Friday, March 18, 2016

Dwimmer Games 16 and 17, Magic Carpet Rides

When I last discussed the Dwimmermount game, the characters were picking themselves up off the floor after getting horribly beaten by a tomb with mummies, at least until they rallied and destroyed the horrors.  This session began with the injured (and infected) characters dragging themselves to the surface with all the loot they recovered from the tomb.  Their first order of business (after burying the dead guys) was to head back to Adamas and try to get the curses lifted from everyone suffering Mummy Rot.  There's no healing while cursed, with Mummy Rot.

The players recovered some amazing magic items from the mummy's loot - a magic carpet, a flaming sword, and a helm of teleportation.  Drev, their Squindian Pirate Bard, now rides everywhere on a magic carpet.  Wulfengard calls his new flaming sword, the Kylo Ren sword.  Marthanes got the helm of teleportation working in Adamas… his player remarked, "Can Marthanes get any cooler?"  Oh, and Bart hired an expensive animal trainer to train a bear for him, in Muntburg.  He wants to own an armored bear that he can send into battle.  I guess it's like the D&D equivalent of those rich boxers that keep pet tigers around.

Here's how all the characters look after spending time in the city, selling stuff and leveling up:

Marthanes the Summoner, (level 4 Mage)
Tancrede, a level 4 cleric of Typhon (henchman)
Wulfengard,a level 4 dwarf fighter
Sloth the Mook, level 1 fighter (new henchman)
Drev, a level 4 bard
Bud, a level 3 dwarven cleric
Bart, a level 4 fighter
Mumford, a level 3 fighter
Malthena, a level 3 thief (henchman)
Arethusa, Mage 3 (henchman)
Utor, level 3 Elven Enchanter

Before the new dungeon stuff got rolling, the players returned to Dwimmermount (level 3) and went through the portal to Volmar, to try and convince Arethusa to come adventuring; last session, her friend Collothus, died in the mummy tomb.  It had been some weeks that they left her stranded in Volmar, and she was starting to adopt their ways.  But a good reaction roll and  the promise of a hefty share encouraged her to return with them to Dwimmermount.

The emperor was irritated they'd been gone so long without a report, so they needed to make a full accounting.  The emperor was very irritated to hear the Eld had returned and invaded "his dungeon", so he declared war on the planet Aeron.  Since the players had pacified most of level 3A, the Volmarians would start moving in and taking over the Eld portal.  On some level, I think they'd like to see a Volmarian army march out of the front gate of Dwimmermount at some point, just for the chaos and craziness of it all.

With Arethusa back in the fold, and assurance that Volmar would conquer level 3A, the players returned to the dungeon.  They knew there was no apparent way from level 3A down to level 4  - they had searched the level with 'Locate Object spells' - so they deemed it was time to return to level 1 and start messing with the elevator shaft.  They could use that to get down to 4.  No one had figured out how to use the elevator, but they had a magic carpet.

However, rather than going down, the players went up - the shaft went in both directions, implying there was a level up above level 1.  In the Dwimmermount book, this is a special level 0, the "Divinatarium".  It was both older than anything else they'd explored, and more "high tech" as well.

It was clear to me the players were seriously outclassed, but they persevered regardless.  There were battles with slurping algae men, who incapacitated swathes of characters with brutal mental blasts (algoids).  They fought muscular grey men, with wickedly spiked plate armor and large two-handed swords (Astral Reavers).  There were obviously bad rooms holding slimes and acid monsters the players astutely avoided, and a few rooms infested with terrible fungal monsters, where only a lucky saving throw (and a quick retreat) avoided a gruesome infection.  Without a Cure Disease spell available, it seemed that every other encounter was a roulette roll with death.

As usual, the game had a series of interludes that only the kids can author.  We may have seen our last "I Bart the Door" from Bart.  One of the rooms had a rune covered door, which Bart triggered (explosively) due to his impetuous nature, before anyone could get the chance to warn him that runes could be bad.  He staggered back, dying.  "Medic!"  In ACKS terms, the system is fairly forgiving of characters that end up near death, as long as a cleric can get to them quickly and perform first aid and magic.  But Bart would be stuck at 1 hp and bandaged for a few weeks.

Tancrede, their balding and asthmatic cleric with the 8 constitution and the combat death wish, started wearing the armor of an Astral Reaver, spiked shoulders and gauntlets and a crazy helmet.  They now call him their "death metal accountant" - the most dangerous accountant in the world.

There were a few signature discoveries on this visit to the Dinivatarium.  In the office where Bart blew himself up, they found a centuries old library of conjectural works on the Ancients and the origins of the gods - like the Dwimmermount equivalent of von Daniken's "Chariots of the Gods".  There was a Book of Infinite Spells in the library, too.  But the most mind-blowing discovering was in a large observatory chamber - a full-sized space ship!  Assuming the characters can figure it out, they potentially have a way to travel to the stars and planets.  The players really want to own a space ship.  Dwimmermount continues to push the bounds.

We had to end the session here, as it was getting late, and a half dozen or more slime-covered zombies slurped to their feet and started slowly shambling across the large hangar towards the characters, blocking access to the space ship.  There was an intense table debate whether to fight or retreat; the younger kids usually want to fight everything.  "You've found the absorbatory, Marthanes, now let us fight these zombies - this is a demarkusry, so we get to vote", said one of the 9 year olds.

Wednesday, March 9, 2016

5E: Fear and Loathing in Fifth Edition

I've been playing a lot of the video game, The Darkest Dungeon, when I get some free time.  It's an addictive little skirmish game with a great Lovecraftian horror theme.  As a player, you're constantly trying to manage the stress and insanity of your squad, which compounds with the length of an expedition and the mounting horror.  Most versions of D&D have some kind of mechanics to enforce rests and exhaustion during exploration (with wandering monsters as another mechanism that creates pressure).  Very few of them have actual horror mechanics (even LOTFP, with all that great horror artwork and scenarios, is about tone and referee style over mechanics).  Surprisingly, 5E has a set of simple but evocative horror mechanics.  (These are cleverly concealed in the depths of the DMG).

5E has two groups of related rules - Sanity Rules and Madness.  Sanity is a 7th 3d6 attribute.  If you're using Sanity, you add another "11" into your array for assigning attributes.  Sanity is there mainly as a source for Sanity saving throws and skill checks against Sanity challenges.  Failed Sanity checks can lead to being frightened (a status) or short, long, or indefinite madness.  Long and indefinite madness also causes the loss of a Sanity point.  There are a few tables with effects for the different types of madness.  Indefinite madness represents a permanent personality issue for the player, much like the "negative quirks" characters pick up in The Darkest Dungeon.

5E also suggest a few basic spells to interact with madness: Calm Emotions, and Lesser and Greater Restoration to recover from longer term madness and recover lost Sanity.  Dispel Evil and Remove Curse still remove magical sources of madness.  I don't think it would be hard to also add a few camp or town-centric mechanics, like carousing, as alternative ways to recover lost sanity and put some choice into downtime activities.  The major missing piece in 5E is a list of example situations (or sanity destroying monsters) that would trigger short or long term madness Saving Throws; the referee that wants to run a 5E horror game has to figure all of that out on their own.  It doesn't sound like Curse of Strahd covered this type of stuff.

The discovery of Madness and Sanity rules tucked away in 5E is intriguing (and speaks to the foresight of Mearls and Co., too, in supporting alternative styles of play right in the core.  Sanity is adjacent to the Laser Pistols and Muskets in aisle 15.)  Anyone who has played 5E knows how hard it is for characters to die in the game.  They're like the old Chumbawamba song - I get knocked down, but I get up again, you're never going to keep me down…  5E characters are remarkably resilient, physically.  One short rest, and they're ready for the boss fight in the next room.  Pretty much the opposite of antagonists in a horror game.  But their brains are vulnerable!

The Sanity mechanics offer an alternative angle to wear characters down over time.  Fear, as a status effect, forces Disadvantage while the character is Frightened.  Disadvantage doesn't rob agency the way "old school fear" makes the character run away, but it's irritating as hell for the players and can be safely overused.  Sanity is an attribute that will degrade over time, which means the character's Sanity saving throws will get worse, and they'll become more susceptible to future fails.  This is the classic Call of Cthulhu death spiral - we're all doomed in the end.

I picked up a copy of Torchbearer to read through; after some internet search, it looked like there was even some talk between Burning Luke and The Darkest Dungeon guys about making a mash-up for table top, but that was a while ago and there hasn't been any news.  The gothic horror megadungeon is still available as a project (Bueller, Bueller?)  In the meantime, I'm going to scan some other editions on how well they anticipate things like stress and madness, versus light, food, and exhaustion.

Sunday, March 6, 2016

Dwimmer-Game 15 - All Mooks Die in the End


Cast of Characters:

Bud, a level 3 dwarven cleric
Marthanes the Summoner, (level 4 Mage)
Tancrede, a level 3 cleric of Typhon (henchman)
Wulfengard,a level 4 dwarf fighter
Drev, a level 4 bard
Bart, a level 4 fighter
Mumford, a level 2 fighter
Malthena, a level 1 thief (henchman)
Akmed, a level 1 fighter
Collothus, the Thulian (mage 1)


"The Investors", the name the players have given themselves, had discovered a portal to the Eld homeworld of Aeron on level 3A of Dwimmermount near the end of the last game session; they defeated a patrol of Eld and Bugbears, and captured the Eld leader.  We ended that game outside the dungeon, with the players in the woods outside of town figuring out what to do with the Eld leader.

Marthanes insisted on keeping the Eld prisoner alive for debriefing; the Eld were basically immortal, and he surmised they'd be able to learn "Eld secret history" if they could get him to talk.  If you've read my review of the Dwimmermount book, you know that piecing together "secret history" is one of the great mechanics that's been added to the dungeon, and a few of the players have really focused on it as a motivation.

This objective, getting information from an Eld prisoner, forced the players (most of them teenagers) to work through a number of alternatives and options on the best way to get what they needed.  Some of the options, like intimidation or torture, you don’t exactly want your teenagers getting too excited about or describing in any detail, but the larger context of the problem forced them to do critical thinking, weighing alternatives, and strategy.  This is where tabletop gaming is such a great medium.

For example, would it be better to camp in the deep woods and do their 'nasty business' far away from town, or smuggle the Eld into Muntburg surreptitiously?  If they decided to smuggle the Eld, how could they get him into the town without the guards and authorities finding out they had a living Eld?  Could they charm the guards, or scale the walls at night, Sleep some wall guards, or hide or disguise the Eld somehow?

I enjoyed the debate and thought they came up with a clever solution all around.  First, they decided an ESP spell would be a better way to get information (from mind-reading) than torture or intimidation; there's hope for their ethical growth yet.  Second, they decided the best way to get the Eld into their cottage basement would be to smuggle him in the front gate, hidden in a wagon.  They Charmed and bribed a simple peddler out on the road, hid the unconscious Eld in a barrel, and got him in that way.  Drev, their Bard, started an impromptu musical performance near the gate on the way in, distracting the guards with his charisma (and stories of the party's latest exploits) to make it easy for the peddler to slip through the gate without much scrutiny.

While a few new players have joined, we haven't seen one of them in a long time, meaning his character is a near-permanent resident of Muntburg and the cottage.  So Parquas the Elf has been tasked with keeping the Eld prisoner secure and fed.  The rest of the players planned a journey to Adamas to buy an ESP spell for addition to Marthanes book.  They had a treasure map to the Adleigh Woods, something they've been sitting on since the first game session, and decided this was the time to go find the lost treasure, while they were near Adamas.  (A number of characters were close to leveling up, so they figured recovering a sizable treasure would push them over the top).

I don’t know if I've mentioned it before, Simon Forster (fellow blogger and ACKS-phile) published a book of lairs for ACKS on RPGNow (Book of Lairs); it's nicely done and is a handy tool for wilderness lairs and treasure maps.  I love these kinds of supplements for quick use at the table.  I pulled a lair to use as the destination right from the book, an old tomb filled with mummies on a misty island out on a pond.

In theory, the players only had to fight a mummy at a time, if they explored carefully, posted guards, and kept their wits.  Mummies are pretty dangerous to low level characters, since their paralyzing fear can (and did) take out huge chunks of the party.  In this case, they defeated the first mummy fairly easily, then allowed their Protection from Evil spell to lapse, started bickering and fooling around, as they're kids, and thus were completely surprised when another 2 mummies shambled out of the darkness behind them, paralyzing just about everyone.

Drev, the bard, ended up dragging Marthanes away from the mummies, who were stooped and rending falling characters, spreading mummy rot and death.  Marthanes ended up summoning two heroes and a squad of berserkers, and sending them in to fight the mummies.  "Pick up any weapon off the ground", he exhorted, "It was probably dropped by one of our frightened guys and is enchanted".  Meanwhile, Drev continued to look for openings to drag other guys out of the room so they could recover from Mummy-Fear and attempt to re-enter the fray.  This one was clearly pointing towards being a full on TPK until Drev (one of the adult gamers) settled on the plan of saving Marthanes first, getting Marthanes to send in some level 4 heroes and occupy the mummies, so he could pull more guys out of the fray.  They owe that guy big time, and he single-handed prevented a restart to the campaign.

This game ended with two dead henchmen (Collothus, the ancient Thulian they freed from a stasis tube), and Akmed, the Volmarian mook that went from zero level mercenary to first level fighter over the past few sessions. All mooks die in the end.  The survivors were beaten badly and suffering from Mummy Rot.

Saturday, February 27, 2016

I love "The Darkest Dungeon"



My 14 year old picked up this game on Steam a couple of weeks ago, "The Darkest Dungeon".  I watched him play a few minutes and didn't think it was great - it has this low tech 2-D graphics and combat techniques out of something like 4E or an MMO, full of buffs and de-buffs.  But then I watched the trailer to the game…  "Ruin has come to our family. You remember our venerable house, opulent and imperial, gazing proudly from its stoic perch above the moor…"  It's a theme straight out of HP Lovecraft, about a decadent ancestor that dabbles in forbidden lore and awakens an eldritch horror deep beneath the ruined mansion.  In the game, you take your squad of four stalwart warriors through dungeons filled with cultists, fish-men, undead, and horrible Lovecraftian bosses like the Inchoate Flesh, the Collector, and the Shambler (which looks a lot like a Shoggoth).  The art is reminiscent of Mignola's work with Dark Horse comics, full of stark shadows.

What drives the Lovecraft theme home are the stress and afflictions suffered by your party.  The party takes on stress damage in many ways - any time the dungeon gets too dark (and you let the torches go dim), any time you run out of food or the right equipment, whenever a monster scores a critical, and many monsters do psychic damage to the characters.  Stressed out characters develop afflictions, like paranoia or abusiveness or fearfulness, and stop responding to your inputs - they may not let the party healer fix them, or pass their turn when you need them to attack.  Characters also develop quirks (both positive and negative), like addictions to material things, or a thirst for strong drink.  Whenever you return to town, it's common to check most of the survivors into various institutions in the hamlet for stress relief - the tavern, gambling hall, brothel, prayer or meditation, for instance.  There are doctors to cure diseases and a sanitarium to remove quirks.  There's always new adventurers arriving on the stagecoach, because it's common to need new guys (or abandon mentally unstable characters that pick up too many bad quirks).  You end up managing a troupe of 20+ characters - it's awesome.

Of course, the game-play itself is really about resource management - maintaining the health and sanity of your party, making sure they have the right skills for combat and camping, managing your money, buying the right gear for the dungeon delves.  Actually, gear is very important, as there are lots of things in the dungeon that react positively if you use the right equipment on it - like getting a benefit from the unholy fountain if a character pours holy water on it.  You're constantly outfitting parties and planning a wide range of delves.

Naturally, the mind wanders to consider how the game play in The Darkest Dungeon could be adapted to the table top.  I like the stress mechanic, since it gives the referee a nice in-game reason to drain money in-between game sessions when players spend time at the tavern or chapel, or getting their various grotty diseases cured.  Quirks and afflictions are a little harder in the OSR space, as blogger theorists get really upset at any mechanic that threatens player agency.  For instance, you may come across some nasty barrel of rot gut in the dungeon, and that one guy who is addicted to alcohol will run forward and take a drink before you can do anything during the game, picking up a disease.  That type of mechanic doesn't port as well to the table top, but there might be a way - D&D is full of charm monsters, for instance.

Anyway, I've been in India a couple of weeks, away from the states and away from the gaming computer.  Writing about The Darkest Dungeon is going to help me with my own withdrawal symptoms.  It's worth checking out if you'd enjoy what's essentially a squad-based tactical game with a theme and monsters heavily influenced by the Cthulhu Mythos.  It'd make a fantastic setting for LOTFP.

Here are some links to check out on YouTube:

The Darkest Dungeon Trailer
Intro to the Game (to get a sense of the story)

Tuesday, February 23, 2016

Dwimmer-Game 14 - To Slay the Eld

Cast of Characters:

Bud, a level 3 dwarven cleric
Marthanes the Summoner, (level 4 Mage)
Tancrede, a level 3 cleric of Typhon (henchman)
Wulfengard,a level 4 dwarf fighter
Drev, a level 4 bard
Bart, a level 4 fighter
Mumford, a level 2 fighter
Malthena, a level 1 thief (henchman)
Akmed, a mook
Collothus, the Thulian (mage 1)

We ended last game in the dungeon.  The players had met and engaged the Eld, and once the Eld made hostile gestures to seize Marthanes, battle was declared.

I may have mentioned before - laying out the battle map, and giving the players chits and tiles to represent players and monsters, is a sure fire way to signal a battle is difficult and requires tactical care.  The battle against the Eld was in a large circular room, 60 or 80 feet across; the Eld were on a raised platform occupying the center of the room, guarding the portal, while the bugbear muscle (6 bugbears) was along the perimeter.

What was awesome about this setup was that the 6 Eld, all spell casters, stood back while the bugbears charged into combat; the players sent up their own fighters, while their casters and archers fell back as well, to shoot at the Eld.  This formation would end up dominating the evening, taking two and a half hours to complete as a table top battle.  It was intricate, tactical, and quite a lot of fun, bringing a bit of war game tactics to our table.  The sides were like two offensive lines crashing into each other, to borrow a term from American football, with various 'quarterbacks' behind the lines lobbing passes. (Go Broncos).

In the case of the Eld, those passes getting lobbed over the bugbears were Sleep spells, Burning Hands, Choking Grip, and Charms.  Winning initiative was key, because any time an archer tagged an Eld early, it spoiled a spell attempt.  Meanwhile, Marthanes summoned his Hero and a squad of berserkers to reinforce the player's front line.  Drev (the Squindian bard) and Malthena were the primary archers - although Malthena and Collothus were frequently getting knocked asleep by magic and required wake ups.

It was a fun and intense battle.  Wulfengard, the Dwarf fighter, was one of the player MVP's, climbing the platform and taking the fight directly to the Eld.  But the actual turning point was when Mumford quaffed the speed potion and chopped a hole through the line by taking out a bugbear, and then used his super speed to bum rush the Eld leader.  He got out his mace and clubbed the Eld leader senseless.

No one died on the player's side, though Akmed was choked unconscious by Choking Grip, and Collothus spent most of the night asleep.  The Eld had unusual weapons and armor, including a laser pistol.  Bards in ACKS can do 'arcane dabbling' to learn how to use items, so Drev was able to learn how to use the pistol.  Now he has a turban, a scimitar, and a laser pistol tucked into his sash.  I'm not exaggerating when I say he becomes even more awesome after finding a bona fide 'flying carpet' in the near future.

Luckily, the  actual portal to Aeron was closed. The players trussed their Eld prisoner and decided to make their way out of the dungeon.  There was an interesting debate between returning with the Eld to Volmar, their new allies, or trying to smuggle the Eld into Muntburg where he could be interrogated at their leisure.  They chose Muntburg.

We ended this one once the players got out of the dungeon, giving them some time in between games to figure out how they would smuggle an angry Eld prisoner past the guards and over to their house…

Friday, February 19, 2016

Dwimmer-Game 13 - Return of the Eld

Cast of Characters:

Marthanes the Summoner, (level 4 Mage)
Tancrede, a level 3 cleric of Typhon (henchman)
Wulfengard,a level 4 dwarf fighter
Bart, a level 4 fighter
Mumford, a level 2 fighter
Jay and Akmed, 2 mooks, plus Owenheim
Malthena, a level 1 thief (henchman)

Game 13 began with the party entering the Palace of Sempiternal Wisdom in the hot, desert city of Volmar, via a portal from dungeon level 3A.  They were accompanied by Opilio, a cleric of Mavors, and a squad of Volmarian soldiers.  The characters were guests and allies of Opilio, so they were escorted through the palace and given an audience with the Emperor and his advisors, as there was great interest in far Dwimmermount among the court.

Volmar is only introduced in the campaign book as a far off remnant of the old empire.  In advance of the game, I decided Volmar was this world's Byzantium, a fragment of the Thulian Empire that clung to the old ways in the far south east, on the edge of a vast desert - beyond which are the desert nomads, dangerous raiders that would threaten the City-States if Volmar didn't block their advances.  Politically, the Imperial advisors are split between those that believe all attention must go to the south, and those that want to reconquer the north; there's a minor faction that suggests an alliance with the City-States is in order.  The Emperor, sitting on the purple throne, sides with defense against the south, but hopes that Dwimmermount holds powerful magic and secrets that will allow Volmar to reconquer the north.  The patron of Volmar, is Mavors Invictus, the war god of the Thulian pantheon.

After the kids got some exposure to Imperial Volmar, I gave the kids some license to add additional color to the threadbare continent maps and setting.  What I got, was a vivid description of a statue like Iwo Jima, showing Mavors helping the first Volmarians conquer the city and raising the Imperial banner on a hill (the banner is purple, and features a scorpion, I discovered).  Also, there is a large island off the coast called Squindia - the people of Squindia are pirates, and they wear turbans like Sinbad, and their symbol is the Squid.  I think they just compressed the words for Squid and India.  The players immediately retconned that Drev, their pirate bard, is a Squindian, and must forever be described as wearing a turban and using a scimitar.  It was convenient that Drev's player wasn't present.

Because Dwimmermount belonged to Thule at the time it fell, and Volmar is the successor state to Termaxian Thule, the Emperor laid claim to everything in the dungeon.  It all belongs to him.  He doesn't need to pay the characters because letting them keep his treasure when they explore his dungeon is payment enough.  At this time he agreed to let them keep everything they found, as long as they made him aware of permanent fixtures, like the Pool of Life.

They were given an escort to go the markets and buy stuff, and then the kids were chomping to get back to the dungeon.  We established they spent about a week in Volmar, leveling up where appropriate.  Collothus came with them (he was the guy freed from a stasis tube last game), but Arethusa, his 3rd level mentor, wanted to stay in Volmar longer and learn more about the modern world.  The players also hired a pair of mercenaries, Jay and Akmed.

A big chunk of the session time went to Volmar, but the players made great time motoring through the dungeon.  They worked their way north (and eventually east) from the gate to Volmar.

There was a fight with some gnolls, and one of the mercenaries was killed in that battle.  A pile of rubble in another room concealed a nest of giant boring beetles, and they were nasty - 5HD terrors!  Owenheim, another mercenary, died in that battle, leaving just Akmed as a mook.  One of the guys found a potion of speed in the rubble when the beetles were all gone.

The night ended with the players discovering a large circular room with a large upright portal.  On guard in the room was a squad of tall, gaunt, elves, with reddish skin and black hair. The Eld!  There were also a half dozen burly bugbears with them.

Marthanes immediately started talking to them in ancient Thulian, praising the Eld for their scientific genius and pointing out why they should be natural allies to retake Dwimmermount.  However, once he mentioned that he had taken over the Pool of Life and was eager to build an army worthy of the Eld, the commander's reaction soured.  'Take this hairless monkey into custody so we can dissect his brain…'

We had run right up to time on a school night, and since the gang agreed to regroup on the weekend, we stopped in the dungeon, ready to go for next time.  Boss fight!

Sunday, February 14, 2016

Dwimmer-Game 12 - My Orc is Binky

Cast of Characters:
Bud, a level 2 dwarven cleric
Mumford, a level 2 fighter
Utor, the elf enchanter (level 2 Mage)
Jarvis, a level 2 fighter
Bart, a level 2 fighter
Marthanes the Summoner (level 3 Mage)
Tancrede, a level 3 cleric of Typhon
Wulfengard, a level 3 dwarf fighter

The players started game 12 back in Muntburg.  It had been a while since the group was going to spend time in the castle, and I wanted to make sure they saw that the world around them was being changed by the incursions into Dwimmermount.  The castellan of Muntburg, Legate Verodart, invited them to a moot with the other adventuring parties to get a view on what was happening in the dungeon.  A few of the interested characters went to the war council while the others trained or went to the bar.

In game, this was more of a  Q&A, but you readers are getting this like an info-dump.  The players learned that the Delvers and Fists of Typhon had discovered the Temple of Law; a number of the fighters in the Delvers had prayed in the temple and converted to paladins, and the two parties were working together to open a pilgrim's path to the temple.

The Seekers had cleared a bunch of slimes and oozes from the elevator shaft to level 4, had dropped ropes, and begun exploring level 4.  They encountered minotaurs, and a succubus.  After an encounter with a dark altar, Marguerine (one of their mages) had gone 'goth' and the Seekers were worried about her mental health and allegiance.

Meanwhile, rumors were pouring in from around the countryside.  The Necromancers of Ythelrom were organizing an adventuring party to come to Dwimmermount.  The Despot of Retep was supposedly mobilizing an army to march on Dwimmermount in the spring, concerned that the Despot of Adamas would gain too much power if he controlled Dwimmermount on his own.  Retep was far away, so it wasn't clear if this rumor was true.  It's currently "October" on the game calendar, so the players figured they had 5-6 months before the spring.  The last rumor was that the High Priest of Typhon in Adamas would appoint a special Inquisitor to come into Muntburg, to keep an eye on encroachment of Chaos - and also make sure adventurers weren't succumbing to the dark powers, or sympathizing with Volmar.

Anyway, a few of the guys really like to think about the larger world, whereas the kids are more interested in getting back to the dungeon.  They were glad when the war council was over.  The party quickly returned to the sub-level on 3A so Marthanes could figure out how to activate the Pool of Life.

Like last time, it took many hours to figure it out.  There were wandering monster encounters with a Gelatinous Cube, and a couple of Gray Oozes.  This time the party was a little more diligent about posting guards and watching for monsters.

When Marthanes finally figured out the controls, they decided to make some orcs.  I described the scene like something from Isengard in the Lord of the Rings, with muscular snarling orc warriors rising out of the pool to see who called them forth.  Utor, the uber-charismatic Elf, waited near the Pool with a Thulian War Mask (which gives command bonuses over Beastmen) and his glamour that makes him seem commanding.  Utor name the orcs as they rose out of the pool… Binky, Pinky, and Pork.  Although Pork was quickly renamed Travis the Orc.  "Thank you for our names, Master.  Is it true that Binky is a fierce warrior name?  I want to be fierce."

Binky, Pinky, and Travis accompanied the players for a few rooms, but Binky and Pinky were destroyed by some gnolls before the end of the session  - their reign of awesome was short-lived.  Travis ran off into the darkness, to sharpen knives in some dungeon corner.  Maybe he's still somewhere on level 2A?

Bart and Wulfengard got blown up in a room full of upright stasis tubes.  Most of the tubes were empty, but a few of them had vague inhabitants upright in them… and Bart and Wulf started smashing the side of the tube with a hammer, which exploded outwards and brought them both to near death (3-18 damage). The wisely used their Rod of Opening to safely open the other tube.

Inside the tubes were 2 Thulian survivors from 200 years ago, Arethusa and Collothus, who survived the fall of Dwimmermount by escaping into stasis.  Marthanes, the party scholar, was quick to befriend them and hire them - while offering to get them 'up to speed' on the state of the modern world.  Collothus was a good follower for a few sessions, but died versus some mummies a game or two ago, but Arethusa is still a henchman as of game 17.  The players debriefed them in between sessions and learned a ton of secret history about the Termaxians.  They realized that Dwimmermount, in its hey-day under the Termaxians, was full of science and machinery.  Arethusa and Collothus were bureaucrat-mages that knew how a bunch of machines worked (magical engineering).

It was inevitable the kids thought about becoming monsters, living in the dungeon all the time, and building an army of gnolls.  But they realized that higher level adventurers would come after them, and they decided to defer building their gnoll army until they were ready to march it out of Dwimmermount.  They did befriend a bunch of wild gnolls elsewhere in the dungeon, and Marthanes took on the mantle of "Master Soap", heir to Varaxes, and set them to guarding the Pool of Life on his behalf.  It is interesting that the kids usually try to talk to the humanoid monsters (and have the charisma and magic masks to pull it off).

The final piece of this session involved getting to level 3A.  Arethusa had a Locate Object spell and helped the party find the stairs down.  In one of the first rooms they encountered on level 3A, they met a squad of soldiers and a war-priest from the Empire of Volmar.  (The Volmarians are half a continent away from Dwimmermount).  There was an active portal between Volmar and the dungeon.  The players knew that Volmarian agents were getting into the dungeon somehow, but didn't realize it was from within the dungeon itself!

The players suggested an alliance with the Empire of Volmar, and Opilio, the war-priest of Mavors, invited them back to Volmar to meet the emperor in person.  This game ended with the players stepping through a portal on level 3 of the dungeon into the sweltering heat and opulence of the Imperial Palace of Volmar.

Next game:  To Volmar!  Dwimmermount continues to show why it's such a fantastic campaign setting.