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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 9249534" data-attributes="member: 27780"><p><strong><u>Dungeon/Polyhedron 94/153: Sep/Oct 2002</u></strong></p><p></p><p></p><p></p><p>part 3/10</p><p></p><p></p><p></p><p>Side Treks - The Excavation: We’ve already had one excavation end bloodily in a way that needed PC assistance this issue. Now they need to stop another one. Another group of adventurers recently killed a powerful blackguard. Unfortunately, not all of his minions were killed. A dretch and a few undead were out when it happened. Now it wants to get back into the keep and get the remaining treasure hidden in the basement but the adventurers have very sensibly put holy items on the ground floor so it’s trying to dig it’s way into the basement. They’ve made some attempts to hide this but they’re not particularly great ones. The zombies & ghouls doing the grunt work will of course fight to the death, while the dretch will use it’s powers sneakily to support them, fleeing or negotiating if at all possible if they’re beaten, handing over the keys to the keep if the PC’s will spare its hide. All seems quite a logical combination of elements in a world where monsters and adventurers are both common things and the dretch itself is given plenty of personality. Another quite usable little challenge.</p><p></p><p></p><p></p><p>Critical Threats: This actually manages to fit on a single page for a change. It still manages to put a bit of interesting flavour in with the stats though, pleasingly. Most Mummies just sit around in their tomb dreaming of their living days unless disturbed. Nakhti is not one of them. Rather than being laid to rest in an elaborate ceremony, he was mummified by accident, probably in a bog by the looks of him. He decided not to let this second chance at “life” go to waste and became a priest of Nerull, wandering the world causing woe & death. Over the centuries he’s built up a decent number of minions and contacts with secret societies. You might encounter him directly, but it’d make more sense if you run across one of his schemes first and only actually fight him a few levels later. So it looks like they’re continuing their policy of encouraging you to plan ahead in your campaign and get more use out of a character by encountering them multiple times before killing them for good. I’m not going to complain about that, particularly as long as they also give decent tactical advice about what spells he prefers to use in combat as well.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 9249534, member: 27780"] [b][u]Dungeon/Polyhedron 94/153: Sep/Oct 2002[/u][/b] part 3/10 Side Treks - The Excavation: We’ve already had one excavation end bloodily in a way that needed PC assistance this issue. Now they need to stop another one. Another group of adventurers recently killed a powerful blackguard. Unfortunately, not all of his minions were killed. A dretch and a few undead were out when it happened. Now it wants to get back into the keep and get the remaining treasure hidden in the basement but the adventurers have very sensibly put holy items on the ground floor so it’s trying to dig it’s way into the basement. They’ve made some attempts to hide this but they’re not particularly great ones. The zombies & ghouls doing the grunt work will of course fight to the death, while the dretch will use it’s powers sneakily to support them, fleeing or negotiating if at all possible if they’re beaten, handing over the keys to the keep if the PC’s will spare its hide. All seems quite a logical combination of elements in a world where monsters and adventurers are both common things and the dretch itself is given plenty of personality. Another quite usable little challenge. Critical Threats: This actually manages to fit on a single page for a change. It still manages to put a bit of interesting flavour in with the stats though, pleasingly. Most Mummies just sit around in their tomb dreaming of their living days unless disturbed. Nakhti is not one of them. Rather than being laid to rest in an elaborate ceremony, he was mummified by accident, probably in a bog by the looks of him. He decided not to let this second chance at “life” go to waste and became a priest of Nerull, wandering the world causing woe & death. Over the centuries he’s built up a decent number of minions and contacts with secret societies. You might encounter him directly, but it’d make more sense if you run across one of his schemes first and only actually fight him a few levels later. So it looks like they’re continuing their policy of encouraging you to plan ahead in your campaign and get more use out of a character by encountering them multiple times before killing them for good. I’m not going to complain about that, particularly as long as they also give decent tactical advice about what spells he prefers to use in combat as well. [/QUOTE]
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