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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8381647" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 33: Jan/Feb 1992</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>That Island Charm: Ah yes, time for another shipwreck adventure. Always an easy way to keep people from wandering away from the plot, at least until flight, water breathing and teleportation become routinely usable powers by the whole party. A morkoth has mind-controlled a marid into patrolling the seas near it's lair and wrecking any ships that pass nearby, ensuring it has a steady supply of food. It keeps them all regularly charmed in a makeshift village until needed. You'll be washed up on the island and introduced to a friendly group of castaways, then need to figure out that something is very wrong and escape before it's too late. The way the people describe their surroundings doesn't match up to appearances, they're far too happy considering their situation, and if you just go along with everything they say, you'll soon find yourself taken to meet their boss and become a happy little drone as well. Better hope some of your PC's have high int scores so they can roll to break the charm frequently and then free the others before it's too late. This is one that won't go well for people used to following recent tournament railroads, in other words. For more paranoid ones who are used to looking every gift horse in the mouth and keeping their 10 foot poles at the ready, it doesn't look too hard, with plenty of opportunities to get away into the jungle and strike back at a time and place of their own choosing, and a couple of other escapees around the island that will be hostile and scared of the PC's at first, but can be won around if you can make it obvious you're in the same boat and not more mind-controlled minions. If you have enough countermagic to go around, you could resolve this in an entirely combat-free manner apart from the final boss, which is quite refreshing to see. (and since morkoths are purely aquatic, once you've freed the marid, you could skip even that fight altogether and just leave if you really wanted.) That's the kind of thing I approve of in adventures and don't see <a href="https://www.youtube.com/watch?v=jhklrve5xmw" target="_blank">nearly enough of</a>, particularly in D&D ones where combat is often the first and only option. Definitely wouldn't mind giving this one a spin.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8381647, member: 27780"] [b][u]Dungeon Issue 33: Jan/Feb 1992[/u][/b] part 2/5 That Island Charm: Ah yes, time for another shipwreck adventure. Always an easy way to keep people from wandering away from the plot, at least until flight, water breathing and teleportation become routinely usable powers by the whole party. A morkoth has mind-controlled a marid into patrolling the seas near it's lair and wrecking any ships that pass nearby, ensuring it has a steady supply of food. It keeps them all regularly charmed in a makeshift village until needed. You'll be washed up on the island and introduced to a friendly group of castaways, then need to figure out that something is very wrong and escape before it's too late. The way the people describe their surroundings doesn't match up to appearances, they're far too happy considering their situation, and if you just go along with everything they say, you'll soon find yourself taken to meet their boss and become a happy little drone as well. Better hope some of your PC's have high int scores so they can roll to break the charm frequently and then free the others before it's too late. This is one that won't go well for people used to following recent tournament railroads, in other words. For more paranoid ones who are used to looking every gift horse in the mouth and keeping their 10 foot poles at the ready, it doesn't look too hard, with plenty of opportunities to get away into the jungle and strike back at a time and place of their own choosing, and a couple of other escapees around the island that will be hostile and scared of the PC's at first, but can be won around if you can make it obvious you're in the same boat and not more mind-controlled minions. If you have enough countermagic to go around, you could resolve this in an entirely combat-free manner apart from the final boss, which is quite refreshing to see. (and since morkoths are purely aquatic, once you've freed the marid, you could skip even that fight altogether and just leave if you really wanted.) That's the kind of thing I approve of in adventures and don't see [url=https://www.youtube.com/watch?v=jhklrve5xmw]nearly enough of[/url], particularly in D&D ones where combat is often the first and only option. Definitely wouldn't mind giving this one a spin. [/QUOTE]
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