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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8870074" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 67: Mar/Apr 1998</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>Witches' Brew: As usual for the first adventure in an issue, they pick something that's conceptually fairly simple. You're hired by a wizard to gather potion ingredients. Can you get hold of baneberries, black peat bog tar, shrieking mandrake root and deadly nightshade and get them back to him while they're still fresh? Seems simple enough until you read up on your folklore. One can only be collected during the full moon, another only keeps it's magical potency if you don't let any moonlight touch it, and of course the mandrake shrieks can be lethal so you need some form of heavy duty ear protection. Things are already looking like a genuine logistical challenge to get them all in the right order. Then there's the witch of the title, who wants the ingredients for herself and will actively interfere in your attempts to gather them with increasing viciousness as the adventure goes on. (unless you decide to go kill her first and then sort out the ingredients afterwards, which might actually get things done quicker. ) Nothing original here, but it's a well put together sandbox that signposts what you need to solve the puzzles while also putting enough time pressure on you that you never feel like you're just wandering around aimlessly. Both the villagers and the monsters get a decent amount of flavour and while there is a default sequence of events it's easy enough to sequence break it if the players come up with an interesting plan instead of just reacting to immediate events. All in all, a pretty good start.</p><p></p><p></p><p></p><p>After many years of refusing to put any kind of dragonmirth analogue in here, they finally start including comics, which is a refreshing change to see. Familiar faces Swordplay riff on the whole witches' brew concept, but can't come up with a suitable rhyme to cast the right spell.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8870074, member: 27780"] [b][u]Dungeon Issue 67: Mar/Apr 1998[/u][/b] part 2/5 Witches' Brew: As usual for the first adventure in an issue, they pick something that's conceptually fairly simple. You're hired by a wizard to gather potion ingredients. Can you get hold of baneberries, black peat bog tar, shrieking mandrake root and deadly nightshade and get them back to him while they're still fresh? Seems simple enough until you read up on your folklore. One can only be collected during the full moon, another only keeps it's magical potency if you don't let any moonlight touch it, and of course the mandrake shrieks can be lethal so you need some form of heavy duty ear protection. Things are already looking like a genuine logistical challenge to get them all in the right order. Then there's the witch of the title, who wants the ingredients for herself and will actively interfere in your attempts to gather them with increasing viciousness as the adventure goes on. (unless you decide to go kill her first and then sort out the ingredients afterwards, which might actually get things done quicker. ) Nothing original here, but it's a well put together sandbox that signposts what you need to solve the puzzles while also putting enough time pressure on you that you never feel like you're just wandering around aimlessly. Both the villagers and the monsters get a decent amount of flavour and while there is a default sequence of events it's easy enough to sequence break it if the players come up with an interesting plan instead of just reacting to immediate events. All in all, a pretty good start. After many years of refusing to put any kind of dragonmirth analogue in here, they finally start including comics, which is a refreshing change to see. Familiar faces Swordplay riff on the whole witches' brew concept, but can't come up with a suitable rhyme to cast the right spell. [/QUOTE]
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