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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8556343" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 92: February 1994</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>The Door Islands: Over a year ago now, they did a competition to submit material on postapocalyptic Wisconsin as a Living Gamma World setting. It doesn't seem like they got enough support to make it an ongoing project, but they did get at least one submission, which appears here. Most of it is delivered IC in a colloquial accent, including liberal misspellings due to linguistic drift, with footnotes at the end offering more objective information. They pack in overviews of a whole bunch of locations, some quite dangerous, giving people & mutants living in the area both a safe home and opportunities for adventure. Each of them could easily be expanded into an article of it's own, which is exactly what you want to see in a setting overview like this. So this turns out to be another case where it's a real shame that their plans won't come to fruition, and if these places get expanded on it'll only be in your own home campaigns. There's so much more they could have done if D&D hadn't dominated everything else put together by such a large margin. </p><p></p><p></p><p></p><p>River Rats: The adventure this issue is set in Greyhawk City rather than Raven's Bluff, but it's the kind where the setting is easily transposable to anywhere adventurers are common enough to have an actual guild. You get hired by a typically treacherous Mr Johnson to retrieve his stolen barge (which he also stole in the first place, but he's not telling you that.) Like most river trips, this is an excuse to make the ultra-linearity of the encounters seem a little more naturalistic. Down the river, find the barge, fight the people who currently have it, and back home again. At only 6 pages and 5 encounters long, this is the kind of railroaded tournament adventure that's designed to fit into a single session with plenty of time to spare. You have to deal with comic relief trickster gnomes, the naming conventions are all over the place, you get betrayed at the end and don't get paid whether you succeed or fail in the mission, and don't even get to keep the barge to use in future adventures because the guild takes it away. It's all on the dull end of bad, being neither challenging mentally or combatwise, or taking itself very seriously. Filler material to earn a few more points in the RPGA's rankings without seriously risking your characters and really not worth using outside it's original context. </p><p></p><p></p><p></p><p>Elminster's Everwinking Eye: The second half of the alphabet goes by a little quicker than the first, as we get from O-T in this instalment. The village of Orlimmin, where you can have some classic Dr Who style adventures in the gravel pits just outside town. The River Vesper, where a flying circle of ioun stones confounds adventurer attempts to grab it, and succeeding may well bring more adventures. The small village of Sabreenar, once a much larger city until destroyed by a dragon, then looted by orcs following in it's wake. The town of Sendrin, where a ruined temple to a fallen god of magic still has one functional stone idol that can be very helpful if you're suffering from persistent conditions, plus plenty of spellbooks & magical items if you're willing to do some digging. The self-explanatory village of Sword's Pool, where the worthy can get hold of magical swords distributed by mysterious forces from a pond. Not the best system of governance, but a good excuse to look at Ed's other articles full of cool magical items and pick one suitable to the PC. And finally the village of Tavilar, near the lair of a particularly obnoxious demilich who's defences tend to send you to other planes, making for a particularly dangerous and lengthy trip back if you don't have your own plane-hopping magic. All seem quite interesting and adaptable to your individual campaign, with a mix of ones that lean heavily on D&D tropes and others that draw on more mythic sources. Another entry well up to his usual standards.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8556343, member: 27780"] [b][u]Polyhedron Issue 92: February 1994[/u][/b] part 2/5 The Door Islands: Over a year ago now, they did a competition to submit material on postapocalyptic Wisconsin as a Living Gamma World setting. It doesn't seem like they got enough support to make it an ongoing project, but they did get at least one submission, which appears here. Most of it is delivered IC in a colloquial accent, including liberal misspellings due to linguistic drift, with footnotes at the end offering more objective information. They pack in overviews of a whole bunch of locations, some quite dangerous, giving people & mutants living in the area both a safe home and opportunities for adventure. Each of them could easily be expanded into an article of it's own, which is exactly what you want to see in a setting overview like this. So this turns out to be another case where it's a real shame that their plans won't come to fruition, and if these places get expanded on it'll only be in your own home campaigns. There's so much more they could have done if D&D hadn't dominated everything else put together by such a large margin. River Rats: The adventure this issue is set in Greyhawk City rather than Raven's Bluff, but it's the kind where the setting is easily transposable to anywhere adventurers are common enough to have an actual guild. You get hired by a typically treacherous Mr Johnson to retrieve his stolen barge (which he also stole in the first place, but he's not telling you that.) Like most river trips, this is an excuse to make the ultra-linearity of the encounters seem a little more naturalistic. Down the river, find the barge, fight the people who currently have it, and back home again. At only 6 pages and 5 encounters long, this is the kind of railroaded tournament adventure that's designed to fit into a single session with plenty of time to spare. You have to deal with comic relief trickster gnomes, the naming conventions are all over the place, you get betrayed at the end and don't get paid whether you succeed or fail in the mission, and don't even get to keep the barge to use in future adventures because the guild takes it away. It's all on the dull end of bad, being neither challenging mentally or combatwise, or taking itself very seriously. Filler material to earn a few more points in the RPGA's rankings without seriously risking your characters and really not worth using outside it's original context. Elminster's Everwinking Eye: The second half of the alphabet goes by a little quicker than the first, as we get from O-T in this instalment. The village of Orlimmin, where you can have some classic Dr Who style adventures in the gravel pits just outside town. The River Vesper, where a flying circle of ioun stones confounds adventurer attempts to grab it, and succeeding may well bring more adventures. The small village of Sabreenar, once a much larger city until destroyed by a dragon, then looted by orcs following in it's wake. The town of Sendrin, where a ruined temple to a fallen god of magic still has one functional stone idol that can be very helpful if you're suffering from persistent conditions, plus plenty of spellbooks & magical items if you're willing to do some digging. The self-explanatory village of Sword's Pool, where the worthy can get hold of magical swords distributed by mysterious forces from a pond. Not the best system of governance, but a good excuse to look at Ed's other articles full of cool magical items and pick one suitable to the PC. And finally the village of Tavilar, near the lair of a particularly obnoxious demilich who's defences tend to send you to other planes, making for a particularly dangerous and lengthy trip back if you don't have your own plane-hopping magic. All seem quite interesting and adaptable to your individual campaign, with a mix of ones that lean heavily on D&D tropes and others that draw on more mythic sources. Another entry well up to his usual standards. [/QUOTE]
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