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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8974664" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 73: Mar/April 1999</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>Quoitine Quest: Another Celtic adventure? That's actually got more adventures in here now than some settings that got full gamelines. Like much of the source material, it's time for an adventure where the main monsters are too powerful to fight head-on, so you'll need to negotiate with or trick them to accomplish your objectives. You're hired by a wizard to get hold of the titular quoltine, a type of rare stone that's particularly good for creating magic items with. Unfortunately he only knows it's rough location so you'll have to search the area and ask around for more clues. Off you head to Windholm Peninsula, only to find there's half a dozen other little problems that need solving there and you'll probably pass through most of them before reaching your actual objective. A pack of worgs threatening the sheep. A castle occupied by undead nobility who haven't even noticed their own death. A sleeping Galeb Duhr which has some useful information, but only if you wake it up in the right way. Some rather cranky ravens, miscellaneous wandering monsters, and eventually you'll make it to your final challenge, an Xorn that doesn't want to give up the quoltine, but would very much like to go home to the elemental plane of earth, so it'll leave it behind if you can expedite that. Or you could figure out a way to steal from it or trap it and kill it, y'know, the typical adventurer solutions. A pretty decent example of one of their common formulas, the sandbox for low level characters to wander, with plenty of emphasis on encouraging roleplaying and puzzle solving rather than making combat the first solution to every problem. Very usable, but not groundbreaking in any way.</p><p></p><p></p><p></p><p>The Statement of Ownership shows an enormous dramatic rebound over the course of last year. With average sales of 31 thousand and last month ones of 39, they've nearly doubled their circulation in a single year, putting them at just under 2/3rds of Dragon's. The combination of an editor who's willing to take risks with the format and whatever they're doing to get stuff in stores and catch new reader's eyes is evidently paying off bigtime. If they keep up that kind of growth they'll have shot well past their old high water mark by next time we see this.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8974664, member: 27780"] [b][u]Dungeon Issue 73: Mar/April 1999[/u][/b] part 2/5 Quoitine Quest: Another Celtic adventure? That's actually got more adventures in here now than some settings that got full gamelines. Like much of the source material, it's time for an adventure where the main monsters are too powerful to fight head-on, so you'll need to negotiate with or trick them to accomplish your objectives. You're hired by a wizard to get hold of the titular quoltine, a type of rare stone that's particularly good for creating magic items with. Unfortunately he only knows it's rough location so you'll have to search the area and ask around for more clues. Off you head to Windholm Peninsula, only to find there's half a dozen other little problems that need solving there and you'll probably pass through most of them before reaching your actual objective. A pack of worgs threatening the sheep. A castle occupied by undead nobility who haven't even noticed their own death. A sleeping Galeb Duhr which has some useful information, but only if you wake it up in the right way. Some rather cranky ravens, miscellaneous wandering monsters, and eventually you'll make it to your final challenge, an Xorn that doesn't want to give up the quoltine, but would very much like to go home to the elemental plane of earth, so it'll leave it behind if you can expedite that. Or you could figure out a way to steal from it or trap it and kill it, y'know, the typical adventurer solutions. A pretty decent example of one of their common formulas, the sandbox for low level characters to wander, with plenty of emphasis on encouraging roleplaying and puzzle solving rather than making combat the first solution to every problem. Very usable, but not groundbreaking in any way. The Statement of Ownership shows an enormous dramatic rebound over the course of last year. With average sales of 31 thousand and last month ones of 39, they've nearly doubled their circulation in a single year, putting them at just under 2/3rds of Dragon's. The combination of an editor who's willing to take risks with the format and whatever they're doing to get stuff in stores and catch new reader's eyes is evidently paying off bigtime. If they keep up that kind of growth they'll have shot well past their old high water mark by next time we see this. [/QUOTE]
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