Warhammered Dwimmermount

I am finally, officially starting a Dwimmermount conversion to Warhammer Fantasy Roleplay. Since I run 1/2 to 1 level a year at the local conventions, I'm in no hurry.

Right now I'm just converting some background: Starting Knowledge About Dwimmermount for the players. Also, I've placed it on the map of Lustria.


Starting Knowledge

What follows is a run-down of the knowledge that an adventurer might expect to know about Dwimmermount prior to exploring it. This information is shared by academics in the expedition on the way to the mountain.

  1. Dwimmermount is located deep in the interior of Lustria, west of the ruins of Oyxl, which is west of the Mangrove Coast.
  2. Dwimmermount was excavated from the tallest mountain in the southern Spine of Sotek and is reputed to have at least half a dozen levels, if not double that number.
  3. The dungeon was the site for the most important magical research of past eras, including investigations into time, space, and the Old Ones' creation of life.
  4. For hundreds—maybe thousands—of years, Dwimmermount served as a fortress for a succession of empires. It fell two centuries ago, when a rebel uprising culminated in a mysterious cataclysm that sealed the dungeon off from the outside world.
  5. Many merchants of the Empire and other Old World regions hope to enter the dungeon to get rich, others to find information about the Old Ones and the creation of the races.
  6. Within the last few years, rumors have begun to circulate in the Empire that the magical wards once sealing off Dwimmermount have fallen. Shadowy figures are reportedly going into, and coming out of, the mountain fortress.
  7. The PCs are part of an immense expedition, sponsored by the Emperor Karl Franz, which set out from Marienberg to claim Dwimmermount for the Empire. It is suspected that other countries are doing the same.
  8. Oyxl is of less import than Dwimmermount, and the emperor will not fund an expedition thereto. However, he has allowed others within the kingdom to send expeditions to the ruins.

Rumors are shared by others mercenaries hired to explore the mountain.

  1. None of the water in Dwimmermount is safe to drink.
  2. There are dwarves who entered recently and did not return. (Any dwarves in the party will not believe there are dwarves in Lustria.)
  3. Daemons and other servitors abound inside.
  4. There are machines inside that imbue bones with magical power.
  5. There is a gold mine inside.
  6. Never read anything written on the wall! It is likely a curse.
  7. Dwimmermount was sealed off from the outside world by dwarves, who still control the fortress from within (Any dwarves in the party will not believe there are dwarves in Lustria.)
  8. Beware the shades of the ancients, for they can consume the souls of the living!
  9. A dragon nests in Dwimmermount.
  10. Anyone who dies within the walls of Dwimmermount can never be restored to life by any means.
  11. Dwimmermount is suffused with raw magic, making spells more powerful when cast within.
  12. Lizardmen are building a new empire within the mountain.

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