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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8363247" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 65: November 1991</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>The Living City: Once again, it's time to exaggerate that west country accent and put on the Wurzels playlist, as this one's for the cider drinkers! As it's a fairly niche drink there, Raven's Bluff only has one cider mill, run by a powerful druid with a lot of daughters, all named after virtues, because that always turns out so well [/sarcasm]. Her husband disappeared while adventuring a decade ago, and since then she's been running the business while trying to keep them out of trouble on her own, with very mixed results, as each of them is a different alignment and 1st level in a different class. They seem like rich ground for a romance subplot or recruitment to your adventuring party as they become increasingly independent and look to make their own ways in the world. This is one that strikes a good balance between the down to earth bits drawn from real world research and the more fantastical bits that are good hooks for adventuring parties. The question of what happened to the dad gets a particularly interesting answer that could well be turned into a decent length quest spanning many sessions, there's a couple of new magical items, and should you be the larcenous sort, there's a few surprises in the brewery layout that you could find. This is definitely on the higher end of the quality spectrum for this series. </p><p></p><p></p><p></p><p>Oceans Of Potions: We don't have an adventure this issue. However, we do have a lot of game usable material indeed in here. A whopping 160 potions and oils over 10 pages, considerably more than any edition's corebooks. They're presented in a pretty old school format and style (as they'd have to be to fit that many in that small a space) with many of them being booby prizes or meant to be used in some way other than drinking them. Taste testing is really not recommended if you want to make the most of their powers. So this is a strong reminder of the value of having a spellcaster or sage available who can properly analyse magical items and tell you what all their powers are. Given the sheer quantity of them and skimpiness of many of their descriptions, I'm not going to assess them all individually, or this part of the review would be longer than all the other articles put together, but some of the highlights include a somewhat too powerful potion of longevity which automatically reverts you to a 5-year old's body, (whether you'll age back to adulthood normally from that point, or be truly immortal but stuck at that apparent age is not clear) one that lets you turn into a tree and back, several metapotions that modify the effects of other ones or just generally counter the usual miscibility problem that happens if you ingest more than one at once, and the ability to absorb the AC and resilience of whatever you touch like a Zorbo. They're not particularly balanced, but since they're mostly only one use items, you don't have to worry about them completely ruining the game either. Putting some of these in your random treasure rolls will definitely liven up the game a bit.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8363247, member: 27780"] [b][u]Polyhedron Issue 65: November 1991[/u][/b] part 2/5 The Living City: Once again, it's time to exaggerate that west country accent and put on the Wurzels playlist, as this one's for the cider drinkers! As it's a fairly niche drink there, Raven's Bluff only has one cider mill, run by a powerful druid with a lot of daughters, all named after virtues, because that always turns out so well [/sarcasm]. Her husband disappeared while adventuring a decade ago, and since then she's been running the business while trying to keep them out of trouble on her own, with very mixed results, as each of them is a different alignment and 1st level in a different class. They seem like rich ground for a romance subplot or recruitment to your adventuring party as they become increasingly independent and look to make their own ways in the world. This is one that strikes a good balance between the down to earth bits drawn from real world research and the more fantastical bits that are good hooks for adventuring parties. The question of what happened to the dad gets a particularly interesting answer that could well be turned into a decent length quest spanning many sessions, there's a couple of new magical items, and should you be the larcenous sort, there's a few surprises in the brewery layout that you could find. This is definitely on the higher end of the quality spectrum for this series. Oceans Of Potions: We don't have an adventure this issue. However, we do have a lot of game usable material indeed in here. A whopping 160 potions and oils over 10 pages, considerably more than any edition's corebooks. They're presented in a pretty old school format and style (as they'd have to be to fit that many in that small a space) with many of them being booby prizes or meant to be used in some way other than drinking them. Taste testing is really not recommended if you want to make the most of their powers. So this is a strong reminder of the value of having a spellcaster or sage available who can properly analyse magical items and tell you what all their powers are. Given the sheer quantity of them and skimpiness of many of their descriptions, I'm not going to assess them all individually, or this part of the review would be longer than all the other articles put together, but some of the highlights include a somewhat too powerful potion of longevity which automatically reverts you to a 5-year old's body, (whether you'll age back to adulthood normally from that point, or be truly immortal but stuck at that apparent age is not clear) one that lets you turn into a tree and back, several metapotions that modify the effects of other ones or just generally counter the usual miscibility problem that happens if you ingest more than one at once, and the ability to absorb the AC and resilience of whatever you touch like a Zorbo. They're not particularly balanced, but since they're mostly only one use items, you don't have to worry about them completely ruining the game either. Putting some of these in your random treasure rolls will definitely liven up the game a bit. [/QUOTE]
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