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Midnight - Hammer and Shadow (OCR)

Midnight - Hammer and Shadow (OCR)


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Published by: Scrambled Words on Dec 28, 2012
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Takhun are not magical, but some may be
empowered by their owners’beliefs that they are
somehow consecrated. The longer a dwarf keeps a
takhun, the more powerful it becomes due to his
inherent belief that it has somehow prevented misfor-
tune from befalling him. Not every dwarf keeps a
takhun, considering them to be crutches for the weak
and fearful. In this regard, it is not required that a
dwarf keep a takhun, but such an individual would be
considered unusual in the dark years of the Last Age.
Adwarf can declare any personal item that he
owns to be his takhun. From that point forward, he
must keep the takhun with him at all times, especial-
ly when venturing into battle. If he survives a number
of combats equal to his character level, his takhun
becomes invested. Adwarf may only keep one takhun
at a time. The first time a dwarf goes into battle with-
out his takhun, either because it is lost, destroyed, or
forgotten, he suffers a –1 morale penalty to Armor
Class and to all saving throws.
An invested takhun provides a sacred bonus once
per day to a single saving throw or to the owner’s
Armor Class for a single round. Activation of the
takhun is a swift action, meaning that it can be done
at any time, even when it is not its owner’s turn. The
activation must be declared before any saving throws
or attack rolls have been resolved. The bonus provid-
ed by a takhun depends on the character’s class level
(see below). Acharacter that loses his takhun may
choose a new one, but the rules for declaring a new
takhun apply as usual. Atakhun never works for any-
one but the dwarf who declared and invested it.

Takhun Benefits


Takhun Bonus

1st – 4th


5th – 8th


9th – 12th


13th – 16th


17th – 20th


Non-Dwarves and Takhun

Though many races are fond of employing
charms, takhun are unique to dwarves. Perhaps the
powers they grant fill the void where spell energy
exists for other races, or maybe they replaced the
spiritual vacuum left by the absence of their ancient
gods. Regardless, only dwarves, dworgs, and dwar-
row may employ takhun.


Chapter Six: New Rules

Why Axes and

The traditional dwarven weapons have been the axe and
hammer for as long as any can remember. The most likely rea-
son for this is that dwarves have always been Aryth’s crafts-
men. In the Time of Years it was said that their axes could
chop through solid rock, allowing them to quarry stone by
hand, and that they wielded hammers blessed by the gods,
which could rejoin rock by the sheer force of their blows as
easily as they could shatter it. Despite the mythical quality of
these tales, they may hold a kernel of truth. Though the axes
used to cut wood or the hammers used to chisel stone are dif-
ferent in detail from those used against the orcs, the two types
remain similar in principal. Everything from the familiarity of
the strokes used, to the proportional heft and balance, to the
simple fact of their similar appearances endears the weapon
versions of these tools to the dwarven folk.
Of course, the necessities of the dwarves’war of attri-
tion against the orcs have encouraged them to diversify their
weapon use. For instance, spears require less room to wield,
are easy to craft and repair, and are excellent defensive
weapons, and as such have increased in popularity. Whether
for throwing, for quiet work, or for defending against a grap-
pling orc, daggers have become universal. However, axes and
hammers remain popular for pragmatic as well as cultural rea-
sons. Why not swords in their various shapes and styles,
arguably the most popular melee weapons among humans and
elves? First of all, the dwarves are lower to the ground and
have shorter arm lengths than their orc foes, meaning that they
do not have the reach and flexibility necessary to wield swords
as effectively. Those same anatomical disadvantages provide a
benefit, however, by giving dwarves the torque and stability
necessary to swing hafted weapons with unparalleled strength
and accuracy.

Additionally, swords are more difficult and time-con-
suming to craft and to maintain than hafted weapons; while
the ore to make them is plentiful, scavenged weapons from
fallen foes mean that the hafts for axes and hammers are near-
ly as easy to come by. Axes and hammers can be crafted for
throwing, making them useful for taking down fleeing ene-
mies with longer strides. This is also convenient because
dwarves tend to wield shields in their off hands, making
switching to a two-handed ranged weapon unwieldy. Given
the short ranges at which missile combat takes place in the
depths, the accuracy of projectile weapons is seldom missed.
Finally, the warriors in the narrow quarters of the
Kaladruns’tunnels can choke up on their weapons, their lead
hands held close to the striking head to reduce the space need-
ed to swing. Even if the weapon does accidentally strike a tun-
nel wall, it is less likely to blunt or shatter than a sword.

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