Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
[Let's Read] Polyhedron/Dungeon
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="(un)reason" data-source="post: 8337601" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 30: Jul/Aug 1991</u></strong></p><p></p><p></p><p></p><p>part 4/5</p><p></p><p></p><p></p><p>Ghazal: After two strongly Realms-flavored adventures. they quite pleasingly decide to do one that leans heavily on the things that makes Greyhawk distinct. Off to the Bright Desert to deal with slavers, one of the foundational elements of the setting. An unambiguous evil that you can kick the ass of without guilt, with the added benefit that they may well want to take you alive, so even if you lose you get to play out another scenario in your attempts to escape and get your stuff back. The ambassador from a small Amazon country has been kidnapped, and you need to get her back before it <a href="https://www.youtube.com/watch?v=hMlP_Moo0bE" target="_blank">really spoils</a> their peace negotiations. Head over harsh terrain, climb steep cliffs to the top of a plateau, storm (or sneak into) the fortress and delve a dungeon that is actually a literal dungeon for a change. It's all very old school, with a few relatively subtle puns and pop culture references, some goofy monsters in small rooms with no clue how they got there, interesting new magical items the bad guys will use intelligently and plenty of freedom in how you approach your mission. It fits perfectly with the established Greyhawk aesthetic, and makes for a good palate cleanser after the linear obnoxiousness of the last adventure. Nothing enormously original here, but that also means I'd have no objection to using it. </p><p></p><p></p><p></p><p>A Wrastle With Bertrum: Willie Walsh once again produces something nonstandard and fairly lighthearted that still makes for a good story. An inn with a (fairly) well behaved troll for a bouncer. Anyone trying to start a fight there will rapidly get thrown out with great velocity. However, his presence attracts a certain degree of notoriety, so the innkeeper offers a massive (for nonadventurers) prize to anyone who can beat him in a fair wrestling match. (for a certain value of fair, because he has regeneration and you probably don't, so even if you're strong and skilled enough to win one round, the odds are strongly against you in an extended slugfest) If one of the PC's takes them up on the offer and looks like they actually have a chance of winning, certain other people take advantage of the distracted clientele, and then things get chaotic in ways I won't spoil. A relatively small and nonlethal diversion for your players between dungeon delves, that's elevated by both the level of little details in the NPC's and the production values. The centre pages of the magazine include a full color cardboard map of the inn's interior and counters representing all the NPC's, making the whole thing a much more physical, visual experience than normal. It's the kind of flavour filled bit of worldbuilding that's designed for putting down somewhere in your world that they're likely to make repeat visits too. As long as you take care of the props between uses, it should liven up your game quite nicely. Another interesting example of their current drive to improve production values and provide more things in here that'd be tricky for you to create yourself.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8337601, member: 27780"] [b][u]Dungeon Issue 30: Jul/Aug 1991[/u][/b] part 4/5 Ghazal: After two strongly Realms-flavored adventures. they quite pleasingly decide to do one that leans heavily on the things that makes Greyhawk distinct. Off to the Bright Desert to deal with slavers, one of the foundational elements of the setting. An unambiguous evil that you can kick the ass of without guilt, with the added benefit that they may well want to take you alive, so even if you lose you get to play out another scenario in your attempts to escape and get your stuff back. The ambassador from a small Amazon country has been kidnapped, and you need to get her back before it [url=https://www.youtube.com/watch?v=hMlP_Moo0bE]really spoils[/url] their peace negotiations. Head over harsh terrain, climb steep cliffs to the top of a plateau, storm (or sneak into) the fortress and delve a dungeon that is actually a literal dungeon for a change. It's all very old school, with a few relatively subtle puns and pop culture references, some goofy monsters in small rooms with no clue how they got there, interesting new magical items the bad guys will use intelligently and plenty of freedom in how you approach your mission. It fits perfectly with the established Greyhawk aesthetic, and makes for a good palate cleanser after the linear obnoxiousness of the last adventure. Nothing enormously original here, but that also means I'd have no objection to using it. A Wrastle With Bertrum: Willie Walsh once again produces something nonstandard and fairly lighthearted that still makes for a good story. An inn with a (fairly) well behaved troll for a bouncer. Anyone trying to start a fight there will rapidly get thrown out with great velocity. However, his presence attracts a certain degree of notoriety, so the innkeeper offers a massive (for nonadventurers) prize to anyone who can beat him in a fair wrestling match. (for a certain value of fair, because he has regeneration and you probably don't, so even if you're strong and skilled enough to win one round, the odds are strongly against you in an extended slugfest) If one of the PC's takes them up on the offer and looks like they actually have a chance of winning, certain other people take advantage of the distracted clientele, and then things get chaotic in ways I won't spoil. A relatively small and nonlethal diversion for your players between dungeon delves, that's elevated by both the level of little details in the NPC's and the production values. The centre pages of the magazine include a full color cardboard map of the inn's interior and counters representing all the NPC's, making the whole thing a much more physical, visual experience than normal. It's the kind of flavour filled bit of worldbuilding that's designed for putting down somewhere in your world that they're likely to make repeat visits too. As long as you take care of the props between uses, it should liven up your game quite nicely. Another interesting example of their current drive to improve production values and provide more things in here that'd be tricky for you to create yourself. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[Let's Read] Polyhedron/Dungeon
Top