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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 9181607" data-attributes="member: 27780"><p><strong><u>Dungeon/Polyhedron Issue 90/149: Jan/Feb 2002</u></strong></p><p></p><p></p><p></p><p>part 4/12</p><p></p><p></p><p></p><p>Critical Threats: We kick off the new column with a distinctly edgelordy werewolf cleric of Malar who likes to be known simply as Oblivion. (not the name his parents gave him, but he killed them, so who else is going to use the one on his birth certificate?) He loves ripping things apart with his claws & fangs, but is at least canny enough to prepare a bunch of buffing spells and cast them before he intends to pick a fight. He’ll openly go into crowded towns in daylight to proselytise, daring any priests of more benevolent faiths to say something in response. Even his fellow worshipers of Malar will wind up as dinner if they challenge him. (which is all perfectly fine as far as Malar is concerned as it weeds out the weak) He definitely falls into the cartoonishly evil end of the villain spectrum rather than having any kind of point to what he does that might make him relatable, so you can kill him guilt-free as long as your group is tough enough. He’s definitely useful as a combat encounter, but hopefully future instalments will have a little more depth of personality. </p><p></p><p></p><p></p><p>Prey for Tyrinth: Another adventure that has a lot of overlap with a previous one this issue. While you were busy trying to lay all those elf ghosts to rest, there was a secret door to a room that had a Water Naga inside. Well, here’s another short adventure with a water naga, albeit a 5 page one with a more complex and mazy cave system and greater depth given to it’s tactics. Still, they’re the same EL overall, so if you wanted to make the previous adventure a little longer, you could swap this in in place of H9 and your players would be none the wiser. So this is basically a demonstration of modular design, reminding you that you can make adventures larger or smaller, easier or harder to suit your players by cutting out parts from other adventures and stitching them together. Just watch you don’t add or remove so much that characters wind up the wrong level by the end of the adventure as a whole, because that’s much more of an issue this edition, particularly in long adventures.</p><p></p><p></p><p></p><p>The Statement of Ownership shows a pretty decent gain on last year as they go from 40,000 to 47,000, putting them at a new high overall. Dragon may never quite get back to it’s mid 80’s peak, but it looks like the best days for Dungeon might be yet to come. That would definitely explain why they switch their schedule to monthly next year.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 9181607, member: 27780"] [b][u]Dungeon/Polyhedron Issue 90/149: Jan/Feb 2002[/u][/b] part 4/12 Critical Threats: We kick off the new column with a distinctly edgelordy werewolf cleric of Malar who likes to be known simply as Oblivion. (not the name his parents gave him, but he killed them, so who else is going to use the one on his birth certificate?) He loves ripping things apart with his claws & fangs, but is at least canny enough to prepare a bunch of buffing spells and cast them before he intends to pick a fight. He’ll openly go into crowded towns in daylight to proselytise, daring any priests of more benevolent faiths to say something in response. Even his fellow worshipers of Malar will wind up as dinner if they challenge him. (which is all perfectly fine as far as Malar is concerned as it weeds out the weak) He definitely falls into the cartoonishly evil end of the villain spectrum rather than having any kind of point to what he does that might make him relatable, so you can kill him guilt-free as long as your group is tough enough. He’s definitely useful as a combat encounter, but hopefully future instalments will have a little more depth of personality. Prey for Tyrinth: Another adventure that has a lot of overlap with a previous one this issue. While you were busy trying to lay all those elf ghosts to rest, there was a secret door to a room that had a Water Naga inside. Well, here’s another short adventure with a water naga, albeit a 5 page one with a more complex and mazy cave system and greater depth given to it’s tactics. Still, they’re the same EL overall, so if you wanted to make the previous adventure a little longer, you could swap this in in place of H9 and your players would be none the wiser. So this is basically a demonstration of modular design, reminding you that you can make adventures larger or smaller, easier or harder to suit your players by cutting out parts from other adventures and stitching them together. Just watch you don’t add or remove so much that characters wind up the wrong level by the end of the adventure as a whole, because that’s much more of an issue this edition, particularly in long adventures. The Statement of Ownership shows a pretty decent gain on last year as they go from 40,000 to 47,000, putting them at a new high overall. Dragon may never quite get back to it’s mid 80’s peak, but it looks like the best days for Dungeon might be yet to come. That would definitely explain why they switch their schedule to monthly next year. [/QUOTE]
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