Ugly. But that's the game sometimes. Lot's of deaths and injuries, but we soldier on. I've updated everything in the first post and removed all the fragile items from the football that were Shattered. Session started Mid Winter 26 and we burned a total of 4 days with rest and a return to Muntburg. Et-Hath (sp? no fucking clue) four weeks of bedrest (back Late Winter 22) and Distaff two weeks of bedrest (back Late Winter 10).
Account Balance after Session 23
Starting Funds: **2,069 gp
+830 gp (Community Share)
-1,400 gp (Late Winter FOB upkeep)
Goesil finishes reading the codex offered by The Seekers in exchange for access to the security of the FOBs and information about the secret door south of the ORC on The Reservoir level.
The codex is called Rise of the Great Ancients. Using the codex to answer the first question is worth 5,000 gp.
1.3. The Great Ancients were not Telluria’s first civilization. In fact, they were not even native to it. The Great Ancients originated on a distant planet, one that had been devastated by the hateful aliens known as the Thelidu. Leaving behind their ruined home world, the Great Ancients crossed the black gulfs of the Astral Plane in a great astral ship and came to Telluria in hopes of rebuilding a civilization founded on Law, reason, and science, far from their Thelidu enemy.
1.4. When the Great Ancients arrived, Telluria was a primitive world in the grip of Chaos. Goblins ruled its surface, dwelling in shallow warrens and crude hovels and endlessly warring amongst themselves. The Ranine ruled the underground waterways and dark places, and carried out unspeakable rites to demons. And the Dragons roamed from the upper air to the world’s crust, lords above all.
1.5. Though far more advanced in learning than the natives of Telluria, the Great Ancients were few in number and could not afford confrontation. In secret, they teleported their city into a vast cave they had detected deep below a mountain. There, in precise alignment with countless ley lines, they hewed a great dome to draw power from the Astral Plane. The action of the astral dome began to draw the liquid metal they called azoth down from the quintessence of space, where it condensed between the city and the mountain’s peak. Azoth was the key to many of their ancient technologies, and as they mined it from the caverns above, they used it to rebuild.
1.6. The Great Ancients sought to live in peace, but peace was denied to them. Their ancient foes, the Thelidu, detected the action of their astral dome and materialized one of their own crystal hemispheres beneath the surface of Telluria. The Thelidu enslaved thralls among the Ranine, whose subterranean rivers and canals provided avenues for attacking the stronghold of the Great Ancients. On the surface, the Demons of Chaos found new allies among the Goblins and sent them tunneling down toward what would later become the ninth level of Dwimmermount. And so war came to the Great Ancients.
1.7. Though they had grown greatly in numbers since coming to Telluria, the Great Ancients were vastly outnumbered by the Goblins and Ranine. After first establishing an arcane barrier to keep out aggressors, the Great Ancients initiated a scheme to supplement their numbers: the creation of artificial life from Dwimmermount’s azoth-infused rock. First they “fathered” the Dwarves and taught them how to make “sons” in their own image. Together the Dwarves and their Makers (as the dwarves called the Ancients) then built Golems from azoth-infused metal, as weapons to fight the enemies assaulting their underground city.
1.8. The most advanced Golems were imbued with artificial minds capable of autonomous action. In the course of creating these golems, the Makers learned that artificial minds, sapient but not living, could tap the power of Law. The Great Ancients had long known that living minds, like their own, could call on Law to manipulate reality in formulaic ways. But, calling on the power of Law was like staring into the light of the sun; dangerous if done too long or too frequently. Artificial minds did not suffer from these dangers. The startling realization that artificial minds could safely tap the power of Law paved the way for the greatest creation of the Ancients: the Servitors.
2.1. Aided by the Servitors, the Great Ancients drove the Goblins, Dragons, Ranine, Thelidu, and Demons back to the dark places of Telluria. They began to spread across its surface and flourish. Guided by the superhuman intellects of the Servitors, the Great Ancient’s civilization ascended to further heights of knowledge, with Dwimmermount as the fountainhead of learning.
The basic rules set we are using will be the Labyrinth Lord clone of B/X Dungeons & Dragons with some of the Advanced Edition Companion options, which incorporates some of the AD&D options (such as splitting race & class).
I'll post a character creation guide and house rules in separate threads.
El Cid has been talking of the power he has seen in the Dwimmer and insinuating that Turms Turmax is able to do all kind of shit. Cid is encouraging Elsi to become a Turmax cultist. Then he can "pump" her for information. The old hump n pump.
Idealy She won't know that my true intention is to use her as an information asset. She is to think I am sympathetic to the Turmaxian struggle.
El Cid is trying to get himself an inside woman, he has been inside of.
Does Distaff have a Thulian chain? If not Montcore would be willing to give distaff his. I am definitely liking the idea of staying in the hazmat suit. AC be damned, I am protected from a bunch of shit in here. Plus it is totally flame retardant.
Yes. He's long had it.
Didn't he trade a ring of protection a long time ago for it? To Hans or something.
@TomunistParty Steve. Please, fella I bet you could get rich trading rocks with yourself. But if you feel like you'd be needing old Bren's help, I reckon you'd be deserving of it. The way I'm seeing it, though, we'd have more luck trading it for something of better use for ourselves with another party. I ain't saying we find ourselves a sucker, mind. I only mean to say in business, it's the knowledge of the thing that gives it, or takes away, value. But hell, a man like you already knew all that. How about we keep it handy until we can find someone to do business with?
Goesil will seek out universities, libraries, and independent sages as unconnected with the Despot as possible, beginning to form a list of potential buyers for future discoveries. He'll use his connections within the church of Asana as a springboard.
You missed last game, but you've found several buyers interested in Secrets of Dwimmermount and are able to sell your secrets.