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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8761315" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 58: Mar/Apr 1996</u></strong></p><p></p><p></p><p></p><p>part 4/5</p><p></p><p></p><p></p><p>Side Treks - The Ghost of Silverhill: Not content with werewolves, we have a second dose of spooky stuff. While staying at an inn, they hear a spooky story about the ghost that appears on a nearby hill during the full moon. Supposedly it's an old king and his treasure hoard is somewhere underneath the hill. Do you dare risk magical fear, energy drain, ageing, possession and whatever else it may inflict upon you to get that loot? Since this is an adventure for level 1-4 characters it's pretty obvious you're not intended to fight a full power ghost. Unsurprisingly, you're not getting a full king's worth of treasure, but there are not just one but two ghosts, and it's easy enough to avoid combat and lay one of them to rest by talking and doing what it asks, then get what treasure there is. This feels like one of the many plot hooks Ed rattles off in his Everwinking Eye articles blown up to 3 pages and given full stats, reinforced by specifically mentioning a FR novel in the sidebar. As long as your players are willing to engage with it in a non hack & slashy way it's a pleasant enough but unexceptional little flavour encounter. If they aren't, good luck to their next characters and hopefully they'll learn their lesson about not picking fights with things way above their pay grade. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p></p><p></p><p>The Baron's Eyrie: Off to Ravenloft for a third horror themed adventure, showing that they get far more of those than they do comedy ones whatever the time of year. A werebat got his hands on a flying castle, killed it's previous owners and became it's Lord. This may sound like a sweet deal, but in Ravenloft, it sucks, as he can't control where the castle goes or leave it, so he's trapped in a micro domain floating through other ones (an easy excuse to put this adventure nearly anywhere ) looking down on the world and ordering his infected werebat minions to fetch him food. The PC's are staying at an inn when they swoop down and carry off one of the other patrons. You're the only ones around with any flying capability to follow them with, so guess who's got to be the heroes again. Careful on the approach, as there's giant spiders on the underside, flying ghouls living around the crags, vultures enjoying the leftovers, and other general spookiness. Things get more interesting once you get inside the castle itself, as the infected lycanthropes hate their master, and would love for you to destroy him & free them, maybe cure them as well, but their magical compulsion means they can't do anything directly against him. This does still mean they'll be surprisingly civil if you don't attack everything on sight, giving you the option to play the adventure in a more political way with various twists and turns as you uncover the various personalities of the place and their secrets. Some of those twists are sufficiently sneaky that I'm not going to spoil them here, and there's enough of them that it's unlikely your group will discover all of them, making this both an interesting read and of well above average replayability too. A worthy addition to the Ravenloft canon of spooky places to explore that don't railroad you into a specific story, which is becoming an increasingly small proportion of the published adventures.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8761315, member: 27780"] [b][u]Dungeon Issue 58: Mar/Apr 1996[/u][/b] part 4/5 Side Treks - The Ghost of Silverhill: Not content with werewolves, we have a second dose of spooky stuff. While staying at an inn, they hear a spooky story about the ghost that appears on a nearby hill during the full moon. Supposedly it's an old king and his treasure hoard is somewhere underneath the hill. Do you dare risk magical fear, energy drain, ageing, possession and whatever else it may inflict upon you to get that loot? Since this is an adventure for level 1-4 characters it's pretty obvious you're not intended to fight a full power ghost. Unsurprisingly, you're not getting a full king's worth of treasure, but there are not just one but two ghosts, and it's easy enough to avoid combat and lay one of them to rest by talking and doing what it asks, then get what treasure there is. This feels like one of the many plot hooks Ed rattles off in his Everwinking Eye articles blown up to 3 pages and given full stats, reinforced by specifically mentioning a FR novel in the sidebar. As long as your players are willing to engage with it in a non hack & slashy way it's a pleasant enough but unexceptional little flavour encounter. If they aren't, good luck to their next characters and hopefully they'll learn their lesson about not picking fights with things way above their pay grade. :p The Baron's Eyrie: Off to Ravenloft for a third horror themed adventure, showing that they get far more of those than they do comedy ones whatever the time of year. A werebat got his hands on a flying castle, killed it's previous owners and became it's Lord. This may sound like a sweet deal, but in Ravenloft, it sucks, as he can't control where the castle goes or leave it, so he's trapped in a micro domain floating through other ones (an easy excuse to put this adventure nearly anywhere ) looking down on the world and ordering his infected werebat minions to fetch him food. The PC's are staying at an inn when they swoop down and carry off one of the other patrons. You're the only ones around with any flying capability to follow them with, so guess who's got to be the heroes again. Careful on the approach, as there's giant spiders on the underside, flying ghouls living around the crags, vultures enjoying the leftovers, and other general spookiness. Things get more interesting once you get inside the castle itself, as the infected lycanthropes hate their master, and would love for you to destroy him & free them, maybe cure them as well, but their magical compulsion means they can't do anything directly against him. This does still mean they'll be surprisingly civil if you don't attack everything on sight, giving you the option to play the adventure in a more political way with various twists and turns as you uncover the various personalities of the place and their secrets. Some of those twists are sufficiently sneaky that I'm not going to spoil them here, and there's enough of them that it's unlikely your group will discover all of them, making this both an interesting read and of well above average replayability too. A worthy addition to the Ravenloft canon of spooky places to explore that don't railroad you into a specific story, which is becoming an increasingly small proportion of the published adventures. [/QUOTE]
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