GM Ridge's "Throne of Night" (Inactive)

Game Master Ridge

It has been over two centuries since the dwarves had a proper kingdom of their own, but what was lost can be reclaimed, what was broken can be reforged.

If the sons and daughters of stone are brave, cunning, and strong enough, they may yet craft a new kingdom over the old. They may yet claim a Throne of Night.


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This is the discussion thread for our Throne of Night PbP.

For those wanting details on the Adventure's background and premise

Adventure Background:

Two hundred years ago, the greatest dwarven city in the world detonated without warning. For three days, eye-witnesses watched in horror as Dammerhall burned with black flame. All six of the great bridges that connected the mountain stronghold to the outside collapsed. The great gates were shut. No one escaped. Not a single survivor emerged from the doomed city.

Ever since that fateful day, the dwarves have tried to retake Dammerhall time and time again with no success. Most expeditions failed to find entry. A few perhaps managed and have never been seen again. The fate of Dammerhall remains a mystery.

What is no mystery is that for the last two hundred years, dwarven fortune has been in steep decline. With their capital destroyed the dwarven city-states fell to squabbling over who was the true heir of the high king. A dozen lesser dwarven kings declared their right to rule. The dwarven nation was split. So fractured, they became easy prey for enemies. Half of the surviving city-states would be destroyed within a century of the fall. Some were overrun by orcs. One was destroyed by a dragon. And most disgracefully, a few were destroyed by other dwarves in brutal civil war.

The surviving city-states turned in desperation to the kingdoms of men. These lesser dwarven rulers signed treaties of mutual defense and, in all but name, were annexed by the human realms. The kings of men were glad to have them. Dwarven craftsmanship, battle prowess and tenacity were legendary. Over the last century the human kingdoms have overrun the dwarves, not through might of arms, but through numbers. These days, men and dwarves live alongside one another. The dwarven city-states are all but gone. The dwarven tongue is rarely spoken. Dwarves are often regarded as another kind of man.

There may come a time in the very near future, where dwarves simply cease to exist as a separate people and are completely integrated into human society. Perhaps this is for the best. Perhaps dwarven glory is a thing best relegated to the past. Perhaps the future of the dwarven people is alongside the tribes of men.

There are a tiny handful of dwarves who cry nay! They see this integration as yet another defeat. There must be a new dwarven high king! But how can there be? The secret of forging true mithral has been forgotten. The regalia of the high king is lost. Dammerhall is destroyed. There is only one answer. Dammerhall must be reclaimed!

Another dwarven expedition has formed. They are not trying to enter the city from above. Instead, they have heard rumors of a seventh way into the city – a secret way. Dammerhall did not just trade with the surface. It also traded with the realms below. Find the dark road into Dammerhall and the dwarves may yet reclaim what has been lost. They may yet find a worthy high king who can reunite the scattered dwarven people and build a new kingdom over and among the bones of the old.

As for character creation, well, there's a lot to that.

Character Creation Info:

Character builds are with 25 points.
Race: I'm looking for a majority of dwarves, and things are going to be biased towards dwarves ruling. So at least 2/3rd of the PCs need to be Dwarves. If you have a concept that is not a dwarf, then I'll consider it, but competition for those 'slots' will be more fierce so I'd advise you make up a dwarf concept along with it just in case someone beats you out.

Of special note are traits (For Dwarves only) that allow you to modify your ability scores so you don't have to have the standard +2 Con, +2 Wisdom and -2 Cha. This makes the race more versatile and hopefully will encourage the dwarf focus.

The flavor text is meant as just that, so don't feel too pigeonholed. For example, If you want to make a scholar with the standard dwarven modifiers instead of using 'Scholar of the Ancients', don't! It will save that trait slot for something else.

Clever Hands
{I]You are born artisan, cunning and quick with your hands and mind. Whether you have chosen to use these gifts for noble pursuits or becoming a thief does not matter, you are mistrusted regardless by your fellow dwarves.[/I]
Benefit: +2 Dexterity, +2 Intelligence, -2 Charisma

Respected Speaker
You are a rare dwarf who is both eloquent and a born leader. Your words are given extra consideration amongst your people. However, by dwarven standards you are physically inept.
Benefit: +2 Charisma, +2 Wisdom, -2 Strength

Scholar of the Ancient Ways
You are a learned dwarf, well steeped in the ancient lore of your people. However, all this focus upon book learning has kept you away from more physical pursuits. You are thus small and sickly by dwarven standards.
Benefit: +2 Wisdom, +2 Intelligence, -2 Constitution

Trickster and Singer
Dwarves have a reputation as being a stolid, humorless people. But there are few dwarves, usually fine singers and storytellers, who are given leeway for being charismatic and quick of hand and wit. Of course, these brash tricksters are still often in trouble,
Benefit: +2 Charisma, +2 Dexterity, -2 Wisdom

Warrior of Legend
You were born for war. No one matches your prowess in battle, nor your personality, but alas also no one matches your recklessness.
Benefit: +2 Charisma, +2 Strength, -2 Wisdom

Classes allowed: I prefer Corebook, but I'll consider any 'official' class and/or archetype and trust you to an honor system not to abuse my ignorance too much :) I will say this adventure seems to shy away from Gunslingers, and so do I.

Divine characters will likely be asked to follow a "Patron", your celestial benefactor/god who will be designed by the group.

Druids and other nature lovers will likely want archetypes that focus on adventuring deep beneath the surface.

Skills:

This campaign runs with a house rule that gives everyone two more skill
points per level. The PCs will often be on their own in the underworld for much of the campaign and will have difficulty relying on others for skills. This house rule will make them more self-reliant.
Campaign Traits:
Okay, in addition to the ability traits above, there are some more options provided by the book. A few are, in my opinion, a touch silly, others not so much. I also will be offering a few traits that are associated with homebrew "High Clans" if you so choose.

More on all those later if you're interested.

Starting Wealth: Average Wealth for Class


.................
Now, in this early stage, a lot maybe subject to modification. So please let me know what you think, and any questions you may have.


Official traits:

Anvil Heart
You were born in a forge and for you, such places will always be home. You are the heir of a long tradition of dwarven craftsmanship.
Benefit: You receive a +2 trait bonus to one craft skill involving metal-working (for example, blacksmithing, weaponmaking or armorsmithing). That skill is always a class skill for you.

Cast Iron Stomach
There is little you cannot gain sustenance from.
Benefit: +2 trait bonus versus ingested poisons or drugs and “get along in the wild” survival skill rolls that are trying to find food for you receive a +2 bonus.

Dwarven Nobility
Within your veins flows the true blood of dwarven nobility.
Benefit: You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Heir of Dammerhall
You have a direct claim to the title of High King of Dammerhall and the royal Tarnhammer clan. Of course without possession of Dammerhall and the crown, scepter and sash of the High King this title is only symbolic. Still it earns you great respect amongst other dwarves.
Benefit: +1 trait bonus to Diplomacy skill checks made when dealing with dwarves. Also if you take the Leadership feat, gain a +1 trait bonus to your Leadership score as long as all your followers are dwarves.

Impressive Beard
Your beard invokes nothing less than awe and respect amongst your fellow dwarves. As a cultural bias, they tend to trust your word perhaps more than they should.
Benefit: +1 bonus to both Bluff and Diplomacy skill checks made with dwarves.

Keeper of Songs
You know by heart an impressive repertoire of old dwarven songs. When you sing them, your fellow dwarves are inspired by your tales and may even sing along strengthening your bardic magic.
Benefit: +1 bonus to Perform (sing) skill checks when dealing with dwarves and a +1 trait bonus to Perform (sing) checks on any bardic performance when dwarves are present.

Legendary Drinker
Your ability to hold your liquor is almost without equal. In fact, you feel nowhere as at home as in a bar with your fellow dwarves enjoying fine dwarven ale.
Benefit: You are never sickened by drinking alcohol and a night spent in a bar restores you hit points equal to your level.

Old Money
Your family possesses great wealth.
Benefit: Your starting cash increases to 900 gp.

Relic of the Dwarven Smithy
You possess a weapon forged in the foundries of old Dammerhall.
Benefit: You begin the campaign with a free masterwork melee weapon of dwarven construction. It is missing a gemstone from a socket. If that gem were restored, the weapon would likely become magical.

Scholar of Dwarven Lore
You know much of the rich history of your people and can recall it without a moment’s hesitation.
Benefit: You get a +1 trait bonus to all Knowledge checks that deal with dwarven matters.

Secrets of the Dwarven Brewers
You are privy to the secrets of the dwarven brewers of old. You can, with the right equipment, make beer of legendary quality.
Benefit: You receive a +2 trait bonus to Craft (Brewing) skill checks and Craft (brewing) is always a class skill for you. Additionally, if working with masterwork tools for Craft (brewing) your equipment bonus increases to +3, instead of the normal +2.

Now above, the 'Heir to Dammerhall' trait means you're a Tarnhammer, the royal line, the clan all other clans look (or looked) as rightful rulers. At their weakest, they are first among equals... but, awhile back I tinkered with some ideas for 'High Clans'.

They would be
Clan Diamondheart
Clan Dragonbone (often mistaken for Dragonbane)
Clan Goldrune
Clan Stonegate

If any sound interesting to you let me know and I'll give you my write up for it , though it may need tinkering as originally I was trying to slip them into the pathfinder setting which we won't be using.

And, of course, you can play your own humbler clans, or even suggest a high or noble clan of your own creation


Encounter Map

Was planning on playing a Dwarven paladin or cleric.


Fantastic. With the patron angle, we need at least one divine imo.

We'll need more players onboard before we do the Patron, but I'll try to put up stuff about it soon.


Encounter Map

I invited a guy from a way of the wicked campaign I'm in, solid guy, reliable poster. So that makes 3? or 4?


Unfortunately the guy I was thinking of inviting is having computer problems so I didn't bother asking him yet. I've got one or two more I'm considering.

EDIT: And Lightfoot's player will be joining us. He has a ranger concept


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

I believe I can have some fun with clan Dragonbone and the Dwarven Smith Relic....

kneecapper:

Ulfgar's great-great-great-great-grandfather Orwyn on a drunken dare from his friend Heldgwin used a dragon's bone to make a hammer for thumping trolls. He made it with a large hammer on one side with 4 even spikes coming off the back side of it.

Trolls got the strike out treatment. Orwyn would come up behind them, swinging the hammer spikes first in to each of theirs knees. This would generally bring them down to more his level and he'd reverse swing with the hammer and with one tap to the head lay them flat out. He fondly began to call the hammer 'Kneecapper' for the opening gambit in their fights. Overtime his clan grew in size and became known as the Dragonbone clan, which so long as they had the original hammer - no one made fun of them.

One of Orwyn's grandsons, Garndt Greldvisson, left to spend time in the mountains thinning the passes of any troll that had come down over the winter. He never came back home, the hammer was eventually found under the remains of 3 trolls but the fire jewel from the pommel was not found with it. Since that time the hammer has worked well but never with the 3 strike efficiency that was once legendary.

In time the clan has become more and more dispersed and the name all but forgotten and most of the time just flat mistaken for Dragonbane. The hammer has been passed down from first born to first born, and with it the knowledge that if ever the pommel stone is found; Clan Dragonbone can be reborn from the ashes of history. The fire jewel was believed at one time to have signified royal favor or bloodline. The truth forgotten with the jewel.


Encounter Map

The guy I've invited is Irondesk. Let's see what he wants to play. I'm perfectly ok with 4-5 and a few NPC's to round out the dwarven explorers.


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker
GM Ridge wrote:
If any sound interesting to you let me know and I'll give you my write up for it

Forgot about that line last night when I was playing with the ideas. Can I see your write up for the Dragonbone Clan? I was having fun with the weapon idea and made up a history for it forgetting you already had a clan history.

Jarreck aka Ulfgar


Hi all, thanks for the invite!

I'll start working up some ideas for a character today and have some conpets up tomorrow or Sunday. Class-wise I'm not sure yet but am leaning towards something I haven't had a chance to play before, that also really embraces the dwarfy, underground exploration theme - maybe a cave druid, monk of the iron mountain, or bard/archaeologist.

And Ulfgar, loving kneecapper by the way.


Ulfgar, nice story, and no worries... again, this was homebrew and not official at all so your idea is as valid as mine.

Here was my version of the Dragonbone Clan

Clan Dragonbone
Often mispronounced as Clan Dragon BANE by non-dwarves who apparently just think it sounds better, Clan Dragonbone is younger than many of the other High Clans. However, more dragon slayers among the stoutfolk have come from this family than any other, and that commands respect even if their alarmingly 'progressive' attitudes cause more traditional clans to grumble. Sons and Daughters of the Clan learned long ago that dragons don't just make enemies of dwarven kind, but many other peoples as well. Embracing an attitude of "The enemy of my enemy might be handy as long as we split the hoard fair and square", Dragonbone Dwarves are among the most racially tolerant of dwarves, willing to work with honorable humans, halflings, elves, and more to bring a specific wyrm down.

Sadly (At least in the view of the more conservative clans), all this interaction with other races has influenced the outlooks of the Dragonbone Clan members, particularly of the younger generations. Many Dragonbone dwarves follow a human god or two along side traditional Dwarf Gods. Whatever their chosen gods, Dragonbone youth have been known to ignore Dwarven customs they feel are unjust, wrong, or just plain silly and follow their own heart instead. Other High Clans worry how this will influence the young of their own houses, but the longbearded elders of Clan Dragonbone seem to accept it with quiet bemusement. After all, many of them acted much the same when still raw and young, before experience taught them not to throw away the gold with the dross. "The fire of youth then tempered with the cold water of reality makes better steel in us all" is a saying they use.

Clan Founders: Agmri and Margok (Who wed to form the Clan)
Clan Motto: "Be What Legends Fear!"
Clan Symbols: A dragon skull over a cross of dragonbones.
Clan Trait: +1 on all damage rolls against Dragons or Dragonkin. +1 on all knowledge and perception rolls against dragons. Extra bonus language for : Draconic, Elvish, Gnomish, Halfling, or a human tongue.
............
I should clarify that the 'Trait' is option, you can be a member of a clan without taking the Clan trait.

Now, given your own excellent idea, go with which ever you want and THAT will be the Dragonbone Clan for this setting. You can even mix the two a bit if you like. Just let me know.


And I love the idea of "Kneecapper" as well, very good story hook all around and gives you every reason to head below.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

I think I can merge the two without too much trouble. Besides it'll give me something to do while I sit around monitoring systems this weekend on 3rd shift. I'll get back to you with a mixture by Monday. I'll also finish up Ulfgar's backstory. If you like them we'll go with it.

One question for the clan, how long has the clan been in existance?

FYI: Niles this weekend I'll be a absent during the day (sleeping for some odd reason).


While I'm at it, let me just put up the other clan ideas I had. Pardon, a bit of 'editing for setting' had to be done so if there's a bit that doesn't make sense, I'm going to blame it on that ;)

Clan Diamondheart
While not the only Clan of great age, the Diamondhearts take great pride in their bloodline's unbroken ties to antiquity. Indeed, evidence often points to one Diamondheart or another being at almost every crucial point of Dwarven history. A Diamondheart was among the vanguard that drove orcs to retreat during the War of Darkness. A Diamondheart was slain in honorable combat by a Targick Tarnhammer himself! And yes, more than one Diamondheart died defending this citadel or that one. The fact that they were not always on the winning side matters not to them one whit, the fact is, their Clan was there, and it was striving. Your average Diamondheart doesn't just want to just honor history, but rather, he wants to be a part of it and shape it himself!

Many non-dwarves assume that with a name like Diamondheart, the Clan's origins must trace to gemcutters and jewelers, but while many master craftsmen in those fields ARE indeed of the Diamondheart clan, that is not how the Clan name came about. Rather, their founder was a dwarf who was unrelenting in any pursuit he put his mind to and hardened his heart to all other distractions. That attitude has defined his whole line. Bordering on the monomaniacal, any cause a Diamondheart takes up will be pursued wholeheartedly. They do not make enemies lightly, but those that earn their places as foes of a Diamondheart will find they have made a relentless enemy who will do everything that honor allows to bring them down.

Clan Founder: Alkrin Diamondheart
Clan Motto: "Shine Through the Ages!"
Clan Symbols: A Diamond Wreathed in Flame
Clan Trait: To make a mark in history, you must know it. You get a +1 in Knowledge History, and it is always a class skill for you. You also get a +1 on Initiative rolls reflecting your eagerness for glory!


Jarreck Lightfoot wrote:

I think I can merge the two without too much trouble. Besides it'll give me something to do while I sit around monitoring systems this weekend on 3rd shift. I'll get back to you with a mixture by Monday. I'll also finish up Ulfgar's backstory. If you like them we'll go with it.

One question for the clan, how long has the clan been in existance?

FYI: Niles this weekend I'll be a absent during the day (sleeping for some odd reason).

A good question, and my answer is: "The Clan is 'young ish'" . It wouldn't be as old as the Diamondhearts, but then, the Diamondhearts have been around for a long time so that still would allow some flexibility. Let's say no older than 2500 years and no younger than 800 (Given a dwarf can LIVE as long as 800 iirc, that would make them very young indeed). So pick your preference. Your work on the details will save me work ;)

Oh, note for rangers... go with what you like, but the notes for players hint that Humanoid(Elf) and Aberrations make good favored enemy choices. If you go with another, I'll try to slip a few in at some point so you won't feel cheated.


Another Clan (Don't feel pressured to take these, I can also use them for NPCs that might eventually be introduced)

Clan Goldrune
Much is made of the rarity of wizards among the Dwarves. Despite the arcane libraries found in ancient dwarven cities as evidence to their existence, it is generally accepted that a dwarf who immerses himself into the arcane often becomes something of a stranger within his own clan. This is not the case with Clan Goldrune. While not all Goldrunes are wizards, the path is not just honored, but encouraged, much as a family of any trade or calling might push its children to follow their footsteps. Thus Clan Goldrune certainly has a higher number of wizards in each generation than almost any other Clan, and even their warriors are said to be far more learned in those matters.

It's hard to say which came first, the Goldrune tendency to keep to themselves, and preserve their deepest secrets, or the nervousness the other Clans feel towards them. It seems to be something of a vicious cycle. Yet the Goldrune crafter's mark is found on many a dwarven made magic item. And their lore is often called upon in times when the other more militant clans encounter some arcane mystery. Wise Dwarven Lords may keep a son or daughter of the Goldrune Clan as an adviser.

Some say a Goldrune's first loyalty is to magic. Any Goldrune might correct them and say "To our fellow dwarves, a loyalty they do not always deserve. To our craft, a great love of the working and mystery, and to Clan and Blood? That is where we place what trust we have." It's a system that has worked for this most clannish of Clans.

Clan Founder: Rarma Goldrune
Clan Motto: "Listen to the Echoes of Creation."
Clan Symbols: A golden spiral and golden triangle together over black
Clan Trait: All DCs for magic item creation are lowered by one, and spellcraft is always a class skill for you.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

They'll probably wind up around 1200ish, need time to get all the greats in there for Ulfgar's grandfather and still have had time to grow from Agmri and Margok wedding time.

Noted about the favored enemies


Clan Stonegate

While members of other Clans may boast of the accomplishments of their ancestors, or grab cheap glory for blood's sake, the scions of Clan Stonegate go about their duties quietly. Where dwarves of other Clans make speeches about war, a Stonegate is making sure the weapons are sharp and ready. It has been that way for many centuries, and astute historians maybe surprised to find that this Clan has been almost shamefully overlooked in favor of more flamboyant houses. Yet among dwarves, action does indeed speak louder than words, else the Stonegates would not be among the high clans.

Stonegates trace their own founding to Naruk, a humble guardsman who longed for battle and greatness, but instead was left to guard a dwarf lord's keep while said lord and his more seasoned warriors went riding off to glory. While the story varies depending on who is telling it, here are the essentials. Fell creatures of the Darklands desired entry, but they feared the defenses too strong. Instead of brute force, they first attempted to tempt and trick Naruk into abandoning his charge in various disguises and temptations.

Through each, the Naruk was tempted, but declined. When, in frustration, the foes finally revealed their true natures and risked the defenses, they found themselves too exhausted to take on Naruk who finished them heartily. Naruk's master, last of his own clan, died away at battle, but others returned to find the victorious guardsman, and all agreed he had earned the Estate by deed. Thus was Clan Stonegate born.

Clan Founder: Naruk Stonegate
Clan Motto: "Stone Not Wind"
Clan Symbols: A Shield Overlaid Upon A Stone Gateway or Arch
Clan Trait: You gain a +2 on all saves against language dependent spells, and a +1 on Sense Motive Checks (Though the latter is not automatically a class skill for you).


IronDesk wrote:

Hi all, thanks for the invite!

I'll start working up some ideas for a character today and have some conpets up tomorrow or Sunday. Class-wise I'm not sure yet but am leaning towards something I haven't had a chance to play before, that also really embraces the dwarfy, underground exploration theme - maybe a cave druid, monk of the iron mountain, or bard/archaeologist.

Welcome aboard

All three of your 'maybes' sound fine by me and could fit in very well with the concept. As you can see, we still have plenty of room, and need, for players so I'm very glad Niles found you as it were. Let me know if you have any questions, and input is welcome.


Encounter Map

My idea is that each of the PC's represent a different clan of dwarves.

Here is some stuff from the player guide to help us decide how we want to start.

Roleplaying Dwarves:

Typically, a party of adventurers in any fantasy
adventure campaign is a band of diverse wanderers
thrown together by fate who in time become close
friends and together manage to accomplish great
things. Playing in an all dwarven campaign allows you
an opportunity to change that fundamental dynamic
and play a different sort of party. Here we’ll consider
a few suggestions that can make for an interesting departure
from a typical adventuring party.

We are family:

One dynamic than an all dwarven campaign allows
is the possibility that all the PCs are related by blood.
In fact, at the Game Master’s discretion, it may be required
for all the PCs to share a common bloodline
and are members of the same dwarven noble house
now bereft of its birthright by a cruel turn of fate.
If that’s the case, you should work out who is related
to who and how. Are some of the PCs siblings?
Are there any twins? If the PCs are related, who is the
oldest? Who is whose cousin? Who is any given PC’s
father, mother, uncles and aunts?
Take a moment to draw out a family tree of the PC’s
noble house. This need not be an exercise in complex
genealogy. A few minutes of discussion and a quick
sketch can give much ample fodder for roleplaying.
Your dwarven fighter is no longer simply Thrundi
Steel-Axe. He has become Thrundi son of Thrane,
called the Steel-Axe first by his now dead father at the
Battle of Bryden Pass.
The PCs needn’t worry about filling out exactly
what all that means at campaign’s start. Just establish
a few names and shared events and as the campaign
begins and you can fill out more details as the story
unfolds. For example, later in the campaign, events
could make it clear how father Thrane died and why
Thrundi blames himself for his death and how this
quest allows a guilty son a long overdue chance to redeem
himself.
Family dynamics allows for all sorts of interesting
roleplaying situations. If a PC is captured by a drow
patrol in the Fungal Jungle, it’s not a random friend
you met a few weeks ago who is facing torture and
death at the hands of the cruel Baroness of Vothys. It’s
your younger brother. How much more urgent does
that make his rescue?
Family relationships are also a great
source of manageable but entertaining
intra-party conflicts. Siblings may
squabble. Older family members may
decry younger, bolder relations as
reckless. One branch of the family
may not see eye to eye with the other.
Ultimately such conflicts should not
become so intense that they sunder
the party. Instead, they should be the
sort of conflicts that make events of the
campaign more meaningful.

We are Royalty:

A variation upon playing a family is not just playing
any family of dwarves. The PCs are instead all that
remains of the once great house of the High Kings
of Dammerhall. In the blood of their veins flows the
royal claim to rule all dwarves throughout the realms.
Just as in any family, you should still establish who is
related to who, but now the Game Master should also
establish the order of succession. Who should be king
first? If one of the PCs dies who is next in line for the
throne? Are some of the dwarves here not full blooded
members of the royal house, but instead more distant
relations or household retainers?
You should also choose a name for the royal house.
In the campaign, by default, the royal house of Dammerhall
is called House Tarnhammer. But there is no
reason a Game Master could not change that to something
the PCs concocted on their own. Rather than
dictating what it means to be dwarven royalty, let the
PCs discover that on their own.
As not just any family, but a royal family, the PCs
have all the intricacy of normal familial relations with
the additional pressure of dynasty and destiny. Will
they succeed in reclaiming their lost birthright or are
they destined to be the last of their royal name?

We are Our Peoples’ Last Hope:

One very important theme in the “Throne of Night”
Explorer’s campaign is that the dwarves are a scattered
people in decline. The calamity of the destruction of
Dammerhall has been a blow that has all but destroyed
this proud race. The widespread, fast-breeding, energetic
race of men now seems poised to become the
world’s true masters. The grandeur of the dwarves
fades with every passing year. Their great sagas are but
tales to be told...
The PCs are the last chance to change that fate. If
they cannot find a way to restore dwarven glory, then
no one will. The quest of the PCs ultimately is not
about a place. Dammerhall is just a ruin. Instead the
real heart of this quest is to build once more a powerful,
independent dwarven realm. The world has not
seen such a thing in a hundred years.
This mission cannot be accomplished in the surface
realms. The myriad kingdoms of men are too entrenched.
The dwarves have neither the will nor the
numbers to fight against humanity. Instead, if there
is to be hope, it must come from below. Within the
underworld, there is space enough for the dwarves
to thrive and rebuild. The task will not be easy, but
it is, with courage and resolve, at least possible.

Do Dwarves Sing?:

In the most famous dwarven quest of
them all – J.R.R. Tolkien’s “The Hobbit” – the
answer is an unqualified yes. Dwarves sing
to remember ancient defeats, to unify their
purpose and to lift their own spirits. So, how
should this be represented in game?
The most obvious way to represent this is
to have a dwarven bard in the party. The bard
class is rich in mechanics for how songs can
strengthen the band. When the dwarves hear
the ancient songs of the fore-fathers they are
driven to do even greater deeds today.
Also encourage your players to write an
actual poem describing their deeds. You are
not looking for Tennyson here. Just a few
lines in simple rhyming verse can create a
very memorable campaign accessory. If you
are using the optional “Hero Point” system
from the Advanced Player’s Guide be sure to
reward such efforts with a point or two.

Dwarven Xenophobia:

One thing that each party must determine on their
own is how willing they are to make allies. It seems
natural that a party of good-aligned dwarves would
naturally be friendly to allies. And in Book One, there
are some potentially very bizarre allies to be made indeed:
mushroom men, deep gnomes and intelligent
spiders just to name a few.
But in fantasy literature, there is also a deep tradition
of dwarves been a mysterious and xenophobic
people who trust only their own kind. Adopting this
position can make for some interesting roleplaying situations
and conundrums. Yes, the deep gnomes need
the dwarves and vice versa. But can they overcome
their own petty mistrust and bigotry to work together
against a common foe?
And if this quest is truly about reclaiming dwarven
glory, how can that be accomplished in a realm overrun
with and built by the efforts of non-dwarves? Perhaps
the great lesson of this campaign is that what lea
the dwarves to ruin in the first place was the belief
that they needed no one. When Dammerhall faced its
greatest peril, the dwarves did not seek much needed
outside help. Instead, they closed their gates and ensured
their own destruction. Will this happen again?

Class Choices:

All classes are permitted but a few classes require
some special considerations.
Clerics, Inquisitors and Oracles are permitted but if
the PCs are using the optional Patron system below, be
sure that these characters worship either that Patron
or a god who is philosophically compatible with that
Patron. It might be advisable simply to require any divine
PC to worship the Patron chosen by the party to
avoid unnecessary intra-party religious conflict.
Druids are permitted but 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.
Gunslingers are permitted but this adventure path
assumes by default that firearms do not exist. There are
no guns found in the treasure or adversaries who use
firearms. If you want to play a gunslinger, you should
talk to the Game Master about this. If they approve
this choice, then they will need to modify the campaign
accordingly to accommodate your character.
Ninja and Samurai are permitted but the campaign
as written makes no special allowances for them. Thus
there are no eastern weapons or armor in the treasure
(katana or naginata, for example). Further you must
explain how a dwarven samurai came to be allied with
western dwarves. Much like the gunslinger above, talk
to the Game Master and work out these special needs.
Rangers will find that Humanoid (elf) and Aberration
are solid choices for their favored enemy.
Sorcerers of any bloodline are permitted. Elemental
(earth) sorcerers are a particularly good choice.

What is a Patron?:

A Patron is a powerful divine entity (be they god,
archdevil, demon lord or celestial) who for some reason
has chosen to interfere with the mortal realm.
They act subtly because direct intervention would invite
direct opposition from rival players. Their chosen
method of influencing the mortal sphere is a small
band of heroes. These are the PCs.
Why Would a GM Want to Use Patrons?
Giving the party a patron is a very natural way to
unite a band of adventurers and give them common
purpose. A patron can become a cornerstone of a
campaign, or it can be a minor element providing occassional
roleplaying possibilities. The choice is yours.
This system works particularly well if you have already
decided to use the optional Hero Point system published
in the Pathfinder RPG Advanced Player’s Guide.
The Patron system can find particular use in
“Throne of Night” when running an Overlord campaign.
The Overlord track has a band of chaotic evil
characters that must somehow be unified. How better
than to forge an alliance between them via a powerful
demon lord watching their every move. The demon
lord will aid them when it suits his purposes, but also
demands that they accomplish their immortal master’s
dread purpose here on the mortal sphere.
Even though Explorers likely need unification less
than Overlords, Patrons still have their place in such a
campaign. Patrons can turn a band of dwarves with a
vague motivation to find a way into lost Dammerhall
into a dwarven crusade of devotees of Father Mountain,
bent on saving the dwarven people from destruction
and decline. The stones themselves cry to the
dwarves that their mission is a holy one. How can they
deny their destiny?
What are Some Examples of Patrons?
In the Ray Harryhausen epic “Jason and the Argonauts”
(1963) the Goddess Hera aids a band of heroes
to find the golden fleece. What makes this a great
example is that her help is limited but valuable. She
doesn’t spare our heroes danger but instead prepares
them for it and gives them a fighting chance against
foes much greater than Jason and his Argonauts. Also,
her ability to assist is limited by Zeus who imposes a
sense of divine fairness on this “game of the gods”.
For an example of an inarguably evil patron, consider
the “Omen” series of movies. Damien Thorn is
the devil’s chosen agent on earth (the anti-Christ actually).
But the devil never directly manifests as a great
pillar of infernal fire to aid his son Damien. Instead,
the patron sends Damien aid in the form of followers,
subtle (but often murderous) assistance and protection
at key moments. Damien still faces real danger
(and in fact, at the end of the Omen III is slain and
defeated). But there is no doubt, he is being helped by
a formless evil entity through out his entire life.
The Basics of the Patron System
Using the Patron system is a five step process that
begins after the GM has decided whether a campaign
will be Explorer or Overlord but before the players finish
creating their characters.
1. Choose Twenty Descriptors
The GM begins the patron-building process by first
deciding that there will be a patron and what possible
options there are to describe this divinity.
2. Creating the Patron Together
This is a group activity where the PCs and the GM
work together to pick the descriptors, virtues and sins
of the Patron. The domains tell you what sort of power
the Patron embodies. The goals tell you what the patron
wants. The sins describe what angers your Patron.
3. Describe the Patron
Now the GM takes what the party has created together
and fills in details, integrating the patron into
the game world. This step can involve as little work as
choosing a name and picking domains or it can be a
more involved process of fleshing out a new faith.
After this step is complete, the PCs should finish
creating their characters.
4. The Patron and the PCs
Each player must now decide how the Patron effects
their character. For some characters (say clerics,
inquisitors, paladins and oracles) this may be obvious.
For other it may take some thought. For those who
prefer to let chance decide, we have included a random
table of possibilities.
5. The Patron in Play
Now the Patron is described and integrated into the
party and becomes a part of your play experience.
Each of these five steps is described in detail below.


Yeah, I'm definitely going to be playing up that "Dwarves in Decline" angle.

I know a lot of information has been put out to you guys in short time, but the good news is, there's no quiz ;)

I suspect Niles is eager to get the Patron development going, and for good reason given he'll be playing a divine class. I'm hoping for a few more players before we start the committee on that one.

A bit on family and clan relations. As my ideas on the "high clans" (The Tarnhammers being the cream of the crop) suggests, I'd really like each player character to have a rich heritage of one sort or another. When dwarves talk about family, they just don't mean the nuclear one. Clan Patriarchs (Or matriarchs) hold great influence and respect. In Dwarven culture some great ancestor's sin can marr how other dwarves see one of his descendents whether its fair or not. On the other hand, a great deed by an forefather means young ones of his blood have some free glory and trust. This is more for feel than actual game mechanics, and an individual dwarf can buck the system but it should let you know where your dwarf is coming from.

So play a Tarnhammer, if you want the blood of lost kings in your vein.
Play a son or daughter of a High Clan, if you want your character to feel the pressure of noblisse oblige dwarf style.

Play a Low Clan (Make em up ;) ) born fellow if you want to play a character with ambition to not just raise his own fortunes, but perhaps help his clan ascend to the title of High Clan itself! Even if glory isn't your reason, maybe your clan served another higher clan loyally and so you go.

And yes, you can play a clanless, or someone who wishes they were due to the stigma and shame of being descended from criminals, traitors, or the like. It won't be as bad as playing a Casteless from Dragon Age Origins, but for those who enjoy starting at the very bottom, it is an option (Excuses on why you would be allowed to come along would have to be discussed and I suggest no more than one "Scum" among you, if any)

And yes, if anyone wants to play siblings, cousins, or the like, that's fine too.

While you're going to be the only dwarves in some parts of the AP, at the start, and hopefully later, your relations and your deeds will bring you into contact with many NPC dwarves both high and low. How much your characters adhere to tradition and the like may yet shape the future of the Dwarven race


Encounter Map

My idea for the party centers around the group being composed of scions from each noble clan and the last Tarnhammer. The dwarven elders got the group together from disparate human kingdoms to make the trip into Azathyr. This would mean that this party would literally be "We are our people's last hope".

In my head the party would be something like

Tarnhammer Scion: High/med CHA, destined to be King/Queen
Stonegate Scion: martial? destined to be the defender of the realm
Goldrune Scion: obvs a caster of some sort
Diamondheart Scion: having trouble with this one
Dragonbone Scion: also having trouble


Well, it's up to you the players on that, though if you dawdle too long I may push a bit harder. If the others do want to go with the idea of scions from each High Clan then I think eventually the "roles" you play in the kingdom will shape themselves anyway. If we use Kingmaker like rules then what you have is (From notes in the second module)

Position Dwarf Equivalent (in dwarvish)
Ruler = King (Rik)†
Consort = Queen (Rikka)
Councilor = My Ear (Hyrûn)
General = My Axe (Barkûn)
Grand Diplomat = My Voice (Galabûn)
Heir = Heir (Rayad)
High Priest = My Heart (Kurdûn)
Magister = My Quill (Ikarthûn)
Marshal = My Eye (Izarûn)
Royal Enforcer ††
Spymaster = My Dagger (Garthûn)
Treasurer = My Purse (Vashûn)
Viceroy = My Ring (Ruthûn)
Warden = My Shield (Murkûn)

† Only when Dammerhall is reclaimed can the
dwarven ruler take the title Az-rik (or High King)

†† Royal Enforcer is not a traditional dwarven position.
If there were such a position, it would likely
be the head of the King’s personal guard, sometimes
called My Sword (Zagarûn) since dwarves traditionally
fight with the axe but use the sword for executions

So even if we have more than one martial class, divine class, or what not, there will still be plenty of options to keep crossover. What's more, the above is just the AP's take on traditional roles. If you guys feel froggy, you can change things up if you like a bit.

And as you may have noticed, there are more positions than there are PCs. That's alright, NPCs you gain as allies can be asked to fill any jobs you don't want. This also allows you a council to hold things together while the PCs make their adventures.


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker
GM Niles wrote:
Dragonbone Scion: also having trouble

With the history that I am working out with Ridge for the Dragonbone clan, they would naturally gravitate to the Warden position at this time.

Niles, I would be glad to join in on the discussion on the Patron, some of my clans history is involving patron's help so to speak.

Is there a map available of the general area surrounding Dammerhall?

back to sleep for me, Ridge I think I answered your questions.


Yes, thanks, Ulfgar

I get the feeling that any map showing the area surrounding Dammerhall will be in the third part of the AP which isn't out yet, sorry. Now, ICly, some of the elders might have some tales to tell, but even then, with doom falling on it etc etc... the terrain itself may have changed.

And I'll get started on the Patron work soonish despite our low numbers


I might take a shot at the Diamondhearts - I'm starting to grow fond of the archaeologist fixated on genealogies, history and forgotten glory, which I can see fitting with the background GM Ridge posted for the Diamondhearts

As far as kingdom roles go, he could grow into councillor, treasurer or viceroy fairly easily - again fitting the Diamondheart "always near power but never wielding it" vibe.

Mechanically, I'm a little concerned about the low power reputation of trapfinding/skill characters (never actually played one before), especially if this is going to be a small group.


Encounter Map

I'd rather a regular bard or a rogue, you could make a pretty nice one with the 25 point buy.

Wouldn't worry about low power.


1 person marked this as a favorite.
Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

Warning long read: Clan Dragonbone
Still a work in progress, disregard any names mentioned of deities, they are subject to change. The names represent the ideals represented by each deity. I'll post an abbreviated timeline for this later, probably Monday.

GM Niles wrote:


My idea for the party centers around the group being composed of scions from each noble clan and the last Tarnhammer

My idea works well following this line as Ulfgar is a direct descendant of the Clan founders. And being first born male, subject to using the hammers special attacks should it ever be put back together.

Comments, Suggestions or Concerns appreciated.


IronDesk wrote:

I might take a shot at the Diamondhearts - I'm starting to grow fond of the archaeologist fixated on genealogies, history and forgotten glory, which I can see fitting with the background GM Ridge posted for the Diamondhearts

If an archeologist type is what you want to play, go for it. Heck, you can even have a non magical fedora for free if you want :) If you go 'regular' non archetype rogue or bad, your PC can still call himself an archeologist (And still get the hat).

Let me know if you want to change anything about the Diamondhearts by the way. What you guys have been given was the 'first draft' at most. As you can tell by Ulfgar's hard work fleshing out the Dragonbones, I'm perfectly cool with you doing much the same for the Diamondhearts. That is not a requirement though, if you think what we've got is fine, then don't feel obliged to create work for yourself.

Quote:


As far as kingdom roles go, he could grow into councillor, treasurer or viceroy fairly easily - again fitting the Diamondheart "always near power but never wielding it" vibe.

Mechanically, I'm a little concerned about the low power reputation of trapfinding/skill characters (never actually played one before), especially if this is going to be a small group.

Well, I haven't counted traps in the adventure for an exact number, but I can say that high perception in a underground world of creeping things will be useful period. If you're looking for a language that might come in handy, Undercommon is a definite contender, and yes, even social skills may make things much easier for you.


Oh, and don't let the fact that we have few players (So far) make you feel you HAVE to play this or that class or role. Play what you will have fun playing and I'll find a solution for any 'gap' or try to.


1 person marked this as a favorite.

First pass...more to come:

Professor Mim:
“And so thanks to the efforts of Vindi Diamondheart, the ironbreakers of the 12th cohort, led by Einar Tarnhammer himself, arrived in the upper gallery in time to flank the red horde. Caught between the 10th and 12th cohorts, the orcs were routed from the field. This marked the collapse of the red horde socially and politically, and no major orcish incursions were seen in the region until the Vitr Dynasty some 600 years later.”

The broad shouldered lecturer at the chalkboard finished scribbling and turned around to face his class. The light that had been in his eyes as he wove the tales that made up his lecture dimmed as he regarded the bored looks on the handful of student faces dotting the hall. Someone coughed. Another yawned and stretched. Assistant-Professor Mim sighed in resignation and stomped back to his podium. “And so concludes Dwarven history and culture 101 for this semester.”

No sooner had the words left his mouth than the students, human every one, were bolting for the door. As Mim tidied his notes, a messenger jogged into the hall. “Proffessor Hannarr Mim?”

“Assistant-Professor.” Mim corrected. He had been teaching here for over a decade now and had seen many of his human peers pass him on the academic ladder in that time. Dwarves, however, were not permitted to achieve full tenure. It didn’t matter, he told himself. The only reason he taught was to fund his next expedition. The messenger gave him the same bored look as his students, handed him a thick letter, and departed

Mim looked for a name on the front and almost dropped the letter. His pulse began to race as he traced the proud glyph scrolled there with his finger… “DIAMONDHEART”

***


Patron Selection process beginning...

This is a list of eighteen descriptors that describe the nature and interests of your parties patron. Don’t ask any questions about what they mean right now (unless perhaps there is a word you need defined) and don’t discuss them amongst yourselves. Simply read the list and
then secretly write down two you like and PM me. If you are planning on playing a divine class, then mark one of your choices as being a priority for you and that one counts as two votes.

Beauty
Blacksmiths and Metalworkers
Bravery
Brewing
By this Axe I Rule
Elemental Earth
Fortune Favors Us
Glory
Honor
Knowledge
Law and Tradition
Liberate the Enslaved
Mercy and Healing
Prowess in Battle
Secrets beneath the Mountain
Songs and Stories
The Rightful High King
Travel and Exploration


IronDesk wrote:

First pass...more to come:

** spoiler omitted **

Excellent. I like the nice touch where dwarves aren't allowed to achieve full academic status in the setting. It helps shape it up without forcing anything


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker
IronDesk wrote:


First pass...more to come:

Excellent posting sir, found myself nodding off with the class, jk.

Looking forward to the rest.


Encounter Map

Pretty darn cool. Helaman.

I'll post a little about my guy as soon as we have the patron chosen.


Ulfgar, are you leaning to melee or ranged?


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

Probably a switch hitter build. Start out ranged then go play with the heavy toys.


Hey everyone just posting here quick to keep tabs on things as I mull over a character concept. I was thinking of a cleric at first but see that GM Niles indicated that he might be going that way as well. Any thoughts Niles about paladin or cleric? If you go paladin I would go the cleric route. If you go cleric I will think up something else.


Encounter Map

I'd go Paladin then, you can go Cleric.


I will get something up then tomorrow for a Dwarven cleric.
I am assuming Niles that you will have the higher cha and more than likely the royalty line.

As such I am looking at the stonegate scion as my clan of choice. If you are doing something else then I will pursue the royalty line. I am equally happy with either and since I am coming in last will defer to you. It has been a while since I have played a cleric so this will be interesting.

25 pt buy with average wealth but how many traits and can we select them from the pathfinder setting?


Male Goblin Paladin/1, Father/15

Been unexpectedly busy lately. I'm one of the players GM Niles may have spoken of. Interested in the idea, hope there might still be room to apply. If so, will have a formal application tomorrow or Tuesday, if possible?


Thanks for showing interest, Variel. Remember when you send me your patron preferences to mark one of them (Your priority) so it counts double.

Room we've got, Irnk. So far it looks like we have a:
Ranger
an archeologist skill type (Bard or rogue related?)
A paladin
and a cleric

If you could look at the list of options under the patron and pick your two favorites as well it would help.

I'm delighted we have enough players to continue 'safely' (A relative term) now. Thanks to all for giving me a chance

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

warning long read:
Closer look at Ulfgar and motivations

Now to figure a short version for the stat block :-/

Question on traits - will Guardian of the Forge work with the campaign OK?


I'll take a more detailed look at the read later as it's late.

And that trait is fine mechanically, and we can alter the flavor as needed


Encounter Map

Ok then a paladin with the Heir to Dammerhall trait it is.

That much is done, waiting on the patron stuff to finish the character background.

Is anyone keen on making our characters cousins/siblings whatever? Also, teamwork feats? Anyone interested?


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker
GM Niles wrote:
Is anyone keen on making our characters cousins/siblings whatever

Ulfgar would be a cousin to either the Tarnhammers or the Diamondhearts as the original founders of the clan wed from each. Dwarven culture has no issue with keeping records 5-7th cousin relations IIRC. Also falls under scion of his clan.

Haven't looked at the teamwork feats before so can't speak to that right now.


Yeah, dwarves are worse than Southerners (I say this as one) when it comes to keeping track of family trees "My uncle's wife's second cousin's son's nephew" etc. :)

But if you guys think I'm going to do entire family trees, you're nuts!

/And Ulfgar, read the fiction, looked solid. I'll probably put Torel, your dad, into a list of NPCs acting as family heads etc.
............
And while I'm waiting for one more vote on the patrons, I can tell you guys that there's one trait that's really in the lead.


Go Brewing!!! All dwarves need good ale. that is the real reason for hte decline of the dwarves. All the good breweries were lost and dwarves were forced to subside on human ale. The weaker version has deteriorated morale to such an extent that those clans that escaped with the good stuff were attacked by those clans that didnt have any ale to their name. Historians just always forget that part of it.


Encounter Map

A party of drunken dwarves! Good times.


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker
GM Ridge wrote:
keeping track of family trees "My uncle's wife's second cousin's son's nephew" etc. :)

yep! That was Joe wasn't it? Sue's boy.

GM Ridge wrote:


But if you guys think I'm going to do entire family trees, you're nuts!

One family tree was enough for me, suffice to say we're cousins

@Variel - too funny I like it

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