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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8947689" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 71: Nov/Dec 1998</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>Wildspawn: While the Lendore isles have been where they are since time immemorial, sometimes an island just appears mysteriously where there was only empty sea on the charts before. There could be opportunities, dangers or both so best to investigate. This is definitely the case with Revular’s Island, which turned out to be full of very strange flora & fauna. On the plus side, that includes unusually tough & lightweight wood that’s excellent for making weapons with. On the minus side, a whole load of mysterious creatures that killed most of the first wave of colonists and sent the survivors fleeing. Do you have what it takes to pacify the new land, or failing that, get in, get a decent haul of wood & get out alive to sell it for profit? Your basic new world colonial scenario. Turns out you don’t have to feel guilty about that though, as the entire island is actually a giant spelljamming ship, occupied by alien races here to breed explosively and TAKE OVER THE WORLD!!!! (or just take a bit and head off to another one if it turns out to be too big a challenge. ) Can you figure out the distinct powers of the thorny mobile plantlike Aartuk and the highly advanced annelidic hermaphrodites the Syllix, plus the various plants and animals they live off of on those long interstellar trips like moss cacti, daisypines, pigalopes, hoo-hah birds & bassnip fishes.</p><p></p><p>So this is a very interesting adventure indeed where all the creatures are new ones and you could run it in a wide variety of ways, from a short mission to make a bit of money, to a lengthy campaign to take the island over leading to full on domain management, which will be a lot trickier than it seems, because the ecosystem rapidly goes to crap without intelligent management, making securing a sustainable supply of the wood or figuring out how to fly the island yourself real puzzles. It continues the new editorial direction of being willing to go big with adventures, put lots of new things in that could have a significant long-term effect on the campaign world. It does have a bit of the spelljammer whimsy, but not enough to be annoying and spends quite a bit of time thinking about it’s worldbuilding and ecology. You could put it in any campaign easily without any justification and it’d liven things up. Thoroughly top tier work all round.</p><p></p><p></p><p></p><p>Nodwick makes a Titanic reference and swiftly suffers the repercussions from James Cameron’s lawyers.</p><p></p><p></p><p></p><p>Maps of Mystery sticks with the island theme by taking us to what looks like a damp coastal cave, with navigation made trickier by a pond in the middle. There’s lots of barrels stacked haphazardly around, the remains of several old bonfires, a cart and a raft. If you have smugglers in your campaign this looks like a perfect hideout for them. Just watch out for changes in the water level due to the tide.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8947689, member: 27780"] [B][U]Dungeon Issue 71: Nov/Dec 1998[/U][/B] part 3/5 Wildspawn: While the Lendore isles have been where they are since time immemorial, sometimes an island just appears mysteriously where there was only empty sea on the charts before. There could be opportunities, dangers or both so best to investigate. This is definitely the case with Revular’s Island, which turned out to be full of very strange flora & fauna. On the plus side, that includes unusually tough & lightweight wood that’s excellent for making weapons with. On the minus side, a whole load of mysterious creatures that killed most of the first wave of colonists and sent the survivors fleeing. Do you have what it takes to pacify the new land, or failing that, get in, get a decent haul of wood & get out alive to sell it for profit? Your basic new world colonial scenario. Turns out you don’t have to feel guilty about that though, as the entire island is actually a giant spelljamming ship, occupied by alien races here to breed explosively and TAKE OVER THE WORLD!!!! (or just take a bit and head off to another one if it turns out to be too big a challenge. ) Can you figure out the distinct powers of the thorny mobile plantlike Aartuk and the highly advanced annelidic hermaphrodites the Syllix, plus the various plants and animals they live off of on those long interstellar trips like moss cacti, daisypines, pigalopes, hoo-hah birds & bassnip fishes. So this is a very interesting adventure indeed where all the creatures are new ones and you could run it in a wide variety of ways, from a short mission to make a bit of money, to a lengthy campaign to take the island over leading to full on domain management, which will be a lot trickier than it seems, because the ecosystem rapidly goes to crap without intelligent management, making securing a sustainable supply of the wood or figuring out how to fly the island yourself real puzzles. It continues the new editorial direction of being willing to go big with adventures, put lots of new things in that could have a significant long-term effect on the campaign world. It does have a bit of the spelljammer whimsy, but not enough to be annoying and spends quite a bit of time thinking about it’s worldbuilding and ecology. You could put it in any campaign easily without any justification and it’d liven things up. Thoroughly top tier work all round. Nodwick makes a Titanic reference and swiftly suffers the repercussions from James Cameron’s lawyers. Maps of Mystery sticks with the island theme by taking us to what looks like a damp coastal cave, with navigation made trickier by a pond in the middle. There’s lots of barrels stacked haphazardly around, the remains of several old bonfires, a cart and a raft. If you have smugglers in your campaign this looks like a perfect hideout for them. Just watch out for changes in the water level due to the tide. [/QUOTE]
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