Editing Dwimmermount: If Trouble Was Money

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List the PCs and their henchmen here. A la the Grim Fist, I will allow henches of henches. Use the below as an example. Instead of just saying "player character whatever," of course, it should be a link to their sheet. The below is provided purely as an example. Each character name should be followed by the following information Class Level, AC: X HP: Y, and a primary physical attack if you want to list it. So, it would look like Bob the Barbaric, Fighter 2, AC: 15 HP: 9/9
 
List the PCs and their henchmen here. A la the Grim Fist, I will allow henches of henches. Use the below as an example. Instead of just saying "player character whatever," of course, it should be a link to their sheet. The below is provided purely as an example. Each character name should be followed by the following information Class Level, AC: X HP: Y, and a primary physical attack if you want to list it. So, it would look like Bob the Barbaric, Fighter 2, AC: 15 HP: 9/9
  
*[[Golle the Gregarious]] Elven Spellsword 4 | AC 5 | HP 9/10 | Sword 8+; 1d6+2/1d8+2
+
*[[Golle the Gregarious]] Elven Spellsword 4 | AC 5 | HP 10/10 | Sword 8+; 1d6+2/1d8+2
 
**[[Casper, monkey familiar]] Capuchin monkey | AC | HP 5/5 | 10+; 1d2
 
**[[Casper, monkey familiar]] Capuchin monkey | AC | HP 5/5 | 10+; 1d2
 
**[[Climent]] Magic-user 4 | AC 1 | HP 10/10 | Dagger 9+; 1d4 | Dagger 8+; 1d4 (thrown) | '''+1 Initiative'''   
 
**[[Climent]] Magic-user 4 | AC 1 | HP 10/10 | Dagger 9+; 1d4 | Dagger 8+; 1d4 (thrown) | '''+1 Initiative'''   
**[[Eryn]] Blade-dancer 4 | AC 6 | HP 17/18 | Swords 9+; 1d6 | '''+3 Initiative'''
+
**[[Eryn]] Blade-dancer 4 | AC 6 | HP 16/18 | Swords 9+; 1d6 | '''+3 Initiative'''
 
**[[Wila]] Explorer 3 | AC 5 | HP 15/15 | Spear 8+; 1d6+4/1d8+4 | Crossbow 8+; 1d8+2 | '''+2 Initiative/+1 bonus to avoid surprise (from Alertness)'''
 
**[[Wila]] Explorer 3 | AC 5 | HP 15/15 | Spear 8+; 1d6+4/1d8+4 | Crossbow 8+; 1d8+2 | '''+2 Initiative/+1 bonus to avoid surprise (from Alertness)'''
**[[Rugu the Lawful]] Fighter 4 | AC 5 | HP 19/19 | Halberd 8+; 1d10+2 | '''No initiative Modifier/+1 bonus to avoid surprise (from Combat Reflexes)'''
+
**[[Rugu the Lawful]] Fighter 3 | AC 5 | HP 10/10 | Halberd 8+; 1d10+2 | '''No initiative Modifier/+1 bonus to avoid surprise (from Combat Reflexes)'''
*[[Savia the Savant]] Wonderworker 4 | AC 3 | HP: 14/14 | Dagger 10+; 1d4 | Crossbow 9+; 1d8 | '''+1 Initiative'''
+
*[[Savia the Savant]] Wonderworker 3 | AC 3 | HP: 13/13 | Dagger 10+; 1d4 | Crossbow 9+; 1d8 | '''+1 Initiative'''
**[[Happ]] Fighter 3 | AC 6 | HP 7/7 | Morning Star 9+; 1d10+3 | Crossbow 10+; 1d8+2
+
**[[Happ]] Fighter 2 | AC 6 | HP 6/6 | Morning Star 9+; 1d10+2 | Crossbow 10+; 1d8+1
 
**[[Shirou]] Assassin 3 | AC 2 | HP 10/10 | Mace 8+; 1d6+3 | Crossbow 9+; 1d8+2
 
**[[Shirou]] Assassin 3 | AC 2 | HP 10/10 | Mace 8+; 1d6+3 | Crossbow 9+; 1d8+2
  
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*Golle the Gregarious
 
*Golle the Gregarious
**Gear: 10 5/6 stone
+
**Gear: 9 5/6 stone
**Treasure: Iron box
+
**Treasure:
 
**Total Encumbrance: 9 5/6  Movement Rate: 60/20/60
 
**Total Encumbrance: 9 5/6  Movement Rate: 60/20/60
  
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*Eryn the Bladedancer
 
*Eryn the Bladedancer
**Gear: 5 5/6 stone
+
**Gear: 4 5/6 stone
**Treasure: Iron box (1 stone)
+
**Treasure:  
 
**Total: 4 5/6 stone, Movement Rate: 120/40/120
 
**Total: 4 5/6 stone, Movement Rate: 120/40/120
  
 
*Wila the Explorer
 
*Wila the Explorer
**Gear: 11 stone
+
**Gear: 10 stone
**Treasure: Iron box (1 stone)
+
**Treasure:  
 
**Total: 10 stone, Movement Rate: 60/20/60
 
**Total: 10 stone, Movement Rate: 60/20/60
  
 
*Rugu the Lawful Fighter
 
*Rugu the Lawful Fighter
**Gear: 10 4/6 stone
+
**Gear: 9 4/6 stone
**Treasure: Iron box (1 stone)
+
**Treasure:
 
**Total Encumbrance: 9 4/6 stone, Movement Rate: 60/20/60
 
**Total Encumbrance: 9 4/6 stone, Movement Rate: 60/20/60
  
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*Shirou the Assassin
 
*Shirou the Assassin
 
**Gear: 2 5/6 stone
 
**Gear: 2 5/6 stone
**Treasure: 1 3/6 stone (Tentacles, poison sacs)
+
**Treasure:  
**Total Encumbrance: 4 2/6 stone, Movement Rate: 120/40/120
+
**Total Encumbrance: 2 5/6 stone, Movement Rate: 120/40/120
  
 
=== Lost in the Dark ===
 
=== Lost in the Dark ===
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'''Yet to be distributed'''
 
'''Yet to be distributed'''
*Areonite ring (to be ID'd)
+
*7,500 sp
*Magic dagger (to be ID'd)
+
*A piece of turquoise (25 gp)
 +
*A wrought-silver statuette of a dragon (400 gp)
 +
*Three weird masks made of steel and leaded glass (190 gp apiece)
 +
*[http://forum.rpg.net/showthread.php?743228-Dwimmermount-If-Trouble-Was-Money&p=18867758#post18867758 Jeweled collar (from a gnoll) worth 600 gp]
 +
*Citrine (100 gp)
  
 
'''Group treasure'''
 
'''Group treasure'''
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**1st - Charm Person, Choking Grip, Detect Magic, Sleep
 
**1st - Charm Person, Choking Grip, Detect Magic, Sleep
 
**2nd - Mirror Image, Stinking Cloud, Web
 
**2nd - Mirror Image, Stinking Cloud, Web
*Chest with alchemical tools (125 gp)
 
*Amulet
 
*Metal pages with instructions on how to use the Pool of Life
 
  
 
== Experience Awarded ==
 
== Experience Awarded ==
 
*[http://forum.rpg.net/showthread.php?743230-Dwimmermount-If-Trouble-Was-Money&p=18944696#post18944696 Clearing the Mill] (183/548/183)
 
*[http://forum.rpg.net/showthread.php?743230-Dwimmermount-If-Trouble-Was-Money&p=18944696#post18944696 Clearing the Mill] (183/548/183)
*[http://forum.rpg.net/showthread.php?743230-Dwimmermount-If-Trouble-Was-Money&p=19089770#post19089770 Level 2 South delve - Monster XP only]  (2,000/1,000)
 
*[http://forum.rpg.net/showthread.php?743230-Dwimmermount-If-Trouble-Was-Money&p=19105125#post19105125 Level 2 South delve - Treasure XP] (2,400/1,200)
 
  
 
== Mounts ==
 
== Mounts ==
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===Light===
 
===Light===
Savia - Lantern (fueled on Turn 1)
+
Climent - Lantern ()
  
 
===Spells Cast on Current Delve===
 
===Spells Cast on Current Delve===
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1st level M-U spells (2/2)
 
1st level M-U spells (2/2)
  
[X] [ ]
+
[ ] [ ]
  
 
2nd level M-U spells (1/1)
 
2nd level M-U spells (1/1)
  
[X]
+
[ ]
  
 
Detect Magic (1/1)
 
Detect Magic (1/1)
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*[[Dwimmermount Level 2]]
 
*[[Dwimmermount Level 2]]
 
*[http://wiki.rpg.net/images/3/34/Sully_Dwimmer_Level_2_map.jpg Sully's Dwimmer lvl 2 map]
 
*[http://wiki.rpg.net/images/3/34/Sully_Dwimmer_Level_2_map.jpg Sully's Dwimmer lvl 2 map]
*[https://www.dropbox.com/s/08h1ildmim2t2ad/Level%202%20map%20south%2003JUN15.xlsx?dl=0 Sully's Dwimmer lvl 2 (south) map]
+
*[http://wiki.rpg.net/images/5/55/Level_2_South_Map_06APR15.jpg Sully's Dwimmer lvl 2 (south) map]
  
 
== NPCs ==
 
== NPCs ==
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== Setting Lore ==
 
== Setting Lore ==
 
Geopolitics, trade modifiers, and other information goes here. Please note that this campaign will largely be about discovery. I will give you bits and pieces of information as we go on, and it will be up to you to record it and take advantage of it. I think we'll go ahead and separate this by region.
 
Geopolitics, trade modifiers, and other information goes here. Please note that this campaign will largely be about discovery. I will give you bits and pieces of information as we go on, and it will be up to you to record it and take advantage of it. I think we'll go ahead and separate this by region.
 
=== Area around Muntburg and Dwimmer ===
 
*Map of surrounding area [http://forum.rpg.net/showthread.php?743230-Dwimmermount-If-Trouble-Was-Money&p=18949066#post18949066 here.]
 
  
 
=== Muntburg ===
 
=== Muntburg ===
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=== Era 2: ??? ===
 
=== Era 2: ??? ===
  
=== Era 3: The Eld ===
+
=== Era 3: ??? ===
 
 
The age of the Great Ancients ended when Telluria was invaded by the Eld, the Red Elves of Areon. Wielding Chaotic magicks learned from pacts with demons, the Red Elves overwhelmed the Great Ancients and drove them from history. Precisely what happened to the Ancients is a mystery. The most popular opinion is that they were wiped out by the Eld. A minority of sages claim that the Great Ancients fled to a secret redoubt—in the West, in another world, deep underground—and that they will one day make a glorious return to Telluria, ushering in a new golden age.
 
 
 
In any case, with the Ancients dead or at least gone, the Red Elves established dominion over Telluria. The Eld enslaved mankind, drove the dwarves to near-extinction, and warped and twisted many other species to create monstrous servants. The Eld ruled absolutely for over six hundred years. Rebellions occurred regularly, as men tried in vain to throw off the yoke of the alien invaders, but the Eld cruelly put down any resistance to their reign.
 
 
 
Eventually, the northern barbarians known as the Thulians began to achieve victories against the Eld. The Thulians attributed their victories to their gods, to whom they were especially devoted; and to their abhorrence of arcane magic, which they saw as contrary to Law and right. Whatever the truth, the Thulian’s success against the Red Elves began inspiring other men and even the native elves of Telluria to take up arms against them. With each defeat at Thulian hands, the Eld lost ground, eventually even abandoning Dwimmermount, which the Thulians seized.
 
 
 
*Areon - This is a different planet, or possibly a different plane of existence?
 
  
 
=== Era 4: The Thulians ===
 
=== Era 4: The Thulians ===
  
 
=== Era 5: The Turmaxians ===
 
=== Era 5: The Turmaxians ===
 
Dwimmermount was created by the Great Ancients, the ancestors of men and the founders of the world’s first civilization.
 
 
A man entered Dwimmermount and became a god. This was Turms Turmax, who was arrested and imprisoned by the Thulians for defying the Great Church’s ban on mages and preaching the pursuit of immortality.
 
 
Typhonians are followers of Typhon, mightiest of the Gods of the Great Church, who led the rebellion against Turms’ usurpation of the Thulian Empire and work to keep his dark secrets imprisoned in Dwimmermount. They are opposed by Turmaxian cultists who seek to bring about Turm’s dreams of empire and gain the secret of his apotheosis. The Turmaxians have been working for centuries to convince people that all of the Gods of the Great Church are merely aspects of Turms Termax, as his coming divinity echoed into the past.
 
 
Eryn confirms that there is a constant struggle within the Temple of Tyche as well, to keep the Turmaxian infiltrators from spreading heretical ideas. Some sections of the church have already undergone a schism.
 
 
In time, like the Eld before them, the Thulians encountered resistance to their continued rule. Outlying regions of the Thulian Empire struggled for independence; and non-humans, particularly goblins, sought to chart their own courses, free from human interference. Again, like the Eld before them, the Thulians brutally fought back against these rebellions, slowly descending ever further into tyranny.
 
 
Into this environment stepped a man known to history as Turms Termax. His origins are unknown, though it is believed he came from an eastern province of the Thulian Empire. In any case, Turms was a powerful magician, perhaps the most powerful since the days of the Great Ancients and the Eld.
 
 
Turms believed that magic was man’s vehicle to godhood, and he preached against both the decadent Thulian Empire and its inquisitorial Great Church. Needless to say, his activities drew the ire of the authorities, who searched far and wide for him, lest he inspire others to rebellion.
 
 
Eventually, the Thulians captured Turms and took him to Dwimmermount, where he was prosecuted for heresy, judged guilty, and beheaded. But Turms did not perish. According to legend, rather than die beneath the axe blow of a Thulian headsman, Turms achieved apotheosis, becoming a god, as he had always claimed he would.
 
 
Shocked to their cores by this event, his Thulian persecutors became his most ardent followers. Within weeks of Turms’s capture, the Empire espoused his philosophy, lifting the restrictions against magic, and reforming the Great Church to teach the new truths that the Thrice-Great (so-called due to his mastery of magic, alchemy, and astronomy) had revealed.
 
 
The Thulian Empire continued to rule—under Turmaxian control. At first, the followers of Turms acted as “advisors” to the Thulian emperors, guiding their decisions and using their command of magic to shore up the teetering empire. Later, the Turmaxians seized direct control, with Turmaxian necrolytes wearing the Iron Crown of Thule.
 
 
Under Turmaxian rule, worship of the Thulian gods gave way to worship of the Man-Become-God Turms, with the older gods being seen as little more than prefigurations of his glory. The Turmaxian coup injected some vitality into the dying empire, but it was not enough, especially given the way that they accorded themselves and all mages special privileges over others.
 
 
Though the Turmaxians began to deploy powerful magic from the workshops and foundries of Dwimmermount, it was not enough to stop the rebellions. Led by clerics of Typhon and Tyche, neither of whom accepted the new order of the Turmaxians, entire provinces seceded from the empire. Chaos reigned.
 
 
As the insurrections grew more numerous and the Turmaxians more desperate, reports of atrocities spread. The Turmaxians began using monsters as shock troops, supporting their offensives with the darkest Chaotic magicks of the ancient Eldritch grimoires. These proved insufficient to ward off the relentless assaults of the rebels, seemingly blessed by Typhon and Tyche to end the sacrileges the Turmaxians had introduced. After a series of decisive victories, the rebel armies were within a league of Dwimmermount, poised to capture the mountain fortress and cut the Turmaxians off from their great magical arsenal.
 
 
Strangely, when the rebels reached Dwimmermount, they found the fortress had already fallen. Its lights were darkened; its enchantries and manufactory were quiet; its main doors had been magically sealed; none of the other known entrances were operational. The fall of Dwimmermount deprived the Turmaxians of their strongest fortress and most powerful leaders. Without any knowledge of what had happened or why, the victorious rebels nevertheless took advantage of the situation. The remaining Turmaxian armies were soon routed, and the Empire collapsed.
 
 
In its place arose a patchwork of city-states and principalities. The most powerful remaining institution was the temple of Typhon, which had supplied many of the leaders of the rebellion. The Typhonians, vowing to prevent future tyrants from obtaining the dark and potent magicks of Dwimmermount, established an enduring watch on the dungeon from the nearby town of Muntburg.
 
 
The fall of Dwimmermount was two hundred years ago.
 
  
 
=== Era 6: The City-States ===  
 
=== Era 6: The City-States ===  
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=== Era 7: Present Day ===
 
=== Era 7: Present Day ===
  
== Materials within Dwimmermount ==
+
=== Links ===
*[http://forum.rpg.net/showthread.php?743228-Dwimmermount-If-Trouble-Was-Money&p=18905281#post18905281 Raw Azoth]
+
*Important post about Turmax: http://forum.rpg.net/showthread.php?743228-Dwimmermount-If-Trouble-Was-Money&p=18782668#post18782668
*[http://forum.rpg.net/showthread.php?743230-Dwimmermount-If-Trouble-Was-Money&p=18995512#post18995512 Areonite]
+
*Details on Azoth: http://forum.rpg.net/showthread.php?743228-Dwimmermount-If-Trouble-Was-Money&p=18905281#post18905281
*Vitreum: This strong, lightweight, and shatter-resistant substance was extensively used by the Great Ancients in buildings, doors, and windows. Vitreum is naturally transparent and sparkling, like lead crystal, but can be tinted and frosted as desired. The secret of creating vitreum was lost in the Third Era. It cannot be re-worked using present technology and is thus not very valuable except as a collectible.
 
*Hepatizon: A bronze alloy, forged from copper, tin, and silver, hepatizon patinates to a dark purplish-black. It is used throughout Dwimmermount in jewelry, ornamentation, and statuary. The method of making it has been lost since the Fifth Era.  If available, hepatizon can be used as a precious material by spellcasters creating magic items.
 
Valued at 10gp per pound.
 
  
 
== House Rules ==
 
== House Rules ==
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=== Languages ===
 
=== Languages ===
 
+
*The following are available languages:
The following are available languages:
+
**Common: You all speak this. It is descended from Low Thulian. There is some regional variation, but people of different dialects can generally make themselves understood.
 
+
**Low Thulian: A form of Thulian used by the lower classes and conquered people of the Thulian empire. It was rarely written down.
*Common: A widespread language descended from Low Thulian. In the years following the collapse of the Empire, Common came to be used as a trade and diplomatic language between the various
+
**High Thulian: An elegant and highly-inflected language spoken by the literate classes of the Thulian Empire. It was spoken by aristocrats and scholars, and is still the language of the Great Church.
city-states and nations that arose from the empire’s ashes. Common shows much local variation in orthography and vocabulary, so there is a 1 in 6 chance that a speaker of one dialect may either
+
**Ancient Thulian: The rather more barbaric mother tongue that predated the establishment of the Empire. Many of the earliest holy texts are written in it.
misunderstand the speaker of another or fail to convey his own meaning, if the speaker has not familiarized himself with the new dialect beforehand. Nevertheless, knowledge of any dialect of
+
**Beastial: Spoken by gnolls, orcs, lizardmen, et cetera.
Common is usually sufficient to get by in all but the most remote or far-flung regions previously governed by the Thulian Empire (and in many regions outside it).
+
**Elven: the liquid, lilting tongue of the elves.
*Low Thulian: A largely unwritten, non-standard form of Thulian spoken by the lower classes and conquered subject peoples of the Thulian Empire. Its grammar is considerably simpler than High Thulian, and its vocabulary includes many foreign words.
+
**Dwarven: A workmanlike language of curt words with a highly regular and efficient grammar.  
*High Thulian: An elegant, highly-inflected language with a rich native vocabulary and literature, High Thulian was the language of the literary class during the Thulian Empire. It is spoken by aristocrats and scholars in the City-States, and preserved in the liturgy of the Great Church.
+
**The fast and guttural language of goblins bears no resemblance to any other language on Telluria, including beastial. Goblin's strange, transpositional grammar is difficult for even sages to learn, although the dumbest goblin masters it easily. Goblins insist that theirs is the only native language on Telluria.  
*Ancient Thulian: The ancestor of High Thulian, Ancient Thulian has a relatively small vocabulary but an exceptionally complex grammar. Spoken by the Thulian barbarians who conquered the Eld, it
+
**Sages theorize that there may be a Precursor language underlying the similarities between Ancient Thulian, Dwarven, and Elven, perhaps the tongue spoken by the Great Ancients. If so, no one known to man speaks it. The secrets of this language must lay sealed away deep in the earth.
is today the preserve of sages and the Great Church, whose earliest holy books are scribed in it.
+
**Giant, Draconic, Fey (spoken by pixies, nixies, dryads, et cetera), Elemental (spoken by djinn, efreets, elementals, et cetera), Infernal (spoken by demons and devils),  and so forth are also available, but note that a LOT of humanoid languages are subsumed into Beastman dialects.
*Beastial: Spoken by gnolls, orcs, lizardmen, et cetera.
 
*Elven: the liquid, lilting tongue of the elves.
 
*Dwarven: A workmanlike language of curt words with a highly regular and efficient grammar.  
 
*The fast and guttural language of goblins bears no resemblance to any other language on Telluria, including beastial. Goblin's strange, transpositional grammar is difficult for even sages to learn, although the dumbest goblin masters it easily. Goblins insist that theirs is the only native language on Telluria.  
 
*Sages theorize that there may be a Precursor language underlying the similarities between Ancient Thulian, Dwarven, and Elven, perhaps the tongue spoken by the Great Ancients. If so, no one known to man speaks it. The secrets of this language must lay sealed away deep in the earth.
 
*Giant, Draconic, Fey (spoken by pixies, nixies, dryads, et cetera), Elemental (spoken by djinn, efreets, elementals, et cetera), Infernal (spoken by demons and devils),  and so forth are also available, but note that a LOT of humanoid languages are subsumed into Beastman dialects.
 
  
 
=== Henchmen & Hirelings ===
 
=== Henchmen & Hirelings ===

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