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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8478604" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 40: Mar/Apr 1993</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>Khamsa's Folly: Sometimes, getting to the end of the dungeon and getting a nice pile of magic items isn't the end of an adventure, but the start of it. If you pick up the wrong artifact, you can find yourself with a lot of unwanted attention, and the only way to stop it is to destroy the damn thing, which is another quest in itself. If you find yourself in possession of the Flail of the Desert Kings, prepare yourself to be dragged into a lengthy desert trek by a mysterious voice and ominous dreams, to a place with a single oasis and a whole load of weird terrain from the last time the Flail's owner pissed off the gods and got smitten. Get through these and you'll find a ruined temple half-buried by the sand, with all manner of horrible things within, mostly snake-related. (why'd it have to be snakes?) Will you be able to get control of the powers the artifact offers, keep your wits about you long enough to destroy it, or become another in a long line of megalomaniacal slaves who piss off the gods with hubristic acts, leaving the artifact behind to lure some other mug into the cycle? This is why PC's work in teams. One powerful person can fail a save and get into all sorts of messes, while a team of equals has a much better chance of getting out alive by covering each other's weak spots. This isn't going to win any awards for realistic worldbuilding & history, but it's an enjoyable enough bit of pulpy melodrama if you like that sort of thing. There's quite a few new spells & magic items in here, but they're not that easy to incorporate into your spellbook and put into regular rotation. I suppose that fits the pulp feel - Indiana Jones doesn't accumulate an ever growing list of awesome equipment despite all the enemies he defeats, but it is a bit irritating in a D&D game. I guess it keeps the campaign as a whole going longer before you get to a point where it's tricky to come up with decent challenges for your players.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8478604, member: 27780"] [B][U]Dungeon Issue 40: Mar/Apr 1993[/U][/B] part 3/5 Khamsa's Folly: Sometimes, getting to the end of the dungeon and getting a nice pile of magic items isn't the end of an adventure, but the start of it. If you pick up the wrong artifact, you can find yourself with a lot of unwanted attention, and the only way to stop it is to destroy the damn thing, which is another quest in itself. If you find yourself in possession of the Flail of the Desert Kings, prepare yourself to be dragged into a lengthy desert trek by a mysterious voice and ominous dreams, to a place with a single oasis and a whole load of weird terrain from the last time the Flail's owner pissed off the gods and got smitten. Get through these and you'll find a ruined temple half-buried by the sand, with all manner of horrible things within, mostly snake-related. (why'd it have to be snakes?) Will you be able to get control of the powers the artifact offers, keep your wits about you long enough to destroy it, or become another in a long line of megalomaniacal slaves who piss off the gods with hubristic acts, leaving the artifact behind to lure some other mug into the cycle? This is why PC's work in teams. One powerful person can fail a save and get into all sorts of messes, while a team of equals has a much better chance of getting out alive by covering each other's weak spots. This isn't going to win any awards for realistic worldbuilding & history, but it's an enjoyable enough bit of pulpy melodrama if you like that sort of thing. There's quite a few new spells & magic items in here, but they're not that easy to incorporate into your spellbook and put into regular rotation. I suppose that fits the pulp feel - Indiana Jones doesn't accumulate an ever growing list of awesome equipment despite all the enemies he defeats, but it is a bit irritating in a D&D game. I guess it keeps the campaign as a whole going longer before you get to a point where it's tricky to come up with decent challenges for your players. [/QUOTE]
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