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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 9360302" data-attributes="member: 27780"><p><strong><u>Dungeon/Polyhedron Issue 98/157: May 2003</u></strong></p><p></p><p></p><p></p><p>part 3/8</p><p></p><p></p><p></p><p>Flood Season: The second part of the adventure path isn’t a record-breaker like the first one, “merely” sitting comfortably in the top ten at 36 pages long. Like the previous one, it has a linear sequence of chapters, but each has a larger map than most standalone adventures and gives you fairly free rein to explore it by multiple routes. It’s been a little while since the last adventure and winter is setting in. This means they need wands of control water to make sure the central lake of Cauldron doesn’t flood. Unfortunately, there have been several mild winters and the churches have become slack on manufacturing new ones. Wouldn’t it be terrible if someone hijacked the main delivery and held the city to ransom! Which is exactly what happens. The PC’s are going about their day when they get an urgent message from the cleric of St Cuthbert they helped in the previous adventure. The high priest is in serious trouble. He managed to get a Sending out revealing his last location, but he’s in trouble and every minute could count. The PC’s need to get to the Lucky Monkey Tavern several miles away ASAP. </p><p></p><p>Unfortunately, you’re still too low level for teleportation magic, so by the time they’ve found you, you’ve got your gear together and got there, it will be at least several hours later and the fight is already over. The bandits have ransacked the inn and barricaded themselves in. On the plus side, they’ve helped themselves to the booze and are now mostly rather drunk, making them slightly easier targets than otherwise, but it’s still a big inn and there’s lots of bandits, including their werebaboon leader and some regular baboon minions, so there’s plenty of challenge and lots of little bits you could find or miss, including the sole survivor of the raid. The wands have been taken, but if you look carefully or leave some of your enemies alive and interrogate them you’ll find clues to the next part of the adventure. If not, you’ll get hints from a sketchy informant when you get back to town anyway to keep you on the rails. Either way, you’ll wind up at the second site-based challenge, some partly flooded ruins underneath the city that were once home to Kopru. Now there’s an interesting old school reference to draw upon. There’s only one of those left, scheming in the waters to take the place back, but the selection of other monsters is both tougher and more varied than the previous section. The wands aren’t all in the same place, so you’ll need to thoroughly explore the dungeon to get enough back to completely avoid any flooding damage to the town. Once again that gives you a decent amount of degrees of success or failure short of dying, which will make a difference in the state of the town and how positively the NPC’s view you, although it probably won’t make a difference to whatever adventure comes next. You may still wind up in the same place at the end of all these adventures but at least you have some freedom in how you get there.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 9360302, member: 27780"] [b][u]Dungeon/Polyhedron Issue 98/157: May 2003[/u][/b] part 3/8 Flood Season: The second part of the adventure path isn’t a record-breaker like the first one, “merely” sitting comfortably in the top ten at 36 pages long. Like the previous one, it has a linear sequence of chapters, but each has a larger map than most standalone adventures and gives you fairly free rein to explore it by multiple routes. It’s been a little while since the last adventure and winter is setting in. This means they need wands of control water to make sure the central lake of Cauldron doesn’t flood. Unfortunately, there have been several mild winters and the churches have become slack on manufacturing new ones. Wouldn’t it be terrible if someone hijacked the main delivery and held the city to ransom! Which is exactly what happens. The PC’s are going about their day when they get an urgent message from the cleric of St Cuthbert they helped in the previous adventure. The high priest is in serious trouble. He managed to get a Sending out revealing his last location, but he’s in trouble and every minute could count. The PC’s need to get to the Lucky Monkey Tavern several miles away ASAP. Unfortunately, you’re still too low level for teleportation magic, so by the time they’ve found you, you’ve got your gear together and got there, it will be at least several hours later and the fight is already over. The bandits have ransacked the inn and barricaded themselves in. On the plus side, they’ve helped themselves to the booze and are now mostly rather drunk, making them slightly easier targets than otherwise, but it’s still a big inn and there’s lots of bandits, including their werebaboon leader and some regular baboon minions, so there’s plenty of challenge and lots of little bits you could find or miss, including the sole survivor of the raid. The wands have been taken, but if you look carefully or leave some of your enemies alive and interrogate them you’ll find clues to the next part of the adventure. If not, you’ll get hints from a sketchy informant when you get back to town anyway to keep you on the rails. Either way, you’ll wind up at the second site-based challenge, some partly flooded ruins underneath the city that were once home to Kopru. Now there’s an interesting old school reference to draw upon. There’s only one of those left, scheming in the waters to take the place back, but the selection of other monsters is both tougher and more varied than the previous section. The wands aren’t all in the same place, so you’ll need to thoroughly explore the dungeon to get enough back to completely avoid any flooding damage to the town. Once again that gives you a decent amount of degrees of success or failure short of dying, which will make a difference in the state of the town and how positively the NPC’s view you, although it probably won’t make a difference to whatever adventure comes next. You may still wind up in the same place at the end of all these adventures but at least you have some freedom in how you get there. [/QUOTE]
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