Shared Bonus Goals: Locations for Treasure Maps
New Bonus Goals
In today's most recent post at Grognardia, James drew readers' attention to some other worthy Kickstarters happening right now, including "Joe Bloch's A Curious Volume of Forgotten Lore for superb old school 'what if?' RPG, Adventures Dark & Deep" ... an attempt to imagine what second edition AD&D might have been like had Gary Gygax remained at TSR to complete it," and the Myth & Magic Player's Guide, which James predicts "is going to be a very impressive piece of work": an updated remake of TSR's published 2e rather than Joe's speculative Gygaxian one.
I'm pleased to announce that we've come up with a new bonus goal shared between all of these Kickstarters! Those who have read the drafts of Dwimmermount levels 1 and 2A will have noticed that they contain a pair of maps, about which little is said other than that they lead to treasures worth 16,000 gp and 20,000 gp respectively. James' intent was that individual GMs would use these maps to provide hooks for whatever side adventures they might want to introduce into the campaign.
The new bonus goal will create two very cool candidates for these side adventures. Tom Ryan and the crew at New Haven Games will create a dungeon to which the treasure map on Level 1 could lead, while Joe Bloch will apply the famed dungeon-design skills he brought to Castle of the Mad Archmage to the project of creating a potential destination for Level 2A's map. If we reach $37,500 in pledges for our Kickstarter, each of our backers will receive a free PDF containing these side adventures, ready to use if your party decides to follow the treasure maps they may find within Dwimmermount's halls!
Recently we've received a number of questions about which RPG systems Dwimmermount is usable with. The short answer (see the FAQ for a longer one) is that James designed the mega-dungeon with the original role-playing game in mind. Since all subsequent systems have sprung from that root, Dwimmermount can be said to be compatible with any fantasy RPG there is.
Of course, the more that a game departs from the original roots, the more conversion will be required. However, the similarities between all TSR editions of the game and the modern games they inspired are such that taking material written for one and using it with another is straightforward. This is especially true for dungeons. The bonus goal location that one treasure map leads to will have been written for Adventures Dark & Deep, while the other will have been created for Myth & Magic. Nevertheless, it'll be easy to run these side adventures with whatever system you're using for your Dwimmermount campaign.
Perhaps you'll decide that Myth & Magic or Adventures Dark & Deep - or some homebrewed combination of the two - will be that system! Becoming a backer for the Myth & Magic Player's Guide and A Curious Volume of Forgotten Lore will not only get you some cool stuff for these excellent games, it will also help them reach their own shared bonus goals and introduce their backers to Dwimmermount.
On Choosing a Version of Dwimmermount
When this Kickstarter wraps up three days from now, you'll get a backer survey that'll help us deliver the rewards your pledge entitles you to. (In the next update, we'll run through the different rewards available so that you can make sure your pledge covers the ones you want!) In that survey, you'll also specify whether you want the Labyrinth Lord or Adventurer Conqueror King version of the Dwimmermount hardback if that will be included in your backer rewards.
Some of you have been asking for recommendations on which one to select, and it's a good question (which is why it's also been added to the FAQ). Given that it's easy to use Dwimmermount with different systems, why would you choose ACKS over LL or visa versa?
Labyrinth Lord is the system James used in his original Dwimmermount campaign, and for many, that will be the best possible recommendation. LL is also the easiest choice for conversion if you are or will be playing "Red Box" Basic/Expert D&D, as well you might; it's arguably the most popular edition ever.
Adventurer Conqueror King is also built on a Basic/Expert chassis, but it introduces some variant mechanics, like ascending armor class and character proficiencies, that may make it easier to convert for groups playing more recent editions. ACKS also adds systems for playing out situations likely to arise in a Dwimmermount campaign, like finding the best market in which to sell Thulian artifacts at the most profit. Visit Autarch's Dwimmermount forums (general and backer-only) and help us work with James to interpret his original intent within ACKS' integrated economic framework, and email firstname.lastname@example.org if you aren't able to access the backer-only forum.
If you're someone who likes old-school systems because they don't overwhelm you with too many options, don't let this choice lead to analysis paralysis. Both are great options, and regardless of which version of the hardback you select, you'll get both versions as PDFs. Or, of course, you could always increase your pledge by $30 beyond the minimum for your reward level and get both choices!
Two Visions of the Primordial Party
To continue the tradition of signing off with some of the art your support has enabled us to commission, here are the first explorers of Dwimmermount from James' original campaign! Jeff Dee's illustration shows them climbing the stairs to the dungeon:
and here they face their old enemy, stairs, once more in Mark Allen's cover painting: