Tuesday, December 20, 2022

Dwimmermount (LL) Review

Dwimmermount was a Kickstarter project that funded in 2012. James Maliszewski is the author, and he was plagued with problems after the KS concluded. Those are documented elsewhere, and I want to focus on the dungeon.

Dwimmermount (C. 2012-2014) released for 2 games systems: Labyrinth Lord (LL) (the version chapters I own) and Adventurer Conqueror King System (ACKS). Today it can be found in PDF at DriveThruRPG. The LL version clocks in at 408 pages, with the OGL being added to that total. Twenty chapters (in 2 sections) and Appendices A-G (Section 3) make up the bulk of the pages.

Chapter 2 covers the history of Dwimmermount, and is 11 pages. It covers a lot of ground that an "exploration party" can use. JM is clever enough to use a numeric system that he refers to in the dungeon itself. Overall, its a standard several-eras-of-control history. Overall, I give the history a 6/10.

Chapter 3 has my favorite part of Dwimmermount: the dwarves. They are unique, in that they are all male, and they are carved by their fathers from stone. Kobolds and Gnomes are both "twisted" dwarves, that had a mistake in the carvings. The rest of Chapter 3 covers other races and classes, rumors, starting knowledge and adventure seeds. I give this section an 8/10 overall, with the dwarf variant a 10/10.

Chapter 4 covers the overland hex map at a macro level. Nothing extraordinary stands out here.5/10

Chapter 5, Muntburg, covers the home base of the Dwimmermount campaign. 28 numbered locations and over 20 NPCs are listed within. A moneychanger and gemsmith make changing wealth relatively easy. The NPCs are a bit under-developed. A simple map starts the chapter, showing the locations of the keyed areas. A short "How to Use" section follows, suggesting how to "power up" Muntberg. 7/10

Chapter 6, Overview, covers entrances, dungeon materials, a rough history, and environmental factors. They cover "key Labyrinth Lord rules" and house rules. The LL rules seem unnecessary today (monster entry breakdown, and wandering monsters). The house rules (dungeon restocking, disturbances by rival parties, and XP for treasure) are also standard megadungeon rules today. There is a small (and useless) "Customizing Dwimmermount" section within. The section ends with a Mysteries of Dwimmermount chart and a several page cross section map of the dungeon. 4/10

Chapter 7, Factions, lists all of the published factions, their general location, leaders, origins, allies and enemies. Overall, this 2-page chart is pretty well done. Each faction then has 2-4 paragraphs fleshing them out. There is also an "Activities of the Factions Before Play" which touches on some information the PCs may stumble across/use later. 5/10

SECTION 2

Section 2 covers all of the dungeon levels and rooms. 9+ levels make up the dungeon (map taken from Dwimmermount, pg 108). Chapter 8-20 each cover an individual level within Dwimmermount. The level names are as follows:

The Path of Mavors (1)
6/10 standard low level faire

The Laboratory (2A)
6/10 standard low level faire

The Reliquary (2B)
6/10 

The House of Portals (3A)
8/10 real introduction to the uniqueness of Dwimmermount

The Reservoir (3B)
5/10 The obligatory lake level. Some secrets within the level.

The Halls of Lesser Secrets (4)
8/10 The real Dwimmermount starts showing here. I enjoy the teleportation maze.

The Hall of Greater Secrets (5)
7/10 Library of Great Secrets is key for exploring Dwimmermount. It is designed to make sure that information isn't missed by the group.

The Ossuaries (6A)
6/10 Statue of the Iron God is a nice touch.

The Manufactory (6B)
9/10 Probably my favorite level of Dwimmermount. Well laid out, with interesting rooms.

The Deep Hollows (7)
6/10 Other than the discovery of Dwimmermount secrets, a fairly routine deep megadungeon level.

The Prison (8)
8/10 I like the cliché prison level being this deep, with particular rooms designed for dealing with prisoners. The layout of the map also makes sense, keeping the prisoners centralized. 

The City of the Ancients (9)
5/10 A literal (small) city to wrap up the campaign. Room to flesh it out, that could have brought this score higher.

The Divinitarium (Level 0, a "hidden level")
6/10 Although I don't like the higher level "hidden area", at least it is a large puzzle to open it up.

There is a massive layout error between page 243-247. Although these pages are part of level 6B, the margins and headers list them as part of chapter 17 (level 7). This repeats on page 280-281 (level 8).

The real meat and potatoes of a megadungeon is within these levels. As such, I don't want to deep dive them. Instead I will talk generally about the overall feel and flavor of the dungeon. 

Overall, the megadungeon is well Jaquaysed, with many looping and branching paths. The early levels use standard dungeon inhabitants, including undead, humanoids, insects and some other surprises. Overall, as the dungeon gets deeper, the mysteries are slowly unraveled. Dwimmermount does this adequately. Dwimmermount seems to lack puzzle encounters, however. There are a few, but they do not seem numerous enough. 

Finally we have the Appendices. 

Appendix A covers new magic items
5/10 A lot of rehashed magic items.

Appendix B covers new spells
3/10 Only 3 spells are unfamiliar to me (out of 21). 

Appendix C covers new monsters
8/10 Several new monsters are here. Overall, they vary in roles for combat. 

Appendix D covers rival adventuring parties 6/10 Fills the roles, but uninspired.

Appendix E covers the Four Worlds 8/10

Appendix F covers Azoth (a precious, magical substance) 8/10

Appendix G covers the secrets of the primary antagonist (to preserve secrets I won't cover this section) 8/10

Artwork is average at best. A lot of it is sub-par. 4/10
Layout
is bad. Lots of white space make the layout below average for today. However, 10 years ago, it was average. Some decisions really confuse me (1.5" margins with dungeon maps within, for example). Several images go into these margins too. All in all, it is strange, but mostly functional.  4/10
Cartography
 (book only, I am not discussing the separate map pack) Most of the maps are functional, and remind me of the 1970's/early 1980's. 7/10

Overall, Dwimmermount is one of my least favorite megadungeons in my collection. It is largely uninspired, and basic. The layout mistakes drop a point off the overall total too. 

There are a few bright spots, the Dwarven Origins, the Manufactory and the Prison. 

Final Score (including 1 pt deduction for layout issues)

4.5


Next week, Highfell (in theory).

2 comments:

  1. Great post. This is one that I am missing from my megadungeon collection. IIRC, it's kinda pricey. And on second glance, it appears, unavailable in POD permanently.

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    1. I had to pick up my physical copy on the aftermarket. I don't think it was ever available as a POD.

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