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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8335725" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 30: Jul/Aug 1991</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>…And a Dozen Eggs: Randy Maxwell starts things off with a short adventure where the PC's head into the sewers of Waterdeep to deal with baby (but very fast-growing) dinosaurs. Some idiot imported eggs from Chult, they hatched and escaped, and now the sewers are even more dangerous before. It might be a good idea to do something about this. The fact that their former owner is offering a substantial bounty for ones brought back alive only sweetens the pot. (while complicating the adventuring process, given how hard subduing things without killing them is in D&D. ) While short in page count, this could make for a surprisingly lengthy adventure, as the sewers of waterdeep are large and byzantine, making it easily expandable if you're willing to put a little extra work in. It makes for a good framework for starting level adventurers, ensuring that while they may face a fair variety of challenges, they're never more than a few tunnels away from a ladder & manhole cover that'll get them to safety so they can heal up and buy new equipment between delves. Then once you have a few levels under your belt and cleared out all the dinosaurs in the sewers, plus a fair amount of rats, fungi, slimes and similar unpleasantness in the process, there's the much larger and more intentionally replenished challenges of Undermountain just a few blocks away. With a solid grounding in both geography and timeline of what will happen if you don't clear them out straight away, plus some surprisingly smart scientific bits in the worldbuiding, this makes a pretty interesting read. There are definitely much worse ways to start off your campaign.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8335725, member: 27780"] [b][u]Dungeon Issue 30: Jul/Aug 1991[/u][/b] part 2/5 …And a Dozen Eggs: Randy Maxwell starts things off with a short adventure where the PC's head into the sewers of Waterdeep to deal with baby (but very fast-growing) dinosaurs. Some idiot imported eggs from Chult, they hatched and escaped, and now the sewers are even more dangerous before. It might be a good idea to do something about this. The fact that their former owner is offering a substantial bounty for ones brought back alive only sweetens the pot. (while complicating the adventuring process, given how hard subduing things without killing them is in D&D. ) While short in page count, this could make for a surprisingly lengthy adventure, as the sewers of waterdeep are large and byzantine, making it easily expandable if you're willing to put a little extra work in. It makes for a good framework for starting level adventurers, ensuring that while they may face a fair variety of challenges, they're never more than a few tunnels away from a ladder & manhole cover that'll get them to safety so they can heal up and buy new equipment between delves. Then once you have a few levels under your belt and cleared out all the dinosaurs in the sewers, plus a fair amount of rats, fungi, slimes and similar unpleasantness in the process, there's the much larger and more intentionally replenished challenges of Undermountain just a few blocks away. With a solid grounding in both geography and timeline of what will happen if you don't clear them out straight away, plus some surprisingly smart scientific bits in the worldbuiding, this makes a pretty interesting read. There are definitely much worse ways to start off your campaign. [/QUOTE]
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