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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 9319182" data-attributes="member: 27780"><p><strong><u>Dungeon/Polyhedron Issue 97/156: Mar/Apr 2003</u></strong></p><p></p><p></p><p></p><p>part 3/10</p><p></p><p></p><p></p><p>Heart of the Iron God: Here’s an adventure that should have come out a few issues ago to tie in with the giant mecha stuff. It’s time for another high-tech crossover in Greyhawk. Thousands of years ago, the clergy of Hieronious built a 200ft tall golem to smash evil. This worked so well that the land enjoyed over a lifetime of peace and prosperity, until people stopped maintaining the mech and then eventually forgot where it was even stored, so it became just another legend among many. Now, all these years later an evil wizard has found it, tricked it into thinking he’s a good guy and all the people it’s been ordered to smash are evil and deserve it. No questgiver or looking for clues this time though, the first thing you’ll know about it is when it starts smashing up a village near you. Fortunately, it needs a whole load of operators for the secondary weapons systems and you’ll be able to see that there’s people in there, so hopefully it’ll occur to the PC’s that taking it down from the inside would be easier than trying to fight it from the outside. (unless you do have your own mechas or the ability to grow to giant size somehow. ) Once inside, there’s a full 8 floors full of somewhat cramped rooms to fight your way through, which thankfully include not just a toilet (sensibly located in the groinal area) but also a bath in the head for the captain to relax when not smashing things. (that he might or might not share with his subordinates) So there are some humorous touches here, but genuine thought has gone into making this a functional giant robot that doesn’t just run on fiat and gives the PC’s plenty of ways to engage with it and foil the problem. They’ve also thought about how to stop the players from keeping it after beating the evil wizard, with the spirit of the golem talking to them and either initiating self-destruct to keep itself out of the hands of evildoers, or if they convince it that they’re the good guys, initiating self-destruct because it’s depressed about all the destruction of innocent lives it was tricked into doing. Of course, you could always change that in your campaign if you think you’ve got what it takes to run interesting combats for a group of characters piloting a giant mecha and not have it break the game. While it does have some conservative touches, this is still a pretty cool adventure that does stuff no previous adventure in here has done, and opens up some very cool long-term possibilities if you’re willing to take the bull by the horns and draw on various other d20 sources for suitably colossal opponents. That’s gotta be worth at least one and three quarter thumbs up. </p><p></p><p></p><p></p><p>Nodwick goes full Black Sabbath once the group get control of the golem.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 9319182, member: 27780"] [b][u]Dungeon/Polyhedron Issue 97/156: Mar/Apr 2003[/u][/b] part 3/10 Heart of the Iron God: Here’s an adventure that should have come out a few issues ago to tie in with the giant mecha stuff. It’s time for another high-tech crossover in Greyhawk. Thousands of years ago, the clergy of Hieronious built a 200ft tall golem to smash evil. This worked so well that the land enjoyed over a lifetime of peace and prosperity, until people stopped maintaining the mech and then eventually forgot where it was even stored, so it became just another legend among many. Now, all these years later an evil wizard has found it, tricked it into thinking he’s a good guy and all the people it’s been ordered to smash are evil and deserve it. No questgiver or looking for clues this time though, the first thing you’ll know about it is when it starts smashing up a village near you. Fortunately, it needs a whole load of operators for the secondary weapons systems and you’ll be able to see that there’s people in there, so hopefully it’ll occur to the PC’s that taking it down from the inside would be easier than trying to fight it from the outside. (unless you do have your own mechas or the ability to grow to giant size somehow. ) Once inside, there’s a full 8 floors full of somewhat cramped rooms to fight your way through, which thankfully include not just a toilet (sensibly located in the groinal area) but also a bath in the head for the captain to relax when not smashing things. (that he might or might not share with his subordinates) So there are some humorous touches here, but genuine thought has gone into making this a functional giant robot that doesn’t just run on fiat and gives the PC’s plenty of ways to engage with it and foil the problem. They’ve also thought about how to stop the players from keeping it after beating the evil wizard, with the spirit of the golem talking to them and either initiating self-destruct to keep itself out of the hands of evildoers, or if they convince it that they’re the good guys, initiating self-destruct because it’s depressed about all the destruction of innocent lives it was tricked into doing. Of course, you could always change that in your campaign if you think you’ve got what it takes to run interesting combats for a group of characters piloting a giant mecha and not have it break the game. While it does have some conservative touches, this is still a pretty cool adventure that does stuff no previous adventure in here has done, and opens up some very cool long-term possibilities if you’re willing to take the bull by the horns and draw on various other d20 sources for suitably colossal opponents. That’s gotta be worth at least one and three quarter thumbs up. Nodwick goes full Black Sabbath once the group get control of the golem. [/QUOTE]
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