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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8540305" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 44: Nov/Dec 1993</u></strong></p><p></p><p></p><p></p><p>part 5/5</p><p></p><p></p><p></p><p>Train of Events: When people mysteriously die in a museum, there's only so many places the body could be. When you're a bunch of dwarves who've created an underground railroad through a mountain, and a whole shipment of cargo vanishes along the line, that's a several mile stretch to search for monsters and secret doors. Even if revealing your technology might have long-term ramifications on the surface world, it might be necessary to hire adventurers to solve the problem. Get ready for some playfully anachronistic heist mystery where following the railroad blindly will lead you into the same trap that caught the previous train, to face a mixed group of Derro & Duergar who are well prepared to deal with any guards and engage in efficient asset stripping. If you can survive that, the rest of their lair is a fairly standard dungeoncrawl, with a decent number of support staff and a few little surprises, but nothing as inventive as the first part. So for a third time in a row, the adventure is built around a big setpiece battle with enemies who use detailed tactics that will probably take quite some time to resolve, although this time it's closer to the middle of the adventure rather than being the big climax. Still, there's a fair amount of other stuff going on, including worldbuilding the surrounding area, and going into more detail than they need too on the villain's backstories so it won't fall apart if the players take a clever approach and come at the problem from another angle. Not for groups who are ultra serious about the integrity of their pseudo-medieval fantasy settings, but it's less setting specific than the other three adventures this issue, and seems fairly adaptable to being fiddled with and expanded upon. It gets my approval.</p><p></p><p></p><p></p><p>An interesting issue, as the adventures are slightly less linear on average than the last few, but make a sudden move towards big setpiece battles that take up a large percentage of the adventure's runtime. It's refreshing as a change of pace, but another idea that would hit diminishing returns very quickly if it became the norm every issue. Let's head into next year and see if this idea catches on quickly, or it'll take another couple of edition changes to reach it's full fruition.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8540305, member: 27780"] [B][U]Dungeon Issue 44: Nov/Dec 1993[/U][/B] part 5/5 Train of Events: When people mysteriously die in a museum, there's only so many places the body could be. When you're a bunch of dwarves who've created an underground railroad through a mountain, and a whole shipment of cargo vanishes along the line, that's a several mile stretch to search for monsters and secret doors. Even if revealing your technology might have long-term ramifications on the surface world, it might be necessary to hire adventurers to solve the problem. Get ready for some playfully anachronistic heist mystery where following the railroad blindly will lead you into the same trap that caught the previous train, to face a mixed group of Derro & Duergar who are well prepared to deal with any guards and engage in efficient asset stripping. If you can survive that, the rest of their lair is a fairly standard dungeoncrawl, with a decent number of support staff and a few little surprises, but nothing as inventive as the first part. So for a third time in a row, the adventure is built around a big setpiece battle with enemies who use detailed tactics that will probably take quite some time to resolve, although this time it's closer to the middle of the adventure rather than being the big climax. Still, there's a fair amount of other stuff going on, including worldbuilding the surrounding area, and going into more detail than they need too on the villain's backstories so it won't fall apart if the players take a clever approach and come at the problem from another angle. Not for groups who are ultra serious about the integrity of their pseudo-medieval fantasy settings, but it's less setting specific than the other three adventures this issue, and seems fairly adaptable to being fiddled with and expanded upon. It gets my approval. An interesting issue, as the adventures are slightly less linear on average than the last few, but make a sudden move towards big setpiece battles that take up a large percentage of the adventure's runtime. It's refreshing as a change of pace, but another idea that would hit diminishing returns very quickly if it became the norm every issue. Let's head into next year and see if this idea catches on quickly, or it'll take another couple of edition changes to reach it's full fruition. [/QUOTE]
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