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Adventures in Dwarven Mountain (now with sketches!)
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<blockquote data-quote="Quickleaf" data-source="post: 6352046" data-attributes="member: 20323"><p><strong>Ways into Dwarven Mountain</strong></p><p></p><p>Accessing Dwarven Mountain isn't as simple as knocking. This is especially true with my own adventure using the setting. The dwarves are clannish and don't like outsiders unless they're established dwarf-friends or traders bringing good business or gamblers with too much gold than they know what to do with.</p><p></p><p>So, this begs the question: How do the PCs get into Dwarven Mountain?</p><p></p><p>There are 5 ways it turns out.</p><p></p><ul> <li data-xf-list-type="ul"><strong>Challenge:</strong> The two gates, Ironridge Gate and Wanderer's Gate, are guarded by dwarven einheriar and an intelligent stone golem, respectively. If they think a supplicant for entry might be worthy, they can issue a challenge in three parts, and of the supplicant proves him or herself at all three, then they are granted entry. <span style="color: DarkOrange"><strong>What are these 3 challenges?</strong></span><br /> </li> <li data-xf-list-type="ul"><strong>Force:</strong> Foolish or brazen PCs with great force of arms (or overwhelming numbers) might defeat the gate guardians and force their way in. However this will draw a large force of 60 einheriar to repel the interlopers and demand to know what they want, not to mention getting cursed by a streak of bad luck within the Mountain. Usually a divine realm couldnt be accessed by force, but Vergadain is a notoriously laid back deity fond of adventurers and not likely to harshly judge evil as the more good-aligned among the dwarven pantheon might.<br /> </li> <li data-xf-list-type="ul"><strong>Negotiation:</strong> Dwarven Mountain is not an intensely lawful realm, and so the rules are more guidelines here, and negotiating entry to the Mountain is possible in a couple ways:<br /> (a) Paying an "honor price" which may be as simple as being a Dwarf with something to trade, to as complex as the guardian assessing a "soul worth" of the PC in thousands of gold.<br /> (b) Perform a quest for the guardian, such as rescuing a dwarven petitioner trapped in Ironridge or retrieving a missing/stolen Key of Vergadain.<br /> (c) Weave a very compelling argument appealing to the virtues of Vergadain and the other dwarven deities.<br /> </li> <li data-xf-list-type="ul"><strong>Stealth:</strong> The orichalcum mines near Ironridge have a secret tunnel leading to a fissure in Rilkazz Chasm which the PCs can exploit to bypass the gates altogether. However the orichalcum mines have their own hazards.<br /> </li> <li data-xf-list-type="ul"><strong>Trickery:</strong> PCs can use a decoy and/or disguise to distract the gate guardians, steal their Key of Vergadain, and use it to open the gate and slip within.</li> </ul></blockquote><p></p>
[QUOTE="Quickleaf, post: 6352046, member: 20323"] [b]Ways into Dwarven Mountain[/b] Accessing Dwarven Mountain isn't as simple as knocking. This is especially true with my own adventure using the setting. The dwarves are clannish and don't like outsiders unless they're established dwarf-friends or traders bringing good business or gamblers with too much gold than they know what to do with. So, this begs the question: How do the PCs get into Dwarven Mountain? There are 5 ways it turns out. [list][*][b]Challenge:[/b] The two gates, Ironridge Gate and Wanderer's Gate, are guarded by dwarven einheriar and an intelligent stone golem, respectively. If they think a supplicant for entry might be worthy, they can issue a challenge in three parts, and of the supplicant proves him or herself at all three, then they are granted entry. [color=DarkOrange][b]What are these 3 challenges?[/b][/color] [*][b]Force:[/b] Foolish or brazen PCs with great force of arms (or overwhelming numbers) might defeat the gate guardians and force their way in. However this will draw a large force of 60 einheriar to repel the interlopers and demand to know what they want, not to mention getting cursed by a streak of bad luck within the Mountain. Usually a divine realm couldnt be accessed by force, but Vergadain is a notoriously laid back deity fond of adventurers and not likely to harshly judge evil as the more good-aligned among the dwarven pantheon might. [*][b]Negotiation:[/b] Dwarven Mountain is not an intensely lawful realm, and so the rules are more guidelines here, and negotiating entry to the Mountain is possible in a couple ways: (a) Paying an "honor price" which may be as simple as being a Dwarf with something to trade, to as complex as the guardian assessing a "soul worth" of the PC in thousands of gold. (b) Perform a quest for the guardian, such as rescuing a dwarven petitioner trapped in Ironridge or retrieving a missing/stolen Key of Vergadain. (c) Weave a very compelling argument appealing to the virtues of Vergadain and the other dwarven deities. [*][b]Stealth:[/b] The orichalcum mines near Ironridge have a secret tunnel leading to a fissure in Rilkazz Chasm which the PCs can exploit to bypass the gates altogether. However the orichalcum mines have their own hazards. [*][b]Trickery:[/b] PCs can use a decoy and/or disguise to distract the gate guardians, steal their Key of Vergadain, and use it to open the gate and slip within.[/list] [/QUOTE]
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