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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8627585" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 50: Nov/Dec 1994</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>Back to the Beach: After a spooky trip at sea, we're off to the seaside for another instalment of Willie Walsh's whimsical tales, featuring monsters that are in the manuals, but have been mostly ignored by module writers so far. Once upon a time, the monks of Mannan mac Lir and the crabmen living on the beach had a treaty to share it without fighting. The monastery was ruined by pirates and new people who don't even know the treaty exists have moved into the area, but the crabmen still remember and are not happy about the humans breaking it. So what'll seem to the PC's like your basic scenario where they're hired to clear out marauding humanoids turns out to be one where the "monsters" are entirely justified and in the right, and it's the humans who need to learn to communicate better and get along with other races. It's possible that they won't spot the hints and you'll be looking for mammoth amounts of butter and garlic to eat all that crab meat with before it goes off, but hopefully the hints will be obvious enough that they put in the effort to use a little communication enhancing magic and get the good ending. There's some silly names here and a comic relief Umbleby that might follow the PC's around and be annoying, but it's an entirely usable adventure with a serious point to make under that, and doesn't forget that these aren't just humans with odd colour skins and pointy ears, but semi-aquatic crustaceans with a genuinely different lifecycle and methods of communications. This seems entirely usable, and shows the benefits of long-term experience, as he's still looking to mix ideas up and use less common ones to keep it interesting for himself as well as us.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8627585, member: 27780"] [b][u]Dungeon Issue 50: Nov/Dec 1994[/u][/b] part 3/5 Back to the Beach: After a spooky trip at sea, we're off to the seaside for another instalment of Willie Walsh's whimsical tales, featuring monsters that are in the manuals, but have been mostly ignored by module writers so far. Once upon a time, the monks of Mannan mac Lir and the crabmen living on the beach had a treaty to share it without fighting. The monastery was ruined by pirates and new people who don't even know the treaty exists have moved into the area, but the crabmen still remember and are not happy about the humans breaking it. So what'll seem to the PC's like your basic scenario where they're hired to clear out marauding humanoids turns out to be one where the "monsters" are entirely justified and in the right, and it's the humans who need to learn to communicate better and get along with other races. It's possible that they won't spot the hints and you'll be looking for mammoth amounts of butter and garlic to eat all that crab meat with before it goes off, but hopefully the hints will be obvious enough that they put in the effort to use a little communication enhancing magic and get the good ending. There's some silly names here and a comic relief Umbleby that might follow the PC's around and be annoying, but it's an entirely usable adventure with a serious point to make under that, and doesn't forget that these aren't just humans with odd colour skins and pointy ears, but semi-aquatic crustaceans with a genuinely different lifecycle and methods of communications. This seems entirely usable, and shows the benefits of long-term experience, as he's still looking to mix ideas up and use less common ones to keep it interesting for himself as well as us. [/QUOTE]
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