Dwimmermount pdf download free






















The first three describe 70 new magic items, 22 new spells, and 86 new monsters; mind you, new in this context means not included in the Labyrinth Lord rulebook. The fourth presents six sample rival adventuring parties.

Each has detailed NPC stats, specialties, plans, and rates for certain jobs. The fifth presents more details about the heavenly bodies; the descriptions really amp up the planetary romance feel of Dwimmermount. The sixth provides more information on the mystical substance called Azoth that played a significant role in the history of Dwimmermount.

The last appendix describes Turms Termax in more detail, and it also provides clear mechanics on reaching godhood. Supporting Products There are a number of supporting products that can help run Dwimmermount more easily: The Illustration Book provides illustrations for key locations and denizens of the dungeon; they are designed to be shown to players.

The Map Book presents enhanced versions of the maps found in the main book. The Dungeon Tracker presents key information about each level in a unique and accesible manner. This, I think, is the best aid a publisher can provide for their megadungeon.

Personal Thoughts Dwimmermount is huge. I was pleased to find out that the early comments on the playtest material regarding the blandness of magic items and mundane treasure were heard; now everything that has value is given a short description, and each secret door is given a few words. Some people may find the amount of background information intimidating, but it ensures coherence and shows how much care and energy have been put into this product.

The organisation of the book seems to be okay; in actual play it may be hard to wield, but that is true for every product of such size. All in all, I find it to be the best megadungeon released so far. Here are my comparisons with other similar products: Rappan Athuk has great ideas but terrible organisation; Dwimmermount is far better in presenting information.

Barrowmaze is pretty good, but it lacks the 3D nuances that make a dungeon really interesting; also, too many dead ends. Stonehell and The Castle of the Mad Archmage are both minimalist in design and thus are superior to Dwimmermount in on-the-fly use and reskinning; however, without improvisation to a great extent they may appear bland and simplistic.

To sum it up, Dwimmermount is a well-written, information-dense, traditional megadungeon with hints of science fantasy, designed to facilitate a game based around exploration and discovery. The tools and information presented inside this huge tome are aimed at helping achieve this goal; and with success, I must say. However, there are downsides to this as well, namely it can be too much to digest all at once, it relies on prep work or the use of the Dungeon Tracker , and the amount of information provided may give the impression that there is less room for improvisation which is actually untrue.

Also of note is that the entire text of Dwimmermount! Something had finally brought the wizard low, for though the sky still blazed down on him and his abode, he no longer blazed back. And now youre going to walk right through this wizards front door.

An adventure for beginning characters, players, and Referees, for use with Lamentations of the Flame Princess Weird Fantasy Role-Playing and other traditional role-playing games. Deep dwarven cities of the underworld, Infested by conquering orcs, Enslaved by demons of skull and pyre Black labyrinths of mad demigods, Proving grounds for daring adventurers And graveyards for greedy fools Twisting passages, all alike, Where lurking trolls and shadow beasts Guard the deepest riddles of the nether This Game Master's guide will show you, step by step, how to take your vague-yet-promising ideas and how to sculpt them with precise and careful design decisions enhanced, if you prefer, by random die rolls , allowing you to conceive an endless mega-dungeon in record time.

No matter which of the many FRPGs you choose to play, from basic skill level to advanced, a first edition or a fifth or anything in between, the lessons you master here will serve you in your gaming for years to come. Learn how to make the most of your ever-dwindling prep time, so that you can spend those saved hours gaming with your friends! This old school Guide is filled to overflowing with more than pages of design material and dungeon generation tables. Over 10, unusual benefactors "quest givers" , unusual wilderness encounters your players will never forget, and extensive rumor and dungeon history generation systems.

Extensive details on realistic underworlds, hundreds of dungeon dressing ideas, over 10, room types, and much more. A complete second book is included herein as a detailed example of dungeon design, featuring over 60 pages of specific examples. The Goblin Head campaign environment supplement reveals exactly how a level mega-dungeon can be conceived in a matter of hours. Best of all, if there are any other materials you would like to see relating to dungeon design, feel free to contact the author.

This Guide is your gateway to the realms of sword and sorcery. Join us for the adventure! A complete reference work designed to supplement existing pen-and-paper Fantasy Role-Playing Games. Garion the farm boy did not believe in magic dooms, but then he did not know that soon he would be on a quest of unparalleled magic and danger when the dread evil God Torak was reawakened.

Like others who withstood the pandemic, Sam Sewell lives in a subterranean shelter. The vast catacombs were built before the military's biological weapon leaked out, killing nine out of ten people and leaving the survivors so traumatized that they can barely tolerate each other's company. So it's quite peculiar that some government agents seem to think that Sam lives with a woman, Despoina, who's suspected of conducting germ warfare.

Pressured by the agents to locate Despoina, Sam must literally go underground to discover the truth about a hidden world of witchcraft and secret rituals.

Enthusiasts of the role-playing game will recognize the forerunner of Castle Greyhawk and its labyrinthine setting of multiple levels connected by secret passages. Other readers will savor the fantasy on its own terms, as the poetic recounting of an otherworldly mystery.

Infinite broken night. Milky alien moons. Wavering demons of gold. Held in this jail of immortal threats are three perfect sisters Maze of the Blue Medusa is a dungeon. Maze of the Blue Medusa is art. Lethal gardens, soul-rending art galleries, infernal machines--Maze of the Blue Medusa reads like the poetic nightmare of civilizations rotted to time, and plays like a puzzle-box built from risk and weird spectacle. Praise for Zak Sabbath:"Zak is not just imaginative, he's bold. Which means that while he recognizes the value of fantasy traditions, he doesn't hesitate for a moment to throw out anything that's become tired or dull.

You'll also want to note the Ghouls and Gnolls don't get along. Turns out ghouls eat anything. That's starting Level 1, and from the location description you'll want to have notes on how those relationships are actively playing out before the party enters that level. What if the party fears the ghouls, and convinces the Orcs and Gnolls to band together, for example?

Can the party get the Orcs and Gnolls to wipe out the Ghouls then arrange for those two factions to fall upon each other?

What's that do to the Eld who also inhabit Level 3A? And this isn't any different then the machinations that you as Judge do for your petty lords and merchants on the surface - but it's all much more immediate and personal, there under the tons of rock called Dwimmermount. There's a lot of information in here, and this may be the chapter that takes the longest for most people to really digest and internalize. This chapter - not the one with all the maps - is why it says "Megadungeon" on the cover - a product with that moniker that's not making you sit and think and work these sorts of things out after giving you the snapshot of the environment is doing you a disservice.

Given the value of information and maps of Dwimmermount, and the implied 'gold rush' that is just spooling up as rumor of the mountain's opening spreads, other adventuring parties may become the most hated faction of all.

Section 2 Yon meat and potatoes - the dungeon maps and room descriptions. Each room is named; a welcome sight, as in naming associations are made in the mind of the Judge and every bit helps when one is preparing to host players. It's difficult to review something like this without playing it. As with any published adventure, it behooves the Judge to read through plenty of times to get the place or likely places the party will be set into mind, notes taken, pages marked.

Monsters are given terse statblocks in the usual OSR style, references to other places or locations are called out by room number and level number when appropriate.

Many of the interesting rooms are paired with a bit of artwork, easing explanation. The maps themselves are well presented. I'd had hoped that all the previous love given to door types would have made some impact on the icon design; the preparing Judge may want to think up his own way to clearly delineate them. There's a slight step back on map printability - the background matte is a bit 'staticy'; making it harder to eliminate for printing.

Dwimmermount is a dungeon with a purpose, and that will bear out through play, reading through the rooms. Each level has a clear theme, and the many factions working in Dwimmermount play off of each other in a logical way - the Judge wanting to make this a live dungeon shouldn't have much issue taking a bit of time to do so after the player's sessions.

I could see a slow party, in fact, missing a lot of the as-written content of the place if a Judge really gets into his role. There's plenty of places in the dungeon for the party to find allies, even unlikely ones, if they are careful, or of somewhat questionable morals. Section 3. Some items are from 'off-world'; those are strongly Barsoomian in flavor.

Others are items found within Dwimmermount that integrate and operate it's more technological aspects. There's more than a few original-to-me ideas in here as well; some of them I won't cover for fear of spoilers.

Again, very much the importation of 1E spells. We get a few more rituals, in Gate, Holy Word, and the venerable Symbol.

The majority are arcane. Some classics, some presented as unique in Dwimmermount. There's several new constructs, some of which powered by Dwimmermounts 'azoth' material. There's several new undead sorts; Liches are present, then a handful of humanoid undead types unique to Dwimmermount's particular situation. Several of the monsters are Planescape-ish, one from the Astral Sea, another whose dungeon encounter group can be referred to as a 'ganglion', if you know what I mean, and I think you do.

Dwimmermount's implied setting would be woefully incomplete without a couple of those classics locked out of the OGL. Woefully underused, sometimes badly used; rival parties can get a group of players going like few things can - there's nothing worse than someone else getting to kill things and take stuff you planned to take after killing the same things. Unfortunately we will not be able to add the POD version.

The Dwimmermount PDF file that we have in print resolution is not compatible with these new requirements. Autarch does not have access to the underlying Adobe files to be able to modify them. To release the POD version we'd have to lay out the whole book again from scratch and we can't afford to do it given current resources and likely sales.

I'm very sorry to disappoint those of you hoping to purchase it. We released the entire book under the OGL, so any third-party that has the resources to lay out the book and put it back into print circulation could do so without obstacle.

It's a good dungeon and deserves to be in the market. Same problem here - the PDF has no bookmarks past the first few sections. Can we get a version uploaded with bookmarks? I reviewed the file and I am seeing all bookmarks. Could you please email me at orders autarch. We'll get this sorted out for you. Thank you! Replying here so others see it- the version you sent is fully bookmarked, thanks for the quick response and fix.

Would you mind downloading the update and letting me know? I have heard that sometimes it's the watermarking that removes the bookmarks, but it's possible it's just an out of date file. Is this normal?

No Michael, everything is bookmarked. I don't understand why this and a few other books are not showing up with bookmarks. I'm literally using the bookmarks on my end and they're fine. We'll get it sorted out! Is the LL version actually color? If not, will there be a less expensive print option at some point? A problem occurred while I keep getting this error.

Given the history of the product , I guess I shouldn't be surprised. The product is certainly available for download. Hi, I also would love to have a hardcover version of this book.

How can I get it? As a Kickstarter backer, let me just say that Autarch really picked up the ball and did a fabulous job. Beyond that, it's a really great megadungeon. I realize someone complained because there were rats in one room, but there are of them and that was one room.

Not to mention, the complainer likes Barrowmaze, which is basically Rats in a Room the Megadungeon. Yes, this PDF includes each of the maps as a full page at the start of each dungeon or wilderness chapter. The Dwimmermount Map Book presents them as a two-page spread, designed for printing as a separate booklet.



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