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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8817900" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 62: Nov/Dec 1996</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>Grimjaws: All these supplements may take a lot of keeping track of, but they sure do add some nice nuance to originally one-note monsters. Take Lizard men, for example. The conflict between neutral Semuyana and chaotic evil Sess'innek for dominance of the race explains why some tribes are a lot more unpleasant to encounter than others. If you don't know the area, it can save you a lot of hassle to talk instead of going straight to violence. (presuming you speak the language, and all these isolated tribes speak the same racial language as well instead of drifting like they do in the real world. ) A smart lizard man from Cormyr is investigating his rather less pleasant cousins in The Vast. He's managed to make some interesting discoveries about the nature of the evil in the swamp, but unfortunately a crocodile he killed was taken over by said evil energies, came back as a mummy and infected him with mummy rot. Now he's slowly dying and it's carving out a territory in the swamp. Will you save him when you come across his hut and make a useful ally, or just kill him, the mummy crocodile and everything else that crosses your path on your trek? Another short encounter, but with much more potential to be expanded outward, introducing a possible recurring NPC with long-term goals that the players could get involved with and giving hints as to other things you could put in the vicinity. If you've been paying attention to the many hint-filled little articles about the Forgotten Realms, combining this with some of them would be a logical way to put together a larger adventure. This is solidly in the decent range, encouraging a more thoughtful solution without railroading you into it. I can see myself getting some use out of it.</p><p></p><p></p><p></p><p>The Rat Trap: As a lycanthrope, it can actually be a good idea if you aren't <em>too</em> infectious, particularly if your tastes run towards human flesh, as if you infect or kill everyone, what will you do next? Issue 14 showed what happens if you have a virulent strain that's going for full takeover. The ones infesting Carn Perrin are trying to manage things a little better, but still have their uncontrollable appetites to deal with, making people suspicious about the recent spike in mysterious murders that leave no bodies. Can you figure out the cause and hunt them all down, will you get some but miss the true wererat lords, who'll skip town and start again somewhere else once they feel threatened, or will you wind up their latest dinner? The kind of adventure that has a bunch of general setting information and a timeline of things that'll happen, but if you get all the way to the end of the timeline without interrupting it you probably aren't getting the best ending, and the big bad will probably show up again at some point in the future to get revenge. It loses maybe one point for being a repeat of a very specific idea, but it's still a pretty decent adventure with both plenty of opportunity for aboveground investigative roleplaying and sewer based dungeoncrawling with intelligent enemies and a new monster variant at the end. There's room for the two to co-exist, possibly even appearing in the same campaign and linked together, as they're aimed at different levels.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8817900, member: 27780"] [b][u]Dungeon Issue 62: Nov/Dec 1996[/u][/b] part 3/5 Grimjaws: All these supplements may take a lot of keeping track of, but they sure do add some nice nuance to originally one-note monsters. Take Lizard men, for example. The conflict between neutral Semuyana and chaotic evil Sess'innek for dominance of the race explains why some tribes are a lot more unpleasant to encounter than others. If you don't know the area, it can save you a lot of hassle to talk instead of going straight to violence. (presuming you speak the language, and all these isolated tribes speak the same racial language as well instead of drifting like they do in the real world. ) A smart lizard man from Cormyr is investigating his rather less pleasant cousins in The Vast. He's managed to make some interesting discoveries about the nature of the evil in the swamp, but unfortunately a crocodile he killed was taken over by said evil energies, came back as a mummy and infected him with mummy rot. Now he's slowly dying and it's carving out a territory in the swamp. Will you save him when you come across his hut and make a useful ally, or just kill him, the mummy crocodile and everything else that crosses your path on your trek? Another short encounter, but with much more potential to be expanded outward, introducing a possible recurring NPC with long-term goals that the players could get involved with and giving hints as to other things you could put in the vicinity. If you've been paying attention to the many hint-filled little articles about the Forgotten Realms, combining this with some of them would be a logical way to put together a larger adventure. This is solidly in the decent range, encouraging a more thoughtful solution without railroading you into it. I can see myself getting some use out of it. The Rat Trap: As a lycanthrope, it can actually be a good idea if you aren't [i]too[/i] infectious, particularly if your tastes run towards human flesh, as if you infect or kill everyone, what will you do next? Issue 14 showed what happens if you have a virulent strain that's going for full takeover. The ones infesting Carn Perrin are trying to manage things a little better, but still have their uncontrollable appetites to deal with, making people suspicious about the recent spike in mysterious murders that leave no bodies. Can you figure out the cause and hunt them all down, will you get some but miss the true wererat lords, who'll skip town and start again somewhere else once they feel threatened, or will you wind up their latest dinner? The kind of adventure that has a bunch of general setting information and a timeline of things that'll happen, but if you get all the way to the end of the timeline without interrupting it you probably aren't getting the best ending, and the big bad will probably show up again at some point in the future to get revenge. It loses maybe one point for being a repeat of a very specific idea, but it's still a pretty decent adventure with both plenty of opportunity for aboveground investigative roleplaying and sewer based dungeoncrawling with intelligent enemies and a new monster variant at the end. There's room for the two to co-exist, possibly even appearing in the same campaign and linked together, as they're aimed at different levels. [/QUOTE]
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