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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 9096581" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 83: Nov/Dec 2000</u></strong></p><p></p><p></p><p></p><p>part 6/6</p><p></p><p></p><p></p><p>Alterations: We’re even more unlikely to ever see another one quite like this again, as they do a tie-in adventure for the Greyhawk 2000 stuff in Dragon 277. In the overall scheme of things, that’s a setting variant even more obscure than Council of Wyrms or Jakandor. Because they also have the mandate to make everything usable in a generic setting it’s not too hard to transplant though. A pair of wizards were doing magical experimentation to create something capable of sniffing out the rare element of millexium, sponsored by the Cabal of Eighteen. (see the results of inflation over the centuries) Not getting results the conventional way and with the deadline fast approaching, one of them decided to take a leaf from Shou Tucker’s book and put the brain of the other in a Gibbering Mouther body, which went very poorly as it immediately went mad, escaped and killed him. Now you’re the schlubs hired to do delivery service about to get a nasty surprise. When you reach the dropoff spot and no-one comes out, you’ll have to venture into the seemingly abandoned building, where you face zombies, rats, a few surviving squatters, possibly wandering monster encounters from orc bikers or wererats coming up from the sewers and eventually the insanity of the Gibbering Mouther itself, which is a very tough encounter for a group of 1st level PC’s, particularly if you realise catching it alive rather than killing it will probably be the most profitable course of action. Another one that’s firmly a dungeoncrawl despite the city setting, but a fairly interesting one that’s easily transferred to a D20 Modern Urban Arcana game, or with a little more effort a medieval D&D one or Shadow Chasers instead. There’s still plenty more setting variants they could try without departing from the core premise of the game too much. </p><p></p><p></p><p></p><p>Submission Guidelines: This is pretty much the same as last issue, only with most of the example statblocks taken out, trimming it from 12 pages to 9. They still evidently need to encourage more submissions, while wanting to maintain their strict standards at the same time. Going from years worth of slush pile to nothing definitely puts some more pressure on them to come up with the goods in the offices. </p><p></p><p></p><p>Despite the mandate for generic material, this actually manages to be a more varied collection of adventures than most issues in the old edition, with some venturing pretty far from standard D&D and using the new rules in quite interesting ways. Ok, so they all have dungeons in them, which definitely hasn’t been the case in recent years, but at least the dungeons themselves are also full of variety in size and layout. Let’s continue onwards and see how long the new rules and attitude stay fresh before they realise they need to switch things up again.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 9096581, member: 27780"] [b][u]Dungeon Issue 83: Nov/Dec 2000[/u][/b] part 6/6 Alterations: We’re even more unlikely to ever see another one quite like this again, as they do a tie-in adventure for the Greyhawk 2000 stuff in Dragon 277. In the overall scheme of things, that’s a setting variant even more obscure than Council of Wyrms or Jakandor. Because they also have the mandate to make everything usable in a generic setting it’s not too hard to transplant though. A pair of wizards were doing magical experimentation to create something capable of sniffing out the rare element of millexium, sponsored by the Cabal of Eighteen. (see the results of inflation over the centuries) Not getting results the conventional way and with the deadline fast approaching, one of them decided to take a leaf from Shou Tucker’s book and put the brain of the other in a Gibbering Mouther body, which went very poorly as it immediately went mad, escaped and killed him. Now you’re the schlubs hired to do delivery service about to get a nasty surprise. When you reach the dropoff spot and no-one comes out, you’ll have to venture into the seemingly abandoned building, where you face zombies, rats, a few surviving squatters, possibly wandering monster encounters from orc bikers or wererats coming up from the sewers and eventually the insanity of the Gibbering Mouther itself, which is a very tough encounter for a group of 1st level PC’s, particularly if you realise catching it alive rather than killing it will probably be the most profitable course of action. Another one that’s firmly a dungeoncrawl despite the city setting, but a fairly interesting one that’s easily transferred to a D20 Modern Urban Arcana game, or with a little more effort a medieval D&D one or Shadow Chasers instead. There’s still plenty more setting variants they could try without departing from the core premise of the game too much. Submission Guidelines: This is pretty much the same as last issue, only with most of the example statblocks taken out, trimming it from 12 pages to 9. They still evidently need to encourage more submissions, while wanting to maintain their strict standards at the same time. Going from years worth of slush pile to nothing definitely puts some more pressure on them to come up with the goods in the offices. Despite the mandate for generic material, this actually manages to be a more varied collection of adventures than most issues in the old edition, with some venturing pretty far from standard D&D and using the new rules in quite interesting ways. Ok, so they all have dungeons in them, which definitely hasn’t been the case in recent years, but at least the dungeons themselves are also full of variety in size and layout. Let’s continue onwards and see how long the new rules and attitude stay fresh before they realise they need to switch things up again. [/QUOTE]
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