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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 9423519" data-attributes="member: 27780"><p><strong><u>Dungeon/Polyhedron Issue 100/159: July 2003</u></strong></p><p></p><p></p><p></p><p>part 6/10</p><p></p><p></p><p></p><p>The Lich-Queen's Beloved: Not content with already having the 1st and 2nd largest adventures ever in here, Chris Perkins takes the 3rd place as well with this 44 page monstrosity, pushing Monte down to 4th. After thousands of years of scheming, draining the life force of powerful githyanki and using them to cast wishes (if she’d skipped that part she’d probably be high enough level to match the gods in power anyway so more fool her) the lich-queen appears to be close to achieving divinity. This would probably be bad for the multiverse and even some githyanki are secretly against the idea, including the Sha’sal Khou, a secret society of all kind of gith dedicated to ending the great rift and reunifying the races. (then wiping out all mind flayers because there are still limits to their niceness) If the PC’s are githyanki, they’ll be reaching the level where the lich-queen wants to drain their life force, and hopefully amenable to the idea of a new regime where they don’t have to die. If they’re a regular adventuring group, they’ll still be high enough level that their exploits are becoming known beyond their own world and worth reaching out to. Either way, we’re off to Tu’narath to try and get into the Palace of Whispers and kill the lich-queen for good. You could just go in the front door and head for the throne room for a straight ahead assault, but since she’s at her most heavily guarded there a more sneaky approach might be better. (plus you’ll still need to find the phylactery elsewhere for the death to stick) To finish this off for good you’ll need to go inside the dead god the palace is built upon, where things get twisty and weird. There’s plenty of other optional bits to explore along the way, as being the nexus of the githyanki empire obviously involves a lot of logistics. </p><p></p><p>So while there are some suggested story elements, the bulk of this is a big nonlinear site-based old school dungeon filled with very high level monsters that you can mostly kill and take the stuff of guilt free. It gives you the opportunity to make a real long-term difference to the multiverse and feels more epic in scope than the two actual epic level adventures that appeared in the magazine, since it’s connected to established characters and setting elements rather than making up all-new ones just for the adventure. (although there’s still plenty of interesting new details to add to gith lore here that you could use outside the adventure) It is definitely the kind of thing they’d never accept from a freelancer, but it’s well written enough that I don’t mind this time. A quite satisfying way to push beyond their usual limitations for the big occasion.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 9423519, member: 27780"] [b][u]Dungeon/Polyhedron Issue 100/159: July 2003[/u][/b] part 6/10 The Lich-Queen's Beloved: Not content with already having the 1st and 2nd largest adventures ever in here, Chris Perkins takes the 3rd place as well with this 44 page monstrosity, pushing Monte down to 4th. After thousands of years of scheming, draining the life force of powerful githyanki and using them to cast wishes (if she’d skipped that part she’d probably be high enough level to match the gods in power anyway so more fool her) the lich-queen appears to be close to achieving divinity. This would probably be bad for the multiverse and even some githyanki are secretly against the idea, including the Sha’sal Khou, a secret society of all kind of gith dedicated to ending the great rift and reunifying the races. (then wiping out all mind flayers because there are still limits to their niceness) If the PC’s are githyanki, they’ll be reaching the level where the lich-queen wants to drain their life force, and hopefully amenable to the idea of a new regime where they don’t have to die. If they’re a regular adventuring group, they’ll still be high enough level that their exploits are becoming known beyond their own world and worth reaching out to. Either way, we’re off to Tu’narath to try and get into the Palace of Whispers and kill the lich-queen for good. You could just go in the front door and head for the throne room for a straight ahead assault, but since she’s at her most heavily guarded there a more sneaky approach might be better. (plus you’ll still need to find the phylactery elsewhere for the death to stick) To finish this off for good you’ll need to go inside the dead god the palace is built upon, where things get twisty and weird. There’s plenty of other optional bits to explore along the way, as being the nexus of the githyanki empire obviously involves a lot of logistics. So while there are some suggested story elements, the bulk of this is a big nonlinear site-based old school dungeon filled with very high level monsters that you can mostly kill and take the stuff of guilt free. It gives you the opportunity to make a real long-term difference to the multiverse and feels more epic in scope than the two actual epic level adventures that appeared in the magazine, since it’s connected to established characters and setting elements rather than making up all-new ones just for the adventure. (although there’s still plenty of interesting new details to add to gith lore here that you could use outside the adventure) It is definitely the kind of thing they’d never accept from a freelancer, but it’s well written enough that I don’t mind this time. A quite satisfying way to push beyond their usual limitations for the big occasion. [/QUOTE]
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