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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8560608" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 93: March 1994</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>Crystal Web Space Station: Our irregular Star Wars columns have moved beyond the original trilogy and are now looking at ideas for New Republic adventures. The Crystal Web is near a nexus of good jump points, and it's owners specialise in information gathering, so it's a good place to get leads for new adventures. Basically, this is them doing the same thing for Star Wars as Raven's Bluff or Sigil for their D&D settings, a place that is both a staging ground for missions elsewhere, while also having a fair number of internal plot hooks if you want a more social and intrigue based campaign. Like Sigil, it's built to be accessible by creatures on a human scale, but the real powers behind it are quite alien - crystal spiders for whom the knowledge is much more important than any financial incentive. It all feels a bit formulaic if you've been reading their other books from that era, but at least we know it's a formula that works. If they build on it with a few more articles like they intend too, this could be a valuable addition to your spacefaring games. </p><p></p><p></p><p></p><p>Bestiary stats up a few more monsters from various Forgotten Realms novels that haven't been incorporated into the game yet. </p><p></p><p>Groundlings are one of the Zhentarim's experiments in creating the ultimate assassin, dwarves spliced with badgers to create something with superhuman smell and digging ability. Not the most subtle means of murder, but the ground suddenly collapsing beneath you and being dragged into their tunnels to be ripped apart sends a clear message to everyone else in the vicinity that no-one is safe, wherever you run. Of course, they're not particularly fond of their creators, and getting them to achieve independence seems a good longterm goal for a group of heroes.</p><p></p><p>Deathmirror Beetles link two people they bite so each takes the same damage the other one does. This is pretty tricky to remove and serves as a plot device to force people who would otherwise kill each other to work together in classic awkward buddy comedy style. A sadistic DM could have a good deal of fun putting PC's in a situation like that. </p><p></p><p>Shadevar are another plot device monster. Near unkillable immortal beasties from the plane of shadows, good luck figuring out their highly idiosyncratic weaknesses without NPC exposition. A reminder that the novels have never been particularly bounded by the rules of the game, and so can produce unfair results when things from them are converted back into D&D.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8560608, member: 27780"] [b][u]Polyhedron Issue 93: March 1994[/u][/b] part 2/5 Crystal Web Space Station: Our irregular Star Wars columns have moved beyond the original trilogy and are now looking at ideas for New Republic adventures. The Crystal Web is near a nexus of good jump points, and it's owners specialise in information gathering, so it's a good place to get leads for new adventures. Basically, this is them doing the same thing for Star Wars as Raven's Bluff or Sigil for their D&D settings, a place that is both a staging ground for missions elsewhere, while also having a fair number of internal plot hooks if you want a more social and intrigue based campaign. Like Sigil, it's built to be accessible by creatures on a human scale, but the real powers behind it are quite alien - crystal spiders for whom the knowledge is much more important than any financial incentive. It all feels a bit formulaic if you've been reading their other books from that era, but at least we know it's a formula that works. If they build on it with a few more articles like they intend too, this could be a valuable addition to your spacefaring games. Bestiary stats up a few more monsters from various Forgotten Realms novels that haven't been incorporated into the game yet. Groundlings are one of the Zhentarim's experiments in creating the ultimate assassin, dwarves spliced with badgers to create something with superhuman smell and digging ability. Not the most subtle means of murder, but the ground suddenly collapsing beneath you and being dragged into their tunnels to be ripped apart sends a clear message to everyone else in the vicinity that no-one is safe, wherever you run. Of course, they're not particularly fond of their creators, and getting them to achieve independence seems a good longterm goal for a group of heroes. Deathmirror Beetles link two people they bite so each takes the same damage the other one does. This is pretty tricky to remove and serves as a plot device to force people who would otherwise kill each other to work together in classic awkward buddy comedy style. A sadistic DM could have a good deal of fun putting PC's in a situation like that. Shadevar are another plot device monster. Near unkillable immortal beasties from the plane of shadows, good luck figuring out their highly idiosyncratic weaknesses without NPC exposition. A reminder that the novels have never been particularly bounded by the rules of the game, and so can produce unfair results when things from them are converted back into D&D. [/QUOTE]
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