Sons of Dammerhall: Dark Frontiers (Inactive)

Game Master GM SuperTumbler

Battle Map

Dammerhall Main Level 3

Dammerhall Main Level 1 and 2


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Throne of Night: Dark Frontiers

This is the last chance for your people. For two hundred years, the dwarves have been scattered and leaderless. The dwarf holds are all but gone – conquered by invaders or overrun with outsiders. For decades now, the dwarves have mingled with the kingdoms of men. The humans have treated you well enough. They respect dwarven craft and tenacity. But with every passing year, the dwarves dwindle. Your tongue goes unspoken. Your ways are forgotten. Will there come a time when to be dwarven is merely another way of saying a short, bearded man?

It was not always so. Once the greatest empire in the all the world was dwarven. Once the majestic kingdom of Dammerhall was where all roads converged. The whole world came to pay tribute to the dwarven high king and his mithral throne.

And then calamity. The great mountain-city burned with black flame for three days. All the bridges into Dammerhall collapsed. All the gates were sealed. The only survivors were those who by chance were outside the city. For two centuries dwarves have tried to retake Dammerhall and discovered what really happened that dark day. And for two hundred years, they have failed.

The remaining dwarven holds, once vassals to Dammerhall, fell to squabbling about who should rule the dwarves. Weakened by division, many dwarf holds were overrun by orc or dragon. Some signed treaties with the realms of men, all but forfeiting their autonomy. And most disgraceful, some holds fell because of civil war where dwarf turned upon dwarf.

But there is yet hope. It is said that there is another way into the sealed city – a dark road beneath that goes through the uncharted depths of the earth. This expedition will be the one who will find that hidden road. This expedition will reclaim Dammerhall and restore dwarven glory, dispelling two hundred years of disgrace.

You have found an entrance into the darkness. Rumor speaks of a deep gnome village known as Fasturvalt where dwell the elusive svirfneblin, the deep gnomes. The first step is clear – Find Fasturvalt and secure a guide. Nothing will stop you in your quest. Nothing will stay your hand. This is your hour. This is the moment when the dwarven diaspora ends and where dwarven glory begins anew. In the realms below, you will make for yourselves and your people a Throne of Night.

SONS OF DAMMERHALL

Campaign Theme: Campaign Theme: The Throne of Night campaign is an exploration/kingdom building campaign set in a massive section of the Underdark known as Azathyr.

Starting Level: PCs will start at 1st level.
Alignment: Any non-evil
Ability Scores: 25 point buy.
Skills: 2 extra skill ranks per level, AND background skills.
Base Starting Money: Average
Races: Dwarf only.

In addition to this, you may use one of your traits to select an optional Ability Score Trait. These are to make dwarves more versatile for character construction and replace the usual dwarven racial ability score modifiers: +2 Constitution, +2 Wisdom, -2 Charisma.

Ability Score Traits:
Clever Hands

You are born artisan, cunning and quick with your hands. 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.

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 Intelligence, +2 Wisdom, -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, but alas also no one matches your recklessness.

Benefit: +2 Constitution, +2 Strength, -2 Wisdom

Classes:

All classes except ninjas, samurai, and vigilantes are permitted and a few classes require some special considerations.

Clerics, Inquisitors and Oracles are permitted but the available gods are restricted to the dwarven pantheon.

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.

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.

Side note: I'm not sure how the occult classes will work with the game, so please sell me on them.

Traits: Three traits, including one of the following Campaign Traits.

Dwarven Campaign Traits:
These traits are specific to “Throne of Night” and any dwarf may take them if traits are being used.

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.

Past of character creation for Throne of Night involves the creation of a custom patron deity. This patron can be a major influence in the game or a minor role-playing device. Its impact is up to us. In order to begin this process, please include two of the following key words and phrases in your application.

Patron Keys:
Arcane Magic is an Abomination
Arcane Magic is our Greatest Tool
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

Also, include the following information in your profile:

1) Appearance
2) Personality
3) Background
4) Relationship to the Tharnhammer Family
(ie. direct member, married into, friend of a family member, devoted thane, etc.)

ROLE-PLAYING CONSIDERATIONS

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 are a few suggestions that can make for an interesting departure from a typical adventuring party.

We Are Royalty:
You are all that remains of the Tharnhammers, 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. Once the characters have been selected, we will establish who is related to who and the order of succession. Who should be king first? If one of the you 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? Rather than dictating what it means to be dwarven royalty, I will let the you discover that on your own.

As not just any family, but a royal family, the you will have all the intricacy of normal familial relations with the additional pressure of dynasty and destiny. Will you succeed in reclaiming your lost birthright or are you destined to be the last of your 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...

You are the last chance to change that fate. If you cannot find a way to restore dwarven glory, then no one will. Your quest 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. The dwarves have not yet sung their last song of glory.

Dwarven Xenophobia:
One thing that you must determine on your own is how willing you are to make allies. It seems natural that a party of good-aligned dwarves would naturally be friendly to allies. And in in the underworld, there are some potentially very bizarre allies to be made indeed.

But in fantasy literature, there is also a deep tradition of dwarves being a mysterious and xenophobic people who trust only their own kind. Adopting this position can make for some interesting role-playing situations and conundrums. Yes, the dwarves may need allies in their quest to reclaim Dammerhall. But can they overcome their own petty mistrust and bigotry to work together against a common foe?

POSTING CONSIDERATIONS

You will be expected to post at least once every 48 hours. I will endeavor to hold myself to the same standard. If you are going on a vacation, very busy, or otherwise unable to post just let me know and I will consider you on "standby" for the amount of time specified.

If anyone disappears for 7 straight days without posting or leaving notice you will be killed off without hope of resurrection.

DEADLINE

I will be selecting 5-7 fine and mighty dwarfs. Recruitment ends on 11/22 at midnight EST.

Good luck!


Dotting my dot! Looks great.


Waves - reaffirming my intent to submit a Tortured Crusader Paladin (archetype is from Horror Adventures). He won't be a fine or mighty dwarf, instead being somewhat of a broken Stoic.


Fricking YES!!
After some thought, I've decided to submit a dwarven sorcerer (destined). It will be posted soon.


Just posting a concept, since it's getting a bit late here. Full mechanics and backstory will be up before the week is out.

The unnecessary second-son of a second-son, Harthacnut Tharnhammer is the family's 'Keeper of the Book of Lives'. It's his sacred duty to safeguard and maintain the 'Book, recording the birth and death dates of every dwarf of the clan and crossing out those names best excised from history. Praise be to the Gods, the book was riding circuit when Dammerhall collapsed. Now it falls to Harthacnut to bring it home - and record the many, many deaths of the dwarves who fell that sad day. He's been recording a lot of deaths lately.

Mechanically speaking, he'll be a Living Grimoire inquisitor, with the Book of Lives functioning as his holy book.

The Patron Keys would be Secrets beneath the Mountain and Law and Tradition.

Liberty's Edge

Total dot, no idea of what to play but I'll come up with something. Possibly a Wizard.


Regarding patron keys – should we only include two, or at least two, up to as many as are appropriate?

Regarding available deities: which dwarven pantheon should we refer to? I assume we're allowed to play clerics, inquisitors, and/or warpriests of dwarven gods other than the custom patron god – would Bes of the Egyptian/Osiriani pantheon be considered allowable, potentially as a god the dwarves brought with them to the humans and proved quite popular with that region of the world?


I am still very interested in this! I am rather torn between a monk or a Cavalier. The monk interests me because I have never played one before and I love trying new things. The Cavalier I have played and I love that class. If I go cavalier I would really want the Huntmaster archetype. But I was just looking though the lists of critters available to that archetype and I have nothing that can see in the actual dark. Owls apparently only have low light vision, and that is dumb. Same with the bat. It makes no sense!

So I would only be going Cavalier if I can have birds that actually see in the night, which would alter the core critter in the correct way in my opinion. And maybe something better suited to the underground that a dog. I would happily pay a 'fee' for that if need be.

But you issued a challenge for the Occult classes And if for some reason those two do not seem likely. And currently I have no clue how to build the character that becomes a monk so I am a little lost there. So my pitch for the occult would be for a spiritualist. The Phantom would be someone who was once a member of the ruling clan of Dammerhall. It is the Phantom that is driven to want to do this, to return unity and glory to the Dwarves.

The role-play of this would come in from when the Phantom is not physically present but in the Spiritualist head. You all would get to read the conversations but not always get to chime in since it takes place in the dwarfs head. The Phantom will push the Spiritualist along their path. I rather like that idea so if you, GM R0B0GEISHA, like it then I will stat up this one. Otherwise I will go with one of the other options I have presented.


Dotting. I'll be applying with a dwarf medium, a young man who was trained as a historian in a large surface city before a chance encounter with a fortune teller changed his life. Now, he channels the long-dead spirits of dwarven heroes in the effort to guide himself and others in the rebuilding of both Dammerhall and the dwarven peoples.

Edit: Is VMC a thing that is allowed?

Liberty's Edge

I've come up with potentially two concepts. One is a Skald with a claim on the throne, a direct descendant of the Tarnhammer who grew up breathing the epic legends of Dammerhall.
The other would require someone else to get the claim to the throne trait, and I would be a Shield Master Brawler, bodyguard and faithful retainer of the aforementioned claimant.
Does anyone want a shieldmaster as their right arm? Are there many people staking a claim to the throne?


Working on Dagmar: Shaman (Speaker for the Past), Cook and wields a mean cleaver.


OK, I'll get a build together. He'll be a dwarf fighter, a smith who's family had long served the Tharnhammers as weapon smiths.


OK, here we go.

background and stuff:

Haarold is the son of a smith, who was also the son of a smith. In fact
the family line goes back as smiths as long as anyone can remember. Back when Dammerhall still stood as the home of the dwarves, his family served at the weaponsmiths of the Tharnhammers. Since the fall of that great city, his family took some time to find a new place. They settled into service in a human kingdom (not sure of the world setting, can pick something if Golarion). Understanding that they served at the sufferance of the humans, they picked up on the notion of customer service, and generally try to dispel the normal gruff dwarf image and instead actually be salesmen. This has actually worked really well, and they do very good business, not merely because of the quality of the wares.

Haarold is a bit less diplomatic than most of his family, but his smithing skill makes up for it, and he also has trained extensively in fighting on the side. When call went out for dwarves to retake Dammerhall, he was one of the first to respond. It just fired up his blood as if his destiny was calling.

Haarold is a very muscular dwarf, having worked in a smithy all his life. Otherwise, he's fairly average in appearance, being middle height, with brown hair and beard. He's outgoing for a dwarf and generally has an attitude of trying to please people. While not exactly silver tongued, he is willing to talk things out.

Patron Keys
Blacksmiths and Metalworkers 
Knowledge

stats:

Haarold
Dwarf fighter 1
LG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+5 armor, +2 Dex, +1 dodge, +2 shield)
hp 13 (1d10+3)
Fort +5, Ref +2, Will +0
--------------------
Offense
--------------------
Speed 20 ft.
Melee light hammer +5 (1d4+4) or
. . warhammer +5 (1d8+4/×3)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 16, Int 13, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 18
Feats Dodge, Power Attack
Traits - custom trait -, seeker, - custom trait -
Skills Acrobatics -4 (-8 to jump), Climb +2, Craft (armor) +5, Craft (weapons) +3, Diplomacy +1, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Perception +5, Survival +4
Languages Common, Elven, Undercommon
Combat Gear acid (3), oil (5); Other Gear scale mail, heavy steel shield, light hammer (3), warhammer, candle (2), chalk, hammer, hemp rope (50 ft.), hooded lantern, piton (4), sack (2), tindertwig (4), torch (2), 45 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.


Dotting to show I'm still interested. I'm going to build my Drow submission first, then the Dwarven one, but both will be up soon.


Just one question! Are we allowing any 3rd Party stuff like Path of War or anything? Just curious if we are. Dotting for interest for sure!


You mentioned you would need convincing about Occult classes. What about an Earth Kineticist? I've been wanting to try to build one.

Also, will you have an ability score cap before racial bonuses or anything like that?


@Belltrap: Only two patron keys, please.

Ideally, any divine submissions will follow the patron deity we create, but you won't know what that is until you get in. Submit the character you want, include the patron keys that will influence the patron outcome, and after selection, you can decide if you'd rather stay with what you made or switch to the new patron.

As far as pantheons go, you can really worship any dwarf god from any setting. The actual setting for the campaign is pretty malleable with no solid details. You also make an interesting point about a dwarf cleric of a human god. They are increasingly common when Throne of Night begins, but would one fit with a group of dwarves set on reconquering their past? It's an intriguing and difficult concept to justify and if you go that route, I'd like to see how you manage it.

@Deaths Adorable Apprentice: A Dire bat companion has blindsense 40 ft, so it would be viable. Companions with darkvision include cave salamanders and many different kinds of giant vermin.

I'm having a difficult time visualizing the spiritualist. I suppose an actual character might help me. Make it, if that's the route you'd like to take.

@Fighting Chicken: VMC is allowed.

@WarforgedMan: Yes.

KalDragon: An earth kinectist seems appropriate.

There's no cap on stats, although I don't like crazy min-maxed characters.


I saw in the Drow recruitment thread that you would allow two campaign traits, assumed it was the case here too.

Introducing to you Snorri Tarnhammer, Sapiens' submission, Skald and rightful heir to the Mithral Throne. Snorri spent his whole life feeling as an exiled King and is now ready to herald his own return, by right of blood, of prophecy and of kinship.

"... And let any who would stand against the might of the ancient Dwarven Kingdoms that Dammerhall stands! Ruined, burned, Dammerhall still stands! Forsaken, abandoned, Dammerhall shall never fall, for Dammerhall is who we are! Rally to the Mountain-city, brethren, rally to me, as long as a Dwarf takes breath, DAMMERHALL STANDS!"


Hmm, I have a Stonelord Paladin of Trudd that would work well here with little modification, but the Clever Hands trait would be nice for a Magus, and Magi are one of my favorite classes. Interesting.


Here's my submission, Gunderhoff Tarnhammer, Dwarven member of the Tarnhammer family and adherent to crafting everything magical. The name is a link to the alias.


@GM R0B0GEISHA The reason I asked is that the archetype says that I could only get a dog or bird but if I can swap them out for more suitable critters then that makes that option far more intriguing.


Oh and what about languages. Is there still common as the base language? And what are some of the local languages?
Edit: So I do not add a lot of posts. What are some types of lore skills for this game.


Working on Glenda Dalduraz, dwarf cleric of Magrim (the dwarven death god).

I'd actually been thinking about running a dwarf fortress-style Kingmaker-in-the-halls-of-stone style game, so this is right up my alley.


Pathfinder Roleplaying Game Superscriber

Dot!


Could I ask if you would consider an Oread, provided they take the Dwarf-Blooded racial feat at Level 1?

Grand Lodge

sounds interesting, I will add at dot and see what I come up with.


How heavy is the kingdom-building aspect in this campaign? (It could be interesting, but I'm a little hesitant to create yet-another level 1 character without general knowledge of where the campaign is going)

Grand Lodge

I don't get the Patron key element you want us to add.


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Posting Colgrim barrelhouse. Mutation warrior and ex-engineer in training hoping to focus himself on a mission to help him have a new goal in life.

Stats and fluff:

Full Name : Colgrim Barrelhouse

Race: Dwarf

Classes/Levels Fighter(Mutation Warrior) 1

Gender M

Size M

Age 45

Special Abilities :

Alignment: NG

Deity : Torag

Location :Underdark

Languages :Common,Dwarf

Occupation : Warrior

Strength 16 (+3)
Dexterity 14 (+2)
Constitution 16 (+3)
Intelligence 10
Wisdom 16 (+3)
Charisma 8
Height: 4' Weight: Mind yer buisness! Hair: Blackish grey Eyes: Red-green
Favored Class: Fighter(HP)
EXP:
Hit Points: 14
Spd: 20
Init: +6
AC: 19(+5 armor +2 shield +2 Dex)/Touch 12/FF 17)
BAB: +1
CMB: +4
CMD: 16 (+4 vs bullrush and trip while on ground)
Saves: Fort +6 Ref +2 Will +3

Weapons:
Dwarf Waraxe +5 1d10+3 x3 crit
Dagger +4 1d4+3 19-20
Light Crssbow +3 1d8 19-20 80 feet

Skills: 4/level
Perception (1+3)4
Survival (1+3+3) 7
Climb (1+3+3) 7
Know-Dungeneering (1+3)4

Background skills 2/lvl
Know-Engineering (1+3) 4
Know-Geography (1+3) 4

Feats:WF-Dwarf Waraxe,Improved Initiative(+4)
Traits:Cast Iron Stomach+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
VengefulWhenever you strike the last creature that damaged you in the past 24 hours, you gain a +1 trait bonus on damage rolls against that creature.
Life of ToilYou gain a +1 trait bonus on Fortitude saves.
Special Abilities:(Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.Defensive Training Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.Hardy Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.Stability Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.Greed[b] Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.[b]Stonecunning Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.Darkvision Dwarves can see perfectly in the dark up to 60 feet.
Hatred Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Patron Keys Liberate the enslaved,Prowness in battle

Equipment
Fighter's Kit (9)
backpack
bedroll
belt pouch
flint and steel
iron pot
mess kit
rope
soap
torches (10)
trail rations (5 days)
waterskin
Scale Mail (50)
Heavy Wooden Shield (7)
Dwarf Waraxe (30)
Dagger (2)
Light Crossbow (35)
20 bolts (2)
42 gold

Apperance: Colgrim would look fairly unremarkable but for the straneg way his body looks after the drow experimentation on him. His hair won't grow back in one spot
and seems to have been turned grey far too early. His skins tends to have discolred blotches and bulges in places it shouldn't and his shoulders look a bit
crooked and his feet differant sizes.
Personality:Colgrim still has a ready smile when he manages to relax after a few ales and rousing songs with his friends, although he does tend to get somewhat twitchy and shirk
away from touches unless he has time to warm up with someone with ale and some note-swpping about engineering.
Background: Colgrim was a young recruit from a family that had long done work for the Tharnhammer clan on the stone homes and metal items that the Tharns often used and Colgrim seemed to
be heading in the same direction after he had completed his millitia training until his group was ambushed by drow slavers who were looking to procure test subjects for an alchemist. Drugged and
tossed into a cell, Colgrim was doused with chemical stubstances that eventually killed the remaining members of his group and made him twisted and mottled. Said alchemist didn't manage to
complete his research before a retalitory attack by Colgrim's clan rescued him and burned down the lab. Colgrim is now trying to get his life back together, perhaps a new purpose will
give him what he needs.
Relationship to Tharnhold clan:A potential promising stonemason who now seems to have directe dhis energy and anger into war, Colgrim is a stout warrior who will lend his
strength to protect the mission.


Harthacnut Tharnhammer

Fluff:

--------------------------------------
Appearance:
--------------------------------------

Ruddy and Sandy-hared, Harthacnut is old enough to have streaks of grey in his pleated beard. His nose is misshapen, bent out of shape by youthful brawls and more recent fights. His leathers are worn, but well cared for and he's never seen without a massive tome that he cradles like a child.

---------------------------------------
Personality:
---------------------------------------

Generally good natured, Harthacnut's duty and pleasure is to advise the other Tharnhammers and maintain the bureaucracy that all successful clans need. To that end, he's also punctilious to a fault. When he gets into his cups he grows deeply melancholic and wanders off, alone, to page through the Book of Lives and reminisce about friends past.

---------------------------------------
Background:
---------------------------------------

The unnecessary second-son of a second-son, Harthacnut Tharnhammer is the family's 'Keeper of the Book of Lives'. It's his sacred duty to safeguard and maintain the 'Book, recording the birth and death dates of every dwarf of the clan and crossing out those names best excised from history. Praise be to the Gods, the book was riding circuit when Dammerhall collapsed.

In his youth Harthacnut would often forsake his studies to go carousing with his cousins. One fine night, when he was deep into the second cask, his father marched into the inn and unceremoniously broke the young dwarf's nose. After beating him nearly unconscious, Harthacnut's father splashed some water on his sputtering son and explained to him the necessity and glory of duty. Three days later, his father died and Harthacnut became the Keeper of the Book. He now journeys to see the Tharnhammer's restored and the deaths of all those that fell with Dammerhall recorded, and he still burns with the purpose his father gave him.


Crunch:

Dwarf Living Grimoire Inquisitor 1

Ability Scores: STR 16, DEX 12, CON 16, INT 16, WIS 12, CHA 8

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

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Skills:
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Appraise +4 (+6 for non-magical goods w/ precious metals or gemstones), Intimidate +4, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +7, Knowledge (Nature) +7, Knowledge (Religion) +4, Knowledge (Planes) +7, Knowledge (Religion) +7, Linguistics +4, Perception +5 (+7 to notice unusual stonework), Sense Motive +6, Spellcraft +7, Survival +5

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Defenses:
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AC: 15, Touch: 11, Flat-footed: 14
HP: 12
Fort: +5 Ref: +1 Will: +3 (+6 vs. Spells, Spell-Likes, and Poison)
CMD: 14 (+4 vs Bull Rush or Trip while standing on the ground)

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Offenses:
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Initiative: +1, Speed: 20ft
BAB: +0, CMB: +3
Melee:
Book of Lives (Cold Iron Light Mace): +5 (1d6 + 3, 20, x2)
Other: Darkvision 60ft

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Feats:
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Weapon Focus

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Spells:
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Spells Known:

Orisons: All
Level 1: Divine Favor, Cure Light Wounds, Magic Weapon, Shield of Faith, Bless

Spells Per Day:
Orisons: 3
Level 1: 2

Spells Usually Prepared:
Orisons: Detect Magic, Create Water, Light
Level 1: Divine Favor, (Open Spell Slot)

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Other:
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Order Inquisition

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Equipment:
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Inquisitor's Kit, Dungeoneering Kit

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Alternate Racial Traits:
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Ancient Enmity: +1 to Attack vs. Elves
Deep Warrior: +2 to AC and Grapple vs. Aberrations


Stuck between a sneaky but kind hearted Eldritch Scoundrel, a hot headed Monk, or a bravado filled Arrowsong Minstrel.


GM R0B0GEISHA wrote:
In addition to this, you may use one of your traits to select an optional Ability Score Trait. These are to make dwarves more versatile for character construction and replace the usual dwarven racial ability score modifiers: +2 Constitution, +2 Wisdom, -2 Charisma.

To clarify, does this replace one of our three traits (for example, Fate's Favored, Reactionary, Student of Philosophy), or is it a racial ability intended to function similar to the Witchborn racial ability for Changelings from Inner Sea Races?

(They really should have thought twice before calling racial abilities 'racial traits' and then using 'traits' to mean something else entirely on top of that.)


Dotting In. So many dwarves to think of.... Like an Aspiring Drawven Loremaster, hoping to bring his knowledge to enlighten his fellows. Most likely a retainer to the Tharnhammers


Interested, looking at a Grenadier or a Stalker. Both would be friends of one of the other characters. Their friendship being the driving motivation to adventure and keep their friends safe.


Alrighty, I'm in the process of making a dwarven fighter using the myrmidon archetype. Going to be the cousin of the heir, fifth in his line so he stands to inherit almost nothing and rather try to make something new. Young, noble, loyal, if distrusting of non-dwarves.


Please Note: The name of the royal family is Tharnhammer, not Tarnhammer.

@Snorri Tharnhammer: Two campaign traits are allowed, yes.

@Deaths Adorable Apprentice: Okay, I understand the problem now. Perhaps the class simply isn't appropriate for this campaign?

Languages are standard. Common is Common, Dwarven is Dwarven, etc. Important languages include Aklo, Elvish, Gnomish, and Undercommon. Abyssal, Celestial, Draconic, Infernal, and the elemental languages will all see use as well.

All Knowledge Skills are viable.

@Ouachitonian: Only dwarves, sorry.

@thunderbeard: The first two books are largely exploration based, but there are plenty of opportunities for kingdom-building provided. Players will get out what they put in.

@Raltus: The Patron will be a god that the players create after selection. Its purviews will come directly from the selected keywords of the players. So include what you think is cool, and if you get selected, your choices will influence your patron deity.

@Belltrap: It will replace one of your three traits. It's the price you pay for being a non-standard dwarf.

PS. Please check out the drow campaign before asking any general questions to make sure it hasn't already been asked there. Thanks!


Fine by me. In fact I went ahead and built my submission as a dwarf in anticipation of that answer.


I'll be submitting a dwarven Deep Marshal Magus once I get home later. This adventure sounds like a lot of fun!


Okay, here is my Dwarven submission, Rogrin Stonehammer. He is a Dwarven Ranger who's family has been exploring the dark depths below the earths for several years, and seen family members die from it.

Patron Keywords:
Secrets Beneath the Mountain
Travel and Exploration

Liberty's Edge

Alrighty, I've crunched up Snorri and tweaked his fluff so that he's less Thorin Oakenshield and more of himself.
His patron keys are "By This Axe I Rule" and "The Rightful High King".


This is Ouachitonian's submission: Ivar Stonewrought, Paladin of Trudd the Mighty (or possible new Dwarven deity). My patron keys are "Elemental Earth" and "Law and Tradition". He wields the dorn-dergar (his masterwork Relic weapon) and boulder helm, and hopes to one day wear full plate armor, perhaps in ancient stone, or perhaps mithril(a metal especially associated with Dammerhall, after all).


I present Baldrin Tharnhammer!

Appearance:
Baldrin looks like a run of the mill dwarven miner, always covered in a little bit of soot, but he always has his beard well kept. His brown eyebrows are rather large and bushy, at odds with the rest of his hair of the same color. His eyes are also brown, with the look of one who doesn't deal well with pranksters. He can always be found with his weapons at his side and a pack full of goods and his pet Canary "Louise" perched on top.

Personality:
Sometimes called taciturn, Baldrin can be quite xenophobic, but once in his good graces he is loyal to a fault. He believes in hard work and giving it his all. He knows little in the way of manners, and he tends to use slang, so best not invite him to a formal ball. When not hard at work, he tends to seek out his fellows and have a drink or two. He's always willing and ready to lend a hand, and has no patience for the lazy. His work ethic can rub people the wrong way.

Background/Relationship:
As a cousin to those directly in line for succession, Baldrin knew he would not sit on the throne, not unless something devastating would happen to the rest of his kin. So he adopted the way of the commoner, putting his skills to use as a miner/explorer of the tunnels deep beneath the mountains. He's a multi-purpose dwarf, sometimes toiling in the mines, prospecting for ore, fending off attacks from the denizens of the deep, mapping out new sections of the tunnels or repairing the tools, he always finds himself something to do.

To say he doesn't resent his cousins would be false. Of course he was jealous, so close to the throne. But his kin were all he had left, other than their crafts and meager holdings, so he would make sure no ill fate befell them if he could. Besides, he had no patience for the nobles and of the social battles they fought. He preferred "roughing it" with the lads below.

Crunch:
Baldrin Tharnhammer
Male dwarf magus (deep marshal) 1
CN Medium humanoid (dwarf)
Init +5 (+7 while underground); Senses darkvision 60 ft.; Perception +0 (+2 to notice unusual stonework)
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Defense
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 11 (1d8+3)
Fort +4, Ref +1, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities: Deep Warrior
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Offense
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Speed 20 ft.
Melee
dwarven boulder helmet +4 (1d4+4) or
dwarven waraxe +4 (1d10+6/×3) or
heavy pick +4 (1d6+4/×4)
Special Attacks: ancient enmity, arcane pool (+1, 4 points), spell combat
Magus (Deep Marshal) Spells Prepared (CL 1st; concentration +4)
1st—enlarge person (DC 14), thunderstomp[ACG]
0 (at will)—arcane mark, detect magic, read magic
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Statistics
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Str 18, Dex 12, Con 14, Int 16, Wis 10, Cha 5
Base Atk +0; CMB +4; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats: Improved Initiative
Traits: anvil heart, gifted adept, tunnel fighter
Skills: Acrobatics -3 (-7 to jump), Climb +4, Craft (armor) +7 (+9 on checks related to metal or stone), Craft (mapmaking) +7 (+9 on checks related to metal or stone), Craft (weapons) +7 (+9 on checks related to metal or stone), Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Lore (Dwarven History) +7, Perception +0 (+2 to notice unusual stonework), Profession (miner) +4 (+6 on checks related to metal or stone), Spellcraft +7; Racial Modifiers craftsman, +2 Perception to notice unusual stonework
Languages: Common, Dwarven, Giant, Terran, Undercommon
SQ: bound by tradition, medium armor
Other Gear: scale mail, dwarven boulder helmet[ARG], dwarven waraxe, heavy pick, artisan's tools, artisan's tools, artisan's tools, backpack, bird feed (per day), canary, chalk, ink, inkpen, magus starting spellbook, mug/tankard, paper (2), spell component pouch, 9 sp, 8 cp
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Special Abilities
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Ancient Enmity: +1 Gain a racial bonus to attacks vs. Elves.
Arcane Pool: +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Bound by Tradition: Arcane pool/spell combat/spellstrike only affect battleaxe, heavy pick, warhammer or "dwarven" weapon.
Craftsman: +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet): You can see in the dark (black and white only).
Deep Warrior: +2 Gain a bonus to AC and grapple vs. Aberrations.
Medium Armor (Ex): Medium armor proficiency and no Arcane Failure chance in medium armor.
Spell Combat (Ex): Use a weapon with one hand at -2 and cast a spell with the other.
Stonecunning +2: +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Patron Keys: Secrets Beneath the Mountains, Arcane Magic is our Greatest Tool


Ok so I have some of her written up. She is a fairly young dwarf at 52 years old. Mechanically she going to be a buffer when the time calls for it but is primarily a melee contender. Buffing is limited due to the low number of spells per day but I do get some nice ones later. I will eventually need good armor and will have to burn a feat to get medium armor so I can have mithral breastplate. My AC is rather weak to start out but will get better over time and it is the same with the Phantom. The typical way to run a melee Spiritualist is to have both the Phantom and Spiritualist out in the battle together and that is my goal. separate they are kind of weak but together they can do respectable damage.

Out side of combat she is a skill monkey and can be a scout. This works really well with a Phantom. Primary skill focuses are going to be Survival, Sense Motive, Perception, Stealth, UMD, and the knowledge's. Becasuse of the Phantom she will have a decent appraise skill though only really with the phantom in her head. And she is a very skilled liar!

The Phantom has the jealously emotion focus. You will note there is a similarity to the names between the Phantom and her older brother. this is deliberate. Regnir, the phantom, was once a great warrior of the Tharnhammer family but not the heir. He was respected warrior in his own right and the right hand to the king of that generation but was always jealous of his elder sibling and the honor he got by birth. But that will not come up until much later and I do hope we can work out some fun stuff for that if I get to play.

The way the phantom will be played is that he does not remember much of his past. The fact that he still remembers his name is impressive. Phantoms tend to start off kind of blank and ruled by their emotional focus. Over time and usually with the GM's approval more information comes out. In this case it might be extra information about Dammerhall, or at least about the ancient version of it.

Personality wise he is a brash warrior and expects Nalnera to go out and grab glory. Regnir is a very covetous creature. At the start of the game he will be very protective of Nalnera and that will grow to a protectiveness of the whole group as they bond.

He will be an overly rational counterbalance to Nalnera's enthusiasm. Her overly giving nature will be reined in a little by his covertness.

Compared to the other phantoms I will get to have a little more fun describing him when he materializes. This emotional focus tends to change how they look more than most of them.

I really hope you like this idea because I have grown a little attached to the idea. Please let me know if you like the concept.

The patron keys that I picked are 'Secrets beneath the Mountain' and 'Songs and Stories'

Appearance::
Nalnera is a fairly average dwarf, if a little on the lean side. She has thick brown hair, which due to age, is fairly unadorned. She has fairly pale skin and honey colored eyes that are constantly moving. Her fingers are commonly stained with ink. Her left hand has a thick scar which she has no issue showing off and has a jagged scar across her stomach that she never shows to anyone

Nalnera's typical manner of dress is a brown leather overtunic, which reaches just above her knees and has not sleeves, that is worn over a comfortable blue shirt and snug brow pants tucked in well scuffed leather boots. The overtunic laces in the front and she laces it with a bright red ribbon. An old well used belt hangs around her waist and a dark brown cloak drapes around her shoulders. Her favorite article of clothing is a crimson colored scarf she was given as a gift when she was a child. That scarf is always with her and worn either around her neck or tied around her waist. She keeps a dagger on her belt along with a small pouch. Recently she found a old battleaxe that is covered in scuffs and clearly had seem many battles. This now also hangs from her belt.

Personality::
Nalnera is a studious your dwarf with a strong stubborn streak. She is more than willing to lie to get what she wants, wither it is more time with a book or the chance to see those ruins up close with her own eyes.

She has a deep love for history and the written word, "We can learn so much from our pasts. What we did right and what we did wrong. Without our past we are nothing and no one." But history is constantly being written and Nalnera does not just want to learn from page. Frequently she ignored the rules on running around by herself and leaves home to go check out some ruins on her own.

Background::
Nalnera is the second child of Gryron and Katwaen. Not an planned child like her brother, Reggeron.

Katwaen looks very much like her daughter, a slighter build and thick brown hair. By trade she is a seamstress. Katwaen is a stern woman who rules her home with a firm but not unkind fist. Though she and Nalnera tend to fight a lot as she would rather her daughter find a respectable profession.

Gryron is a typical dwarven man. He has black and grey hair with dark blue eye, he claims that is what drew Katwaen to him. His beard is well groomed, well decorated, and handsomely braided. Many scars line his body from various battles in his past and he is proud of all of them. Honor and glory are what matter. But he is a man lost in the past. Things were better then, similar. Gryron's wistful views of the once glory of his family instilled a deep love of history in Nalnera.

Reggeron looks like a younger version of his father. Thick black hair, which earns more rings all the time, and bright blue eyes. Nalnera and Reggeron were never particularly close, the four decades separating them had always proved to be too much. They do not hate each other but they did not grow up together. When Nalnera was learning to walk her big brother was off traveling. When she said her first word Reggeron was battling orcs. Be when he was home Nalnera would forgo anything she was doing to listen to his latest tale of adventure. Hanging on every word, gasping when it sounded like he might have died, and grinning when he, of course, prevailed.

Her favorite place is curled up with a book, lost in the story. Her brother gets to go out and live them while she is expected to learn some boring profession and get none of the glory. No one writes ballads about seamstresses or cobblers. Nalnera lives for the stories she hears from her father, even though she has heard them all, or the rare times when her brother is home and has time for her. In the last few years she has taken to spending time at the taverns, working and listening to the travelers.

It was those stories that lead her to make a grave mistake and think she was ready for an adventure. Sitting with a group of fairly drunken proclaimed adventurers after her shift was over and drinking far too much herself. They all decided that she should get an adventure. It is dwarven tradition after all!

Wearing no armor and having only a dagger for protection Nalnera foolishly followed the drunken strangers. Wondering a few miles from civilization to a old barrow mound well known for the rising dead. The group thought it would be funny to see what the young girl could do so they shoved her towards the wright that stood down the hall. Fueled by youthful stupidity and ale she charged the abomination and was had her belly opened up.

Dropping immediately and ignoring the creature as it rushed over to the others in favor of the warmth pouring out of her. Everything grew cold and dark. But a voice started hissing in her head, "Get up you weakling. Get up and we can leave." and she felt a little warmer. Opening her eyes and slowly standing up Nalnera quickly realized that the creature that opened her up was still there but so was this furious red dwarf that charged while screaming at her, "Grab that axe and help me kill this thing so we can get the hell out of here!"

Looking around she did spot the weapon the red dwarf was talking about and slow steps lead her to it, all the while the two creatures fought just past her. Grabbing the handle with bloody hands and moving to help. Together they killed the creature.

The action proving to much for the badly wounded Nalnera she dropped back down to her knees. That red dwarf turned blue and he spoke again to her, "Stupid child. Put your hands on that wound and do as I say." Nalnera had never used magic before but she felt and saw that wound close back up.

With the strange dwarf, Regnir, help she limped away from the barrow mounds. Regnir was also apparently dead but coming with her. His form faded away and simply became a presence in her mind. Magically mending her clothing with Regnir's assistance and getting most of the blood out in a nearby stream before returning home.

This incident was just over a year ago and for the most part Regnir never comes out of Nalnera's mind. More content to offer his criticism of her life to just her. His not coming out around others was her one rule for them staying together. Life was suprisingly easy with a ghost in her head until word about the expedition to Dammerhall arrived. Regnir obsessed over it. Constantly nagging her to join. Her brother was not noble enough to get to go. They needed to be involved in this.

But her father was sending Reggeron and that was that. So it was by a strange occurrence that Nalnera is even on this expedition. Her older brother was supposed to go but the night before he refused to. This was a strange thing because he had been preparing for this venture since his father told him. Regnir seemed shaken and steadfastly refused even when the argument nearly came to blows. Seeing a chance to become part of history Nalnera said that she would go. Mostly saying it to shut up Regnir. Who still refuses to admit that he had something to do with her brothers change of plans.

Relationship to the Tharnhammer Family::
Nalnera is a direct member of the family, this is true. Her mother married into the Tharnhammer Family many years ago. Her father has the family name but is the descendant of a younger sibling to the last ruler of Dammerhall.


Would I be able to take the Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple). This racial trait replaces defensive training.

She has not battle aberrations but has done some reading on them and listened to a lot of people talk about fighting them. I would even move a skill into planes to justify it if you want?


How extensive should our backgrounds be? Upon looking at some of the other submissions, mine seems rather short.


Don't treat mine as a standard, please. I'm certain mine will fall into the too long category.


PLEASE NOTE: The recruitment deadline is being extended until midnight EST, 11/27. I know that's a large extension, but a number of players have requested more time and I would like to wait until after a busy Thanksgiving weekend to get the game off the ground.

@Deaths Adorable Apprentice: Yes to Deep Warrior. Move your skills however you feel to create the most authentic character, although Knowledge: Dungeoneering is the skill you'd want to identify aberrations.

Orodhen: There's no minimum length for backstories, but I do appreciate the extra work that players put in.

I tend to pick my parties based on: 1) what they bring role-wise to the party, 2) how their personality will mesh with the other chosen characters, and 3) how interesting their backstory is.


GM R0B0GEISHA wrote:

Orodhen: There's no minimum length for backstories, but I do appreciate the extra work that players put in.

I tend to pick my parties based on: 1) what they bring role-wise to the party, 2) how their personality will mesh with the other chosen characters, and 3) how interesting their backstory is.

I'll lengthen mine and post again once I have time.


I found out when I corrected my character's name, it broke the link to my character!

Gunderhoff Tharnhammer has been fixed now.


Almost done with Dagmar Tharnhammer. Crunch is complete but working on the backstory etc.

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