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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8526508" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 88: October 1993</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>The Everwinking Eye: Ed is obviously tired of looking at cities and towns, because this time he does something completely different. A whistlestop tour of seven places in The Vast which you might find dangers and treasures worth your while as an adventurer. The spiders of Adhe Wood, which many believe are cultivated by Drow to guard an underdark entrance. The lost treasure of the highwayman Ijack, somewhere near the village of Bambryn. The stag-headed lich beneath Beluar's Hunt. The lynchings of Blanaer, resulting in more hastily hidden treasures scattered around the village. The fae and shapeshifters of the Brynwood, some more lethal than others to meet. The very wizard-heavy village of Dark Hollow, many of them pranksters. A good place to learn, but keep your wits about you. And the similarly named but exact opposite, Dead Tree Hollow, a village in a dead magic zone with it's own legends about how all the magic got catastrophically used up and the hidden treasure left behind. (but good luck finding it without divination spells to help you.) All system free, because who knows what level you'll be at when you pass by these locations, so you're free to customise them for your own campaign. Which having seen what happens when he does prefab adventures is probably for the best. Plenty of variety here, albeit at the expense of depth. Since the places listed go in alphabetical order from A-D, I'll wager there's a good few months of this format still to come before he moves onto something else. Let's see if it stays interesting for that long, or I'll be sick of it by the time we get to Z.</p><p></p><p></p><p></p><p>The Living City: Another magic mart? That is making things easy for the players. Fortunately, this is considerably less gonzo than Chemcheaux, as the Raven's Bluff Diviners Guild restricts themselves to selling spells & one-shot items from their specialty school even if many of the individual wizards have accumulated extensive selections of other stuff with their information gathering powers. As diviners have a high WIS prerequisite to specialise (which two of the sample NPC's violate, in another example of their sloppy mechanical editing, plus one is a gnome, which further breaks 2e rules.) the place is quite sensibly guarded & run and none of them is a secret traitor, because frankly, can you think of a worse place to try and infiltrate as a Red Wizard? While you might be able to employ them to bust more puzzle-based plots open if you've got the cash to spend, it doesn't look like their internal politics will be inspiring any adventures in itself. That, along with the mechanical weakness puts this in the distinctly subpar end of Living City articles. Bet they wish they'd seen that one coming. </p><p></p><p></p><p></p><p>The preregistration form for Winter Fantasy fills the middle pages again, letting you know what tournaments will be running and when, as well as some of the guests of honour & seminars. As usual, getting it in quickly will both save money and increase your odds of getting to play the games you want. The Amazing Engine, Timemaster and Paranoia are the other games alongside the 6 different AD&D scenarios this time. Nothing metaplot critical like last year's living city election, but still plenty to choose from.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8526508, member: 27780"] [b][u]Polyhedron Issue 88: October 1993[/u][/b] part 3/5 The Everwinking Eye: Ed is obviously tired of looking at cities and towns, because this time he does something completely different. A whistlestop tour of seven places in The Vast which you might find dangers and treasures worth your while as an adventurer. The spiders of Adhe Wood, which many believe are cultivated by Drow to guard an underdark entrance. The lost treasure of the highwayman Ijack, somewhere near the village of Bambryn. The stag-headed lich beneath Beluar's Hunt. The lynchings of Blanaer, resulting in more hastily hidden treasures scattered around the village. The fae and shapeshifters of the Brynwood, some more lethal than others to meet. The very wizard-heavy village of Dark Hollow, many of them pranksters. A good place to learn, but keep your wits about you. And the similarly named but exact opposite, Dead Tree Hollow, a village in a dead magic zone with it's own legends about how all the magic got catastrophically used up and the hidden treasure left behind. (but good luck finding it without divination spells to help you.) All system free, because who knows what level you'll be at when you pass by these locations, so you're free to customise them for your own campaign. Which having seen what happens when he does prefab adventures is probably for the best. Plenty of variety here, albeit at the expense of depth. Since the places listed go in alphabetical order from A-D, I'll wager there's a good few months of this format still to come before he moves onto something else. Let's see if it stays interesting for that long, or I'll be sick of it by the time we get to Z. The Living City: Another magic mart? That is making things easy for the players. Fortunately, this is considerably less gonzo than Chemcheaux, as the Raven's Bluff Diviners Guild restricts themselves to selling spells & one-shot items from their specialty school even if many of the individual wizards have accumulated extensive selections of other stuff with their information gathering powers. As diviners have a high WIS prerequisite to specialise (which two of the sample NPC's violate, in another example of their sloppy mechanical editing, plus one is a gnome, which further breaks 2e rules.) the place is quite sensibly guarded & run and none of them is a secret traitor, because frankly, can you think of a worse place to try and infiltrate as a Red Wizard? While you might be able to employ them to bust more puzzle-based plots open if you've got the cash to spend, it doesn't look like their internal politics will be inspiring any adventures in itself. That, along with the mechanical weakness puts this in the distinctly subpar end of Living City articles. Bet they wish they'd seen that one coming. The preregistration form for Winter Fantasy fills the middle pages again, letting you know what tournaments will be running and when, as well as some of the guests of honour & seminars. As usual, getting it in quickly will both save money and increase your odds of getting to play the games you want. The Amazing Engine, Timemaster and Paranoia are the other games alongside the 6 different AD&D scenarios this time. Nothing metaplot critical like last year's living city election, but still plenty to choose from. [/QUOTE]
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