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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8641359" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 51: Jan/Feb 1995</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>Nbod's Room: Unusually, the cover story is also the first one. Even more unusually, it's a one-on-one adventure as well, which are normally among the smaller ones in here. Through a combination of a ghost and several portals, spooky stuff happens in a particular room in a particular seaside inn that was once frequented by a notorious pirate. Any PC staying there overnight is going to be sent on a Christmas Carol-esque trip without the rest of the party to a tropical island and have to figure out what they need to do to lay the angry spirit to rest and get home. Thankfully, there is plenty of treasure in it, and they don't pull the old "it was all a dream, or no-one will believe it happened because there's no evidence" tricks, which may work fine on TV, but fall flat in an RPG where everyone knows the supernatural is real. Unlike most solo adventures, it's actually a very open-ended experience as well, and while it works best if the PC uses their brains rather than hack & slashing their way through all the challenges, it doesn't rule it out either. So this is a quirky single session adventure that you pull out when the rest of the group doesn't show up, or you want a little extra time with a particular player between the usual sessions, as you can easily use it in many places without disrupting the regular continuity of a campaign. It stands out quite a bit from the average adventure in here stylistically, and is useful in difference places, so it's not a repetition of something they've done before. Good to see even after 8 years of doing this they can still find and include new variations on the basic adventuring formula. </p><p></p><p></p><p></p><p>Side Treks - Journey to the Center of the World: Now that's an ambitious title the players would have every right to get excited about when they see the DM breaking it out, hinting at epic underworld journeys, massive caverns, lava rivers and lost lands with dinosaurs & whatnot. The reality is a little underwhelming. Center-of-the-World turns out to be the native name for a really big mountain in some tropical country you're exploring, and there's rumors that it's an elephant graveyard as well. Elephants aren't that great at climbing, so that doesn't make much sense, but hopefully that'll just make the PC's even more curious to investigate. Turns out the crater at the top is actually a dragon graveyard instead, which could be even more profitable if you can get the old bones to someone looking to make magic items, but first you have to deal with a senile white dragon which isn't quite ready to depart this mortal coil, and still pretty dangerous in a fight. Trickery or bribery would probably be better options than a head-on battle. So I'm a little irritated at the bait and switch, but this is still a decent enough adventure idea that seems very expandable into a lengthy series of back and forth treks to get all the treasure out, with all the logistical challenges and dangers from potential rivals that entails. It can easily be connected to several other adventures mentioned from previous issues, which is an extra plus. Now where's a full book that takes the same title, and turns it into a proper adventure path spanning many levels?</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8641359, member: 27780"] [b][u]Dungeon Issue 51: Jan/Feb 1995[/u][/b] part 2/5 Nbod's Room: Unusually, the cover story is also the first one. Even more unusually, it's a one-on-one adventure as well, which are normally among the smaller ones in here. Through a combination of a ghost and several portals, spooky stuff happens in a particular room in a particular seaside inn that was once frequented by a notorious pirate. Any PC staying there overnight is going to be sent on a Christmas Carol-esque trip without the rest of the party to a tropical island and have to figure out what they need to do to lay the angry spirit to rest and get home. Thankfully, there is plenty of treasure in it, and they don't pull the old "it was all a dream, or no-one will believe it happened because there's no evidence" tricks, which may work fine on TV, but fall flat in an RPG where everyone knows the supernatural is real. Unlike most solo adventures, it's actually a very open-ended experience as well, and while it works best if the PC uses their brains rather than hack & slashing their way through all the challenges, it doesn't rule it out either. So this is a quirky single session adventure that you pull out when the rest of the group doesn't show up, or you want a little extra time with a particular player between the usual sessions, as you can easily use it in many places without disrupting the regular continuity of a campaign. It stands out quite a bit from the average adventure in here stylistically, and is useful in difference places, so it's not a repetition of something they've done before. Good to see even after 8 years of doing this they can still find and include new variations on the basic adventuring formula. Side Treks - Journey to the Center of the World: Now that's an ambitious title the players would have every right to get excited about when they see the DM breaking it out, hinting at epic underworld journeys, massive caverns, lava rivers and lost lands with dinosaurs & whatnot. The reality is a little underwhelming. Center-of-the-World turns out to be the native name for a really big mountain in some tropical country you're exploring, and there's rumors that it's an elephant graveyard as well. Elephants aren't that great at climbing, so that doesn't make much sense, but hopefully that'll just make the PC's even more curious to investigate. Turns out the crater at the top is actually a dragon graveyard instead, which could be even more profitable if you can get the old bones to someone looking to make magic items, but first you have to deal with a senile white dragon which isn't quite ready to depart this mortal coil, and still pretty dangerous in a fight. Trickery or bribery would probably be better options than a head-on battle. So I'm a little irritated at the bait and switch, but this is still a decent enough adventure idea that seems very expandable into a lengthy series of back and forth treks to get all the treasure out, with all the logistical challenges and dangers from potential rivals that entails. It can easily be connected to several other adventures mentioned from previous issues, which is an extra plus. Now where's a full book that takes the same title, and turns it into a proper adventure path spanning many levels? [/QUOTE]
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