DM Gray's Lords of Azathyr (Inactive)

Game Master Graynore

Throne of Night Adventure Path - Drow Campaign



The drow call this entire region of the underworld
the Azathyr (pronounced ah-zah-theer rhymes with
fear). It means web, so named for its many labyrinthine
passages. The Azathyr is vast. These upper reaches
are only a small part of that dominion. And yet they
are critical enough to warrant watching. Thus was a
small outpost on the very edge of drow influence built
here many years ago. This is Vothys.

Vothys (pronounced VAH-this) is a minor outpost
of the drow city-state of Taaryssia (pro. TAH-rissia).
It controls access to the lower regions. It secures the
entire area including the vast Fungal Jungle. It ensures
that neither the deep gnomes nor anyone else can infiltrate
the drow holdings beyond. And yet absolutely
no drow wants to be here. The most remote and forgotten
installation of the drow empire, to be stationed
at Vothys is to be banished here.

Lady Satha Sevastia, now Baroness Satha of Vothys,
is only here because she lost a power struggle. Too
influential to simply assassinate, instead she was promoted
into obscurity and sent here. She despises the
place, but for now must accept her banishment. What
she can do in the meantime is try to build a proper
drow army in hopes of eventually returning to Taaryssia
to get revenge on those who banished her. To do
that, she needs to transform Vothys from a small outpost
into a proper fortress. To do that, she needs slaves
and strong stone.

Fasturvalt has both. The svirfneblin are skilled
stoneworkers and their quarry produces the finest
marble in all the upper Azathyr. The last lord of
Vothys (now dead) was content to leave the gnomes
alone. The Baroness is not. And so she sends a band
of underlings (the PCs) and a small army to conquer the deep gnome village.

Her commands to her underlings are to capture the gnomish stronghold with as few civilian casualties as possible. After all, slaves are
as much the objective of this raid as the stone.

Her plan has only one flaw – her underlings will inevitably betray her. They will try to seize control of Fasturvalt for themselves and use it as their base to plot her demise. If this can be done, then they can build their own fledgling empire and plot their next move.

The Seven Siblings Campaign


One way to unite a band of chaotic evil drow is to
make them all family and not just any sort of family.
The PCs are very rare elven septuplets. Born from the
same mother on the same unhallowed day, their birth
was seen as a sign from the demon lords who hold
sway over drow society. They were destined for some
great purpose. What that purpose is, who can say? But
ever since their birth, the septuplets have been feared
by those in power in drow society.
It was this very fear that caused the septuplets to
be banished from the city of their birth Taaryssia (detailed
in Book IV of “Throne of Night”). They were
sent to the farthest, most remote corner of the drow
empire – forgotten Vothys. The new baroness, Lady
Satha, was not eager to receive such a gift. She too was
weary of what such an obvious divine band of miscreants
could due to her little empire. But she accepted
the seven, because she had no choice.
Now the septuplets have come of age. They are no
longer seven hapless orphans (their mother was killed
long ago by the vicious infighting that plagues drow
society). Instead, they are now seven young adults
bound by blood and divine purpose to change drow
society forever here in the Azathyr.
Every one of the PCs shares a memory of their
priestess mother. As young children, she conducted
bizarre blood rituals. She later told you that the purpose
of the rituals were both to make the seven stronger
but also to place a curse upon any of the siblings
who dared harm their brothers or sisters. Is the curse
real or merely a tactic by their mother to unite them?
So far none of the seven siblings has been willing to
test the truth of this.
But what is certain is that there is something
strangely divine about the PCs. Whenever all seven
of the siblings fight together, they are automatically
under the effect of a bless spell. At fifth level, this upgrades
to prayer (these spells always count as being
created by a caster equal to the PCs average level). For
further details about the divine source of their power,
see the Patron system on pg. 104.
The Seven Siblings campaign solves several problems
inherent with a chaotic evil campaign. The PCs
have a reason to work together and not betray each
other at every turn. When they work together, they
are definitely stronger. Further, drow society has made
them outcasts. The fear and jealousy of their fellows
means that they have only each other. Everyone other
drow is a potential enemy, but the seven siblings know
that they are in this together.

The Lost House campaign


In Book IV of “Throne of Night,” the PCs will be
able to visit the drow city of Taaryssia. During that
time the y will learn that one of the great noble houses
of the city has been recently wiped out during one of
the more brutal intrigues of the drow nobility. The PCs
could be the last scions of that noble house. It turns
out that the PCs were not exiled in Vothys so much as
they ere hidden so that the current drow leadership
could not find them.
By default the destroyed noble house is known as
House Vytharia. Of course, the GM is more than welcome
to change this name to suit the PCs. In this setup
the PCs are related by blood. Take a moment to establish
a family tree. How are all the PCs related and who
is first in line to rule the house if it were ever restored
to greatness?
You should leave exactly what happened to the
noble house slightly vague for now. In Book IV
there will be a lot more information about the byzantine
world of drow politics in Taaryssia, the City
Without Mercy. For now, suffice to say, that the PC’s
family was slaughtered and they were lucky to leave
the city alive. They must careful about using their
old family name. If the rulers of Taaryssia knew that
there were survivors of House Vytharia then assassins
would be dispatched to finish the job.
This campaign setup gives the PCs a common enemy
– the other noble houses and the queen of the drow
herself. This common enemy can unite these scions of
destruction and give them something outward
to focus their wicked impulses upon
rather than turn upon each other.
This campaign can be combined with the
Seven Siblings to create an outcast band of
noble septuplets being hunted by the current regime
of Taaryssia. Perhaps because there was prophecy
made that it will be these seven who will finally
manage to slay the Queen and bring a new order to
the drow of the Azathyr.

Making Drow Characters


Making drow characters for the “Throne of Night”
Adventure Path is similar to making characters for
any Pathfinder Roleplaying Game campaign with just
a few modifications.
Step 1 – Determine Ability Scores
‘Focus and Foible’: Choose a Focus, an ability score at which you excel.
You receive an 18 in that score.
Choose a Foible, an ability score that is your weakness.
You receive an 8 in that score.
The other four, roll 1d10+7 four times in order.
There are no rerolls or moving of ability scores. Those
are your other four scores.
Step 2 – Pick Your Race
You are playing a drow.
Ability Score Traits
In order to make drow characters more versatile a
game master might allow players to spend one of their
two traits
selecting an Ability Score Trait. These traits’
benefits replace the usual drow racial ability score
modifiers: +2 Charisma, +2 Dexterity, -2 Constitution.
Cruel Slaver
You are enslaver of the helpless and slayer of any who
oppose your clan and cause. However, as mighty as you
are, you are also reckless and overly quick to anger.
Benefit: +2 Constitution, +2 Strength, -2 Wisdom
Devotee of Dark Powers
You are a follower of a wicked or even demonic faith
and are destined to lead a cult to great and terrible glory.
Benefit: +2 Charisma +2 Wisdom, -2 Constitution
Master of Arcane Secrets
You would use your great intelligence and experience
to lead yourself and your clan to dominate all others.
Benefit: +2 Intelligence, +2 Wisdom, -2 Constitution
Silent Killer
You are a born assassin, ready to slay for family, your
cult or perhaps even for the sheer pleasure of the kill.
Benefit: +2 Dexterity, +2 Strength, -2 Charisma
Treacherous Infiltrator
There is no lie you cannot sell, no lock you cannot
pick and no enemy you will not strangle in their sleep.
But in a straight fight, you are out of your element.
Benefit: +2 Dexterity, +2 Charisma, -2 Strength
Step 3 – Pick Your Class
All classes are permitted save for Paladins, Gunslingers, Ninjas, Samurai, and playtest classes but a few
classes require some special considerations.
Assassins are a solid choice for this campaign. Subtle
killing can potentially be useful again and again.
Yes, this is a prestige class not a core class. But it’s a
great prestige class to worki towards from level one.
The Anti-paladin from the Advanced Player’s Guide
is well suited thematically for this campaign.
Clerics, Inquisitors and Oracles are permitted but any divine
PC must worship the Patron.
Druids are an unusual choice but are permitted
nonetheless. Druid face some unique challenges in
an underground campaign. Normally common components
such as mistletoe or berries will be hard to
find. Animal companions who can operate in the dark
(such as dire bats or giant beetles) will have an edge
over more typical choices. Also the cave druid archetype
is a good choice to make this class more viable.
Rangers will find that Humanoid (elf) and Aberration
are solid choices for their favored enemy.
Sorcerers of any bloodline are permitted. Abyssal
and Deep Earth bloodlines are particularly good
Step 4 – Pick Skills and Select Feats
This step is unchanged.
However, as a house rule PCs receive two additional skill points per level.
Players receive 2 total traits which may be used to purchase regular traits, Ability Score Trait (which would replace the normal racial ability modifiers), or a campaign trait.
Step 5 – Buy Equipment
Characters begin with normal starting equipment. (average gp per level)
Step 6 – Finishing Details
As normal except that good alignments and lawful neutral alignment are not allowed in an Overlord campaign.
Drow Campaign Traits
These traits are specific to “Throne of Night” and
any drow may take them if the optional trait system is
being used.
Dangerous Beauty
The drow are famed for their dark beauty and you are
a fine example of this. There is something alluring about
you that draws victims into your web.
Benefit: +1 trait bonus on Bluff and Diplomacy
checks made against anyone potentially attracted to
Demonic Bargainer
You have a particular affinity for dealing with the
denizens of the abyss.
Benefit: You gain a +2 trait bonus on Diplomacy
and Intimidate checks when dealing with creatures of
the demon subtype.
Exile’s Stolen Treasure
Before you were driven out of Taaryssia you managed
to take one piece of magical or well-made gear with you.
Benefit: You have one item (be it a masterwork
weapon, armor or minor magic item) worth 900 gp.
Gifted Poisoner
You have worked with poisons all your life and have
become a virtuoso at their use.
Benefit: +1 trait bonus to poison saves and a +1 trait
bonus to any knowledge skill roll concerning poisons.
Hatred of Surface Dwellers
You have a particular hatred for those who hail from
above. Perhaps you believe them invaders or perhaps
you carry an ancient grudge. Whatever the cause, you
are eager to see them die.
Benefit: You inflict +1 damage against any surface
dweller you encounter.
Improved Darkvision
Even for the drow, your darkvision is impressive.
Benefit: You gain Darkvision 180 ft.
Memories of Taaryssia
Though you have been longed exiled (or perhaps even
exiled as a child), you still remember the great city of the
drow Taaryssia.
Benefit: +1 trait bonus to Knowledge (local) and
Knowledge (nobility) and one of those is always a class
skill for you.
Noble Courtesan
At some point you have been a courtesan. Perhaps
you did this out of desperation or perhaps you simply
enjoyed the lifestyle. Regardless, you know how to listen
and how to ask without asking.
Benefit: You gain a +1 trait bonus on Sense Motive
checks and Diplomacy checks to gather information,
and one of these skills (your choice) is always a class
skill for you.
You never hesitate to strike a killing blow.
Benefit: You gain a +1 trait bonus on attack rolls to
confirm critical hits.
Skilled Backstabber
Fair fights have never held any interest to you. You
much prefer to strike unseen from the shadows.
Benefit: You gain a +2 trait bonus on melee weapon
damage rolls made against foes that cannot see you.
There is something about your words and mannerisms
that strike fear into all who meet you.
Benefit: You gain a +1 trait bonus to Intimidate skill
checks and a +1 save DC to any spell with the fear descriptor.

Prince of Demons
Demon Lord of Demons, Domination, & Power by Any Means
Alignment: CE
Domains: Chaotic (sub:Demon), Evil(sub:Demon), Nobility(sub:Leadership), Trickery (sub:Deception)
Favored Weapon: Long Sword
Symbol: black angel crest with red background


Raziel is the Prince of Demons. There have been other demon princes. It is said that Raziel stole the crown through a combination of guile, assassination, magical compulsion, and brute force. As the current prince, Raziel as excelled as bringing his kingdom under foot and now is reaching across the planes to spread his dominion.

Priests, Temples, and the Church

Raziel's priesthood consists primarily of clerics and antipalidins, although there are also a fair number of inquisitors, oracles and rangers. Rarer are the druids whom bring dominion over the wilderness.

A typical temple includes some type of throne or other representation of temporal as well as spiritual power. Temples are often mistaken for fortresses.

Holy Days and Celebrations
Day of Ascension This is the day commencerating Raziel's rise to the Prince of Demons. It is celebrated at midnight by destruction of the former prince's unholy symbol and reforming it into Raziel's unholy symbol often with the blood of some sacrifice.

Moments of kindness are chances for domination
Conquest is not always done with marching armies. Sometimes it is better to appear the savior and infiltrate a target. Once the populace considers you a savior, then true domination can begin.
One dagger in the dark is worth a thousand in the light
Do not be wasteful. Honor and pride are for the weak. If one well placed kill will bring power, do not kill a thousand.
The only thing greater than destroying an empire is making it your own
Nihilism is, ultimately, self defeating. Oppose those who would destroy what you would rule. It is better to bring dominion of a realm under your sway, then to completely destroy it.

Raziel as a Patron
Raziel rewards those who are clever and bring others under their power. He has been known to send incubi and glabrezus to bring messages or show his disfavor.

Raziel has been known to grant great boons to those who spread his dominion. Often these boons including soul bound objects that grow in power.



Each hex represents a vast amount of space. A hex
is eight miles across or approximately 55 square miles.
Caverns, with their shifting elevations, winding indirect
passages and ease of getting lost always count as
difficult terrain for overland travel unless everyone in
a party has a climb speed and is native to the underworld.
That means that a dwarf party with an average
movement of 20 ft. will traverse one hex a day. Small
parties of unarmored drow could manage one and a
half hexes, but even one armored individual with them
slows them down to again one a day. And larger bands
have little hope of traveling more than one hex a day.

Every hex you traverse takes a full day of travel. The
passages of the underworld are not level, and while
some are more difficult than others, this simplification
better approximates average travel times. Even in the
comparative wide open spaces of the fungal jungle,
this rule still holds. The floor of that vast cavern is
anything but flat and the giant mushrooms that grow
everywhere can be slow to circumnavigate.
Three passages are shown on the hex map above.

Major Passages (double line): These wide passages
are consistently twenty feet across or even wider. Huge
creatures can pass without issue.

Secondary Passages (single line): The passages are
ten feet across. Large creatures can pass without issue.

Minor Passages (dotted line): These passages are traversable
by medium sized creatures but often only just.
Often not level, travel times are doubled. Large creatures
and wagon caravans cannot take them.



Y'dress: female drow warrior. Field sergeant for the PCs army.