The Dwarvenhold Campaign Geography

The Dwarvenhold Campaign
Geography
Domain Name: Deep Root
This is the region of the underdark in which you live. It includes areas of
dwarf, drow and deep gnome control. A domain is the equivalent of an
island.
City-State: DwarvenHold
DwarvenHold is the name of the city-state of the mountain dwarves. It
includes mines, giant caverns with conventional buildings, and dwellings
built along caverns that dig deep into the surrounding area. Dwarvenhold
feeds itself on miles of cavern-corrals, caves used for fungus cultivation.
There are also multiple lakes stocked with cave fish.
Dwarvenhold is formed in concentric circles. The innermost circle, called the
Great Hall, is a giant cavern with conventional buildings. The center of the
Great Hall is The Courtyard, a vast cavern where the king holds his
audience. A giant stalactite lies in the center of the cavern and reaches
nearly to the ceiling, hundreds of feet above. The stalactite has been
hollowed out and used as the seat of power for the city-state.
Many younger dwarves live in the Courtyard, preferring its new style of
dwarven architecture and constant activity. Many of these dwarves live in
apartments carved into the cavern walls. The apartments extend nearly a
hundred feet up from the surface.
Concentric circles of caverns extend out from The Courtyard. Those with
wealth and power tend to live in inner circles, while outer circles are used for
mining, poorer housing and military outposts. The farther away from The
Great Hall, the more dangerous it is.
There are well established routes, considered roads within the kingdom, as
well as private caverns and routes that are off limits to those who don't
belong. A main cavern route leads from the Great Hall to main underdark
thoroughfares. Five concentric roads circle Dwarvenhold. These underground
roads are public to dwarves, but not outsiders. Rune circles protect
Dwarvenhold, with Dwarven Holdfast Rings protecting many intersections.
Demographics
Name: Dwarvenhold
Type: Large city
Gold piece limit: 21,225
gp
Population: 21,465
Total wealth:
22,773,352 gp
Constable: Fighter level
15
Full-time guards: 214
Conscriptable
individuals: 1,073
Power Centers
1. lawful good monarchy
(dwarven defender)
- distrusts lawful good
cleric
- allied with half of clan
council
2. lawful good cleric
(magical)
- is indifferent toward
monarchy
- allied with half of clan
council
3. true neutral clan
council (conventional)
- factions split on
supporting monarchy and
clergy
Class Breakdown
Barbarian (total: 6)
- level 5: 1
- level 3: 1
- level 2: 1
- level 1: 3
Bard (total: 6)
- level 5: 1
- level 3: 1
- level 2: 1
- level 1: 3
Cleric (total: 60)
- level 17: 1
- level 15: 1
- level 10: 1
- level 8: 2
- level 7: 2
- level 5: 2
- level 4: 4
- level 3: 4
- level 2: 12
- level 1: 31
Druid (total: 10)
- level 6: 1
- level 5: 1
- level 3: 1
- level 2: 2
- level 1: 5
Fighter (total: 125)
- level 13: 1
- level 10: 2
- level 6: 2
- level 5: 4
- level 3: 4
- level 2: 8
- level 1: 104
Monk (total: 6)
- level 5: 1
- level 3: 1
- level 2: 1
- level 1: 3
Paladin (total: 45)
- level 12: 1
- level 10: 2
- level 6: 2
- level 5: 4
- level 3: 4
- level 2: 8
- level 1: 24
Ranger (total: 22)
- level 10: 1
- level 6: 1
- level 5: 1
- level 3: 3
- level 2: 5
- level 1: 11
Rogue (total: 45)
- level 15: 1
- level 12: 1
- level 11: 1
- level 7: 2
- level 6: 2
- level 5: 2
- level 3: 8
- level 2: 4
- level 1: 24
Sorcerer (total: 12)
- level 6: 1
- level 5: 1
- level 3: 1
- level 2: 3
- level 1: 6
Wizard (total: 30)
- level 10: 2
- level 6: 1
- level 5: 3
- level 3: 4
- level 2: 6
- level 1: 15
Adept (total: 125)
- level 13: 1
- level 10: 2
- level 6: 2
- level 5: 4
- level 3: 4
- level 2: 8
- level 1: 104
Aristocrat (total: 125)
- level 11: 2
- level 10: 1
- level 5: 6
- level 2: 12
- level 1: 104
Expert (total: 661)
- level 19: 1
- level 16: 1
- level 15: 1
- level 9: 2
- level 8: 2
- level 7: 2
- level 4: 8
- level 3: 4
- level 2: 16
- level 1: 624
Warrior (total: 1,069)
- level 16: 1
- level 15: 1
- level 14: 1
- level 8: 2
- level 7: 4
- level 4: 4
- level 3: 8
- level 2: 8
- level 1: 1,040
History of Dwarvenhold
3524 Years Ago: King Markas, a
great preserver of Dwarven society
and expert weaponsmith, founded
Dwarvenhold. With the city
established, King Markas crafted his
masterpiece, a forge with the runes
of each clan elder carved upon it.
This magical forge, dubbed The
Forge of Marcus, is said to hold the
hope of the dwarves of
Dwarvenhold, and many of the
weapons that defend the city-state
were crafted upon it and were made to be the bane of the kingdoms
enemies.
40 Years Ago: A powerful lich
unleashed an undead horde against
Dwarvenhold. The horde was
fought back, mostly through the
efforts of many priests of Moradin
that destroyed much of the
undead. The lich was not
destroyed. His lair, said to be a
large ziggurat, was rumored to be
deep in drow territory, although it
was unlikely he was allied with
them. Rune circles have since been
created within Dwarvenhold to prevent entrance of undead.
19 Years Ago: Drow invade Dwarvenhold. Many dwarves and drow perished
in the attack, but ultimately the drow were repelled and an uneasy peace
followed. However, the Forge of Marcus disappeared during the attack, and
the dwarves have not forgotten this slight. The drow claim not to know of its
theft and spells seem to confirm this.
3 Years Ago. After years of
incursions, the drow city of
Gloomveil and Dwarvenhold
agreed on a treaty to prevent
further violence. Drow houses
Cadryene and Sorathin met with
the Dwarvenhold High Council
and came up with a plan that
requires the dwarves to leave
certain areas of the underdark
in exchange for mineral rights
along a rich area of drow
territory.
The dwarven elders were happy
for the additional rights, but the
younger dwarves were angry.
Many young settlers were
forced to leave their homes,
either returning to live with
their families, or in the case of a
small minority, becoming
somewhat rootless adventurers.
In the treaty meetings, the
identity and location of the lich who launched an attack on Dwarvenhold was
revealed. Kelborn Selbri lives within what is now drow territory. To avoid
further hostilities, the drow forbid the dwarves from attacking him.
Your Life
The people of Dwarvenhold live deep within the earth. They used to know
the outside world, but war has forced them ever deeper into the earth and
now they have no contact with the surface world. At one time the surface
was ruled by lizard men. The lizard men used beast men thralls as slaves to
build their kingdom. Eventually the beast men rebelled and destroyed the
lizard men, forming their own empires.
The empires of men were constantly at war, and dwarves were not welcome.
First the dwarves stayed in their underground realm. Then the men began
digging below the earth, desecrating it for their own sinister purposes. The
dwarves dug even deeper until the chaos of the surface was no longer a
threat.
Now the vile creatures of the surface no longer bother the dwarves. Instead,
threats come from below. Deep below the earth is the Underdark, a realm as
alive and active as the surface world.
In the Underdark the dwarves have new threats. This time the dwarves must
fight for survival against the deceitful drow and the twisted svirfneblin (deep
gnomes). These are the dwarves’ immediate neighbors, although many
other threats exist.
Other threats inhabit the depths; horrible abominations, along with far off
empires of Duergar (dark dwarves) and Kuo Toa. However, the drow and
svirfneblin are the dwarves’ closest neighbors, and although they are not on
friendly terms, there is an uneasy truce based on a balance of power.
Unlike the world above, where one may walk from one kingdom to another.
The Underdark is a series of discrete domains that may or may not connect
to each other. A domain is a collection of locales among which underground
travel is reasonably easy. Multiple locales in the same domain are connected
via tunnel systems. Cities in the same domain are likely to engage in
diplomacy, trade and warfare. Your current domain consists of cities of
dwarves, drow and svirfneblin. There are also vast complexes of structures
built by the lizard men and men who built empires above the dwarven cities.
These are easy to access although the practice is frowned upon.
Deepwarden Prestige Class
While clanwardens guard dwarf cities and clanholds as a last
line of defense, deepwardens serve as a living early warning
system against threats from both the environment and other
creatures. Deepwardens are typically adventurers or retired
dwarf militia members who wish to explore the depths of the
earth. They travel deep underground and survive on their own,
far from civilization. There they search for new resources, threats, or other interesting
findings, and send reports back to their city comrades.
Deepwardens are considered the first line of defense against invasions or other threats,
and as such they must be both physically hardy and able to survive in the wilderness for
an extended period. A warden's first duty is to find out the nature of any threats to the
community, then stay alive long enough to make sure his city is warned and can
prepare. If a dwarf can meet these criteria, whether through magic or might, he is
welcomed among the deepwardens.
Unlike most dwarf NPCs, a deepwarden spends most of his time away from other
dwarves and far from dwarf communities. Many join with adventurers for a time as
patrons or guides. Dwarven lore is full of tales of deepwardens who saved a group of
lost or imprisoned surface adventurers.
Adaptation: The deepwarden prestige class has many class features suitable for any
class whose members spend a long time away from civilization yet still need to
communicate with it. Animal messenger, sending, and greater animal messenger would
be appropriate class features for other prestige classes that focus on long-range
reconnaissance, whether above the ground or below.
Hit Die: d12.
Requirements
To qualify to become a deepwarden, a character must fulfill all the following criteria.
Race: Dwarf.
Base Attack Bonus: +5.
Skills: Climb 5 ranks, Heal 5 ranks, Jump 5 ranks, Knowledge (dungeoneering) 5
ranks, Survival 5 ranks.
Feat: Endurance.
Class Skills
The deepwarden's class skills (and the key ability for each skill) are Balance (Dex),
Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Escape Artist (Dex),
Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering)
(Int), Knowledge (geography) (Int), Listen (Wis), Move Silently (Dex), Search (Int),
Speak Language (n/a), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
See Chapter 4 of the Player's Handbook for skill descriptions.
Skill Points at Each Level: 6 + Int modifier.
Class Features
All of the following are class features of the deepwarden.
Weapon and Armor Proficiency: Deepwardens are proficient with all types of simple
and martial weapons, all types of armor, and shields (except tower shields).
Track: A deepwarden gains Track as a bonus feat.
Trap Sense (Ex): A deepwarden has an intuitive sense that alerts him to danger from
traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge
bonus to AC against attacks made by traps. These bonuses increase by 1 at every
three deepwarden levels thereafter (4th, 7th, and 10th). Trap sense bonuses gained
from multiple classes stack.
Stone Warden (Ex): Beginning at 2nd level, a deepwarden knows how to use his
strengths to compensate for his weaknesses. He adds his Constitution bonus to AC
instead of his Dexterity, if the character's Constitution bonus is higher. The deepwarden
loses this bonus to his Armor Class whenever he would normally be denied his
Dexterity bonus to AC. In such a situation, the deepwarden would still be considered
flat-footed.
Animal Messenger (Sp): From 3rd level on, a deepwarden can compel a Tiny animal
to carry a message to his allies at a spot he designates. This ability functions as the
animal messenger spell (see page 198 of the Player's Handbook), with a caster level
equal to the deepwarden's class level.
Uncanny Dodge (Ex): Starting at 4th level, a deepwarden gains the ability to react to
danger before his senses would normally allow him to do so. He retains his Dexterity
bonus (if any, or his Constitution bonus, if it's higher) to AC even if he is caught flatfooted or struck by an invisible attacker. However, he still loses his Dexterity (or
Constitution) bonus to AC if immobilized.
If a character gains uncanny dodge from a different class (a deepwarden with at least
four levels of rogue, for example), he automatically gains improved uncanny dodge (see
below) instead.
Stubborn Mind (Ex): Starting at 5th level, a deepwarden has a mental resistance to
outside influences. If a deepwarden with the stubborn mind ability is affected by an
enchantment spell or effect and fails his saving throw, he can attempt it again 1 round
later at the same DC. He gets only this one extra chance to succeed on his saving
throw. This ability also works against a mind flayer's mind blast attack.
Sending (Sp): Beginning at 6th level, a deepwarden can contact a particular creature
with which he is familiar and send a short message of twenty-five words or less. This
ability functions as the sending spell (see page 275 of the Player's Handbook), with a
caster level equal to the deepwarden's class level.
Swift Tracker (Ex): Beginning at 7th level, a deepwarden can move at his normal
speed while following tracks without taking the normal -5 penalty. He takes only a -10
penalty (instead of the normal -20) when moving at up to twice normal speed while
tracking.
Improved Uncanny Dodge (Ex): At 8th level and higher, a deepwarden can no longer
be flanked; he can react to opponents on opposite sides of him as easily as he can
react to a single attacker. This defense denies a rogue the ability to sneak attack the
deepwarden by flanking him, unless the attacker has at least four more rogue levels
than the target has deepwarden levels.
If a character already has uncanny dodge (see above) from a different class, the
character automatically gains improved uncanny dodge instead, and the levels from the
classes that grant uncanny dodge stack to determine the minimum level a rogue must
be to flank the character.
Greater Animal Messenger (Sp): At 9th level, a deepwarden gains the greater animal
messenger ability. This functions as the animal messenger ability (see above), except
the deepwarden can use an animal of up to Small size as his messenger.
Table 5-5: The Deepwarden
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
1st
1
2
0
2
Track, trap sense +1
2nd
2
3
0
3
Stone warden
Special
3rd
3
3
1
3
Animal messenger
4th
4
4
1
4
Trap sense +2, uncanny dodge
5th
5
4
1
4
Stubborn mind
6th
6
5
2
5
Sending
7th
7
5
2
5
Swift tracker, trap sense +3
8th
8
6
2
6
Improved uncanny dodge
9th
9
6
3
6
Greater animal messenger
New Dwarf Feats
Earth Adept [General]
You are in tune with the ground at your feet, making you more dangerous in the shifting
conditions of combat.
Prerequisites: Con 13, Wis 13, Earth Sense.
Benefit: You gain a +1 bonus on weapon damage rolls if both you and your foe are touching
the ground.
Earth Sense [General]
You are in tune with the earth beneath you.
Prerequisites: Con 13, Wis 13.
Benefit: As long as you are touching the ground, you can take a move action to sense the
number of creatures within 20 feet that are also touching the ground and the direction to each
one. You cannot pinpoint the location of any creature with this feat.
Special: Creatures with the air or aquatic subtype may not select this feat.
Heavy Armor Optimization [General]
You have trained extensively in heavy armor, and you have learned to take advantage of the
protection it offers.
Prerequisites: Armor Proficiency (heavy), base attack bonus +4.
Benefit: When you are wearing heavy armor, lessen the armor check penalty of the armor by 1
and increase the armor bonus by 1.
Special: A fighter may select Heavy Armor Optimization as one of his fighter bonus feats (see
page 38 of the Player's Handbook).
Reckless Rage [General]
You are considered extreme even among other barbaric warriors, and you enter a deeper state
of rage than others. Goliath barbarians favor this feat.
Prerequisites: Con 13, rage ability.
Benefit: Whenever you activate your rage ability, you take an additional -2 penalty to
your Armor Class, but you gain an additional +2 bonus to Strength and Constitution.
These bonuses and penalties stack with the effects of rage, greater rage, and mighty
rage.