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: 8338768" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 30: Jul/Aug 1991</u></strong></p><p></p><p></p><p></p><p>part 5/5</p><p></p><p></p><p></p><p>Thiondar's Legacy: The final adventure is more than twice the size of any of the others in the issue, a 29 pager that could easily have been a standalone module in the old days. Steve Kurtz, another freelancer who will go on to produce quite a few full books for TSR, sends the PC's to a mysterious tropical valley in the middle of arctic wasteland. What magic sustains it's unnatural presence, and what treasures from ancient civilisations might be found there? Get ready for the kind of expedition that could easily take months of in-game time, and only mildly less in reality if you're only doing weekly sessions. The whole thing is heavily inspired by pulp tales of derring-do and lost continents, with several places that you could stop play on a cliffhanger, and a suitably maniacally insane villain at the end. Deal with some decidedly suspicious stone giants and their similarly oversized sheep. Offer tribute to the mushroom king or face his wrath. Team up with or wind up fighting a rival adventuring party after the same prizes, some of which have wound up in rather dire straits after being split from the others. There's definitely plenty here for you to get stuck into covering the exploration, roleplaying and combat pillars, with quite a few memorable setpieces along the way. </p><p></p><p>However, this does come at a price, as there's far fewer forking paths in the map than usual for this magazine, and many of the encounters assume a default solution rather than just letting the PC's do whatever they please, so wrong choices may screw the story up further along the line. The final dungeon in particular is very linear indeed, with a default plot where the final boss is too powerful to beat in a straight fight, so you win by destroying the artifact empowering him, which is also responsible for the climate change, thus setting off a load-bearing boss situation where you'll likely have to escape without most of the treasure, and be responsible for mass genocide as the whole valley rapidly cools to normal temperatures for that latitude. But I guess that's also in-genre. No-one cared what happened to the Ewoks when the Death Star exploded, they just cut to the celebrations. So this makes pretty decent reading, but I have a suspicion it'd be one of the more annoying ones for me to actually play through, as it's a very 2e one where the author is telling his specific story rather than giving you a sandbox where you tell your own. Still, it's less annoying than Ed's attempt this issue, and more flexible than most of the polyhedron ones where they're forced into ultra-linearity by the strict 4 hour time limit. It could well work with a party who likes that more scripted approach to their campaigns.</p><p></p><p></p><p></p><p>An oddly lopsided issue, as the sheer size of the final adventure meant all the others were smaller than average. Still, all the adventures were interesting reads, even if they definitely weren't all ones that I'd actually like to use. Their choices are still more good than bad overall, and the gradual upgrade in production values is definitely appreciated. Let's see if they can last another full 5 years without going wrong, or things'll go downhill sooner when TSR starts to run into trouble in general.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8338768, member: 27780"] [b][u]Dungeon Issue 30: Jul/Aug 1991[/u][/b] part 5/5 Thiondar's Legacy: The final adventure is more than twice the size of any of the others in the issue, a 29 pager that could easily have been a standalone module in the old days. Steve Kurtz, another freelancer who will go on to produce quite a few full books for TSR, sends the PC's to a mysterious tropical valley in the middle of arctic wasteland. What magic sustains it's unnatural presence, and what treasures from ancient civilisations might be found there? Get ready for the kind of expedition that could easily take months of in-game time, and only mildly less in reality if you're only doing weekly sessions. The whole thing is heavily inspired by pulp tales of derring-do and lost continents, with several places that you could stop play on a cliffhanger, and a suitably maniacally insane villain at the end. Deal with some decidedly suspicious stone giants and their similarly oversized sheep. Offer tribute to the mushroom king or face his wrath. Team up with or wind up fighting a rival adventuring party after the same prizes, some of which have wound up in rather dire straits after being split from the others. There's definitely plenty here for you to get stuck into covering the exploration, roleplaying and combat pillars, with quite a few memorable setpieces along the way. However, this does come at a price, as there's far fewer forking paths in the map than usual for this magazine, and many of the encounters assume a default solution rather than just letting the PC's do whatever they please, so wrong choices may screw the story up further along the line. The final dungeon in particular is very linear indeed, with a default plot where the final boss is too powerful to beat in a straight fight, so you win by destroying the artifact empowering him, which is also responsible for the climate change, thus setting off a load-bearing boss situation where you'll likely have to escape without most of the treasure, and be responsible for mass genocide as the whole valley rapidly cools to normal temperatures for that latitude. But I guess that's also in-genre. No-one cared what happened to the Ewoks when the Death Star exploded, they just cut to the celebrations. So this makes pretty decent reading, but I have a suspicion it'd be one of the more annoying ones for me to actually play through, as it's a very 2e one where the author is telling his specific story rather than giving you a sandbox where you tell your own. Still, it's less annoying than Ed's attempt this issue, and more flexible than most of the polyhedron ones where they're forced into ultra-linearity by the strict 4 hour time limit. It could well work with a party who likes that more scripted approach to their campaigns. An oddly lopsided issue, as the sheer size of the final adventure meant all the others were smaller than average. Still, all the adventures were interesting reads, even if they definitely weren't all ones that I'd actually like to use. Their choices are still more good than bad overall, and the gradual upgrade in production values is definitely appreciated. Let's see if they can last another full 5 years without going wrong, or things'll go downhill sooner when TSR starts to run into trouble in general. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[Let's Read] Polyhedron/Dungeon
Top