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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 9093651" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 83: Nov/Dec 2000</u></strong></p><p></p><p></p><p></p><p>part 3/6</p><p></p><p></p><p></p><p>Iriandel: After one adventure that feels very contemporary in it’s design, this one hedges their bets by being a romantic fantasy influenced one that feels more like it was written in 2e then converted by the editors. While passing through a village, the PC’s hear a particularly longwinded story about a horse that is supposedly a unicorn that lost it’s horn over 300 years ago. If someone found said horn and reunited it with him that would be a big boon for the forces of good. Since it wouldn’t be much of an adventure otherwise, if you pursue it this rumour will turn out to be true. If you search in the right place near the village you find a talking owl which can guide you to the tomb it’s in no problem. You could also find it entirely on your own, although there’s several other challenges around you’re likely to blunder into in the process. The tomb itself is fairly linear, but has a decent mix of traps, undead and other summoned creatures guarding the central chamber. Then once you get back to the village, you’ll find it’s under attack by a gang of orcs & ogres from the hills. This gives you a good opportunity to sneak or dramatically force your way through to the village, unite the horn with it’s rightful owner and spectacularly turn the tide with the aid of the unicorn’s powers for a happy storybook ending. So there’s some distinctly cheesy elements here, but the overall adventure design is still sandboxy enough that you’re not forced to engage with them in precisely one way and order. If you’re one of the people who abandoned vanilla brand D20 for Blue Rose & True20 when they came out this is pretty much an ideal adventure to use in a campaign like that with a little conversion. If your tastes run more towards the Nisarg end of gaming you should probably avoid it like the plague. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p></p><p></p><p>Nodwick finds duct tape a far more reliable way of keeping horns on than the randomness of magic.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 9093651, member: 27780"] [B][U]Dungeon Issue 83: Nov/Dec 2000[/U][/B] part 3/6 Iriandel: After one adventure that feels very contemporary in it’s design, this one hedges their bets by being a romantic fantasy influenced one that feels more like it was written in 2e then converted by the editors. While passing through a village, the PC’s hear a particularly longwinded story about a horse that is supposedly a unicorn that lost it’s horn over 300 years ago. If someone found said horn and reunited it with him that would be a big boon for the forces of good. Since it wouldn’t be much of an adventure otherwise, if you pursue it this rumour will turn out to be true. If you search in the right place near the village you find a talking owl which can guide you to the tomb it’s in no problem. You could also find it entirely on your own, although there’s several other challenges around you’re likely to blunder into in the process. The tomb itself is fairly linear, but has a decent mix of traps, undead and other summoned creatures guarding the central chamber. Then once you get back to the village, you’ll find it’s under attack by a gang of orcs & ogres from the hills. This gives you a good opportunity to sneak or dramatically force your way through to the village, unite the horn with it’s rightful owner and spectacularly turn the tide with the aid of the unicorn’s powers for a happy storybook ending. So there’s some distinctly cheesy elements here, but the overall adventure design is still sandboxy enough that you’re not forced to engage with them in precisely one way and order. If you’re one of the people who abandoned vanilla brand D20 for Blue Rose & True20 when they came out this is pretty much an ideal adventure to use in a campaign like that with a little conversion. If your tastes run more towards the Nisarg end of gaming you should probably avoid it like the plague. :p Nodwick finds duct tape a far more reliable way of keeping horns on than the randomness of magic. [/QUOTE]
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