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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8650246" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 105: March 1995</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>Letters: First letter is one of the many over the years that wants more sci-fi stuff. They have no objection to that, but need both more submissions, and evidence that there's a market for them. Same old song and dance that'll probably wind up with us in the same place at the end. </p><p></p><p>Second is from West End Games concerning the competition they ran in Polyhedron for Fantastic Technology. Here are the winners, who's entries will be appearing in the final book. You can feel proud about being a tiny part of official Star Wars history until contradicted by a more primary source.</p><p></p><p>Third switches us over to more Living Jungle questions, asking us how big Katanga animal forms are. The usual size category for that animal. You can customise your own character appearance within that limit, as long as you don't expect it to have any mechanical effects. </p><p></p><p>Fourth asks about the missing multiclass options for Korobokuru. Fighter/thief or fighter/priest, nothing too complicated. </p><p></p><p></p><p></p><p>Dispel Confusion: Not content with fielding the number of rules questions the Living Jungle has provoked, they also go for a nostalgic revival of this old column. Skip can't do all the rules lawyering in the entire company, so Harold Johnson is the one taking the reins this time. Let's see how familiar the questions are. </p><p></p><p>The first one is the ultra-familiar one of how to adjudicate disbelief of illusions. Ones that create actual light & sound remain there to affect others even if you disbelieve them, while ones that are only in your mind are broken entirely if you save.</p><p></p><p>It gets a little less repetitive after that thankfully. Second asks if you can be infected with more than one type of lycanthropy at once. Not usually, but in Ravenloft, all bets are off as the dark powers love to screw you in convoluted and unique ways.</p><p></p><p>Does dispel magic cast on a polymorphed person turn them back? (yes)</p><p></p><p>Can you tattoo spells on yourself so you never have to worry about losing your spellbook? (a few, but humans only have so much skin, and writing can only be so small, plus there's the risk of infection if you use a disreputable parlor. It'll get much safer and more effective in future editions once the technology improves and alternate methods of learning spells become more common in general.)</p><p></p><p></p><p></p><p>Elminster's Everwinking Eye: Ed continues to dispense little adventure hooks in a way that makes it obvious he wrote much of this stuff years ago and has plenty still in the archives to distribute whenever he finds a good place for it, as it's all neatly organised in alphabetical order. The mysterious Illowwood, filled with dryads and other fae creatures, rumoured to have multiple gates into faerie realms where time flows differently. Not in this edition mate. Jarthrin's Jump, another smugglers town which gets our most detailed entry. Beware the tomb of Aragrath, an undead priest of Talos with multiple powerful golem servants, detailed tactics, and a penchant for casting Quest on people who enter. You'll likely have to deal with a whole other annoying mission even if you are strong enough to beat him in combat, and like many undead, he'll just reform anyway, making him a very intractable problem. Karthoon, another small town with a crystal statue of a horse as a centrepiece. Since it's worth a good 400,000gp just in raw materials and is very suitable for enchanting it's a prime target for theft. Will the PC's go for that heist or be the ones foiling it? And finally, the lost village of Lanthalal, home of a magic school that went disastrously wrong, destroying the whole village and filling the area with wild & dead magic zones. Since some of those have the power to permanently drain your spellcasting ability, this is one adventurers are more cautious about seeking than most. Will your party be able to get any treasure from here where most others failed and paid a heavy price? This collection all seem particularly well suited for higher level adventurers, with big weird challenges that remain an issue no matter how high your stats are. Can your DM expand them out into full adventures without making them railroady?</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8650246, member: 27780"] [b][u]Polyhedron Issue 105: March 1995[/u][/b] part 2/5 Letters: First letter is one of the many over the years that wants more sci-fi stuff. They have no objection to that, but need both more submissions, and evidence that there's a market for them. Same old song and dance that'll probably wind up with us in the same place at the end. Second is from West End Games concerning the competition they ran in Polyhedron for Fantastic Technology. Here are the winners, who's entries will be appearing in the final book. You can feel proud about being a tiny part of official Star Wars history until contradicted by a more primary source. Third switches us over to more Living Jungle questions, asking us how big Katanga animal forms are. The usual size category for that animal. You can customise your own character appearance within that limit, as long as you don't expect it to have any mechanical effects. Fourth asks about the missing multiclass options for Korobokuru. Fighter/thief or fighter/priest, nothing too complicated. Dispel Confusion: Not content with fielding the number of rules questions the Living Jungle has provoked, they also go for a nostalgic revival of this old column. Skip can't do all the rules lawyering in the entire company, so Harold Johnson is the one taking the reins this time. Let's see how familiar the questions are. The first one is the ultra-familiar one of how to adjudicate disbelief of illusions. Ones that create actual light & sound remain there to affect others even if you disbelieve them, while ones that are only in your mind are broken entirely if you save. It gets a little less repetitive after that thankfully. Second asks if you can be infected with more than one type of lycanthropy at once. Not usually, but in Ravenloft, all bets are off as the dark powers love to screw you in convoluted and unique ways. Does dispel magic cast on a polymorphed person turn them back? (yes) Can you tattoo spells on yourself so you never have to worry about losing your spellbook? (a few, but humans only have so much skin, and writing can only be so small, plus there's the risk of infection if you use a disreputable parlor. It'll get much safer and more effective in future editions once the technology improves and alternate methods of learning spells become more common in general.) Elminster's Everwinking Eye: Ed continues to dispense little adventure hooks in a way that makes it obvious he wrote much of this stuff years ago and has plenty still in the archives to distribute whenever he finds a good place for it, as it's all neatly organised in alphabetical order. The mysterious Illowwood, filled with dryads and other fae creatures, rumoured to have multiple gates into faerie realms where time flows differently. Not in this edition mate. Jarthrin's Jump, another smugglers town which gets our most detailed entry. Beware the tomb of Aragrath, an undead priest of Talos with multiple powerful golem servants, detailed tactics, and a penchant for casting Quest on people who enter. You'll likely have to deal with a whole other annoying mission even if you are strong enough to beat him in combat, and like many undead, he'll just reform anyway, making him a very intractable problem. Karthoon, another small town with a crystal statue of a horse as a centrepiece. Since it's worth a good 400,000gp just in raw materials and is very suitable for enchanting it's a prime target for theft. Will the PC's go for that heist or be the ones foiling it? And finally, the lost village of Lanthalal, home of a magic school that went disastrously wrong, destroying the whole village and filling the area with wild & dead magic zones. Since some of those have the power to permanently drain your spellcasting ability, this is one adventurers are more cautious about seeking than most. Will your party be able to get any treasure from here where most others failed and paid a heavy price? This collection all seem particularly well suited for higher level adventurers, with big weird challenges that remain an issue no matter how high your stats are. Can your DM expand them out into full adventures without making them railroady? [/QUOTE]
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