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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8646799" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 104: February 1995</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>Elminster's Everwinking Eye: Ed continues to have a seemingly inexhaustible supply of little plot hooks to make all the little villages of Turmish interesting places to visit. The buried treasure of Banthar, another former bandit stronghold where people stashed away their ill-gotten gains and died before actually getting to use them. The comically named Bistal's Bottom, favored by worshippers of Oghma because of a cave that imparts hidden lore at the cost of being teleported somewhere random on the planet. This just means more opportunity for adventure as long as you're decently prepared. Centaur Bridge, which has a nearby abandoned mansion full of ghostly monsters, so make sure you're equipped to deal with the incorporeal. The hilltop village of Dauntshield, another place that's seen better times, and probably has some brigand treasure buried nearby. The prosperous town of Gildenglade, where the elves carefully maintain a carbon neutral policy that ensures the health of the forest despite their main export being woodcarving. And finally, the small hamlet of Holdensword, built around an improbably large castle now only inhabited by Helmed Horrors. Clearing them out would give Name level characters a nice base to settle down in. Any of these could easily be expanded out to fill multiple sessions of exploration, and that's not counting the wandering monsters just getting between each of them. He continues to be able to pack in a ridiculous density of ideas in a couple of pages, with Bruce Heard's Mystara work in Dragon the only other writer coming close. </p><p></p><p></p><p></p><p>Dangers from the Dark Side: Vampires get everywhere, including Star Wars. Only here they drain your Force points rather than your blood. Yup, we're going into schlock horror territory as the PC's encounter something that mysteriously kills it's victims and leaves them spiritual voids. Will they jump to the right conclusion and be prepared to fight it, or cling to foolish rationality like Han Solo and believe they're still in a sci-fi setting until it's too late? Don't waste your time with garlic or crosses, because they do nothing against this galaxy's superpredator. If your GM's tastes run more to slasher movies, beware Warkin, a wookie that has embraced the Dark Side and can meld with shadows to disappear and then pop up again in improbable places. Without any moral compunctions to hold him back, his wookie strength and claws are easily able to rip a normal human to shreds. If there are any wookie PC's in the group, they'll have heard of him and feel honorbound to foil his depredations. To finish this off, they then detail three new force powers exclusively for dark siders. The ability to create and command force wraiths, so you can have insubstantial spies and assassins anywhere. The ability to rip a hole in the fabric of space and teleport, which you wouldn't think is inherently evil, but apparently star wars teleportation works on Event Horizon logic. And the ability to taint an object so light-siders suffer pain just from being near it and damage from touching it. This is why a group needs at least one non magic user to be a balanced team, so they can handle problems like this. This all feels like it should have been in the october issue, as it feels like a completely different genre to regular Star Wars material. Not unplayable, but the kind of thing you want to consider carefully before using if you want to maintain a consistent tone for your campaign and not turn it into a kitchen sink of fantasy stuff with a Star Wars veneer.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8646799, member: 27780"] [b][u]Polyhedron Issue 104: February 1995[/u][/b] part 3/5 Elminster's Everwinking Eye: Ed continues to have a seemingly inexhaustible supply of little plot hooks to make all the little villages of Turmish interesting places to visit. The buried treasure of Banthar, another former bandit stronghold where people stashed away their ill-gotten gains and died before actually getting to use them. The comically named Bistal's Bottom, favored by worshippers of Oghma because of a cave that imparts hidden lore at the cost of being teleported somewhere random on the planet. This just means more opportunity for adventure as long as you're decently prepared. Centaur Bridge, which has a nearby abandoned mansion full of ghostly monsters, so make sure you're equipped to deal with the incorporeal. The hilltop village of Dauntshield, another place that's seen better times, and probably has some brigand treasure buried nearby. The prosperous town of Gildenglade, where the elves carefully maintain a carbon neutral policy that ensures the health of the forest despite their main export being woodcarving. And finally, the small hamlet of Holdensword, built around an improbably large castle now only inhabited by Helmed Horrors. Clearing them out would give Name level characters a nice base to settle down in. Any of these could easily be expanded out to fill multiple sessions of exploration, and that's not counting the wandering monsters just getting between each of them. He continues to be able to pack in a ridiculous density of ideas in a couple of pages, with Bruce Heard's Mystara work in Dragon the only other writer coming close. Dangers from the Dark Side: Vampires get everywhere, including Star Wars. Only here they drain your Force points rather than your blood. Yup, we're going into schlock horror territory as the PC's encounter something that mysteriously kills it's victims and leaves them spiritual voids. Will they jump to the right conclusion and be prepared to fight it, or cling to foolish rationality like Han Solo and believe they're still in a sci-fi setting until it's too late? Don't waste your time with garlic or crosses, because they do nothing against this galaxy's superpredator. If your GM's tastes run more to slasher movies, beware Warkin, a wookie that has embraced the Dark Side and can meld with shadows to disappear and then pop up again in improbable places. Without any moral compunctions to hold him back, his wookie strength and claws are easily able to rip a normal human to shreds. If there are any wookie PC's in the group, they'll have heard of him and feel honorbound to foil his depredations. To finish this off, they then detail three new force powers exclusively for dark siders. The ability to create and command force wraiths, so you can have insubstantial spies and assassins anywhere. The ability to rip a hole in the fabric of space and teleport, which you wouldn't think is inherently evil, but apparently star wars teleportation works on Event Horizon logic. And the ability to taint an object so light-siders suffer pain just from being near it and damage from touching it. This is why a group needs at least one non magic user to be a balanced team, so they can handle problems like this. This all feels like it should have been in the october issue, as it feels like a completely different genre to regular Star Wars material. Not unplayable, but the kind of thing you want to consider carefully before using if you want to maintain a consistent tone for your campaign and not turn it into a kitchen sink of fantasy stuff with a Star Wars veneer. [/QUOTE]
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