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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8354361" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 31: Sep/Oct 1991</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>Telar in Norbia: Willie Walsh is back yet again, this time to take us on a camel ride to an arabian nights influenced story. The neighbouring cities of Telar and Sepron mutually annihilated each other in a brutal war several centuries ago, leaving behind the kind of ruins that are rich pickings for adventurers. If that wasn't enough to lure the PC's to the area, there's a whole load of political stuff going on between the nomads that currently roam the area, as they try to get enough water to survive without escalating to another full-blown war. This is escalated by the minions of Set being dicks and kidnapping the chief's daughter just as she's about to engage in a political marriage to secure peace between them. There's a lot of plot threads packed into what could have been a much simpler dungeon crawl here, giving you plenty of scope for both puzzle-solving and roleplaying, as well as extending the harsh overland travel and political manoeuvring bits. Even if you manage to kill the monsters and take their stuff, which is not an easy feat for spoilerific reasons, there's no neat happy ending either, unless you're equipped with some pretty impressive out of context powers. So while as interesting as usual from him, this is also pleasingly devoid of his usual tweeness, and will take real effort on the player's part to deal with both the short and long term ramifications of the adventure. This definitely looks like lots of fun with the right group and a DM that can deal with the open ended complexities.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8354361, member: 27780"] [B][U]Dungeon Issue 31: Sep/Oct 1991[/U][/B] part 3/5 Telar in Norbia: Willie Walsh is back yet again, this time to take us on a camel ride to an arabian nights influenced story. The neighbouring cities of Telar and Sepron mutually annihilated each other in a brutal war several centuries ago, leaving behind the kind of ruins that are rich pickings for adventurers. If that wasn't enough to lure the PC's to the area, there's a whole load of political stuff going on between the nomads that currently roam the area, as they try to get enough water to survive without escalating to another full-blown war. This is escalated by the minions of Set being dicks and kidnapping the chief's daughter just as she's about to engage in a political marriage to secure peace between them. There's a lot of plot threads packed into what could have been a much simpler dungeon crawl here, giving you plenty of scope for both puzzle-solving and roleplaying, as well as extending the harsh overland travel and political manoeuvring bits. Even if you manage to kill the monsters and take their stuff, which is not an easy feat for spoilerific reasons, there's no neat happy ending either, unless you're equipped with some pretty impressive out of context powers. So while as interesting as usual from him, this is also pleasingly devoid of his usual tweeness, and will take real effort on the player's part to deal with both the short and long term ramifications of the adventure. This definitely looks like lots of fun with the right group and a DM that can deal with the open ended complexities. [/QUOTE]
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