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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8688297" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 110: August 1995</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>Elminster's Everwinking Eye: Having got the general introduction out of the way, Ed once again settles into the familiar rhythm of listing specific locations in the Border Kingdoms in alphabetical order and telling us what adventure hooks are to be found there. Looks like there's lots to come, as we don't even get past the A's. Adlerglast, recently taken over by a duo of despotic wizards who use random mind-reading to ensure no-one even thinks of overthrowing them. If your adventuring party isn't equipped to avoid or counter scry & fry attacks, you aren't at the right league for this bit of potential heroics. The much more pleasant Alamontyr, a well run port town who's only real problem is tentacled creatures coming up from the underdark into people's basements, (which for the hentai fans is an opportunity rather than a problem) and maybe the succession when the current leader retires. The seemingly sleepy hill village of Arnglar, where the people worship Talos, so they can switch from quiet to full fury at the slightest provocation and whup your ass with poisoned weapons. And Arthyn, your basic trade town with a fair bit of smuggling going on to avoid regulations & taxes, which means hidden stashes in the caves nearby, plus recipes for some particularly effective herbal medicine being passed down. (if you can get the real deal and avoid the scams) It's obvious that this is intended as a higher level zone for adventurers than Turmish, with bigger tougher challenges, but there's still some safe places for them to rest and heal, and general whimsy to be found amid the shifting regimes & dangers. Adventuring here looks like it could be pretty fun as long as you know your limits.</p><p></p><p></p><p></p><p>The Lady's Champions: At the start of the year, one of the things they said they were going to do is flesh out the orders of knighthood for Raven's Bluff, and formalise how you join them. They've been kinda busy adding multiple new settings since then, but now they've come back around to build on the OG one again. As with their other big themed issues, they start off with some system free setting building, talking about the history of the knightly orders. They're actually only a few decades old, started by Lady Lauren DeVillars as a force for settling disputes in a honourable and nonlethal way. This led directly to the creation of the Challenge of Champions, which is still their system for determining many political offices today. While still not particularly democratic, it does lead to somewhat more competent people in charge than the old system of nepotism amongst feuding noble families, and Raven's Bluff has become a better run, more law-abiding place since then. If you're willing to follow the rules of honour and protect the city, you can be one of them! Basically, lots of IC incentives for you to play the game in their preferred playstyle, where the PC's follow the missions assigned by patrons in generally heroic fashion without haggling about the reward instead of wandering around randomly and taking anything that isn't nailed down. They've never been particularly subtle about that, but this, along with the recent making a big deal of a PC that turned evil being removed from play makes it clear that they're thinking about ways to make it even more obvious that you should keep your hands and head inside the train at all times. If you don't want to play games like that, stick to your home campaign.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8688297, member: 27780"] [b][u]Polyhedron Issue 110: August 1995[/u][/b] part 2/5 Elminster's Everwinking Eye: Having got the general introduction out of the way, Ed once again settles into the familiar rhythm of listing specific locations in the Border Kingdoms in alphabetical order and telling us what adventure hooks are to be found there. Looks like there's lots to come, as we don't even get past the A's. Adlerglast, recently taken over by a duo of despotic wizards who use random mind-reading to ensure no-one even thinks of overthrowing them. If your adventuring party isn't equipped to avoid or counter scry & fry attacks, you aren't at the right league for this bit of potential heroics. The much more pleasant Alamontyr, a well run port town who's only real problem is tentacled creatures coming up from the underdark into people's basements, (which for the hentai fans is an opportunity rather than a problem) and maybe the succession when the current leader retires. The seemingly sleepy hill village of Arnglar, where the people worship Talos, so they can switch from quiet to full fury at the slightest provocation and whup your ass with poisoned weapons. And Arthyn, your basic trade town with a fair bit of smuggling going on to avoid regulations & taxes, which means hidden stashes in the caves nearby, plus recipes for some particularly effective herbal medicine being passed down. (if you can get the real deal and avoid the scams) It's obvious that this is intended as a higher level zone for adventurers than Turmish, with bigger tougher challenges, but there's still some safe places for them to rest and heal, and general whimsy to be found amid the shifting regimes & dangers. Adventuring here looks like it could be pretty fun as long as you know your limits. The Lady's Champions: At the start of the year, one of the things they said they were going to do is flesh out the orders of knighthood for Raven's Bluff, and formalise how you join them. They've been kinda busy adding multiple new settings since then, but now they've come back around to build on the OG one again. As with their other big themed issues, they start off with some system free setting building, talking about the history of the knightly orders. They're actually only a few decades old, started by Lady Lauren DeVillars as a force for settling disputes in a honourable and nonlethal way. This led directly to the creation of the Challenge of Champions, which is still their system for determining many political offices today. While still not particularly democratic, it does lead to somewhat more competent people in charge than the old system of nepotism amongst feuding noble families, and Raven's Bluff has become a better run, more law-abiding place since then. If you're willing to follow the rules of honour and protect the city, you can be one of them! Basically, lots of IC incentives for you to play the game in their preferred playstyle, where the PC's follow the missions assigned by patrons in generally heroic fashion without haggling about the reward instead of wandering around randomly and taking anything that isn't nailed down. They've never been particularly subtle about that, but this, along with the recent making a big deal of a PC that turned evil being removed from play makes it clear that they're thinking about ways to make it even more obvious that you should keep your hands and head inside the train at all times. If you don't want to play games like that, stick to your home campaign. [/QUOTE]
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