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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8949004" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 71: Nov/Dec 1998</u></strong></p><p></p><p></p><p></p><p>part 4/5</p><p></p><p></p><p></p><p>Side Treks - How do you stop the Rhino from Charging?: After several adventure titles that could have contained nearly anything, we once again have one that’s completely self-explanatory. It’s just a normal day in the Marvel universe and the PC’s are going about their business when the Rhino charges past them, paying no attention to the damage he causes to anything in his way. Any responsible heroes will probably want to stop him, or at least figure out a way to reduce the repair bill. Trouble is, if you keep up with him or get his attention, you’ll soon find out he’s in a race with the Juggernaut. You actually have two superpowered macho lunkheads to corral or trick into not causing massive property damage. A lighthearted, open-ended challenge where combat probably isn’t the best solution, (although obviously the powersets of your PC’s will dramatically alter your options) this looks pretty fun to play out. Not every superhero adventure has to involve a complex master plan or world-threatening peril. You’ve got to have the odd bit of street level shenanigans where every bit of harm is counted individually to keep it clear what you’re protecting.</p><p></p><p></p><p></p><p>Dreadful Vestiges: The third part of the adventure path continues the pattern of adventures that could be standalone, but also have hints to the bigger picture. You’re sent to Holk House, once owned by priests of Eldath, but taken over by followers of Myrkul, then abandoned when he died in the Time of Troubles. Now it’s half-flooded, filled with undead and the area around is guarded by lizard men, who are much less willing to negotiate than the ones in the previous adventure. It might be rotting, but it’s still surprisingly hard to get into, with wizard locks on most of the entrances, and even once you do, some form of water breathing and lighting that works underwater will be very helpful in clearing it all. So it’s a fairly compact, nonlinear dungeoncrawl, but a tricky one, making plenty of use of environmental challenges, plus the social challenge of rescuing several kidnapped people (one of which is actually a monster pretending who’ll betray you, but not all of them, so pure murderous paranoia will cost you alignment-wise. ) and maybe trying to capture the high priest, a former companion of Sir Justin corrupted by evil and figure out how to magically purify him instead of just killing him. This is the shortest and least convoluted of the adventures in the series, feeling a bit like filler, but it still has it’s moments, introduces a quite interesting new monster and works hard to keep the creepy atmosphere going. Overall, another positive result.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8949004, member: 27780"] [b][u]Dungeon Issue 71: Nov/Dec 1998[/u][/b] part 4/5 Side Treks - How do you stop the Rhino from Charging?: After several adventure titles that could have contained nearly anything, we once again have one that’s completely self-explanatory. It’s just a normal day in the Marvel universe and the PC’s are going about their business when the Rhino charges past them, paying no attention to the damage he causes to anything in his way. Any responsible heroes will probably want to stop him, or at least figure out a way to reduce the repair bill. Trouble is, if you keep up with him or get his attention, you’ll soon find out he’s in a race with the Juggernaut. You actually have two superpowered macho lunkheads to corral or trick into not causing massive property damage. A lighthearted, open-ended challenge where combat probably isn’t the best solution, (although obviously the powersets of your PC’s will dramatically alter your options) this looks pretty fun to play out. Not every superhero adventure has to involve a complex master plan or world-threatening peril. You’ve got to have the odd bit of street level shenanigans where every bit of harm is counted individually to keep it clear what you’re protecting. Dreadful Vestiges: The third part of the adventure path continues the pattern of adventures that could be standalone, but also have hints to the bigger picture. You’re sent to Holk House, once owned by priests of Eldath, but taken over by followers of Myrkul, then abandoned when he died in the Time of Troubles. Now it’s half-flooded, filled with undead and the area around is guarded by lizard men, who are much less willing to negotiate than the ones in the previous adventure. It might be rotting, but it’s still surprisingly hard to get into, with wizard locks on most of the entrances, and even once you do, some form of water breathing and lighting that works underwater will be very helpful in clearing it all. So it’s a fairly compact, nonlinear dungeoncrawl, but a tricky one, making plenty of use of environmental challenges, plus the social challenge of rescuing several kidnapped people (one of which is actually a monster pretending who’ll betray you, but not all of them, so pure murderous paranoia will cost you alignment-wise. ) and maybe trying to capture the high priest, a former companion of Sir Justin corrupted by evil and figure out how to magically purify him instead of just killing him. This is the shortest and least convoluted of the adventures in the series, feeling a bit like filler, but it still has it’s moments, introduces a quite interesting new monster and works hard to keep the creepy atmosphere going. Overall, another positive result. [/QUOTE]
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