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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8822789" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 63: (Not!) Jan/Feb 1997</u></strong></p><p></p><p></p><p></p><p>part 4/5</p><p></p><p></p><p></p><p>Blood & Fire: Chris Perkins regularly submits adventures that push at the size limits of the magazine. In sharp contrast, John Baichtal says that this 21 pager was enough hassle that he's never doing an adventure this big again in the preface. (a promise he sticks to, looking ahead) We're off to Zakhara to rescue a prince who's been kidnapped by the Brotherhood of the True Flame. (of course!) Can you restore proper succession of the monarchy, or will the proud city of Qaybar <a href="https://www.youtube.com/watch?v=IslF_EyhMzg" target="_blank">(girl, I wanna take you to a)</a> be forced to put some commoner in charge. (shock, horror) First, you need to venture into the great desert to find the former vizier, who's the only person who knows where the Brotherhood's lair is. (apart from the hostile ones inside, of course) Unfortunately, the ruler of the new town he's vizering for doesn't want to let him leave, so you need to go kill a particularly large and nasty Dragonne that's been hanging about the area for decades. Then you'll have to go through more tough mountainous terrain to get to the hidden valley where the Brotherhood and their various minions can be found. (many of which are poorly treated and can once again be persuaded to turn on them if you approach the scenario that way) A quite densely written adventure that could easily have been expanded a little more and turned into a standalone module, this has a fairly linear sequence of encounters, but gives you plenty of options in how you approach each one, that are intentionally variable based on the party makeup, particularly whether they're natives or outlanders and their specific social station if they're natives. You aren't getting through this one without at least some combat, but it does offer opportunities for taking the stealthy or social approach as well. An interestingly ambitious and specific adventure that I think justifies all the time and effort he spent on revising it, even if it won't fit in a lot of campaigns. </p><p></p><p></p><p></p><p>Side Treks - Invisible Stalker: Adventuring isn't all big prophecies and things from space. You also have to deal with the little annoyances like a horny idiot who just won't take no for an answer. While walking the streets at night, possibly after a busy evening looking for mysterious quest-givers in taverns, a young woman bursts out of her house in a panic while still wearing her nightie. She thinks she's being harassed by the ghost of her stalker, who she stabbed in their last encounter. He actually survived and is doing this with the help of a ring of invisibility, but of course you won't know that until some way into the adventure. In the meantime, you have to deal with the question of how you guard someone from a ghost. Let's hope whatever preparations you make are also effective against a corporeal but tricksy enemy. Your basic bait and switch, made much easier if you have access to divination magic and use it to do research instead of just jumping to conclusions. Probably won't last a full session unless they really go overboard on the planning, but another decent bit of filler if you like your urban adventures.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8822789, member: 27780"] [b][u]Dungeon Issue 63: (Not!) Jan/Feb 1997[/u][/b] part 4/5 Blood & Fire: Chris Perkins regularly submits adventures that push at the size limits of the magazine. In sharp contrast, John Baichtal says that this 21 pager was enough hassle that he's never doing an adventure this big again in the preface. (a promise he sticks to, looking ahead) We're off to Zakhara to rescue a prince who's been kidnapped by the Brotherhood of the True Flame. (of course!) Can you restore proper succession of the monarchy, or will the proud city of Qaybar [url=https://www.youtube.com/watch?v=IslF_EyhMzg](girl, I wanna take you to a)[/url] be forced to put some commoner in charge. (shock, horror) First, you need to venture into the great desert to find the former vizier, who's the only person who knows where the Brotherhood's lair is. (apart from the hostile ones inside, of course) Unfortunately, the ruler of the new town he's vizering for doesn't want to let him leave, so you need to go kill a particularly large and nasty Dragonne that's been hanging about the area for decades. Then you'll have to go through more tough mountainous terrain to get to the hidden valley where the Brotherhood and their various minions can be found. (many of which are poorly treated and can once again be persuaded to turn on them if you approach the scenario that way) A quite densely written adventure that could easily have been expanded a little more and turned into a standalone module, this has a fairly linear sequence of encounters, but gives you plenty of options in how you approach each one, that are intentionally variable based on the party makeup, particularly whether they're natives or outlanders and their specific social station if they're natives. You aren't getting through this one without at least some combat, but it does offer opportunities for taking the stealthy or social approach as well. An interestingly ambitious and specific adventure that I think justifies all the time and effort he spent on revising it, even if it won't fit in a lot of campaigns. Side Treks - Invisible Stalker: Adventuring isn't all big prophecies and things from space. You also have to deal with the little annoyances like a horny idiot who just won't take no for an answer. While walking the streets at night, possibly after a busy evening looking for mysterious quest-givers in taverns, a young woman bursts out of her house in a panic while still wearing her nightie. She thinks she's being harassed by the ghost of her stalker, who she stabbed in their last encounter. He actually survived and is doing this with the help of a ring of invisibility, but of course you won't know that until some way into the adventure. In the meantime, you have to deal with the question of how you guard someone from a ghost. Let's hope whatever preparations you make are also effective against a corporeal but tricksy enemy. Your basic bait and switch, made much easier if you have access to divination magic and use it to do research instead of just jumping to conclusions. Probably won't last a full session unless they really go overboard on the planning, but another decent bit of filler if you like your urban adventures. [/QUOTE]
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