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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8966304" data-attributes="member: 27780"><p><strong><u>Dungeon issue 72: Jan/Feb 1999</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>No Stone Unturned: Another issue, another attempt to juggle the tastes of people who want to roleplay and people who just want to dungeoncrawl. Here’s one that could be played as just a static location, but also has a bunch of time-dependent stuff running by default to keep you on your toes. You’re just wandering around doing your thing in the city of Jevid when a zombie just appears in front of you and attacks. This isn’t a huge challenge, but it puts the wind up everyone around, particularly as news filters in and it turns out a dozen zombies appeared around the city simultaneously. People would really like to find out what happened and if it’s likely to happen again. A little investigation will turn up an entrance to caverns beneath the city. Unfortunately, another less scrupulous adventuring party already found it before you. They’ve been using the classic old school trick of animating zombies and sending them ahead as meat shields. This tactic worked pretty well until they came up against a Crypt Thing, which did it’s usual schtick of teleporting attackers away while pretending to disintegrate them. Not wanting to risk disintegration themselves, they retreated & regrouped. Whether they’ll have found out what happened to their minions and come back to try again depends how quick you were off the mark. Take longer than 5 days and they’ll have killed the crypt thing & looted it’s treasure, leaving you with just empty rooms to explore. Take longer than 9 and they’ll have catalogued their haul and skipped town, leaving it in the hands of the DM if you ever see them again or find out what was going on. Still plenty of leeway to fix things if you’re smart, but requiring a more social approach to avoid getting in trouble with the town guards. Not a hugely long or challenging dungeon then, but one specifically designed to punish players who pull 15 minute workdays or treat the town sections like the dungeon-crawling ones and attack people rather than going through proper legal procedures. A decent but unexceptional mix of 1e and 2e style writing overall. </p><p></p><p></p><p></p><p>Nodwick gets repeatedly teleported by the crypt thing to the point of absurdity. At least finding your way back gets quicker and easier every time.</p><p></p><p></p><p></p><p>Dungeon Adventures Index 62-72: What happened to issue 61? I know the last index was slightly late, but that’s no reason to skip the issue it appeared in. Very sloppy. Anyway, here’s another 62 adventures listed in alphabetical order, showing the average number of adventures per issue is slightly up, although this time it's being supported by an increase in page count rather than bringing the average size of each adventure down. Since the amount of epic adventures and continuity is up in general I'm feeling less cynical about this trend than I was last time.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8966304, member: 27780"] [b][u]Dungeon issue 72: Jan/Feb 1999[/u][/b] part 2/5 No Stone Unturned: Another issue, another attempt to juggle the tastes of people who want to roleplay and people who just want to dungeoncrawl. Here’s one that could be played as just a static location, but also has a bunch of time-dependent stuff running by default to keep you on your toes. You’re just wandering around doing your thing in the city of Jevid when a zombie just appears in front of you and attacks. This isn’t a huge challenge, but it puts the wind up everyone around, particularly as news filters in and it turns out a dozen zombies appeared around the city simultaneously. People would really like to find out what happened and if it’s likely to happen again. A little investigation will turn up an entrance to caverns beneath the city. Unfortunately, another less scrupulous adventuring party already found it before you. They’ve been using the classic old school trick of animating zombies and sending them ahead as meat shields. This tactic worked pretty well until they came up against a Crypt Thing, which did it’s usual schtick of teleporting attackers away while pretending to disintegrate them. Not wanting to risk disintegration themselves, they retreated & regrouped. Whether they’ll have found out what happened to their minions and come back to try again depends how quick you were off the mark. Take longer than 5 days and they’ll have killed the crypt thing & looted it’s treasure, leaving you with just empty rooms to explore. Take longer than 9 and they’ll have catalogued their haul and skipped town, leaving it in the hands of the DM if you ever see them again or find out what was going on. Still plenty of leeway to fix things if you’re smart, but requiring a more social approach to avoid getting in trouble with the town guards. Not a hugely long or challenging dungeon then, but one specifically designed to punish players who pull 15 minute workdays or treat the town sections like the dungeon-crawling ones and attack people rather than going through proper legal procedures. A decent but unexceptional mix of 1e and 2e style writing overall. Nodwick gets repeatedly teleported by the crypt thing to the point of absurdity. At least finding your way back gets quicker and easier every time. Dungeon Adventures Index 62-72: What happened to issue 61? I know the last index was slightly late, but that’s no reason to skip the issue it appeared in. Very sloppy. Anyway, here’s another 62 adventures listed in alphabetical order, showing the average number of adventures per issue is slightly up, although this time it's being supported by an increase in page count rather than bringing the average size of each adventure down. Since the amount of epic adventures and continuity is up in general I'm feeling less cynical about this trend than I was last time. [/QUOTE]
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