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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8450154" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 38: Nov/Dec 1992</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>Things that go Bump in the Night: Contrary to what you might assume from the title, this is not a horror one, and also involves a fair bit of politics. But unlike the previous adventure, it's one with no definite right solution that gives the PC's free reign to solve it in multiple example ways, plus plenty of other not so optimal ones. An elven forest vanquished an assault of hobgoblins many centuries ago, but now the abandoned fort they used has started making weird noises in the night. Being superstitious and not wanting to lose their long lifespans to energy draining undead, they reluctantly hire adventurers to deal with it, once again doing the thing where they blindfold people coming in so they can't give away the precise location of their forest home. Turns out that while there are a few undead in there, they're not the main challenge, which is the complexities of the interactions between the various fae creatures of the forest; firbolgs, spriggan, treants, a non-evil drow (with a unicorn mount, so any adventurers who are paying attention should realise something is up), plus some lost adventurers and the less intelligent forest animals to spice things up. Trying to hack and slash your way through everything will have you outmatched and worn down pretty quickly, so your best course of action is to talk to people, try and get the more whimsical fae creatures to stop pranking you long enough to listen, find out what everyone wants and reach a compromise solution that'll only mildly annoy everyone. (or please almost everyone, and then go kill those remaining pains in the ass. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> ) There's plenty of depth here to work with, and they list the playtesters at the end as well, which is definitely a promising sign that it'll hold up for a good few sessions whichever decisions the PC's make. As long as they can deal with a moderate level of whimsy and don't try to kill everything, this one could turn out pretty well.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8450154, member: 27780"] [b][u]Dungeon Issue 38: Nov/Dec 1992[/u][/b] part 3/5 Things that go Bump in the Night: Contrary to what you might assume from the title, this is not a horror one, and also involves a fair bit of politics. But unlike the previous adventure, it's one with no definite right solution that gives the PC's free reign to solve it in multiple example ways, plus plenty of other not so optimal ones. An elven forest vanquished an assault of hobgoblins many centuries ago, but now the abandoned fort they used has started making weird noises in the night. Being superstitious and not wanting to lose their long lifespans to energy draining undead, they reluctantly hire adventurers to deal with it, once again doing the thing where they blindfold people coming in so they can't give away the precise location of their forest home. Turns out that while there are a few undead in there, they're not the main challenge, which is the complexities of the interactions between the various fae creatures of the forest; firbolgs, spriggan, treants, a non-evil drow (with a unicorn mount, so any adventurers who are paying attention should realise something is up), plus some lost adventurers and the less intelligent forest animals to spice things up. Trying to hack and slash your way through everything will have you outmatched and worn down pretty quickly, so your best course of action is to talk to people, try and get the more whimsical fae creatures to stop pranking you long enough to listen, find out what everyone wants and reach a compromise solution that'll only mildly annoy everyone. (or please almost everyone, and then go kill those remaining pains in the ass. :p ) There's plenty of depth here to work with, and they list the playtesters at the end as well, which is definitely a promising sign that it'll hold up for a good few sessions whichever decisions the PC's make. As long as they can deal with a moderate level of whimsy and don't try to kill everything, this one could turn out pretty well. [/QUOTE]
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