Imperialus
Explorer
so we have two dwarves and a thief so far. Still need a couple folks.
So it's been... a long ass time but I finally have the first proof of Dwimmermount (the rather infamous kickstarted dungeon that has taken years beyond it's expected release) sitting on my harddrive now. It's pretty effing amazing, and I'd really like to give it a whirl.
At any rate, I'd be running it using the classes from the Labyrinth Lord core rules which can be obtained for free here or for six bucks if you want the version with the art here. B/X, BECMI or the Rules Cyclopedia will also work just fine if you happen to have them kicking around. You may be a Human (Fighter, Wizard, Cleric, Thief), a Dwarf or an Elf (using race as class in the latter cases). Paladin's are also present and you may play a human paladin as per the Advanced Edition Compendium rules should you qualify. Equipment and spells can be drawn from either the core rules or the Advanced Edition Compendium... Or the AD&D PHB for that matter though any weapons from the PHB don't use the rules for large creatures in that case.
Stats are to be rolled using 3d6 arranged to taste. Equipment is purchased at book cost.
Religion is a uniquely human endeavor. The pantheon consists of the nine deities formed from the faiths of the Thulian Barbarians almost thousand years ago, and all dieties (and by extension all clerics) are lawful in alignment as all of the gods exist in support of human civilization. The pantheon is united under the Great Church, though the faiths of Tyche and particularly Typhon are particularly influential as they, and their clerics were instrumental in overthrowing the mad reign of the cult of Turms Termax two hundred years ago. Some of the gods such as Caint or Typhon have a second axis of alignment in their description. This speaks more to their overall philosophy than any mechanical significance. Typhon for example is a harsh and unforgiving god who's clerics uphold the Law with little consideration for individual circumstance, or people it may hurt. The actual alignment system is the traditional 3 axis system consisting of Lawful, Neutral and Chaotic.
God | Sphere of Influence | Alignment
Anesidora | goddess of grain, fertility, marriage, and law | Lawful (Good)
Asana | goddess of strategy, heroism, and science | Lawful
Caint | god of medicine, poetry, and music | Lawful (Good)
Donn | god of the dead | Lawful
Mavors | god of warfare | Lawful (Evil)
Tenen | god of travelers, craftsmen, and invention | Lawful
Tyche | goddess of fortune, prosperity, and destiny | Lawful
Typhon | God of judgment, discipline, and trade | Lawful (Evil)
Paladin's are a bit of a special case. They are not a part of the Great Church, and do not follow its teachings or worship any gods. Indeed the Church and most secular leaders view them as a somewhat dangerous occult organization, and as such most Paladin's travel incognito masquerading as common fighters. Should a player roll up a Paladin I'll provide them with more details of their philosophy and place in the world.
Dwarves are among the most ancient beings on the world. Unique when compared to other races they are not 'born' as such, but rather carved from living rock, adorned with precious metals and gemstones by another dwarf at which point a magical transformation takes place that turns them into a living creature of flesh and blood. A 1st level dwarf begins play owing his father the cost of creating him, an amount equal to 1d10x10,000 GP. There is no mechanical penalty for failing to pay back this debt but any dwarf that fails to attempt to do so is considered something of a pariah. The only mechanical change between Dwimmermount Dwarves and conventional ones is that upon death Dwarves turn to stone, and as such can only be brought back to life using a stone to flesh spell rather than raise dead or resurrection.
No one is sure if Elves are the decedents of the Eld, or the other way around, but in either case the Eldrich empire was one of the darkest times in the world's history and as such Elves are viewed with no small measure of distrust by both Humans and Dwarves. Elves are inherently magical, and all elves can cast arcane spells, though rarely with the same ability as their human counterparts. They also appear not to age, or die of natural causes, with every single member of their race appearing to be approximately 20 years in age. Unfortunately (at least for the Elf) when they do die, any attempts to resurrect them have inevitably failed. Elves tend towards the chaotic alignment and view humans as ephemeral beings scarcely evolved above animals.
Other House Rules:
recovery from death PC's die when they hit 0 HP, but after combat his companions can attempt to resuscitate him if he has between 0 and -10 HP. At this point the player can make a saving throw vs. death to recover with a single hitpoint. If any healing magic is used during the resuscitation attempt it provides a bonus to the roll equal to the number of HP it would normally heal. For example if the party's cleric goes down the other players may choose to pour a potion of healing down his throat. At this point they roll 1d6+1 and add the result to his recovery roll.
XP for Treasure: XP for treasure is awarded on a 1:1 basis as normal, however in order to gain the XP the player needs to spend the treasure. This is mostly intended as an opportunity for roleplaying. A character may spend a few hundred gold pieces on 'wine women and song' at low levels, or begin investing tens of thousands of goldpieces in business ventures or laying the groundwork for the construction of a stronghold at higher levels. Dwarves repaying the debt owed to their 'father' also falls under this category.
Spell Levels: Spells are more limited than typical. Clerics do not begin play able to cast any spells at first level, only gaining the ability to cast 1st level spells at second level, and no cleric spells beyond 5th level exist. Magic users begin with knowledge of 1 first level spell in addition to read magic and detect magic. There are no known magic user spells above level 6.
So it's been... a long ass time but I finally have the first proof of Dwimmermount (the rather infamous kickstarted dungeon that has taken years beyond it's expected release) sitting on my harddrive now. It's pretty effing amazing, and I'd really like to give it a whirl.
At any rate, I'd be running it using the classes from the Labyrinth Lord core rules which can be obtained for free here or for six bucks if you want the version with the art here. B/X, BECMI or the Rules Cyclopedia will also work just fine if you happen to have them kicking around. You may be a Human (Fighter, Wizard, Cleric, Thief), a Dwarf or an Elf (using race as class in the latter cases). Paladin's are also present and you may play a human paladin as per the Advanced Edition Compendium rules should you qualify. Equipment and spells can be drawn from either the core rules or the Advanced Edition Compendium... Or the AD&D PHB for that matter though any weapons from the PHB don't use the rules for large creatures in that case.
Stats are to be rolled using 3d6 arranged to taste. Equipment is purchased at book cost.
Religion is a uniquely human endeavor. The pantheon consists of the nine deities formed from the faiths of the Thulian Barbarians almost thousand years ago, and all dieties (and by extension all clerics) are lawful in alignment as all of the gods exist in support of human civilization. The pantheon is united under the Great Church, though the faiths of Tyche and particularly Typhon are particularly influential as they, and their clerics were instrumental in overthrowing the mad reign of the cult of Turms Termax two hundred years ago. Some of the gods such as Caint or Typhon have a second axis of alignment in their description. This speaks more to their overall philosophy than any mechanical significance. Typhon for example is a harsh and unforgiving god who's clerics uphold the Law with little consideration for individual circumstance, or people it may hurt. The actual alignment system is the traditional 3 axis system consisting of Lawful, Neutral and Chaotic.
God | Sphere of Influence | Alignment
Anesidora | goddess of grain, fertility, marriage, and law | Lawful (Good)
Asana | goddess of strategy, heroism, and science | Lawful
Caint | god of medicine, poetry, and music | Lawful (Good)
Donn | god of the dead | Lawful
Mavors | god of warfare | Lawful (Evil)
Tenen | god of travelers, craftsmen, and invention | Lawful
Tyche | goddess of fortune, prosperity, and destiny | Lawful
Typhon | God of judgment, discipline, and trade | Lawful (Evil)
Paladin's are a bit of a special case. They are not a part of the Great Church, and do not follow its teachings or worship any gods. Indeed the Church and most secular leaders view them as a somewhat dangerous occult organization, and as such most Paladin's travel incognito masquerading as common fighters. Should a player roll up a Paladin I'll provide them with more details of their philosophy and place in the world.
Dwarves are among the most ancient beings on the world. Unique when compared to other races they are not 'born' as such, but rather carved from living rock, adorned with precious metals and gemstones by another dwarf at which point a magical transformation takes place that turns them into a living creature of flesh and blood. A 1st level dwarf begins play owing his father the cost of creating him, an amount equal to 1d10x10,000 GP. There is no mechanical penalty for failing to pay back this debt but any dwarf that fails to attempt to do so is considered something of a pariah. The only mechanical change between Dwimmermount Dwarves and conventional ones is that upon death Dwarves turn to stone, and as such can only be brought back to life using a stone to flesh spell rather than raise dead or resurrection.
No one is sure if Elves are the decedents of the Eld, or the other way around, but in either case the Eldrich empire was one of the darkest times in the world's history and as such Elves are viewed with no small measure of distrust by both Humans and Dwarves. Elves are inherently magical, and all elves can cast arcane spells, though rarely with the same ability as their human counterparts. They also appear not to age, or die of natural causes, with every single member of their race appearing to be approximately 20 years in age. Unfortunately (at least for the Elf) when they do die, any attempts to resurrect them have inevitably failed. Elves tend towards the chaotic alignment and view humans as ephemeral beings scarcely evolved above animals.
Other House Rules:
recovery from death PC's die when they hit 0 HP, but after combat his companions can attempt to resuscitate him if he has between 0 and -10 HP. At this point the player can make a saving throw vs. death to recover with a single hitpoint. If any healing magic is used during the resuscitation attempt it provides a bonus to the roll equal to the number of HP it would normally heal. For example if the party's cleric goes down the other players may choose to pour a potion of healing down his throat. At this point they roll 1d6+1 and add the result to his recovery roll.
XP for Treasure: XP for treasure is awarded on a 1:1 basis as normal, however in order to gain the XP the player needs to spend the treasure. This is mostly intended as an opportunity for roleplaying. A character may spend a few hundred gold pieces on 'wine women and song' at low levels, or begin investing tens of thousands of goldpieces in business ventures or laying the groundwork for the construction of a stronghold at higher levels. Dwarves repaying the debt owed to their 'father' also falls under this category.
Spell Levels: Spells are more limited than typical. Clerics do not begin play able to cast any spells at first level, only gaining the ability to cast 1st level spells at second level, and no cleric spells beyond 5th level exist. Magic users begin with knowledge of 1 first level spell in addition to read magic and detect magic. There are no known magic user spells above level 6.
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