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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8968179" data-attributes="member: 27780"><p><strong><u>Dungeon issue 72: Jan/Feb 1999</u></strong></p><p></p><p></p><p></p><p>part 4/5</p><p></p><p></p><p></p><p>Mistress on the Mere: After last issue's relative lull, the Mere of Dead Men series starts to pick up again with the longest instalment yet. Castle Naerytar is another of the many places in the swamp that regularly changes hands between people and monsters. It's currently occupied by an organisation of stargazers, which is odd because the damp environment isn't actually that great for getting a clear view of the sky. They've been working hard at repairing the place and building a road across the swamp, which hasn't been going great, with many casualties due to mysterious neck puncture wounds. Seems like a fairly cut & dried case of vampire depredation for some heroes to take care of? Not in the slightest. Like the previous ones, there's a whole load of complexities that you shouldn't read on if you don't want spoiled. There's actually two vampires, one a former druid who's retained even more power over the savage beast than a normal vampire, the other the head Starmistress, who is secretly a penangallan. She'll try and get you to kill her rival and be on your way thinking that's mission accomplished. Of course, the writers don't really want that to happen so there are plenty of clues that might arouse your suspicion, which are even more heavy-handed than the previous instalments, making it very unlikely you won't come across some whatever route you take. This follows pretty much the same formula as the previous instalments then, multiple objectives that you can succeed or fail at individually without it ruining the overall plot, plenty of opportunity for roleplaying with the various morally ambiguous factions, lots of customised monsters with class abilities or other unusual features, zones in which magic doesn't work as expected and a few hints about a bigger story going on in the background. Will your players have picked up enough of those that they'll be properly prepared for the finale next issue, and will it stick to the same formula or do something very different? Either way this manages to be another consistently above average adventure with a distinct flavour in both writing and mechanics. It's good to see them managing that despite each of the adventures in the series being written by different people.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8968179, member: 27780"] [b][u]Dungeon issue 72: Jan/Feb 1999[/u][/b] part 4/5 Mistress on the Mere: After last issue's relative lull, the Mere of Dead Men series starts to pick up again with the longest instalment yet. Castle Naerytar is another of the many places in the swamp that regularly changes hands between people and monsters. It's currently occupied by an organisation of stargazers, which is odd because the damp environment isn't actually that great for getting a clear view of the sky. They've been working hard at repairing the place and building a road across the swamp, which hasn't been going great, with many casualties due to mysterious neck puncture wounds. Seems like a fairly cut & dried case of vampire depredation for some heroes to take care of? Not in the slightest. Like the previous ones, there's a whole load of complexities that you shouldn't read on if you don't want spoiled. There's actually two vampires, one a former druid who's retained even more power over the savage beast than a normal vampire, the other the head Starmistress, who is secretly a penangallan. She'll try and get you to kill her rival and be on your way thinking that's mission accomplished. Of course, the writers don't really want that to happen so there are plenty of clues that might arouse your suspicion, which are even more heavy-handed than the previous instalments, making it very unlikely you won't come across some whatever route you take. This follows pretty much the same formula as the previous instalments then, multiple objectives that you can succeed or fail at individually without it ruining the overall plot, plenty of opportunity for roleplaying with the various morally ambiguous factions, lots of customised monsters with class abilities or other unusual features, zones in which magic doesn't work as expected and a few hints about a bigger story going on in the background. Will your players have picked up enough of those that they'll be properly prepared for the finale next issue, and will it stick to the same formula or do something very different? Either way this manages to be another consistently above average adventure with a distinct flavour in both writing and mechanics. It's good to see them managing that despite each of the adventures in the series being written by different people. [/QUOTE]
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