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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 9027122" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 139: December 1999</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>Adventurer's Guide 2000: The procedural stuff grinds onwards. You no longer have to pay for adventures in their Retail Play Program, as they make sending you .pdfs over email default. Just make sure you have a host that can deal with attachments of at least 2MB and a printer, then run the games at your FLGS to earn your rewards. (filling in all the forms correctly afterwards) Each month there'll be a new exclusive premier adventure for you to enjoy. Don't let us catch you running them at home or not actually telling the public about it and just using it to gain points for your friends. Another good example of how the internet is making a lot of things quicker and cheaper, and as ever, I hope someone still has these adventures stored way back in their inboxes for archival purposes. </p><p></p><p></p><p></p><p>Member Spotlight: Rich Osterhout is a network admin, who appropriately loves his Shadowrun. While he started with D&D like nearly everyone else, he soon found the Living City frustrating and devoted most of his energy to Virtual Seattle. He's rapidly become a big fish in a small pond, writing lots of adventures for it and also doing database work. In his ideal world, Shadowrun would overtake D&D as the biggest system around, but that doesn't seem likely. Still, if he can keep it a viable alternative at lots of conventions, maybe make them a little bigger so Gen Con actually feels the challenge to stay on top, he's doing his job right. In the meantime, he slips bits of shadowrun lingo into his day job, because sysadmins do have their little in-jokes and it's easier to incorporate decking terminology than D&D stuff without the muggles noticing. The kind of person you might not notice, but you'd soon see the effects if he stopped doing his job. It's important to make them feel appreciated every now and then. </p><p></p><p></p><p></p><p>City Stories: The last Polyhedron UK had us breaking into the temple of Tymora in Arabel. It does seem an odd stroke of luck that they'd decide to cover the Raven's Bluff branch so soon afterwards. But then again, luck is what she's all about. Since they can finance themselves by gambling as well as donations they're actually richer than the average temple and have bought out a bunch of the adjacent buildings as well. Now they have two halls of residence, three gambling halls, three "halls of hazards" where you can hone your skills against mostly illusionary threats aimed at different XP tiers, a storage warehouse and a nice garden shrine in the middle of all this. Worshipping her is evidently more like attending an amusement park than the solemn praying & hymn singing Jehovah expects of you. Her clergy are pretty much what you'd expect, whimsical approaches to their duties, complicated love lives, lengthy adventuring sabbaticals and one paladin vainly being LG in the middle of it all because it's a broad church. Another decent but unexceptional entry in this series that's easy enough to use, as they're more likely than the average clergy to get into troubles and then have adventurers coincidentally come along at <em>just</em> the right time to help out.</p><p></p><p></p><p></p><p>Elminster's Everwinking Eye: Oeble is a particularly multilayered town, so it gets another instalment devoted to it. On top of the streets and underground network, there's also a network of bridges between higher storeys called the rainspans. Some of them are pretty rickety, so you can definitely get some dramatic fight scenes if things go sour up there. Once again, although it's a mostly human settlement, it feels more like a megadungeon than a regular shaped town, existing in three dimensions, layout regularly changing and precisely who or what is occupying each building changing even more frequently. Like Waterdeep and many other places in the Realms, the ruler goes masked when performing official duties, keeping their identity a secret, which is pretty sensible in a world full of powerful magic that can scry & fry you from a distance. If you want a home that's almost as dangerous as the places you go adventuring to, there's rarely a dull moment here. I pity the rival border kingdom that tries to attack it - all this activity is probably pretty good for gaining levels. As long as there's all sorts of things to buy and sell you can't get hold of elsewhere, it's survival seems pretty assured.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 9027122, member: 27780"] [b][u]Polyhedron Issue 139: December 1999[/u][/b] part 3/5 Adventurer's Guide 2000: The procedural stuff grinds onwards. You no longer have to pay for adventures in their Retail Play Program, as they make sending you .pdfs over email default. Just make sure you have a host that can deal with attachments of at least 2MB and a printer, then run the games at your FLGS to earn your rewards. (filling in all the forms correctly afterwards) Each month there'll be a new exclusive premier adventure for you to enjoy. Don't let us catch you running them at home or not actually telling the public about it and just using it to gain points for your friends. Another good example of how the internet is making a lot of things quicker and cheaper, and as ever, I hope someone still has these adventures stored way back in their inboxes for archival purposes. Member Spotlight: Rich Osterhout is a network admin, who appropriately loves his Shadowrun. While he started with D&D like nearly everyone else, he soon found the Living City frustrating and devoted most of his energy to Virtual Seattle. He's rapidly become a big fish in a small pond, writing lots of adventures for it and also doing database work. In his ideal world, Shadowrun would overtake D&D as the biggest system around, but that doesn't seem likely. Still, if he can keep it a viable alternative at lots of conventions, maybe make them a little bigger so Gen Con actually feels the challenge to stay on top, he's doing his job right. In the meantime, he slips bits of shadowrun lingo into his day job, because sysadmins do have their little in-jokes and it's easier to incorporate decking terminology than D&D stuff without the muggles noticing. The kind of person you might not notice, but you'd soon see the effects if he stopped doing his job. It's important to make them feel appreciated every now and then. City Stories: The last Polyhedron UK had us breaking into the temple of Tymora in Arabel. It does seem an odd stroke of luck that they'd decide to cover the Raven's Bluff branch so soon afterwards. But then again, luck is what she's all about. Since they can finance themselves by gambling as well as donations they're actually richer than the average temple and have bought out a bunch of the adjacent buildings as well. Now they have two halls of residence, three gambling halls, three "halls of hazards" where you can hone your skills against mostly illusionary threats aimed at different XP tiers, a storage warehouse and a nice garden shrine in the middle of all this. Worshipping her is evidently more like attending an amusement park than the solemn praying & hymn singing Jehovah expects of you. Her clergy are pretty much what you'd expect, whimsical approaches to their duties, complicated love lives, lengthy adventuring sabbaticals and one paladin vainly being LG in the middle of it all because it's a broad church. Another decent but unexceptional entry in this series that's easy enough to use, as they're more likely than the average clergy to get into troubles and then have adventurers coincidentally come along at [i]just[/i] the right time to help out. Elminster's Everwinking Eye: Oeble is a particularly multilayered town, so it gets another instalment devoted to it. On top of the streets and underground network, there's also a network of bridges between higher storeys called the rainspans. Some of them are pretty rickety, so you can definitely get some dramatic fight scenes if things go sour up there. Once again, although it's a mostly human settlement, it feels more like a megadungeon than a regular shaped town, existing in three dimensions, layout regularly changing and precisely who or what is occupying each building changing even more frequently. Like Waterdeep and many other places in the Realms, the ruler goes masked when performing official duties, keeping their identity a secret, which is pretty sensible in a world full of powerful magic that can scry & fry you from a distance. If you want a home that's almost as dangerous as the places you go adventuring to, there's rarely a dull moment here. I pity the rival border kingdom that tries to attack it - all this activity is probably pretty good for gaining levels. As long as there's all sorts of things to buy and sell you can't get hold of elsewhere, it's survival seems pretty assured. [/QUOTE]
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