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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8493801" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 41: May/Jun 1993</u></strong></p><p></p><p></p><p></p><p>part 4/5</p><p></p><p></p><p></p><p>Mammoth Problems: Seeing that this was a spelljammer adventure, I was justly afraid it'd be a 4th whimsical adventure in a row. But thankfully, apart from some mildly goofy names it's entirely serious. The PC's come across a rotting ship floating abandoned in the void. What horrible things happened to it, and what lurks within? Not too surprisingly, it's haunted by the ghosts of it's crew, killed in the elf-ogre war. That they're ogre magi is a little unusual though, and gives them quite a few extra tricks up their sleeve compared to regular ghosts. Each of them has distinct personalities and methods of attack that they'll use to get rid of any intruders and go back to their eternal brooding. Except for one, who's a little less moribund than the rest, and will try to secretly possess one of the PC's and use them to get away until they next encounter another living ogre mage for him to jump into. It's entertainingly written, could easily be turned into a regular waterbourne adventure, and has the potential to introduce an interesting long-term antagonist for future adventures. That's much more the kind of thing I'm likely to use in a campaign. Good luck building a suitable place for it. </p><p></p><p></p><p></p><p>Hopeful Dawn: This adventure returns to the somewhat comedic theme, as this is basically a Scooby-Doo story in Greyhawk, complete with very hungry dog encounter. The thieves guild in Veluna decide to disguise themselves as Tanar'ri to discourage the population from interfering with their larcenous activities. This backfires, because now they have the priesthood of Rao on their case and hiring adventurers to deal with the problem, not just the regular guardsmen. Will you be able to see through their costumes in the dark of night, and if so, will you bother capturing them for punishment by the legitimate authorities, so they can explain their plan and complain they'd have gotten away with it too if it wasn't for you pesky adventurers, or will you think you're dealing with extraplanar monsters right up to the point after using excessive force to keep them from teleporting away and killing them? Although the basic concept is a little silly, the adventure itself is still fully usable in a serious game, has plenty of flexibility in how you solve it, and includes a decent amount of worldbuilding for the city of Veluna that could be useful in your campaign long-term. After all, there's several other modules already set in the same area, and it wouldn't be hard to turn them into an adventure path. Expose them to the idea of demons and Tharizdun cultists early on the campaign as a fakeout, and it'll have more impact when they run across the real thing a few levels later. Once again, this is a degree of lightheartedness that's still well within the bounds of usability.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8493801, member: 27780"] [B][U]Dungeon Issue 41: May/Jun 1993[/U][/B] part 4/5 Mammoth Problems: Seeing that this was a spelljammer adventure, I was justly afraid it'd be a 4th whimsical adventure in a row. But thankfully, apart from some mildly goofy names it's entirely serious. The PC's come across a rotting ship floating abandoned in the void. What horrible things happened to it, and what lurks within? Not too surprisingly, it's haunted by the ghosts of it's crew, killed in the elf-ogre war. That they're ogre magi is a little unusual though, and gives them quite a few extra tricks up their sleeve compared to regular ghosts. Each of them has distinct personalities and methods of attack that they'll use to get rid of any intruders and go back to their eternal brooding. Except for one, who's a little less moribund than the rest, and will try to secretly possess one of the PC's and use them to get away until they next encounter another living ogre mage for him to jump into. It's entertainingly written, could easily be turned into a regular waterbourne adventure, and has the potential to introduce an interesting long-term antagonist for future adventures. That's much more the kind of thing I'm likely to use in a campaign. Good luck building a suitable place for it. Hopeful Dawn: This adventure returns to the somewhat comedic theme, as this is basically a Scooby-Doo story in Greyhawk, complete with very hungry dog encounter. The thieves guild in Veluna decide to disguise themselves as Tanar'ri to discourage the population from interfering with their larcenous activities. This backfires, because now they have the priesthood of Rao on their case and hiring adventurers to deal with the problem, not just the regular guardsmen. Will you be able to see through their costumes in the dark of night, and if so, will you bother capturing them for punishment by the legitimate authorities, so they can explain their plan and complain they'd have gotten away with it too if it wasn't for you pesky adventurers, or will you think you're dealing with extraplanar monsters right up to the point after using excessive force to keep them from teleporting away and killing them? Although the basic concept is a little silly, the adventure itself is still fully usable in a serious game, has plenty of flexibility in how you solve it, and includes a decent amount of worldbuilding for the city of Veluna that could be useful in your campaign long-term. After all, there's several other modules already set in the same area, and it wouldn't be hard to turn them into an adventure path. Expose them to the idea of demons and Tharizdun cultists early on the campaign as a fakeout, and it'll have more impact when they run across the real thing a few levels later. Once again, this is a degree of lightheartedness that's still well within the bounds of usability. [/QUOTE]
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