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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8835116" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 64: Sep/Oct 1997</u></strong></p><p></p><p></p><p></p><p>part 5/5</p><p></p><p></p><p></p><p>The Mad Chefs of Lac Anchois: After two issues filled with short adventures, it is nice to see that even the smallest and most comedic one in here is still 10 pages long. A pair of cloud giants have kidnapped a whole load of grippli to make a giant-sized meal of frog's legs with. You have 3 days before the other giant food critics arrive at their restaurant to rescue them. Will you scope the place out as a customer and go for a heist style breakout after hours, or just go in and attack straightforwardly? (depending on party level as usual for odds of success) Or perhaps use polymorphing or three adventurers stacked in a trenchcoat to masquerade as giant health & safety inspectors and get the place shut down for regulation violations, or whatever other ludicrous idea comes to the player's minds, because this is the kind of scenario where just rolling with the cartoon ridiculousness is probably the best idea. So this is all very silly, featuring things like a spoon of transmuting Flesh to Roquefort cheese (good luck keeping your buddy from crumbling long enough to research the reverse spell and turn them back), food critics that are obvious TV chef references and the nagging ghost of the giant's great-aunt, but at least it's the kind of silliness with plenty of worldbuilding detail that doesn't railroad the players into solving it in one specific way only. If you're playing in the absurdist Orcs of Thar style it would fit right in. (although the odds of a campaign of that making it from 1st to high enough level to use this are pretty slim) The kind of comedy adventure I can see the value in even if I don't plan on using it myself, encouraging hammy roleplaying and big chaotic action scenes, it's pretty good for what it is.</p><p></p><p></p><p></p><p>A substantial improvement over the past few issues, giving us fewer adventures, each with greater depth. The emphasis on making adventures that react to the characters and have variable difficulty depending on what they do is quite pleasing, merging the roleplaying and dungeoncrawling rather than trying to ditch the dungeon parts entirely like the last few issues. On we head to see if next issue's adventures have any kind of common factor.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8835116, member: 27780"] [b][u]Dungeon Issue 64: Sep/Oct 1997[/u][/b] part 5/5 The Mad Chefs of Lac Anchois: After two issues filled with short adventures, it is nice to see that even the smallest and most comedic one in here is still 10 pages long. A pair of cloud giants have kidnapped a whole load of grippli to make a giant-sized meal of frog's legs with. You have 3 days before the other giant food critics arrive at their restaurant to rescue them. Will you scope the place out as a customer and go for a heist style breakout after hours, or just go in and attack straightforwardly? (depending on party level as usual for odds of success) Or perhaps use polymorphing or three adventurers stacked in a trenchcoat to masquerade as giant health & safety inspectors and get the place shut down for regulation violations, or whatever other ludicrous idea comes to the player's minds, because this is the kind of scenario where just rolling with the cartoon ridiculousness is probably the best idea. So this is all very silly, featuring things like a spoon of transmuting Flesh to Roquefort cheese (good luck keeping your buddy from crumbling long enough to research the reverse spell and turn them back), food critics that are obvious TV chef references and the nagging ghost of the giant's great-aunt, but at least it's the kind of silliness with plenty of worldbuilding detail that doesn't railroad the players into solving it in one specific way only. If you're playing in the absurdist Orcs of Thar style it would fit right in. (although the odds of a campaign of that making it from 1st to high enough level to use this are pretty slim) The kind of comedy adventure I can see the value in even if I don't plan on using it myself, encouraging hammy roleplaying and big chaotic action scenes, it's pretty good for what it is. A substantial improvement over the past few issues, giving us fewer adventures, each with greater depth. The emphasis on making adventures that react to the characters and have variable difficulty depending on what they do is quite pleasing, merging the roleplaying and dungeoncrawling rather than trying to ditch the dungeon parts entirely like the last few issues. On we head to see if next issue's adventures have any kind of common factor. [/QUOTE]
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