Mistwell
Crusty Old Meatwad
Introduction
I've never posted a story hour before. But I've been keeping a log for our home game for a bit more than 10 months now, it's been a fun campaign to date, and I figure it might be enjoyable to post it here.
Many here will recognize that the name of the campaign, "Dwimmer Deep", is rather similar to the "Dwimmermount" game by Autarch and James Maliszewski. The only similarity here is I liked the "Dwimmer" part of the name, and borrowed that. I've never read the Dwimmermount adventure, though perhaps I will some day.
I created this game with a few goals in mind. 1) To playtest the 5th edition Dungeons and Dragons rules (we went through most of the playtest docs, simply shifting characters as things changed); 2) To get a regular online game going to replace our in-person game that had lapsed due to people moving (we use Roll20); 3) To allow for flexibility in players coming and going (minimum 3 players for a session, maximum 6); 4) To create a somewhat sandbox mega dungeon on my own (something I had not attempted before); 5) to see if 5e D&D could hearken back to some old school dungeon crawl experiences I used to enjoy; 6) to create that dungeon as I go, rather than all in advance.
That last point was pretty important to me. In the past I felt the need to be over prepared for whatever the players do. But, my life has changed since those days, and I have a child and a lot more work responsibility. I had seen great GMs wing-it on gaming several times in my life, and I wanted to finally take the plunge and let the game go where it may, and work on making it "seem" planned while really being mostly spontaneous on my part as the DM. I am thankful to say that's been a success, and it's made DM'ing an even more enjoyable experience for me, and I think my players as well.
Most of the adventure is original, but on occasion I would borrow things from other adventures. There's a bit from two of the most recent (as of this writing) 5e adventures in there, recognizable I am sure to those familiar with those works.
As we are playing on Roll20, I've made use of some rather colorful maps most of the time. The theme of the Dwimmer Deep is that a Mad Wizard is teleporting in sections of dungeons, and their occupants, from elsewhere around the world (how he is doing that is part of the mystery to be unveiled during the campaign). This gives me the flexibility of simply grabbing whatever I find interesting as I go and inserting it into the game. I don't need a good explanation for why Drow are living next to Orcs that are living next to Medusa living next to Lizardmen, or why their lairs all look so different. They were all brought there against their wills suddenly and at different times, agreed to become residents or risk not having access to food and water (which the Dungeon, which is effectively alive, would cut off for them if they did not agree to become residents and thus be trapped within the dungeon), and are looking for a way out themselves while often fighting their neighbors.
When I have the time and inclination, I hope to insert some screenshots of what the players were seeing at the time. The monsters won't be there - once killed I delete them from the map. But at least you can see some of the map areas, which are often nice looking thanks to the hard work of others who uploaded them to the web at different times allowing me to grab them for use in this game.
I've never posted a story hour before. But I've been keeping a log for our home game for a bit more than 10 months now, it's been a fun campaign to date, and I figure it might be enjoyable to post it here.
Many here will recognize that the name of the campaign, "Dwimmer Deep", is rather similar to the "Dwimmermount" game by Autarch and James Maliszewski. The only similarity here is I liked the "Dwimmer" part of the name, and borrowed that. I've never read the Dwimmermount adventure, though perhaps I will some day.
I created this game with a few goals in mind. 1) To playtest the 5th edition Dungeons and Dragons rules (we went through most of the playtest docs, simply shifting characters as things changed); 2) To get a regular online game going to replace our in-person game that had lapsed due to people moving (we use Roll20); 3) To allow for flexibility in players coming and going (minimum 3 players for a session, maximum 6); 4) To create a somewhat sandbox mega dungeon on my own (something I had not attempted before); 5) to see if 5e D&D could hearken back to some old school dungeon crawl experiences I used to enjoy; 6) to create that dungeon as I go, rather than all in advance.
That last point was pretty important to me. In the past I felt the need to be over prepared for whatever the players do. But, my life has changed since those days, and I have a child and a lot more work responsibility. I had seen great GMs wing-it on gaming several times in my life, and I wanted to finally take the plunge and let the game go where it may, and work on making it "seem" planned while really being mostly spontaneous on my part as the DM. I am thankful to say that's been a success, and it's made DM'ing an even more enjoyable experience for me, and I think my players as well.
Most of the adventure is original, but on occasion I would borrow things from other adventures. There's a bit from two of the most recent (as of this writing) 5e adventures in there, recognizable I am sure to those familiar with those works.
As we are playing on Roll20, I've made use of some rather colorful maps most of the time. The theme of the Dwimmer Deep is that a Mad Wizard is teleporting in sections of dungeons, and their occupants, from elsewhere around the world (how he is doing that is part of the mystery to be unveiled during the campaign). This gives me the flexibility of simply grabbing whatever I find interesting as I go and inserting it into the game. I don't need a good explanation for why Drow are living next to Orcs that are living next to Medusa living next to Lizardmen, or why their lairs all look so different. They were all brought there against their wills suddenly and at different times, agreed to become residents or risk not having access to food and water (which the Dungeon, which is effectively alive, would cut off for them if they did not agree to become residents and thus be trapped within the dungeon), and are looking for a way out themselves while often fighting their neighbors.
When I have the time and inclination, I hope to insert some screenshots of what the players were seeing at the time. The monsters won't be there - once killed I delete them from the map. But at least you can see some of the map areas, which are often nice looking thanks to the hard work of others who uploaded them to the web at different times allowing me to grab them for use in this game.
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