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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8929748" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 70: Sep/Oct 1998</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>Homonculous Stew: Another issue, another wizard who's got himself in a bit of a pickle. Milo, the Wizard of the Woods sent his homunculus to grab some ogre hair to make a potion of ogre strength with. Unfortunately for him, the ogre turned out to be smarter than expected and captured the homunculus before sending some goblins to make ransom demands. Milo was in no mood to negotiate and responds with his most explosive alchemical ingredients to hand. This attracts attention as the PC's pass by. Now he'll want your moral support going to the ogre's lair and getting his bonded servant back before the ogre loses patience and has it for dinner, inflicting a load of damage on him in the process. Maybe you'll be a little more willing to negotiate with him fairly instead of just trying to take his hair, which would just grow back anyway. The kind of very 2eish little adventure that's all about encouraging the roleplaying, reminding us that the humans aren't always the nicest and the nonhumans aren't all irredeemable monsters so maybe you should judge them more on their actions and figure out solutions with talking rather than violence. Sure you won't succeed every time, but if you want that Good alignment on your character sheet to have any meaning beyond colours on a cosmic team you ought to try. Perfectly serviceable middle of the road little adventure quality-wise.</p><p></p><p></p><p></p><p>The Maze of the Morkoth: They’ve already stepped up the amount of continuity in here. Now WotC up things another notch compared to the TSR years by putting regular co-ordinated tie-ins between Dungeon & Dragon. Issue 250 included PC stats for a whole load of underwater races. Here we have an underwater adventure including pregens using the same rules, although obviously you could use a regular group of PC’s with water breathing abilities too. A powerful psionicist tried to steal a morkoth's magic resistance, as he'd read about them and hoped that would make him even more of an out of context problem to regular spellcasters. This kinda worked, but also drove him insane and pissed off the morkoth. It's now sending it's minions into the undersea world to find out who had the temerity to mess with it's mind. One notable victim of this investigation is the prince of the nearby aquatic elves, which is probably how the PC's will become involved in this. Do you go straight to the Morkoth's lair to kill it & rescue it's victims or do you listen to it's side of the story and investigate the nearby city for the thief. Either way, you'd better have something that helps you resist mind-affecting powers if you want to get through this one alive, because both adversaries are heavy on those on top of the inconvenient magic reflection. As this combines undersea adventuring with psionics, referencing multiple supplements in the process, it's definitely on the more niche end of adventures in here, showing once again that WotC are more willing to aim their adventures at the hardcore readers who really need the novelty to stay interested. Since that includes me, this adventure gets my approval. Hopefully it'll still be a few more years before the desire to tie everything together and cross-promote becomes too obtrusive and corporate-driven, losing it's freshness.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8929748, member: 27780"] [b][u]Dungeon Issue 70: Sep/Oct 1998[/u][/b] part 2/5 Homonculous Stew: Another issue, another wizard who's got himself in a bit of a pickle. Milo, the Wizard of the Woods sent his homunculus to grab some ogre hair to make a potion of ogre strength with. Unfortunately for him, the ogre turned out to be smarter than expected and captured the homunculus before sending some goblins to make ransom demands. Milo was in no mood to negotiate and responds with his most explosive alchemical ingredients to hand. This attracts attention as the PC's pass by. Now he'll want your moral support going to the ogre's lair and getting his bonded servant back before the ogre loses patience and has it for dinner, inflicting a load of damage on him in the process. Maybe you'll be a little more willing to negotiate with him fairly instead of just trying to take his hair, which would just grow back anyway. The kind of very 2eish little adventure that's all about encouraging the roleplaying, reminding us that the humans aren't always the nicest and the nonhumans aren't all irredeemable monsters so maybe you should judge them more on their actions and figure out solutions with talking rather than violence. Sure you won't succeed every time, but if you want that Good alignment on your character sheet to have any meaning beyond colours on a cosmic team you ought to try. Perfectly serviceable middle of the road little adventure quality-wise. The Maze of the Morkoth: They’ve already stepped up the amount of continuity in here. Now WotC up things another notch compared to the TSR years by putting regular co-ordinated tie-ins between Dungeon & Dragon. Issue 250 included PC stats for a whole load of underwater races. Here we have an underwater adventure including pregens using the same rules, although obviously you could use a regular group of PC’s with water breathing abilities too. A powerful psionicist tried to steal a morkoth's magic resistance, as he'd read about them and hoped that would make him even more of an out of context problem to regular spellcasters. This kinda worked, but also drove him insane and pissed off the morkoth. It's now sending it's minions into the undersea world to find out who had the temerity to mess with it's mind. One notable victim of this investigation is the prince of the nearby aquatic elves, which is probably how the PC's will become involved in this. Do you go straight to the Morkoth's lair to kill it & rescue it's victims or do you listen to it's side of the story and investigate the nearby city for the thief. Either way, you'd better have something that helps you resist mind-affecting powers if you want to get through this one alive, because both adversaries are heavy on those on top of the inconvenient magic reflection. As this combines undersea adventuring with psionics, referencing multiple supplements in the process, it's definitely on the more niche end of adventures in here, showing once again that WotC are more willing to aim their adventures at the hardcore readers who really need the novelty to stay interested. Since that includes me, this adventure gets my approval. Hopefully it'll still be a few more years before the desire to tie everything together and cross-promote becomes too obtrusive and corporate-driven, losing it's freshness. [/QUOTE]
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