Facts discovered in Session 7 from the memory pedestals:
MEMORY 1: An Eld envoy arrives and begins construction of an Eldritch Machine that once constructed opens a portal that Red Elves pour through and capture Dwimmermount.
3.6. The expeditionary vessel returned to Dwimmermount with an emissary from the Eld capital of Sytor Arra. The emissary’s ostensible purpose was to share the secrets of Eldritch immortality with the Council. In truth, his mission was to place a portal attuned to Areon in the halls of Dwimmermount.
3.7. Once a portal attuned to Areon was erected in Dwimmermount, a strike force of Red Elves poured through the portal and captured the mountain fortress. From this secure base, the armies of the Eld began to marshal for a war of conquest.
MEMORY 2: A pitched battle between Thulian armies and the beastmen and demons commanded by the Red Elves, followed by the assault on Dwimmermount and the capture of the Great Machine on The Manufactory. Temples and shrines built within the halls of Dwimmermount.
4.2. When the Eldritch Empire began to tear apart, the Gods called on their Thulian worshippers to rise up against their alien oppressors. The Thulians achieved a number of victories against the Eld. The Thulians attributed their victories to their Gods, and their devotion inspired other Men to take up the crusade. With each defeat at Thulian hands, the Eld lost ground.
4.4. Eventually, the rebel forces reached Dwimmermount. The divine magic of the Gods deactivated the Perimeter barrier, and the rebels attacked through The Path of Mavors and the tunnels of The Deep Hollows. After weeks of battling from level to level they seized the Great Machine on The Manufactory and with it, control over Dwimmermount. The Thulians honored the heavenly patrons who made the capture possible by building Lawful temples and shrines to the Gods of the Great Church throughout Dwimmermount.
MEMORY 3: A man whose face resembles that of the statues on this level wanders the great cities of the Thulian empire, but a beggar preaching Men could achieve divinity using magic and alchemy and denouncing the Great Church. A handful of witnesses become great crowds. Magic-users are hunted down and subjugated or killed. The preacher eventually surrenders himself to authorities who chain and drag him into Dwimmermount and down brightly lit halls. The halls fade to black and there are screams.
5.5. Turms began to openly preach that the Gods of the empire were false, that Man himself could achieve divinity by internalizing the laws of magic and alchemy, and that He, Turms-the Thrice-Great, would be the first Man to ascend to Godhood. Such was Turms Termax’s brilliance and charisma that a cult grew up around his teachings, ready to worship him.
5.6. In denouncing the Gods as false, Turms earned the ire of the Great Church and the decadent Thulian Empire. His increasingly fiery sermons demanded the attention of the authorities. Nominally they feared he would inspire rebellion, though in truth many of his would-be jailers sought his secrets. The Imperial authorities searched far and wide for Turms, who eventually allowed himself to be captured near Dwimmermount.
MEMORY 4: Powerful nobles collude behind each others’ backs, clearly the beginnings of the Termaxian cult. They murder non-believers and slowly infiltrate the advisors to the emperor and using magic to solve problems. The emperor is poisoned by his own daughter, a Termaxian hierophant who ascends to wearing the Iron Crown of Thule and instituting the worship of Turms Termax as the true religion of the empire.
5.10. After the apotheosis of Turms Termax, the Thulian official attitude toward the cult changed. Many of the Empire’s most powerful nobles joined the cult, hoping to learn the secrets of immortality. Termaxians— as Turm’s followers became known—were able to practice their faith openly, and the Empire lifted its restrictions on magic.
5.11. The Thulian Empire soon fell under Termaxian 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. Within a generation, the Thulian Empire came to depend heavily on both magic and the Termaxians as it spread farther
across the continent and tightened its grip over its subjects. Shortly thereafter the cult seized direct control, with Termaxian hierophants wearing the Iron Crown of Thule.
MEMORY 5: Rebellion stews in the empire as the Termaxians become more and more tyrannical. The emperess begins to put down rebellions using powerful magic. Atrocities begin to spread and the Termaxians begin using armies of beastmen to fill their armies. Clerics of Typhon and Tyche lead a revolt, causing entire provinces to secede from the empire with their victories. The rebels march on Dwimmermount but as they arrive, it is dark and all the entrances are sealed. They install a force to keep watch on it.
5.22. Resentment rose against the Turms-worshiping Thulians as they grew ever more tyrannical, and in time resentment turned into rebellion. Though the Termaxians began to deploy powerful magic from the workshops and foundries of Dwimmermount, it was not enough to stop the uprisings. Led by clerics of Typhon and Tyche, neither of whom accepted the new faith of the Termaxians, entire provinces seceded from the empire. Thus ended the Fifth Era.
6.1. The Sixth Era began with the Termaxian Empire torn asunder by rebellion. As the insurrections grew more numerous and the Termaxians more desperate, reports of atrocities spread. The Termaxians began using monsters as shock troops, supporting their offensives with the darkest Chaotic magic 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 Termaxians had introduced.
6.2. After a series of decisive victories, the rebel armies were within a league of Dwimmermount, poised to capture the mountain fortress and cut the Termaxians off from their great magical arsenal. Yet 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.
MEMORY 6: Panning from the quiet town of Muntburg, two Termaxians lead an sortie to the Alchemist’s Door. High in the sky a triple conjunction of Ioun, Kythirea, and Areon causes the arcane glyphs to brighten with ferocity. The door opens and the cultists march inward, the door seals behind them. They are shown fighting their way through halls, great and small, down narrow passages and stairs, over what seems like days, maybe weeks, until finally entering a large room lit by four vitreum radiance panels in its ceiling. The room is dominated by a vast apparatus of azoth, adamantine steel, and nephelite resting on a raised dais connected to the floor by broad steps. A bewildering array of orichalcum wires connects the body of the machine to pillars of orichalcum situated on either side of it. Dozens of dwarfs leap forward to protect the machine as the intruders fight them off and eventually slay or drive off the dwarfs. One of the Termaxian leaders figures out how to use the machine, but not before accidentally disabling some sort of perimeter boundary, and begins performing a variety of tasks with it, one of which includes creating stony dwarf-like beings to act as troops.
7.1. Two months ago, a Triple Conjunction of Ioun, Kythirea, and Areon occurred. A rare event, occurring just once every 58 years, it was only the third Triple Conjunction since the fall of Dwimmermount. It was, moreover, the first in which the Typhonian watch had grown sufficiently lax to allow Termaxian cultists to reach the Alchemist’s Door, which functions only during the Triple Conjunction. Led by Nilus and Ermenjart, the Termaxians activated the portal in the Alchemist’s Gate and entered Dwimmermount.
7.2. Once within Dwimmermount, the Termaxian cultists fought their way to The Manufactory and wrested the Great Machine from its Dwarven custodians. Because of wards put into place on the Great Machine when the paladins brought about the fall of Dwimmermount, the Termaxians found the Machine’s controls practically unusable. Nilus, a scholar of the ancient machine, managed to activate The Foundry, enabling creation of Dworgs to strengthen the Termaxian numbers, but he also unwittingly lowered the Perimeter around Dwimmermount at the same time.
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.
I don't have a problem with generosity. Sounds good to me.
So, for example, Jorge is down to one character. If Jackson takes his seat again, and he dies, will the next character he rolls up have the same XP as Humphrey?
There will still be a little disparity between players. Missing sessions and dying means you lose treasure / XP (such is life), but otherwise, the XP you earned will transpose across all your characters. I'm expecting this will become smaller and smaller though as the campaign transpires.
Alewood needs to go to Emelisse and beg, borrow or steal some Holy H2O to use against Spiderman. If it's demonic it will be immune to mundane fire, so vials of Holy Handgrenades Water and perhaps burning Azoth will be our best means of attack for those without enchanted weapons.