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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8957861" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 134: January 1999</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>Elminster's Everwinking Eye: Another reminder that we're working on alphabetical order of first word in the country name, not main word or geographical proximity here, as we visit Middle Mukshar. Like High Mukshar from issue 127, it's a pretty rough joint. There are a fair number of Illithid/Doppleganger gangs but they aren't as dominant here due to watchghosts of fallen knights who still patrol the borders, the frequency of wild magic zones, and the defences of the mad mage Baldrimar, who's the only person who has a full accounting of where all those zones are and is somewhat … erratic in his sharing of information. He has all manner of mischief to drop on travellers, but it'll generally be harmless to harmless-looking travellers and scale up the more obviously armed & equipped they are. With all this weirdness, the regular human locals are also pretty cautious around visitors, so expect to have to pay above average rates for food, shelter and equipment. Since most of the dangers are tricksy but not immediately lethal, this seems like one of the more frustrating places to visit, but as usual, there are a decent number of treasures that keep adventurers coming. (and fighting amongst each other, and burying their treasure once again for future generations to find in turn) There's definitely interesting adventures to be had here, but you'd better come prepared if you don't want to wind up leaving worse off, in a casket, or a group of dopplegangers leaving in your place and using your identities to pull off some big scam. Maybe your DM would let you keep on playing the dopplegangers once you're gone. That could make an interesting variant on a campaign. </p><p></p><p></p><p></p><p>Politics In Roleplaying: It’s long been an adage that you should never discuss politics or religion at the dinner table. Now they’re doing consecutive themed issues on both of these, in another demonstration of the greater leeway they have to be controversial now WotC has scrapped the Code of Conduct. But after all that build-up there’s nothing actually anything particularly inflammatory here whatever side of the divide you’re on, as it's your basic system free advice on gently moving players from pure hack & slash campaigns to something with more complex social interactions. As you gain power, you attract attention from people who want things from you and tasks that no amount of raw firepower can solve. You may have to make alliances with people you don't entirely trust to deal with a powerful mutual enemy. You'll want hirelings to take care of the little things in life so you can focus on the big ones. Before you know it, you're on top of a whole organisation, not only dealing with how it relates to other organisations in the world, but also it's internal politics. When you hit Name level you naturally gather followers that push you in that direction. (at least until next edition gets rid of all that while also accelerating the speed you can gain levels, so a group can go from 1st to 20th in a few months of adventuring without having to stop for training and re-engaging with society.) Anyway, this is a decent but unexceptional article, with an equally decent set of references for if you want to delve deeper. Does the job, but doesn't really expand my mind in any way.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8957861, member: 27780"] [b][u]Polyhedron Issue 134: January 1999[/u][/b] part 3/5 Elminster's Everwinking Eye: Another reminder that we're working on alphabetical order of first word in the country name, not main word or geographical proximity here, as we visit Middle Mukshar. Like High Mukshar from issue 127, it's a pretty rough joint. There are a fair number of Illithid/Doppleganger gangs but they aren't as dominant here due to watchghosts of fallen knights who still patrol the borders, the frequency of wild magic zones, and the defences of the mad mage Baldrimar, who's the only person who has a full accounting of where all those zones are and is somewhat … erratic in his sharing of information. He has all manner of mischief to drop on travellers, but it'll generally be harmless to harmless-looking travellers and scale up the more obviously armed & equipped they are. With all this weirdness, the regular human locals are also pretty cautious around visitors, so expect to have to pay above average rates for food, shelter and equipment. Since most of the dangers are tricksy but not immediately lethal, this seems like one of the more frustrating places to visit, but as usual, there are a decent number of treasures that keep adventurers coming. (and fighting amongst each other, and burying their treasure once again for future generations to find in turn) There's definitely interesting adventures to be had here, but you'd better come prepared if you don't want to wind up leaving worse off, in a casket, or a group of dopplegangers leaving in your place and using your identities to pull off some big scam. Maybe your DM would let you keep on playing the dopplegangers once you're gone. That could make an interesting variant on a campaign. Politics In Roleplaying: It’s long been an adage that you should never discuss politics or religion at the dinner table. Now they’re doing consecutive themed issues on both of these, in another demonstration of the greater leeway they have to be controversial now WotC has scrapped the Code of Conduct. But after all that build-up there’s nothing actually anything particularly inflammatory here whatever side of the divide you’re on, as it's your basic system free advice on gently moving players from pure hack & slash campaigns to something with more complex social interactions. As you gain power, you attract attention from people who want things from you and tasks that no amount of raw firepower can solve. You may have to make alliances with people you don't entirely trust to deal with a powerful mutual enemy. You'll want hirelings to take care of the little things in life so you can focus on the big ones. Before you know it, you're on top of a whole organisation, not only dealing with how it relates to other organisations in the world, but also it's internal politics. When you hit Name level you naturally gather followers that push you in that direction. (at least until next edition gets rid of all that while also accelerating the speed you can gain levels, so a group can go from 1st to 20th in a few months of adventuring without having to stop for training and re-engaging with society.) Anyway, this is a decent but unexceptional article, with an equally decent set of references for if you want to delve deeper. Does the job, but doesn't really expand my mind in any way. [/QUOTE]
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