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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8581495" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 47: MayJun 1994</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>Side Treks - Smouldering Mane: As is often the case, the short adventure is something that could happen in reality. (and increasingly is due to climate change) A dry grassland in summer suffering wildfire, so you need to not only save yourself, but also try to minimise the amount of plant and animal death for the sake of the ecosystem. They do add some fantastical elements to spice it up, with Wemics asking the PC's for help, and a fire elemental at the centre of the blaze to give you something to hit, but a solid grounding in real world firefighting tactics like creating breaks in the vegetation won't hurt at all. (particularly if you have terrain control spells to speed things along) A simple seeming but open ended challenge, this seems pretty flexible in when and how you use it. This is one I wouldn't mind pulling out to fill in a session and keep the journeys between larger quests interesting.</p><p></p><p></p><p></p><p>When the Light goes Out: <a href="https://www.youtube.com/watch?v=sck89sTS6jc" target="_blank">Well, this will upset Morrissey.</a> But then, making Morrissey sad is like shooting fish in a barrel, so oh well. Anyway, it's time for one of their infrequent one-on-one adventures. They did talk about it in Polyhedron recently, so it must be on their minds to encourage that in the offices. Your starting level cleric is sent to investigate reports of a haunted lighthouse. (Your superiors obviously don't believe it's real, because D&D ghosts would slaughter a single 1st level cleric) Turns out it's not a ghost, but a poltergeist, (an AD&D one, not a basic D&D one, which would <em>also</em> slaughter even a full low level party.) It was created when a ship ran aground because the lighthouse keeper was drunk and obviously wants revenge. If you just clear it out and put him back in charge, another accident will probably occur again soon, because he's really not fit to do the job anymore. Plus there's a whole load of other little problems around the town you could solve along the way. So while there are a few monsters, this is really a low-key detective story where your cleric does real world priestly stuff like listening to people's problems and trying to fix them by social means, not just flashy spells & violence. The kind of thing that works best in a world where even 1st level spellcasters are rare and exceptional, and powerful monsters aren't so common as to strain credulity that humans can survive and be the dominant species. It'd probably work better in some other system than D&D, but since the readers have rejected that idea, we do the best with what we've got. Another one that's an interesting read, but only actually useful for a fairly narrow subset of groups.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8581495, member: 27780"] [b][u]Dungeon Issue 47: MayJun 1994[/u][/b] part 3/5 Side Treks - Smouldering Mane: As is often the case, the short adventure is something that could happen in reality. (and increasingly is due to climate change) A dry grassland in summer suffering wildfire, so you need to not only save yourself, but also try to minimise the amount of plant and animal death for the sake of the ecosystem. They do add some fantastical elements to spice it up, with Wemics asking the PC's for help, and a fire elemental at the centre of the blaze to give you something to hit, but a solid grounding in real world firefighting tactics like creating breaks in the vegetation won't hurt at all. (particularly if you have terrain control spells to speed things along) A simple seeming but open ended challenge, this seems pretty flexible in when and how you use it. This is one I wouldn't mind pulling out to fill in a session and keep the journeys between larger quests interesting. When the Light goes Out: [url=https://www.youtube.com/watch?v=sck89sTS6jc]Well, this will upset Morrissey.[/url] But then, making Morrissey sad is like shooting fish in a barrel, so oh well. Anyway, it's time for one of their infrequent one-on-one adventures. They did talk about it in Polyhedron recently, so it must be on their minds to encourage that in the offices. Your starting level cleric is sent to investigate reports of a haunted lighthouse. (Your superiors obviously don't believe it's real, because D&D ghosts would slaughter a single 1st level cleric) Turns out it's not a ghost, but a poltergeist, (an AD&D one, not a basic D&D one, which would [i]also[/i] slaughter even a full low level party.) It was created when a ship ran aground because the lighthouse keeper was drunk and obviously wants revenge. If you just clear it out and put him back in charge, another accident will probably occur again soon, because he's really not fit to do the job anymore. Plus there's a whole load of other little problems around the town you could solve along the way. So while there are a few monsters, this is really a low-key detective story where your cleric does real world priestly stuff like listening to people's problems and trying to fix them by social means, not just flashy spells & violence. The kind of thing that works best in a world where even 1st level spellcasters are rare and exceptional, and powerful monsters aren't so common as to strain credulity that humans can survive and be the dominant species. It'd probably work better in some other system than D&D, but since the readers have rejected that idea, we do the best with what we've got. Another one that's an interesting read, but only actually useful for a fairly narrow subset of groups. [/QUOTE]
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