Gauging Interest in a Dwimmermount adventure.

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.
 
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Leif

Adventurer
Interested!

Count me in, Imperialus! I'd like to start things off on the right foot by claiming my dibs on the party Thief. Human, of course. As deadly as this game is, he's going to be as sneaky as possible, and will never knowingly get in a toe-to-toe, fair fight. He's wary of wizards and mistrustful of priests, mostly, exceptions to be made for fellow party members, of course. Alignment will be neutral in the extreme. (Is that a contradiction in terms? Yes, i think it might be.)
 

Imperialus

Explorer
Cool, that's one. Here's a bit more info about the area Dwimmermount is located in.

Dwimmermount is an ancient fortress that has stood since before the very beginnings of recorded history. It has been the seat of empires, the source of powerful magics, and controlling its depths is the greatest prize in the world. Much of its history has passed into myth and legend, and for the past two hundred years since the fall of the Termaxian Empire it has been sealed from the outside world by impenetrable arcane barriers. Recently a number of sightings of mysterious figures, and strange lights have been reported around the entrances, and less than a month ago a group of adventurers called the Typhon's Fists, hired by Saidon, the Vicar of the Church of Typhon in Adamas reportedly gained entrance to the dungeon via the great red doors at the top of the mountain.

Muntburg is the nearest point of civilization to Dwimmermount. It is a small castle town of about 500 soldiers and civilians and part of the territory of the City State of Adamas. The pass it nominally guards is rarely used, the light of civilization having long since left the remainder of the mountains, but the garrison has been maintained largely due to it's ability to maintain a watch on Dwimmermount as it is only approximately a day's travel from the entrance.

Adamas is the most significant regional power. It is a large city of approximately 50,000 inhabitants and ruled by Lord Charon, the Despot of Adamas. It is a harsh regime, but the inhabitants accept it largely because the alternatives would likely result in weakness and conquest.
 


Binder Fred

3 rings to bind them all!
Interrested as well (never too much dungeon crawls!).

Do we have an idea of our starting situation, Imperialus? Are we an established adventuring party? A bunch of random people who fell through a sink hole into the thing? Something else?

Rolled stats: 3d6=11, 3d6=9, 3d6=16, 3d6=13, 3d6=11, 3d6=7

Wanted to go for a paladin, but apparently not. Would your dwarf care for a brother, [MENTION=6699122]Piston Honda[/MENTION]? A 'big boned' fellow that likes everything plentiful: his grub, his clan and his gold. Wields an axe, of course. :)
 


Imperialus

Explorer
With a couple dwarves it looks like a bit more detail on them might be required.

So dwarves do have a faith of sorts. They revere a group of supernatural beings that they call "The Makers", who as their name probably suggests dwarves believe created them ages ago. At one point the makers spoke directly to dwarves, but since an event called "The Tumult" this has not happened. There is no organized religion among dwarves. It is more an explanation of why things are the way they are, and it serves as the bedrock for dwarven society as a whole.

Related to The Tumult there is an extremely strong taboo within dwarven society against creating more than one 'son'. This is because during the tumult several dwarves who had turned against the makers created multiple sons for themselves and tried to create dwarven dynasties. As a result of this the dwarves are slowly but inexorably approaching extinction. Not only because there is always the chance that a dwarf might die before crafting a son, but also because approximately one in twenty sons will either be 'stillborn' in that they do not animate, or even worse animate but instead become gnomes or kobolds. Dwarves are known to be quite greedy and obsessed with precious metals and gemstones, after all the amount required to craft a son or pay back a father is quite substantial.

Gnomes are incapable of creating their own sons, but are still important within dwarven society as they, unlike dwarves are able to use magic, and capable of crafting enchanted weapons and armour. However they are incapable of crafting sons of their own. Most gnomes are kept cloistered within dwarven communities as they are at once both a source of embarrassment as a dwarven line with a gnome in it will almost certainly die out, and critically important to dwarven society.

Kobolds on the other hand are twisted aberrations of dwarves. They appear to be identical to a proper dwarf, but their minds are twisted towards chaos and greed. They generally retreat into mines and other dark places searching for gold and gems with an voraciousness that make dwarven greed seem like nothing. Kobolds have no compunctions about crafting multiple sons, and any offspring will invariably be kobolds themselves. These 'second generation' kobolds do take on a twisted physical appearance, and although they are physically weaker than proper dwarves they have keen minds and a penchant for crafting traps to protect themselves and their lairs.
 

Imperialus

Explorer
Interrested as well (never too much dungeon crawls!).

Do we have an idea of our starting situation, Imperialus? Are we an established adventuring party? A bunch of random people who fell through a sink hole into the thing? Something else?

We'll see once we have a full crew. There are a few different ways to get you into the dungeon, but if you want to assume that you all are already familiar with each other it will make things easier.
 


Binder Fred

3 rings to bind them all!
This is kind of a cool setting. The old skool mechanics make me unhappy though. :(
It IS a different frame of mind, it's true. Picking a class before you pick a concept instead of riffling through rule-catalogues in search of the best pieces that fit a favorite concept, for example. Letting the die rolls guide your image of the character. That sort of thing. Simpler, broader strokes, more... archetypical in general, I think. It's... a change of pace.

Maybe a good occassion to play one of those pure martial types too? Or you could go for an elven princess instead. THAT would really complete our classic-adventuring set. :)

Related to The Tumult there is an extremely strong taboo within dwarven society against creating more than one 'son'.
Interresting.... Completely counter-productive AND suicidal on the face of it, but then... Would this fit within the setting?

"The Makers decided that there would be a cleansing, an atoning. That of the 30 of 30 of 30, only the worthy lines would ever hear their voice again, would ever carve dynasties like before. Now some people, humans mostly, say: "Why do you go adventuring, dwarf? Your life is long. Why not earn your debt safely, behind counters and forge?" And some do. And we honor them for it. But they forget, those who ask. Forget the width and breath of what was lost in The Tumult. All the ancient things, all the ancient thoughts and techniques that need to be recovered before we can be great again. And they forget. That we are stone. Never dying. Ever reborn so long as we breed true. Death to us is but a pause."
From the notes of Iren, my character's parent.​


Could the party be aware of some of those "ancient things, thoughts or techniques" rumoured to lie in the Dwimmermount? Something to make them scratch their beards and their eyes shine?
 
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