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A Dwarven Outpost Adventure Site. Mike Mearls. Andy Collins. Angelika Lokotz. Art Director. Prepress Manager. Torah Cottrill. Kate Irwin. Jefferson Dunlap. Managing Editing. Cover Illustration. Imaging Technician. Bill Siavicsek. Mclean Kendree. Carmen Cheung. Graphic Designer.
Production Manager. Chris Perkins. Interior Illustrations. Jon Schindehette. Jim Nelson, William O'Connor. James Wyatt. Sean Macdonald. First Printing: March ISBN All Wizards characters and the distinctive likenesses thereof are property of Wizards of the Coast llC. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast llC.
This product is a work of fiction. Any similarity to actual people, organizations, places, or events included herein is purely coincidental. Printed in the U. History walks the streets of Hammerfast in the form of the dead, the dwarves and orcs who died in this place more than a century ago. Hammerfast was once a necropolis, a collection. Hammerfast transformed from a graveyard into a. The necropolis held street after street. In time, the dwarves returned to Hammerfast. In the face of such chaos, the dwarves made a fateful decision.
Why waste fortifications on the dead? They had no use for it. It has since grown into. The remaining sealed tombs stand untouched on pain of death by decree of the Town Council. Ghosts still walk the streets, some of them orc warriors slain in the Bloodspears' attack, others priests of Moradin or the necropolis's doomed guardians, and even a few of them dwarves laid to rest here long ago.
Such creatures enjoy full citizenship in Hammerfast, as long as they observe its laws. In a sacred compact struck with Moradin and Gruumsh, the town's founders agreed to respect the dead and defend their resting places in return for the right to settle here. Welcome to Hammerfast! Hammerfast can be the glue that holds your campaign together, a town that you can use as a base of operations. Hammerfast provides a framework designed to accommodate a broad range of adventures and serves as a jumping-off point for your imagination.
It also includes resources you can use to fill in details as you need them during a game session. A Safety Net: Most of this book focuses on giving. Layout the map of Hammerfast when the adventurers enter the town, and. A Campaign Arc: The stories this book sets in place.
Use these NPCs to build your campaign or to tempt the adventurers into action. There are three points that make Hammerfast unique. The buildings are tombs and sepulchers, cleared of rubble and refurbished to serve as homes and businesses. Their treasures are a powerful lure for adventurers, but raiding such a tomb.
In some of the inhabited tombs,. As part. It shapes everyday life and influences the town's development. Of course, as with anything involving dwarves and orcs, it also creates a. The necropolis was once sacred ground, before the invading orcs defiled it. A champion ofGruumsh named Tarrak led the assault on Hammerfast. He swore to Gruumsh to destroy the place and loot its treasures. Tarrak died in the assault, along with many other fanatical worshipers ofGruumsh.
Moradin and Gruumsh argued and threatened each other through intermediaries, until at last they reached an accord. He demanded that the dwarves set aside part of the town for his priests. Moradin agreed, but as a condition of his assent insisted on a strict set of rules that both parties must follow.
Gruumsh gained his show of defiance, and Moradin ensured that his followers would be safe from Gruumsh's treachery. The rules set forth were simple but inflexible:. If either is attacked by the other, the gods. The punishment for violating the compact varies. If a priest ofGruumsh is injured or detained, the dwarves must turn over a priest of Moradin for torture and execution at Gruumsh's temple.
Any priest ofGruumsh that violates the compact is struck blind and exiled. The town guard. The final rule spurs much speculation. The exact. The orcs smashed open coffins, pounded sarcophagi into rubble, and scat- tered remains across the necropolis. The dwarves rebuilt Hammerfast, keeping as much of the necropolis intact as possible. Most homes and businesses use the same thick-walled , stone structures that once housed the dead.
The interiors have been cleaned and reorganized. In the summertime, some of the structures become. Most structures in Hammerfast house several families, each living within a subset of the chambers found in a typical tomb.
The tombs that remain intact are offlimits. That doesn't stop some thieves, and rumors abound of tombs that were looted by thieves despite the vigilance of the town guard.
Although looting intact tombs is against the law, tombs that have already been opened are fair game. Thus, adventure might be as close as the secret door beneath one's bed. Most families. The ghosts of Hammerfast serve as a sobering reminder of its past. Although the ghosts are by no means numerous enough to crowd the streets, a resident of Hammerfast is likely to see a ghost at least once during the course of a week. Other ghosts linger on for specific reasons.
Telg and Kralick in Location 22 are examples of the latter type ofghost. An orc might batter at the door of a sealed tomb, howling as the door remains standing. A few ghosts, such as Grolin Surespike page 13 , take an active role in Hammerfast's governance.
Here and there, a ghost follows a mundane trade , usually one that it can pursue despite its ghostly nature. The spirit of a smith might instruct young apprentices, or the ghost of a warrior might keep watch over the gate at night while the rest of the garrison sleeps. Each guild elects three members to the Town Council. The Council then elects a High Master. The guild with the most influence over the High Master gains a further advantage in these maneuvers, since the High Master casts the deciding vote in case of ties.
The other gUilds rely on the Trade Guild to move their products far and wide. The Lore Guild consists of professors, researchers, and sages.
If you're a Dungeon Master looking for an intrigue-laden adventure location that fits easily into your Dungeons and Dragons campaign, this book is for you. The dwarven town of Hammerfast holds enough mystery and peril to keep your players entertained for sessions on end. Hammerfast presents a fully detailed, ready-to-use dwarven town built atop the ruins of an ancient necropolis, along with adventure hooks, encounters, and a full-color, double-sided battle map. Note on the Print edition: In this print version the map has been included in the softcover book. These PDF files are digitally watermarked to signify that you are the owner. A small message is added to the bottom of each page of the PDF containing your name and the order number of your purchase.
Welcome to The Hammerfast
Every item in our inventory has been inspected, very strictly graded, and bagged for its protection. Shrink Wrapped. Still in the original factory shrink wrap, with condition visible through shrink noted. For example, "SW NM " means shrink wrapped in near-mint condition. Near Mint.
The Hammerfast Chronicles takes place in the mountains and will start as a casual exploration of the local caves and mines. Then there will be a twist! Stay with us and follow this EPIC adventure. Most of this was taken directly from the guide in the Hammerfast supplement. I just want to paint a picture of the town that this campaign will start in. History walks the streets of Hammerfast in the form of the dead, the dwarves and orcs who died in this place more than a century ago.