due to her regular use of death scream even when no-one's visiting, all the plants within a few miles of it are dead and rotting, setting the stage in a suitably spooky way, and making it easy for any adventurers venturing near to spot. Like any insubstantial being with decent ranged attacks worth their salt, they'll use hit and run attacks, possession, and magical trickery to scare the players and wear them down as they explore the area rather than engage in a straight fight. There's a bound daemon in the abbey as well, so if it looks like they're losing the battle against the PC's & they're getting close to the treasure, they'll release it. This is probably less scary than the previous adventure, but considerably more deadly, between the repeated AoE save or die attacks and ageing ones that'll permanently mess you up unless you can afford Restoration. 2e undead are still not anything to treat lightly. The degree of backstory isn't as great as some of these, but it's still enough to get a handle on the ghosts as people, not just monsters, so you can roleplay them interestingly if you want. As long as your players can handle the lethality it looks pretty usable and flexible, so no objections here. [/QUOTE]
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