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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8832641" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 64: Sep/Oct 1997</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>Grotto of the Queen: Another year, another watery adventure. That seems to be a reasonable enough frequency to have them. The PC's are hired to retrieve a Lantan ship from a temple of Umberlee. Unbeknownst to them, they're watched invisibility while this happens (perils of recruiting adventurers in taverns) and the clerics are prepared for trouble. However, in a second twist, another adventuring party just happened to be headed their way on the same day and fell into the ambush first, which means the PC's arrive mid-celebration with most of the traps already triggered unless they intentionally delay. This means that you have a fairly standard little dungeon crawl location, but with lots of attention to making it feel non static, with notes about which bits are underwater at high tide but exposed at low, varying tactics from the inhabitants depending on what the PC's do, notes on where the traps were, which can be put back in if you want to scale the difficulty up again, plus possible alternate plots if the PC's are the paranoid sort who constantly have detect invisibility active or something. It's pretty interesting and flexible and I just wish the actual dungeon part was larger and less linear. So this is a case of working really hard on the surrounding parts of the adventure but leaving the centre a bit undercooked. That's what happens when you have 2e writers who are mostly about the plot & roleplaying rather than the actual dungeons & dragons parts of D&D. Still plenty of use to be got out of this one, but I can easily see how it could have been made even better.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8832641, member: 27780"] [b][u]Dungeon Issue 64: Sep/Oct 1997[/u][/b] part 2/5 Grotto of the Queen: Another year, another watery adventure. That seems to be a reasonable enough frequency to have them. The PC's are hired to retrieve a Lantan ship from a temple of Umberlee. Unbeknownst to them, they're watched invisibility while this happens (perils of recruiting adventurers in taverns) and the clerics are prepared for trouble. However, in a second twist, another adventuring party just happened to be headed their way on the same day and fell into the ambush first, which means the PC's arrive mid-celebration with most of the traps already triggered unless they intentionally delay. This means that you have a fairly standard little dungeon crawl location, but with lots of attention to making it feel non static, with notes about which bits are underwater at high tide but exposed at low, varying tactics from the inhabitants depending on what the PC's do, notes on where the traps were, which can be put back in if you want to scale the difficulty up again, plus possible alternate plots if the PC's are the paranoid sort who constantly have detect invisibility active or something. It's pretty interesting and flexible and I just wish the actual dungeon part was larger and less linear. So this is a case of working really hard on the surrounding parts of the adventure but leaving the centre a bit undercooked. That's what happens when you have 2e writers who are mostly about the plot & roleplaying rather than the actual dungeons & dragons parts of D&D. Still plenty of use to be got out of this one, but I can easily see how it could have been made even better. [/QUOTE]
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