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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8479626" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 40: Mar/Apr 1993</u></strong></p><p></p><p></p><p></p><p>part 4/5</p><p></p><p></p><p></p><p>Aerie Borne: Why not just get the giant eagles to drop you off at Mordor, many adventuring parties have asked. Even when they're intelligent, giant eagles are not something you can just casually order around, and are quite capable of expressing their displeasure painfully if you annoy them. But there's always someone who thinks they're smart enough to get round this. An evil wizard figures that if he gets hold of some eggs and raises them from birth, they'll make tractable mounts for his minions. However, instead of delegating to said minions (if they're that incompetent, can they really be trusted with the raising of an eagle?), he decides to hire an adventuring party to steal the eggs. However, he picked a heroic one who were rightly horrified by the idea. Instead of cutting his losses and finding a more morally flexible group, he petrifies one of them and blackmails the others into doing the job against their will. So now there's both pissed off eagles who want their eggs back, and a pissed off adventuring party who will turn on their blackmailer if they get a decent opportunity. Man, this plan just keeps on accumulating holes the longer it goes on. This is where the PC's come in. They get asked to track down the eggnappers. Just how much brains and how much brutality will they use in their own attempt at rescue? So this is one of those adventures where you're given a setting and a timeline of what will happen if the PC's don't interfere, then gives them free reign to mess it up in a way of their choosing. Like many adventures of this sort, it includes plenty of extraneous details about the area which make it useful as a bit of worldbuilding even after the current plot is resolved. It's amusing to see an evil plan that won't work out long term even if it isn't foiled, which is more realistic than your enemies always being smarter than the PC's but for one fatal flaw. This feels like a good palate cleanser to keep a campaign from getting too bogged down with grimdark apocalyptic plots. Villains have their day to day struggles as well even when the PC's aren't around. I'd definitely consider using this one.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8479626, member: 27780"] [b][u]Dungeon Issue 40: Mar/Apr 1993[/u][/b] part 4/5 Aerie Borne: Why not just get the giant eagles to drop you off at Mordor, many adventuring parties have asked. Even when they're intelligent, giant eagles are not something you can just casually order around, and are quite capable of expressing their displeasure painfully if you annoy them. But there's always someone who thinks they're smart enough to get round this. An evil wizard figures that if he gets hold of some eggs and raises them from birth, they'll make tractable mounts for his minions. However, instead of delegating to said minions (if they're that incompetent, can they really be trusted with the raising of an eagle?), he decides to hire an adventuring party to steal the eggs. However, he picked a heroic one who were rightly horrified by the idea. Instead of cutting his losses and finding a more morally flexible group, he petrifies one of them and blackmails the others into doing the job against their will. So now there's both pissed off eagles who want their eggs back, and a pissed off adventuring party who will turn on their blackmailer if they get a decent opportunity. Man, this plan just keeps on accumulating holes the longer it goes on. This is where the PC's come in. They get asked to track down the eggnappers. Just how much brains and how much brutality will they use in their own attempt at rescue? So this is one of those adventures where you're given a setting and a timeline of what will happen if the PC's don't interfere, then gives them free reign to mess it up in a way of their choosing. Like many adventures of this sort, it includes plenty of extraneous details about the area which make it useful as a bit of worldbuilding even after the current plot is resolved. It's amusing to see an evil plan that won't work out long term even if it isn't foiled, which is more realistic than your enemies always being smarter than the PC's but for one fatal flaw. This feels like a good palate cleanser to keep a campaign from getting too bogged down with grimdark apocalyptic plots. Villains have their day to day struggles as well even when the PC's aren't around. I'd definitely consider using this one. [/QUOTE]
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