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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8791553" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 60: Jul/Aug 1996</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>Nemesis: Well there's a title that spoils nothing, being so utterly generic that it's the title of over 50 movies and considerably more specific episodes of TV shows. Even putting (year) after googling will still sometimes get multiple results. Fortunately, the contents are considerably less generic, as it's another Chris Perkins Planescape epic. The PC's are caught up in the machinations of a Marilith collecting a set of powerful magical swords so she can slice & dice her arch-nemesis with overpowered 6-handed death. (which means it could easily be connected with the previous adventure with only minimal alterations) What initially seems like a simple kidnapping case takes you into a particularly unpleasant layer of the Abyss called Vudra, where everything is poisonous, so sticking around will require consuming substantial magical resources and you'd better get a move on and complete your mission. You'll need to make it through the yuan-ti tunnels, a rakshasa temple, and finally the shrine of the marilith, each with their own flavours of unpleasantness, then get back alive. Then when you get back to Sigil all the people she took the swords from in the first place will come out of the woodwork wanting them back, and you'll have to decide whether you want to do that or make some more powerful enemies. (and maybe kill them & take the rest of their stuff, although the text strongly discourages this because it's 2e and you're supposed to be the heroes.) </p><p></p><p>While longer in page count than Shards of the Day, this is much more linear and less efficient in how it uses that page count, with whole pages being spent on things like Dabus rebuses or how this adventure intersects with the long-term plans of Rule-of-Three, so it doesn't have the same general usefulness or actual play length. Not terrible, but it doesn't have the same kind of philosophical depth Umbra did and a fair amount of the bad kind of 2eish froofery strewn throughout. Not saying I wouldn't use it, since there aren't enough Planescape adventures to go around in general, but if it were a generic one of the same quality level I'd definitely have put this on the discard pile or sent it back for another editorial pass.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8791553, member: 27780"] [b][u]Dungeon Issue 60: Jul/Aug 1996[/u][/b] part 3/5 Nemesis: Well there's a title that spoils nothing, being so utterly generic that it's the title of over 50 movies and considerably more specific episodes of TV shows. Even putting (year) after googling will still sometimes get multiple results. Fortunately, the contents are considerably less generic, as it's another Chris Perkins Planescape epic. The PC's are caught up in the machinations of a Marilith collecting a set of powerful magical swords so she can slice & dice her arch-nemesis with overpowered 6-handed death. (which means it could easily be connected with the previous adventure with only minimal alterations) What initially seems like a simple kidnapping case takes you into a particularly unpleasant layer of the Abyss called Vudra, where everything is poisonous, so sticking around will require consuming substantial magical resources and you'd better get a move on and complete your mission. You'll need to make it through the yuan-ti tunnels, a rakshasa temple, and finally the shrine of the marilith, each with their own flavours of unpleasantness, then get back alive. Then when you get back to Sigil all the people she took the swords from in the first place will come out of the woodwork wanting them back, and you'll have to decide whether you want to do that or make some more powerful enemies. (and maybe kill them & take the rest of their stuff, although the text strongly discourages this because it's 2e and you're supposed to be the heroes.) While longer in page count than Shards of the Day, this is much more linear and less efficient in how it uses that page count, with whole pages being spent on things like Dabus rebuses or how this adventure intersects with the long-term plans of Rule-of-Three, so it doesn't have the same general usefulness or actual play length. Not terrible, but it doesn't have the same kind of philosophical depth Umbra did and a fair amount of the bad kind of 2eish froofery strewn throughout. Not saying I wouldn't use it, since there aren't enough Planescape adventures to go around in general, but if it were a generic one of the same quality level I'd definitely have put this on the discard pile or sent it back for another editorial pass. [/QUOTE]
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