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AD&D - PHBR6 - The Complete Book of Dwarves (2e)

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Published by Capn_Ragnar, 2023-01-05 00:03:22

AD&D - PHBR6 - The Complete Book of Dwarves (2e)

AD&D - PHBR6 - The Complete Book of Dwarves (2e)

Keywords: AD&D,Dungeons & Dragons,DnD,TTRPG,TSR

slots they would normally be granted. Even if with their animals and are reluctant to endan-
the proficiencies belong to groups other than ger the animals‘ lives.
Dwarf or General, there is no chargefor them.
An Animal Master must have a Wisdom of
Recommended Nonweapon Roficiendes: 12 or more.
Some Nonweapon Proficiencies are recom-
mended, not required. If the character decides Role: Well respected members of dwarf so-
to take a recommended nonweapon proficien- ciety, Animal Masters are usually welcome at
cy, it still fills one of the slots. any stronghold, though they are treated with
wary respect. If they are willing to train others
Equipment: Some dwarf characters use spe- in the art, they are even more welcome.
cific equipment, while others have limitations
or restrictions on the way they acquire or use Animal Masters are responsiblefor looking
equipment. after a stronghold’s animal guards. These are
usually 2d4 brown bears or 5d4 wolves, but
Distinctive Appearance: Many kits have a other animals such as giant lizards, cave
distinctive appearance, making the character bears, boars, or giant rats may be used. They
special and more easily recognizable for what may train a strongholds cavalry mounts, if
he is. These are suggestionsonly, and not re- these are present.
quirements.
SecondarySkill%An Animal Master should
Spedal Benefits: Most kits grant special have Groom (animal handling) and Trapper/
benefits. Furrier secondary skills.

Special Hindrances: Any disadvantages Weapon Profidendes: They may be profi-
which hinder a character. cient with any weapon.

Wealth Options: Some kits have special Bonus Nonweapon Profidendm Animal
rules regarding wealth. These specify the Lore, Animal Training (chosen animal), En-
amount of money received when a character is durance.
created and limit how it can be spent.
Recommended Nonweapon Profidencia:
Wurlor Klts Animal Handling, Animal Training (other an-
imal), Appraising, Direction Sense, Dwarf
Warriors make up the majority of any Runes, Etiquette, Herbalism, Hunting, Mod-
dwarf stronghold, being both craftsmen and
soldiers. Other, more specialized dwarf war- em Languages, Rope Use, Sign Language, Sig-
riors are described below.
Animal Master nalling, Underground Survival.
Equipment: When created, the Animal
The Animal Master has a close affinity with
the animals employed to guard strongholds. Master may have any kind of weapons and
He looks after and controlsthem, making sure equipment. He starts with one fully trained
they are properly fed and exercised. He trains animal of his choice, which he may equip with
them to act as guards and to attack on com- leather or metal armor.
mand. Animal Masters develop a deep bond
Distinctive Appearance: Animal Masters
frequently dress in the pelts or skins of their
animal charges. Thishelps bond him to his an-
imals and makes them more accepting of his
presence.

Special Benefits An Animal Master gains
an Animal Training proficiency. This bonus

50 Chapter Six

I

I

proficiency is automatically at +1.He must than with other dwarves. Consequently, there
choose the kind of animal he is capable of is always a level of distrust. Most dwarves,
training upon taking the proficiency. He may obsessed with their crafts, have little in com-
buy another Animal Training proficiency but mon with Animal Masters who dedicate their
the second does not gain the + 1 bonus. lives to creating a rapport with their animals.
Other dwarves react to Animal Masters at
The bonus Animal Mastery proficiency al-
lows him to train four animals at one time, in- -2. This does not mean they will be antago-
stead of three. For each additional slot spent
on Animal Training, one extra animal can be nistic, but that they are wary of the trainer
trained. and his animals. They will show respect, but
without friendship.
Because of his affinity with them, an Ani-
mal Master reduces the time it takes to train Wealth Options: An Animal Master starts
the animals by one week per slot spent on the with only 4d4x10 gp.
proficiency, but it never takes less than two
weeks. This extra slot includes the Animal Axe For Hire
Trainer's initial + 1 bonus. He can increase the
An Axe For Hire is a mercenary who is will-
number of tasks he can teach an animal by +1 ing to sell his services to the highest bidder.
Usually an all-round fighter, capable of en-
for each slot spent on Training. One who gaging in hand to hand combat, he is able to
chooses brown bears as the animals for his bo- use a crossbow and other missile weapons.
nus proficiency can teach four bears at one
Role: He is frequently a dwarf with a severe
-time. He can teach them 2d4 + 1 tricks or tasks case of wanderlust and a strong desire to trav-
el beyond his stronghold. The best way to ac-
in 2d6 1weeks. complish this is to hire out as a guard or a
When working with wild animals, he gains mercenary. He may find employment with a
merchant who is setting out on an expedition
a +4 ability modifier to his chances of taming deeper underground, or planning to travel
them, if the animals are of a litter whose above. He may be working for a dwarf noble
mother he has trained. When working with who is visiting relatives in other lands, or try-
such animals, an Animal Master's commands ing to recapture a mine from ora or dragons.
are obeyed on rolls of 1-19 on a Id2O. Only Perhaps he has traveled to aid a stronghold at-
when he rolls a 20 will the animals refuse to tacked by monsters.
obey.
He may accept employment with another
If an Animal Master has the Sign Language race, providing the money is good enough. He
proficiency, he may direct his own trained ani- wants to be paid to fight.
mals with it. They must be able to see his
hands for this to work. Secondary Skills: An Axe for Hire should

An Animal Master with the Signalling pro- have the Weaponsmith, Armorer or Bowyerl
ficiency can direct personally trained animals Fletcher secondary skills.
by using simple sound signals. When working
with animals other than his own, he may di- Weapon Proficlencies: They may choose
rect them by making a successful Animal any weapons they like.
Training check.
Bonus Nonweapon Proficiencies: Endur-
Special Hindrances: Animal Masters tend ance, Local Dwarf History, Local History.
to be loners, spending more time with animals

Dwarf Kits 5 1

Recommended Nonweapon Profldendea Wealth Options He receives the standard
Alertness, Armorer, Bowyer/Fletcher, Direc- 5d4x10 gp starting money.
tion Sense, Fire-building, Dwarf Runes, Cluudwuf
Survival, Underground Navigation, Weapon-
smith. The Clansdwarf is what most people think
of whenever dwarves are mentioned. They
Equipment: An Axe for Hire may spend his are the majority in dwarf society, its craftsmen
starting money on whatever arms, armor, and and militia. They are skilled in a craft and re-
equipment he can afford. When he is created, ceive military training from adolescence.
if it is agreed that he is part of a military force
with specific equipment requirements, he is Role: Clansdwarves are usually closely
required to buy that equipment, but at half bound to their stronghold and only leave to
the price. conduct their craft somewhere else (at a loca-
tion which is usually turned into another
Distinctive Appearance: These are the most stronghold). They give dwarf society its par-
individualistic of dwarves and do not con- ticular qualities of kinship and careful opti-
form to any single standard. mism.

Special Beneflb Fighters receive one free They are not restricted to the strongholds
weapon specialization (a hand or missile and may be found living in ghettoes or on the
weapon). It must be one commonly associated edges of the towns and cities of another race,
with dwarves. making a living by selling their services.

When employed, he never pays for his own While clansdwarves are craftsmen, all
upkeep. Rooms at inns, food and drink are all dwarf settlements pride themselves on their
supplied by his employer. militia. They are armed and equipped with
items of their own manufacture, and train reg-
Spedal Hindrances: Dwarves are clannish ularly in small unit and large scale tactics.
folk who distrust anyone with an independent Many clansdwarves are justifiably proud of
attitude. When reacting with other dwarves in being expert fighters as well as superb crafts-
any situation other than military, an Axe for men.
Hire suffers a -3 reaction penalty.
Secondary S W Any suitable craft skill.
In addition, an Axe for Hire who is part of
a military force is subject to the discipline Weapon Profidendes: Clansdwarves may
and dictates of its commander. He is no long- be proficient with: axe, hammer, light or
er free to come and go as he pleases. He is fur- heavy crossbow, mace, pick, polearm, short
ther restricted by the contract he has signed sword, spear.
with his employer. Many of these are for a
fixed duration, and require him to be availa- Bonus Nonweapon Proficiencles:
ble throughout the term. Disappearing be- Clansdwarvesgain two craft proficiency slots
fore the end of the contract is likely to give of their choice. Both must be spent on the
him a poor reputation as a mercenary. same craft. They also receive the Dwarven
Runes and Endurance proficiencies.
There is always a fear that he has been hired
to undertake a suicidal mission or to act as a Recommended Nonweapon Profidendes:
decoy or sacrifice, while others have more im- Appraising, Artistic Ability, and any related
portant, and safer, duties. to their first craft.

52 Chapter Six 1

Equipment: Clansdwarves may buy any Some see fighting as a male role and do not
equipment they like. encourage women to take up arms. In most
strongholds, Hearth Guards form a respected,
Distinctive Appearance: The craft of a elite fighting force dedicated to defending the
clansdwarf is readily apparent from his cloth- stronghold and its children from external
ing. Each clan has a unique emblem or cut of threats.
cloth that distinguishes them from all other
clans. This may be as obvious as a leather- Not all female warriors are Hearth Guards.
working apron or as discrete as a small anvil Any of the kits can be used for female charac-
badge. ters, so a player is not restricted to playing a
Hearth Guard character just because she is fe-
Special Benefits: Clansdwarves gain a + 3 male. No male dwarves, however, may be-
reaction bonus when dealing with others of come Hearth Guards.
their clan. They gain a + 2 reaction bonus
when dealing with dwarves of other clans en- Role: Hearth Guards were originally
gaged in the same craft. formed as a purely defensive force to defend
the stronghold in case of attack. In a few
Clansdwarves are always sheltered and strongholds, male dwarves have come to see
given aid within their own clan. Unless one is women as superior and leave all important de-
known to have injured members of his own cisions to them.
clan, he will be fed and housed gladly.
Hearth Guards are highly regarded. They
Special Hindrances: A Clansdwarf is part of form an effective fighting force, well trained
a tightly- knit society which never forgets ei- in combat and tactics. Outside dwarf society,
ther a misdemeanor or shoddy workmanship. they are a curiosity, if others are even aware of
He is expected to be scrupulously honest and them. As a result, other cultures are suspi-
professional in his dealings with others. Any cious of Hearth Guards, if not scathingly criti-
dwarf who violates that trust becomes an out- cal of their abilities. Any who see them in this
cast, no longer welcome at the hearths of his light are in for a nasty surprise.
clan. News of bad behavior spreads quickly,
and other dwarves, hearing of it, will react to Although originally formed to protect
him with a -3 penalty. strongholds, members are as free as any dwarf
to adventure or travel; they are not restricted
A Clansdwarf who becomes an outcast may to a stronghold.
again be accepted by his kin, but the process
takes years. It is better to keep one's nose Secondary Skills:She should have Weapon-
clean and do the job than to provoke trouble.
smith, Armorer, or Bowyer/Fletcher second-
Wealth Options: A Clansdwarf starts with ary skills.
the standard 5d4x10 gp.
Hearth Guard Weapon Proficiencies: Hearth Guards must
be proficient in traditional weapons of battle;
A Hearth Guard is a female dwarf who has axe (one or two handed), spear, and light
received intensive military training. Frequent- crossbow. She may only specialize in these
ly a weapon specialist, she fights as well as, if weapons.
not better than, most males.
Bonus Nonweapon Proficiencies: Endur-
Not all strongholds have Hearth Guards. ance, Fire Building, and Local Dwarf History.

Recommended Nonweapon Proficiencies:
Alertness, Blind- fighting, Direction Sense,

Dwarf Kits 9 53

Dwarf Runes, Fletcher/Bowyer, Intimidation, While enraged, a Battlerager’sface becomes
twisted and his teeth grind together. Spittle
Local Dwarf History, Rope Use, Sign Lan- flies from his mouth and dribbles down his
beard. His eyes enlarge, bulge, and become
guage, Signalling, Slow Respiration, bloodshot. Size increases (his height by an
Weaponsmithing. inch or more) as his muscles swell and his
body expands.
Equipment: When a Hearth Guard is cre-
ated she must be equipped with at least chain His fighting ability becomes awesome, al-
mail armor, a battle axe, a spear, and a light lowing him to fight longer and harder than
crossbow. any other dwarf. While in his rage, he is al-
most unstoppable. A dangerous enemy, he is a
Distinctive Appearance: Hearth Guards are menace to friend and foe alike.
distinguished by red surcoats with orange fire
badges embroidered on the front. A Battlerager must have a minimum
Strength of 15 and Intelligence and Wisdom
SpecialBeneflts: A Hearth Guard fighter re- scores no higher than 10.
ceives one free specialization in battle axe,
spear, or light crossbow. Shemust pay the ini- Role: He is believed to have been touched
tial weapon proficiency, but the specialization by a dwarven deity, and is held in reverence
is at no cost. and fear by his fellows. Madness and irratio-
nal behavior are commonly associated with
She also gains an additional +1 bonus to Battleragers. Many believe that, if killed in
hit and damage when defending her strong- battle, Battleragers return to the earth, to be
hold. When fighting to protect young reborn with more power. Therefore they have
dwarves, she gains a + 2 bonus to hit and no fear of death.
damage rolls. To gain this bonus the attacker
must be in a position to physically harm the While there is no Battlerager Guild, they
young, or about to enter a nursery or home. tend to band together and occupy outlying
sections of strongholds. They are given to
Special Hindrances: Within dwarf society drinking, rowdy and boisterous singing, and
only the most male oriented strongholds react drunken dancing. Others prefer not to social-
negatively to Hearth Guards. In the male ize with Battleragers if possible. They are
dominated societies of other races, a female quick to anger and will avenge any imagined
dwarf wearing armor and carrying weapons is insult with a battle axe.
sometimes not taken seriously; NPCs react at
-3 to the Hearth Guard. In war Battleragers come into their own,
Groups, and even individuals, will charge
Wealth Options: She receives the standard ahead of the military to attack the enemy with
5d4x10 gp. If this is not enough to buy the re- no regard for their own safety.
quired equipment, the equipment is provided
free, but the character starts with no money. In a campaign, Battleragers are dangerous
Battlerager not only to others but to themselves. Battlera-
gers must be reckless, never weighing the
The Battlerager fills a particular niche in odds. They are argumentative, coarse, and
dwarf society and culture. He is a fearless definitely not diplomatsf “If it moves, kill itf”
warrior, able to create an insane rage within is the likely response of a Battlerager. Most of
himself which increases his fighting ability them live short, often glorious, lives.
and distorts his physical features.

Secondary Skills: Battleragers have no sec- may wear any type of armor, but it must be
ondary skills of any worth. slightly larger than required to accommodate
Weapon Proficiencies: Battleragers must the increased size when in battle rage. They
specialize in the battle axe (one or two hand- usually carry wineskins containing a vile con-
ed) or war hammer. Warhammers are thrown coction of fermented goat's milk and herbs-
at enemies while charging, usually accompa- 'gutshaker'. They are the only creatures
nied by a battle cry such as "Stitch that, Gob- known to drink gutshaker without becoming
I lint" They cannot start with any other ranged violently ill.
weapon proficiency, and it is forbidden to DistinctiveAppearance: Battleragers are the
learn or use a ranged weapon. (Unthinkable!
Missile weapons are coward's toys!) most distinctive of warriors. With rings
through their noses, ears, and sometimes lips,
Bonus Nonweapon Proficiencies: Endur- they will dye their hair and beards vivid col-
ance, Intimidation, Singing. ors. They often shave their faces and heads,
Recommended Nonweapon Proficiencies: sometimes leaving long tufts of hair which are
Appraising, Armorer, Blind-fighting, Danc- stiffenedwith lime or thick grease. Tattoos on
ing, Direction Sense, Sound Analysis, Under- the face and body in the form of spirals and
ground Navigation, Underground Survival. abstract designs are a source of intense pride
Equipment: Battleragers must start play for all Battleragers.
with a battle axe and a warhammer. They SpecialBenefits: They excel at fighting. Not

t

Dwarf Klts 55

only are they specialistswith battle axe or war ray of enfeeblement, scare, gem-and these
hammer, they are able to enter a furious kill- clerical spells-command, charm person or
ing rage which endangersfriend and foe alike. mammal, enthrall, cloak of bravery, re-
They have little control over it. Any time one move fear, symbol.
feels insulted, threatened, or when in combat, He gets a +4 savingthrow bonus, on top of
he will bellow a battle song at the top of his his dwarf bonus, against these wizard
lungs. After five rounds, during which timehe spells-blindness, Tmha's uncontrollable
can fight or perform other activities, he enters hideous laughter, hold person, charm mon-
the rage. This lasts until there are no enemies ster, confusion-and against these clerical
left to slay. Whether enemies are standing to spells-hold person, hold animal.
fight or lying wounded on the ground, the The finger of death spell kills a Battlerager
Battleragerwill hack them apart. He will then instantly, if he fails to make a saving throw.
turn to anyone left alive, even his friends.
During the rage, Battleragerscontinue to sing, 2Ifdh8e+m1apkoeisnthsisofsadvaem, haegedouenstnil'thsiusffkeirlltinhge
pausing only to Scream insults at foes.
rage ends.
A Battlerager can try to come out of the While in the rage, he is immune to KO re-
rage at the beginning of each round by making sults from the Punching and Wrestling rules
a Wisdom check. If he succeeds, his rage ends and takes only half damage from bare-
and he suffers the effects below. If not, he re- hand attacks.
mains enraged. He may attempt withdrawal
each round, until he succeeds. W n g Rage Disadvantages: A Battlerager
suffers the following disadvantages while en-
He may attempt to prevent a killing rage by raged:
making a successful Wisdom check. If he suc-
ceeds, he can control himself for the rest of the He is oblivious to pain. The DM takes note
encounter. During the next five rounds, he of the Battlerager's current hit points when
will gnaw ferociously on his shield rim or the character first enters his killing rage, re-
grind his teeth together in an effort to control ducing them as he takes damage. The play-
himself. If he fails the check, he enters the er is not told how many points of damage
rage. he takes from enemy attacks, or how many
he has left. He istroemnleynadwouasrleyt.hMateheisistoenld-
A silence spell will prevent him from enter- joying himself
ing a rage, but he will attack the character how much damage his character has re-
who cast the spell, if he can tell who it was. If ceived when he falls over dead or the rage
not, he will attack all who get in his way. ends.
He must continue to fight each melee round
The W n g Rage: While in a killing rage, until all opponents have been killed. He
the Battlerager receives the following special may attack any enemy within range of his
benefits: weapon. If none are in range, or once he
kills an opponent, he must attack the near-
+1 to hit, + 3 to damage, +10 hp, and -1 est enemy.
bonus to his AC (e.g., AC 4 drops to AC 3).
Immunity to these wizard spells (no saving
throw necessary)-charm person, emotion,
fear, friends, hypnotism, sleep, irritation,

56 Chapter Six

He cannot take cover from missile attacks. Highborn
Hahborns are m e m h of families who
If another character does something which
hold political power within a clan. A High-
he interprets as an attack, such as hitting born dwarf may belong to the ruling family of
him to move him out of the way, he must a stronghold. They are able to trace their lin-
roll an Intelligence check. If successful, the eage back to the beginnings of time. Highborn
ancestors include the great warriors and
Battlerager may ignore his friend. If he craftsmen of legend. They tend to behave in
an arrogant manner to other dwarves, believ-
fails, his friend becomes his enemy, and is ing their lineage makes them superior to their
treated as an enemy until the fight is over fellows. They consider themselves the epit-
and the rage has passed. ome of dwarf culture, the finest members of
He is temporarily unaffected by the clerical their race.
spells bless, cure light wounds, aid, cure se-
rious wounds, cure critical wounds, heal, Role: Highborn dwarves are the law enforc-
regenerate, and wither. He only gains the ers of a stronghold. They uphold the law, in-
benefits of these spells when he is not en- suring that they continue to benefit from the
raged. order of dwarf society. They expect to be ad-
The taunt spell is automatically successful mired and treated with much respect, if not
and causes him to abandon his current ene- subservience.
my and rush to attack the taunter.
Once the rage is over, he loses all of its ad- Highborns believe that the continuance of
vantages, including the 10bonus hit points. dwarf society rests firmly on their shoulders.
This could cause him to die instantly, or It is their responsibility to ensure that life con-
collapse unconscious, if he has 0 or less hit tinues in a regular, orderly manner, so that
points remaining. clansdwarves may ply their crafts in peace
After the rage subsides, he suffers a -1 and security.
penalty to his attack rolls, a -3 penalty to
damage rolls, and + 1 penalty to his AC. Highborn dwarf adventurers are the youn-
This effect remains for the same number of
rounds that he was enraged. ger sons or daughters of a wealthy family. As
Spedal Hindrances: Being a psychopathic
killer with an axe is a special hindrance in it- part of their education they are expected to
self, particularly because he is a liability to travel in order to learn how other dwarf
himself and all who adventure with him. 0th- strongholds are managed, and to experience
er dwarves react to Battleragers with a -3 re- first hand the way other races organize them-
action adjustment penalty, But instead of selves. Usually, this simply increases the high-
attacking, they will withdraw. Other races born's sense of his and his race's importance,
automatically sense the latent violence in a as he constantly compares the shortcomings
Battlerager and react to him with a - 2 penal- of others to his own inflated opinions.
ty, though they may not have enough com-
mon sense not to attack him. Secondary Skills: The Scribe secondary
Wealth Optlona. The Battlerager receives skill is suitable for Highborn dwarves.
the normal 5det10 gp.
Weapon Profidencier: Highborn dwarves
must take the sword, hammer, and light cross-
bow proficiencies. The last proficiency may
be used for a weapon of his choice, or to spe-

Dwarf Kits 57

cialire in one of the required choices. clao (costing 1,OOOto 5,OOO gp), giving gifts to
Bonue Nonweapon Proflciendes: Endur- show that he deserves the respect offered him
ance, Etiquette, Heraldry, Local Dwarf by those of lower status. These gifts are usu-
History. ally craft related, such as a fine set of tools, an
Recommended Nonweapon Profidendes: anqil, or a loom.
Appraising, Artistic Ability, Blind-fighting, Monlawfully aligned dwarves tend to be ir-
Hunting, Modem Languages, Mountaineer- ritaled by Highborn dwarves' superiority and
ing, Survival (any). reaqt to them at -3.
Equipment: Highborn dwarves must always wighborn dwarves are too proud for their
look their best to set an example to other owh good, seeing themselves and their race as
dwarves. They must start with at least banded superior to all others. This attitude causes oth-
mail armor. Since this is worn to reflect status, e r r ces to react to them with a -2 penalty.
it costs at least 10% to 25% more than usual, d e d t h Options: Highborn dwarves start
as do the fine weapons Highboms must use. with 400 gp, plus the standard 5d4x10 gp.
Distinctive Appearance: Their status is ap-
parent from the fine craftsmanship of weap- Outcast
ons, armor, and clothing.
Special Benefitr Dwarves of lawful align- The Outcast is the misfit, the dwarf who
ment respect Highborn dwarves and react to breaks all the rules governing behavior; he
them with a + 3 bonus. A Highborn may also refuses to fit easily into any niche, or to settle
demand food and shelter from other dwarves, at ane job for long. His behavior is usually so
and this is willingly provided for him and his at qdds with others that he is soon ostracized
retinue. The Highboms administer justice by his fellows. Outcasts can be found wander-
among members of their clan. In matters in- ing deep underground or among humans,
volving two clans, only the ruling family of elvqs, gnomes, or monsters.
the stronghold can make binding decisions. 4ole: Outcasts are typically of neutral or
Special Hindrances: A Highborn dwarf chabtic alignments. They may be good or evil,
ma administer justice, but his decisions may but the one thing they have in common is an
be i t e r overruled by a Highborn clansman of aversion for the regimented lifestyles of their
greater status. fellews. Evil Outcasts are likely to become ra-
Highboms need to maintain their status by
iciali traitors and lead the dwarves' enemies
finding and purchasing the best goods availa-
ble. This means that they always spend an ad- aga nst them. Good-aligned Outcasts are
ditional 10%to 25% on goods and services. If like y to find the company of other races more
-a Highborn fails to do so, his reaction bonus in 1 ne with their own natures.
4though Outcast dwarves are normally
drops by 1each occurrence, until it reaches not ifound in strongholds, whole communities
0. He may only increase his reaction to its of them have grown up at the edges of certain
I former level by engaging in conspicuous con- strungholds. They have usually been given
sumption. This means a new suit of clothes
and new equipment for himself and his retain- unpleasant jobs that no one else wants, such
ers, all purchased at 25% above the usual as cleaning sewers or disposing of garbage.
price. He must throw a banquet for his entire
Secondary Skills:Outcasts may choose any

secondary skill.

58 Chapter SIX

Weapon Proficiencies: They often pick sturdy beasts, they are capable of moving
weapons that are not normally associated faster than other dwarves, and packing more
with dwarves, such as the short bow, quarter- punch when they attack. Ponies or mules are
staff, sickle, sling, or whip. They may have commonly used as mounts, but creatures
any weapon they choose. such as bears, boars, and dire wolves are
sometimes used. Flying creatures, griffons,
Bonus Nonweapon Profidencies: Apprais- hippogriffs, or pegasi, may be employed. In
ing, one craft proficiency (player choice), En- such cases, Land Based Riding Proficiency
durance, Survival (any). references should be changed to Airborne
Riding.
Recommended Nonweapon Proficiendes:
Animal Handling, Blind- fighting, Direction Rapid Response Riders are found in only a
Sense, Dwarf Runes, Intimidation, Modem few strongholds. They are not extensively
Language, Riding (pony). used and appear chiefly in strongholds that
are under constant threat of attack.
Equipment:Outcast dwarves may have any
kind of equipment. They are often quite tall, as dwarves go,
and that extra height helps a lot when riding.
Distinctive Appearance: Many who live
among other races follow their adopted race Role: They are well trained, but something
in matters of dress. They often wear bright of an anomaly in a military based on infantry
colors. Near strongholds they are usually units. While respected, they are considered
poorly dressed, wearing only rags and cast- odd by other dwarves. They stick together
offs. and consider themselvesboth eliteand superi-
or to other dwarves, whom they see as lowly
Special Benefits: By paying an additional foot sloggers.
10% experience cost to increase in level, an
Outcast may Move Silently as a ranger of the SecondarySkills:The character should take
same level. For example, a warrior needs
2,OOO experiencepoints to reach the 2nd level. the Groom (Animal Handling) secondary
If he takes the Move Silently option, he pays skill.
an additional IO%, or 2,200 experiencepoints
to become a 2nd level warrior. This ability Weapon Proficiencies: Rapid Response
must be taken when the character is first cre- Riders must be proficient, and ideally special-
ated, or it is forever lost. The xp penalty must ized in, the lance (any, according to mount's
be paid at every level. size). They may use any other weapons they
see fit.
Special Hindrances: The Outcast suffers a
-3 reaction penalty from all other dwarves Bonus Nonweapon Profidencies: Animal
with the exception of other Outcasts and Training, Endurance, Riding (Land Based).
Wayfinders. The type of mount must be noted for profi-
ciencies.
Wealth Options: Outcasts start with only
3d6xlO gp. Recommended Nonweapon Profidencies:
Rapld R e s p o n s e Rldu Animal Handling, Armorer, Blind-fighting,
Intimidation, Leatherworking, Sign Lan-
Rapid Response Riders are the dwarves' guage, Signalling, Tracking, Underground Di-
equivalent of cavalry. Mounted on suitably rection Sense, Underground Navigation.

Equipment: They may wear any kind of ar-
mor except plate mail. They must start play

Dwarf Klts 59

with a lance, but otherwise may have any Secondary Skills: He shouia nave me
kind of weapon. Bowyer/Fletcher secondary skill.

Distinctive Appearance: They will usually Weapon Proficiencies: A Sharpshooter
wear some form of leather trousers to protect must be a specialist with either a light or
their legs. They tend to select fierce looking heavy crossbow (and, therefore, must be a
armor, with studs, protruding hooks, or fighter). He may not begin play with any hand
homed helmets. weapon specializations, but may learn them
later in his career. If gunpowder weapons are
Special Benefits: A Rapid Response Rider used, a sharpshooter may specialize in the ar-
starts with a fully grown mount which has at quebus. All the special benefits for crossbows
least 75% of its possible hit points. Roll hit are available for arquebuses; the character has
points normally; if they come to less than a supply of perfectly molded arquebus balls
75% of the possible total, increase it to 75%. and superior gunpowder.

Their mounts are highly trained and re- Bonus Nonweapon Proficiencies: Artistic
spond to all commands given by their mas- Ability, Bowyer/Fletcher, Endurance.
ters. They do not have telepathic rapport with
their mounts, and if the mount is killed, they Recommended Nonweapon Proficiencies:
lose only the mount. Alertness, Appraising, Direction Sense, Rope

Rapid Response Riders gain a +1 to attack Use,Sign Language, Signalling.
and damage rolls when fighting mounted.
Equipment: Sharpshooters start with the
Special Hindrances: Because of their close crossbow of their choice, at no cost.
affinity to their mounts, most dwarves react
with a -2 penalty. Distinctive Appearance: They are set apart
from other dwarves by the care they lavish on
Wealth Options: Rapid Response Riders their crossbows and bolts. The crossbow is
start with 5d4x10 gp. made of the finest materials and the butt is of-
Sharpshooter ten inlaid with intricate patterns. The bolts
have only the finest flights, and they burnish
A Sharpshooter is highly skilled with either the points to a fine, razor sharpness.
the light or heavy crossbow. He has spent the
majority of his youth training as a Bowyer/ Special Benefits: In addition to his cross-
Fletcher, and has had regular practice with his bow specialization, he gains a further +1 to
crossbow. He is skilled in rapid loading and hit. He fires faster than other specialists as
expert at inflicting the most damage possible shown on the Sharpshooter Attacks Table.
with his weapon. Exuding confidence in his
abilities, he tends to disdain those who resort Sharpshooter Attacks Table Heavy
to hand-to-hand combat. Light Crossbow
Level Crossbow
Role: Sharpshooters form either part of a 1-6 3/2 1/1
crossbow unit or make their living shooting 173-1+2 2/1 3/2
for prize money at fairs. When in battle, a 5/2 2/1
Sharpshooter’s targets are enemy officers,
wizards, and clerics, to prevent them from co- This increased rate of fire assumes that the
ordinating attacks or casting spells. Sharpshooter has time to lay out his bolts in
easy reach, minimizing the time required to

60 Chapter Six

nock a bolt. He gains these advantages only the Complete Priest’s Handbook. It refers to
with the type of crossbow he has specialized priesthoods in the handbook and details
in. which of the priest classes (plus cleric) may

When using his personal weapon and not take the kit. If it is not being used, the sec-
sharpened bolts, a Sharpshooter can inflict ex- tion may m e as a guide to the kind of reli-

tra damage. In his hands, a light crossbow gion the kit should have.

Ihcdae8uasv+eys1clardgo6assidnbasotmwlaarcggaeeuvrsesc.srealadntu6yr+esis1z.evHsce.reoSan/tMluyr,egsaa.innAds crafts Mest

these bonuses when he uses his personally Crafts priests are those who are dedicated
built and maintained crossbow and his own to the patron deities of one of the dwarven
sharpened bolts. crafts. Although they frequently wffl have a
temple in a stronghold, they usually preside
Special Hindrances Sharpshooters may not over a shrine or chapel in the workshops
start with any hand weapon specialization, where their craft is practiced. Theyare usually
and are limited to short weapons, daggers, members of that craft‘s clan.
and hand axes.
Barred: Crafts priests usually worship the
If a Sharpshooter loses his custom-built god of crafts, but they may belong to most

crossbow or has no time to sharpen his bolts, other religions. In such cases, they are the
he loses his ability to increase damage. He
cannot just pull out another crossbow previ- priests who prepare ceremonial and sacrificial
ously built; it must first be used for ld4 weeks items. Priests of the following gods may not
to break it in.” In addition, it takes one hour be crafts priests: birth and children, death,
to sharpen each bolt and they must be careful- evil, disease, fertility, justice, marriage, love,
mischief, trickery, and trade.
ly stowed, if they are not to become dulled.
Role: Crafts priests are more concerned
Wealth Options: Sharpshooters start with with their crafts than with the welfare of fel-
5d4xlO gp, plus their own customized cross- low dwarves. They will seek out the finest raw
bow. materials and are often engaged in expeditions
to discover new mines or found new strong-
Priest K l t s holds. Their expertisein these matters is high-
ly sought. Rarely tied to a central temple, they
The creation myths of the dwarves de- are free to go where they please.

scribed in Chapter l can be used as the basis Secondary Sldllr:Crafts priests may choose
any secondary skffl.
for designing numerous dwarf religions. Play-
ers will benefit from the Complete Priest’s Weapon Pmfidendes They may be profi-
Handbook which describes 41 priesthoods cient with any of these weapons: axe, ham-
which may be used with dwarf characters. mer, light or heavy crossbow, mace, pick,
While recommended, the Complete Priest’s poleann, short sword, spear.
Handbook is not essential. The priest and
warrior/priest kits work as well with clerics Bonur Nonweapon h k i e n d e s Artistic
from the Player‘s Handbook. Ability, any Craft proficiency, Endurance,
and Religion.
Barred: This paragraph applies only to
dwarf priests (single or multi-classed) using Recommended Nonwerpon h f l d e n d e s :

Dwarf Klts 61

Appraising, Dwarf Runes, Etiquette, Local Pariah
Dwarf History, Underground Navigation.
A Pariah is a priest who has left his strong-
Equipment: Crafts priests must have access hold, either voluntarily or under pressure. His
to the tools required for their craft. If these are practice of religion was so repulsive that other
large, such as a forge, the priest is not required dwarves expelled him. He will often worship
to own one, but the DM should inform him gods of an evil alignment, but may worship
where he can go to use one. Apart from that, chaotic good or chaotic neutral gods.
Crafts priests may use any kind of equipment.
Pariahs may be priests who have turned to
Distinctive Appearance: According to the one of the darker gods of a pantheon, or he
specific religion. may be part of a group of Pariahs, within or
on the fringes of dwarf society. Priests from
Special Benefits: A Crafts priest gains a + 3 evil strongholds are usually pariahs.
reaction bonus when dealing with dwarves of
his own clan, and a +2 reaction bonus with Barred: Priests of the god of community
dwarves from other clans engaged in the same and most good aligned deities may not take
craft. this kit. However, pariahs may be priests of
chaotic gods.
Unless a Crafts priest has injured members
of his own clan, he will gladly be given food Role: They may be the priests for a commu-
and shelter by his clansmen. nity of Outcasts, in which case they are the
spiritual leaders of such communities. These
Special Hindrances: Crafts priests have no may be situated on the outskirts of strong-
special hindrances.

Wealth Options: They start with 3d6x10
gp.

-

62 Chapter Six

holds or within a ghetto of another race's PrMclm
town or city. A Patrician is a priest of a Highborn clan.

Pariahs may also exist in a dwarf commu- He often acts as the voice of his family in reli-
nity, where they keep their power hidden from gious matters and sees to their spiritual wel-
those who do not share their religion. They
are secretive, and often fearful of discovery. fare. The priestly equivalent of the Highborn
Even so, their religion may have a substantial
number of adherents among the otherwise warrior, he traces his lineage to the very be-
lawful good dwarves. In an evil campaign, ginning of time.
they may engage in kidnapping and sacrifice.
Because of their background, Patricians often
They may be wandering priests who join
adventures for financial reward or to pursue rise quickly in the hierarchy until they gain a
some personal goal. position commensurate with the political clout
of their families. They have littleto do with we-
Secondary Sldlls: Pariahs may choose any ryday mliion and have little contact with the
secondary skill. mass of dwarves. With the exception of other
Highboms, Patricians are frequently arrogant
Weapon Profidencies A Pariah may use and patronizii toward others.
any weapon that is not forbidden by his reli-
gion. B a n d A Patrician is not barred from being a
member of any reliion. However, he will not
Bonus Nonweapon Profidendel: Disguise, join a reliion that calls upon him to give his
Endurance, and Religion. money away or to dress in a common fashion.

Recommended Nonweapon Proficiencies: Role: Patricians can be aggravating individ-
Any. uals who shirk religious duties. They expect
and demand respect, if not subservience.
Equipment: A Pariah must spend all of his Their patronizing manner can be fun to play,
starting funds on equipment. Any money not but should be tempered with a willingness to
spent is lost. heal or to aid others in times of need.

Distinctive Appearance: Pariahs have no Secondary Skills: Patricians may choose
distinctive appearance, as they have no desire any secondary skill.
to be singled out.
Weapon Profidendes Patricians may choose
Special Benefits: By paying an additional any weapon permitted by their religion.
10% experience cost to increase in experience
level, a Pariah may Move Silently as a ranger Bonus Nomveapon PmfUenda Endurance,
of the same level.
Etiquette, Local Dwarf History, Reliion.
If a Pariah is of chaotic or evil alignment, he
may elect not to have any superiors. Recommended Nonweapon Proficiendes:
Appraising, Artistic Ability, Blind-fighting,
Special Hindrances: Unless he lives in a Herbalism, Hunting, Modern Languages,
community of Outcasts, a Pariah is not free to Mountaineering, Reading/Writing, Survival
openly worship his deity. Priests of other (any).
dwarf religionswill actively prevent him from
doing so, even by imprisonmentor execution. Equipment: They must dress according to
their station and start play with at least band-
JThe are more likely, however, to try to per- ed mail armor. This costs 10% to 25% more
than usual, the same as for any Highborn.
sua e him of the error of his ways by engaging Patricians must also have fine weapons cost-
him in interminable religious debates. ing 10%to 25% more as well.

Wealth Options: A Pariah starts with the DistinctiveAppearance: They are clothed in
standard 3d6x10 gp.

-L

Dwarf Kits 63

the finest regalia of their religion, even when with his deity on their behalf. His deity may
performing mundane tasks. call upon him to perform some quest or he
may be granted a vision. He may be ordered
Special Benefits: Dwarves of lawful align- by his superiors to perform a special task. A
ments respect Patricians and react to them party of adventurers is then formed.
with a + 3 bonus. Other dwarves willingly SecondaryS W He should have the Scribe
provide food and shelter for Patricians. secondary skill.
Weapon Proficiendes: A Ritual Priest may
SpecialHindrances: Although a Patrician is be proficient in any of the weapons available
primarily a political appointee, he is some- to priests, plus: battle axe, crossbow, hand/
times asked by the high priest of his religion to throwing axe, morning star, military, and
undertake dangerous missions. The Patrician warhammer.
is expected to organize and equip a party of Bonus Nonweapon Proficiencler: Dwarf
dwarves out of his own funds. Runes, Endurance, Local Dwarf History, Reli-
gion.
As a Highborn, he is expected to keep up Recommended Nonweapon Profidendes:
appearances, buying only the finest equip- Ancient History, Astrology, Healing, Herbal-
ment for the party and spending 10%to 25% ism, Local History, Reading/Writing.
more on equipment and services. If a Patrician Equipment: Ritual Priests may have any
fails to do this, his reaction bonus drops by kind of armor.
-1 for each dwarf that he fails to adequately Distinctive Appearance: According to his
equip until it reaches 0. He may increase his religious custom.
reaction bonus to its former level by donating Spedal Benefits He is always respected by
large amounts of money to his religion and by other dwarves, and may Hasekreacnedivebseag+ra1ntreed
undertaking some hazardous mission. shelter in any stronghold.
action adjustment when dealing with dwarves.
Nonlawfully aligned dwarves are irritated Special Hindrances: A Ritual Priest has no
by the Patrician’s superior airs and react to special hindrances.
himat -3.

Wealth Options: A Patrician starts with 350
gp, plus 3d6x10 gp.

Ritual Priest Wealth Options: A Ritual Priest receives
the standard 3d6x10 gp.
The Ritual Priest is the most common priest
in dwarf society. He officiates at religious Warrior/Priest Kits
meetings and insures that worship is properly
conducted. He presides over marriages, Warrior/priests are common in dwarf soci-
deaths, and name- giving ceremonies for chil- ety. They combine the fighting abilities of the
dren. warrior with the spiritual powers of the priest.
Adept at fighting, the Ritual Priest is often They may be part of a religion comprised of
willing to give his life in the defense of his warrior/priests or they may complement a re-
stronghold. ligion, providing it with additional muscle.
Barred: There are no barred religions for a
Ritual Priest. ~ Champion

Role: He devotes most of his time to the A Champion is a member of a religion who
worship of his gods and the needs of his fellow has been selected to undergo intensive train-
dwarves. He is often called upon to intercede

64 * C :erSix

ing as a warrior, He is expected to defend his and decides to keep it must return his blessed
creed at all times, and may be called upon to weapon to the main temple of his religion as
do so in single combat against an evil monster soon as he is able.
or members of an enemy religion.
Distinctive Appearance: Champions are
A Champion must have Strength and Wis- marked by their role and have an air of super-
dom scores of at least 15.He must also have a iority. They usually dress in fine clothes, un-
Charisma of at least 14. less specifically forbidden to do so by their
religion.
Barred: A Champion cannot belong to a re-
ligion that has restrictions against violent be- Special Benefits: See Equipment and Weap-
havior.
on Proficiencies.
Role: The Champion defends his religion
with his life and superior combat ability and Special Hindrances: He may never a refuse
maintains a clear head to promote it. As a de- a fight related to his religion. He must defend
fender of his creed, he must always act in its
best interest, even when doing so causes him it at all times. He may be requested to perform
distress or physical harm.
tasks set by his superiors. If he refuses to ac-
Secondary Skills: He should have the Ar-
cept a challenge or a quest, he loses his weap-
morer and Weaponsmith secondary skills. on specialization and his religion will send
Weapon Proficiencies: He mqy have any another Champion to reclaim his blessed
weapon.
weapon proficiency. Unlike other warrior/
priests, he may specializein one weapon. This Wealth Options: A Champion starts with
weapon must be chosen when the kit is taken 6d4x10 gp.
and cannot be changed. He uses magical Temple Guard
weapons only of this one type.,
Temple Guards are warrior/priests normal-
Bonus Nonweapon Proficiencies: Endur- ly stationed in a religion's temple. They have a
ance, Intimidation, Religion, good mix of abilities from both classes, and
form the elite of a religion's warriors.
Recommended Nonweapon Proficiencies:
Alertness, Ancient History, Blind-fighting, Barred: If The Complete Priest's Handbook
Dwarf Runes, Hunting, Local Dwarf History, is used, Temple Guards cannot belong to a re-
Musical Instrument, Singing. ligion which has poor fighting abilities.

Equipment: A Champion is allowed one Role: A Temple Guard has a number of
weapon specialization(this is an exception to roles in a campaign. He guards the precincts
the restriction against multi-class characters). of his temple, protecting its members from at-
Thisweapon is speciallyblessed and acts inall tack. He is the weapon instructorfor priests of
respects as a + 1 magical weapon; it can even his religion, and it is his duty to train them in
harm monsters which can only be hit by magi- the use of the religion's chosen weapons.
cal weapons. The weapon may be +2 or high-
er and/or have added bonuses when used to He may act as a representative of his reli-
attack certain types of monsters, such as un- gion and may rise in its hierarchy, like any
dead. The blessed weapon belongs to his other priest. His duties, however, are con-
church and he is charged with its care. It may cerned with organizingdefensesand outfitting
never be lent and, if lost, his paramount duty and leading expeditions, rather than with reli-
becomes its recovery. gious services.

A Champion who finds a superior weapon Secondary Skills A Temple Guard may
have any secondary skill.

Dwarf Klts 65

Weapon Proficiencies: He must be profi- B a m d Vindicators cannot belong to any
cient in a weapon that is representative of his religion that is concerned with peace or love.
religion. If he worships the god of war, his They worship gods of war, death, elemental
proficiency would be battle axe. forces, lightning, fire, strength, or thunder.

Bonus Nonweapon Proficiencies: Alert- Role: They are often the most potent force
ness, Religion. of a religion, expected to give their lives for
their religion. Most are well aware that their
Recommended Nonweapon Proficiendes: lives are likely to be short, though sometimes
Blind-fighting, Dwarf Runes, Etiquette, In- glorious.
timidation, Modern Languages, Sign Lan-
guage, Signalling. Secondary Sk& Vindicators may choose

Equipment: After he has bought his weap- any secondary skill.
ons and holy symbol, a Temple Guard must Weapon Proficiencies: They must be profi-
buy the best armor he can afford.
cient in battle axe (one or two handed) and
DistinctiveAppearance:Temple Guards dress warhammer, regardless of the restrictions im-
posed by their religion.They cannot start play
according to their reliion, but always have a with any ranged weapon other than war-
more martial appearance than other priests. hammer, and may not have any other ranged
They always carry a weapon and shield. weapon proficiency.

Special Benefits: Any time the Temple Bonus Nonweapon Profidencies: Endur-
Guard is fighting in defense of his temple or ance, Intimidation, Religion, Singing.
other holy place of his religion, he gains a +2
to attack and damage rolls and a +2 to his Recommended Nonweapon Profidendes:
saving throws. Appraising, Armorer, Blind-fighting, Danc-
ing, Direction Sense, Healing, Herbalism,
Special Hindrances: A Temple Guard is Sound Analysis, Underground Navigation,
rarely a free agent and is usually given his or- Underground Survival.
ders by a High Priest. This may lead to long
periods of temple duty, interspersedwith spe- Equipment: Vindicators must start play
cial missions. with a battle axe and a warhammer. They
may wear any type of armor, but it must be
Wealth Optlons: Temple Guards start with slightly larger in size than normal to accom-
5d4x10 gp. modate their increased size when in a killing
Vindicator rage (see Battlerager).

The Vindicator is imbued with the spiritual Distinctive Appearance: They usually have
power of his deity. When this power is mani- facial and body tattoos.
fested, he becomes a fearless and powerful
warrior. He is able to enter a rage similar to Special Benefits: Vindicators gain all the
that experienced by Battleragers; his face be- special benefits of Battleragers, but are not al-
comes contorted and he grinds his teeth to- lowed to specialize in any weapon.
gether. See Battlerager for details concerning
changes in appearance. Because of their higher Wisdom, Vindica-
tors are usually able to exert more control
A Vindicator must have a minimum over their own actions.
Strength of 15, Intelligenceno higher than 10,
and Wisdom no higher than 14. Special Hindrances: Vindicators have the
same hindrances as Battleragers, except that
members of their own religion do not react to
them with a negative penalty.

66 Chapter Six

I

When enraged, Vindicatorscannot cast any lomat starts with any four modem languages.
spells, but may benefit from spells cast prior Recommended Nonweapon Profidencice:
to becoming enraged. Alertness, Blind- fighting, Disguise, Gaming,
Local History, Reading Lips, Sign Language,
Wealth Options: Vindicators start with Tightrope Walking, Ventriloquism.
5d4x10 gp. Equlpment: Because of the sensitive nature
of their missions, Diplomats should dress as
Thief Kits unobtrusively as possible and possess easily
concealed weapons such as daggers and darts.
True dwarf thieves who steal from other Distinctive Appearance: Diplomats tend to
dwarves to make a living are almost nonexist- look like everyone's idea of a typical dwarf.
ent in dwarf society. Dwarves caught stealing Even though different races or cultures see
are heavily fined, and may be banished if they them in different ways, Diplomats know how
continue. True dwarf thieves are usually to dreaa in order to match the preconceptions
found plying their illegal trade among other of others.
races. The Complete Thief's Hundbook con- Special Benefits: Diplomats gain a +lo%
tains kits for them. Here we look at characters modifier to Detect Noise and a +5% modifier
who, while technically of the thief class, are a to the Open Locks ability.
part of lawful dwarf society. They may be of They gain a + 3 reaction bonus dealing with
any alignment. other races, except racial enemies; then the re-
Diplomat action bonus drops to +I.
Special Hindrances: Diplomats suffer a
Diplomats are found only in strongholds -10% penalty to their Pick Pockets ability.
which have dealings with other races. They Wealth Optionl: Diplomats receive 3d6x10
act as middlemen, translators, and spokes- gp instead of the normal 2d6x10 gp.
men. They must rely on their wits to smooth
the way, particularly when negotiations sour. Entertainer
A Diplomat's minimum Charisma is 13.
Dwarves enjoy entertainment during lei-
Role: Diplomats may represent their sure hours, although other races are surprised
stronghold, act as interpreter for the strong- there are dwarves whose trade is to entertain.
holds leader, or be employed by a dwarf mer- There are dancers, singers, jugglers and tum-
chant. Sometimesa Diplomat will be hired by blers, musicians, tightrope walkers, and fire
humans or other races to assist making deals eaters. They rarely tell jokes.
with the dwarves of a particular stronghold.
To be an Entertainer, a character has to
Many use their position to spy upon other have a minimum Dexterity of 14.
race's defenses. Most races consider such ac-
tivities as espionage, but dwarves view it as Role: Like most dwarf trades, Entertainers
merely taking necessary precautions. are governed by a guild. They are trained
from an early age and are very adept at what
Secondary Skills:A Diplomat should have they do.

the TraderIBarterer secondary skill. Humans and elves often find the sight of
Weapon Proficiendes: Any kind of weap- dwarf Entertainers gamboling around a stage
hilariously funny, much to the annoyance of
ons normally permitted thieves. the Entertainers and dwarves in the audience.
Bonus Nonweapon Proficiencies: The Dip-

I

Dwarf Kits 67

I':[?---e-m%& .

;is*) IdI

I\%:a'\ \/-
I

The performance of an Entertainer is meant to ing locks. They are also expert at finding and
display the physical prowess of the dwarves in disarming traps. Their craft safeguards homes
an edifying manner. They are certainly not and builds strong locks for the gates of dwarf
meant to be laughed at! strongholds.

Secondary Skills:Any. To adventurers, there are many benefits to
having a locksmith along. They can find and
Weapon Proficiencies: Entertainers may remove traps, open locks, and have all of the
use any weapon. other skills of thieves.

Bonus Nonweapon Proficiencies: An Enter- Secondary Skills: Locksmiths often have
tainer may choose two of the following skills: technical skills, such as Mason, Miner, or
Dancing, Juggling, Local Dwarf History, Mu- Woodworker/ Carpenter.

sical Instrument, Rope Use, Singing, Slow Weapon Proficiencies: They usually carry
axes and hammers. Practical dwarves, they
Respiration, Tightrope Walking, Tumbling, know that not all locks can be picked. Some-
Ventriloquism. times it is necessary to break a door down in-
stead.
Recommended Nonweapon Proficiencies:
All of the above, plus Alertness. Bonus Nonweapon Proficiencies: Carpen-
try, Locksmithing.
Equipment: Entertainers start with rope,
Recommended Nonweapon Proficlencles:
juggling balls and skittles, and a musical in- Alertness, Engineering, Stonemasonry.

strument. These are provided by the Enter- Equlpment: Locksmithsshould have one set
tainers' Guild. each of lock making and lock picking tools.

Distinctive Appearance: Entertainers usu- Distinctive Appearance: No distinctive ap-
ally dress in sober dwarven colors; dark
browns or slate grays. They can easily be pearance.
identified by their equipment, which they take Special Benefits: They gain a +lo% modi-
everywhere.
fier to their Open Locks ability in addition to
Special Benefits: Entertainers gain a +1 that provided by the Lockpicking proficiency,
ability modifier when using the Singing, and a +lo% bonus to their Find/Remove
Dancing, Juggling, and Rope Use proficien- Traps ability.
cies.
Special Hindrances: Locksmiths have a
Special Hindrances: Entertainers tend to be -10% penalty to their Climb Walls ability and
laughed off stage when they perform outside a - 5 % penalty to their Pick Pockets ability.
dwarf society. This makes them reluctant to
perform for any audience not made up of Wealth Options: They start with 4d4x10
dwarves. gP.

Wealth Options: Entertainers start with on- Pest Controller
ly 2d4x10 gp.
Lockrmlth Pest Controllers keep a stronghold free
from rats, giant spiders, centipedes, carrion
Locksmiths are masters at building and tak- crawlers, kobolds, and other pests. They are
ing apart locks. These craftsmen are well re- experts at setting traps and in eradicating mi-
spected in dwarf society. In many ways the nor animal and monster nuisances.
true thief's worst enemy, locksmiths make it
hard for a thief to exercise his trade, Role Pest Controllers are members of the
Pest Control Guild. Through experience they
Role: They are expert in making and open-

I

i

learn all of a stronghold’s tunnels, passages, and Wurlor/Thicf Klts

sewers. Although they perform an invaluable
service keeping underground settlements habit- Multi-class wamorlthieves fill many spe-
able, their true worth becomes apparent when a cialist roles. With their ability to fight effec-
stronghold is under attack. Then they use their tively, coupled with their thieving abilities,
expertise to rig traps along passages of expected their services are much in demand. Warrior/
enemy advance to slow and kill the invaders. thieves are often more than just the sum of
Enemies entering a dwarf stronghold are likely their parts. The kits below describe some of
to find their way beset with deadly traps. the ways in which they fit into dwarf society.
As members of an adventuring party, Pest
Controllers are useful to protect the party’s Ghetto Fighter
camp area and to find and disarm traps set by
others. Ghetto Fighters live in the ghettos of non-
Secondary Skills:They should have the sec- dwarven towns or cities. Generally from poor
ondary skill of Trapper/Furrier. families, they have had to look after them-
Weapon Proficiencies: Pest Controllers selves from an early age. The typical Ghetto
usually carry daggers and darts, but may use Fighter has a hardbitten, self-centered atti-
any type of weapon normally permitted to tude, developed in order to survive the rigors
thieves. of the ghetto.
Bonus Nonweapon Proftdendes: Animal Ghetto Fighters mcaasyes come from dwarf
Lore, Pest Control. strongholds. In such they would be from
Recommended Nonweapon Profidencies: poor dans with bad reputations. Such charac-
Alertness, Blacksmithing, Blind-fighting, Car- ters are always suspect to other dwarves, and
pentry, Direction Sense, Set Snares, Sign Lan- they find it difficult to make a living by honest
guage, Signalling, Stonemasonry, Tracking, means.
Role: The Ghetto Fighter never forgets his
.Underground Survival, Weaponsmithing
Equipment: Pest Controllers should equip lowly origins and may harbor reaentments
themselves with cages and other traps. If one against dwarves who are better off.However,
has the blacksmithing or weaponsmithing he stays true to his roots, and will try to better
proficiencies it can be assumed he has built the lives of ghetto children.
ld4 traps before starting play. Secondary Skills: A Ghetto Fighter may
Distinctive Appearance: Pest Controllers have any secondary skill.
wear shiny black leather armor and black Weapon Proficiencies: Weapon proficien-
leather helmets. cies available to Ghetto Fighters are deter-
Special BenefIts: They gain a +5% bonus mined by the campaign background. If the
to their Move Silently and Find/Remove Ghetto Fighter is from a repressive city, most
Traps abilities. weapons may be forbidden to citizens, and
Special Hindrances: They have a -10% dwarves may be especially restricted. It may
penalty to their Pick Pockets ability. Other be illegal for dwarves to possess any weapons
dwarves, except Vermin Slayers and Wayfin- within the city, with stiff fines or imprison-
ders, consider them to be unsavory characters ment the usual punishments. In such a city, a
and react to them with a - 2 penalty. Ghetto Fighter would be restricted to con-
I Wealth Options: They start with the stand- cceieatlieeds,wGehapetotnosF; idgahgtegresrsmoarydbaertsa.llIonwo&the‘r-s5oe-
ard 2d6x10 gp.
I

-Dwarf __._-_9

I proficient in any weapon. Traders transport their wares on mules or
Bonus Nonweapon Proficiencies: Alert- ponies, taking their goods to human and elven
ness, Disguise, Endurance. towns or cities where they sell them to local
Recommended Nonweapon Profidencies: merchants. Some traders have established
Blind-fighting, Forgery, Gaming, Local Histo- their own shopsin such places, eliminating the
ry, Lip Reading, Sign Language, Tumbling, middleman.
Ventriloquism. Role: They are often willing to travel vast
Equipment: Ghetto Fighters should start distances in search of bargains. Some Traders
play with thief's picks and a rope. Otherwise, deal with the races of the Underdark, particu-
they may equip themselves as they see fit. larly deep gnomes, and sometimes with drow
Distinctive Appearance: Ghetto Fighters do or duergar. Others act as the only contact some
not have a distinctive appearance, but many mountain dwarf strongholds have with the
bear scars or have amputated fingers from outside world. Traders are vital to the strong-
street fighting. Some wear an eyepatch. holds, bringing in goods which local dwarves
Special Benefits: A Ghetto Fighter gains a are unable to manufacture themselves.
+1 bonus to hit and damage when using a Traders are adventurous by nature and are
dagger or knife. When attacking with two always looking for a good deal. Entire cam-
weapons, he does not suffer any penalty with paigns may be based around the activities of a
his primary weapon, and only a - 2 attack Trader and his companions, transporting
penalty with his secondary weapon (see the goods through hostile lands or in search of
Players Handbook, page 96). If his secondary lost treasure.
w+e1atpoonhiitsaanddadgagmeragoer.kniie, he still gains the Secondary Skills: Traders should have the
He gains a +5% modifier to his Pick Pock-
Trader/Barterer secondary skill.
Weapon Proficiencies: Traders should be
ets and Hide in Shadows skills. proficient in light crossbow and a concealable
Special Hindrancm Ghetto Fighters have hand weapon such as a dagger, knife, or hand
bad reputations with the authorities of the axe. Otherwise, they may be proficient in any
town, city, or stronghold in which they live, weapon they choose.
Law enforcement agents of the same town, Bonus Nonweapon Proficiencies: Apprais-
city, or stronghold react at -3 to a Ghetto ing, Endurance, Navigation.
Fighter. Recommended Nonweapon Proficiencia
He suffers a -5% penalty to his chance to Alertness, Animal Handling, Direction Sense,
FindIRemove Traps. Hunting, Local Dwarf History, Local History,
Wealth Options: A Ghetto Fighter starts Riding (Land Based), Survival (as appropri-
with only 3d4xlO gp. ate), Underground Navigation.
Equipment: A Trader starts his career with a
liader mule and packs and panniers for carrying
goods and equipment.
Dwarf merchants who trade mainly with Distinctive Appearance: Traders do not
other races, the Traders seek to drive the hard- have to belong to a guild and have no stand-
est bargain they can. They usually deal in ard appearance.
dwarven weapons, armor, and other metal Special Benefits: A Trader gains a +1to hit
goods, but will trade in uncut gems, iron, or and damage only when protecting his goods
other ores when there is a glut of them. or animals.

A Trader also gains a +1 reaction bonus lost items and has earned them a reputation
from merchants and other traders. This bonus for being incredibly tough.
is based on his reputation as a fair and honest
Outside of dwarf society, Vermin Slayers
Trader. If he cheats on a deal and is later dis- are something of an enigma. They do not
readily fit the image other races have of the
covered, the bonus changes to a - 2 penalty. trades. Most humans are amazed that a skill
Special Hindrances: Tradershave no special as specialized as Vermin Slayers even exists.
Even so, they easily find work in human cit-
hindrances. ies as pest exterminators, and their services
Wealth Options: A Trader starts with have often been called upon to eradicate
bands of raiding kobolds and goblins from
4d4x10 gp. their lairs.
Vermln Slayer
Secondary Skills: A Vermin Slayer should
The Vermin Slayer is a highly skilled spe-
cialist who enters the tunnel systems of mon- have the Hunter secondary skill.
sters such as kobolds, goblins, and jermlaines, Weapon Proficiencies: Vermin Slayers must
with the intention of eradicating them. Ver-
min Slayers are also adept at negotiating the be proficient in light crossbow and hand axe,
constricted passages created by giant rats, hammer, or dagger. Many favor the specialist
centipedes, and other pests and vermin. weapons of the close combat fighter. Gener-
ally, Vermin Slayers should choose fast weap-
They are used to fighting in confined spaces ons that require little space.
and are experts at hiding in shadows, where
they wait to surprise their prey. Bonus Nonweapon Proficiencies: Alert-
ness, Endurance, Tracking, Underground
Vermin Slayers are similar to Pest Control- Navigation.
lers, but where a Pest Controller uses traps to
catch his prey, Vermin Slayers actively hunt Recommended Nonweapon Proficiencies:
victims with light crossbows and hand axes or Direction Sense, Sign Language, Under-
hammers. ground Survival, Pest Control, Blind-
fighting, Intimidation, Set Snares,
A Vermin Slayer must have minimum Swimming.
scores of 14 in Strength and Dexterity,
Equipment: Vermin Slayers may spend their
Role: They belong to their own guild, money on any kind of equipment. Depending
which sells their services to those who require on the current job, they have a wide variety of
them. Many operate as freelancers, selling armor options available. If stealth is required,
their skills to humans and other races who are they should wear no more than leather armor.
experiencing problems with ”vermin.” When seeking to destroy the opposition,
metal armor may be worn, even though this
Within dwarf societies plagued by pests, causes their thief skills to be negated.
Vermin Slayers are highly regarded. Their
willingness to enter narrow tunnels is seen as Most Vermin Slayers carry at least two light
commendable by other dwarves. In strong- crossbows, allowing them to fire two shots be-
holds where they are not constantly em- fore having to reload.
ployed, they are often viewed with suspicion
and distaste. Many have been known to turn A new Vermin Slayer character receives a
to illegal activities in order to support them- light crossbow, 10 bolts, and a quiver free of
selves, but their willingness to enter even charge.
sewershas proved their worth as recoverers of
Distinctive Appearance: They are distin-
guished by the bandannas around their heads,

Dwarf Kits 11

and by their habit of hanging the dried heads Wayflnder
or skulls of their vermin victims about their The Wayfinder is a hardy mix of warrior
waists.
and thief who usually operates independently
Special Benefits: Vermin Slayers receive a of other dwarves. He cares for himself, acting
+5% bonus to their Find/Remove Traps, De- on his own initiative, and is able to survive for
long periods of time on a minimum of food.
tect Noise, and Move Silently skills. Because
of their special trainii, Vermin Slayers re- A Wayfinder must have a minimum Intelli-
ceive a +1 bonus to hit and a +2 bonus to gence of 12.
damage with one chosen hand weapon, when
Role: Wayfinders are traditionally em-
-fighting small sized creatures. They receive a ployed as underground explorers and spies.
1initiative bonus anytime they are fighting They chart the best routes underground, note
in a restricted tunnel or passage. supplies of food and water, and mark down
the location of any mineral deposits they find.
Special Hindrances: Vermin Slayers have a
-10% penalty to their Pick Pockets skill and Wayfinders are frequently employed to ex-
a -5% penalty to their Read Languages skill. plore new areas for mining and to chart un-
derground waterways. This is the only dwarf
They are not trained to fight large crea- kit with Swimming as a bonus proficiency.
tures, so ogres, trolls, ogre magi, giants, and
titans find them easier to attack than other The dwarven military employs them as un-
dwarves. Large creatures are only penalized 2 derground scouts and guides. These intrepid
when attacking Vermin Slayers. explorersfrequently venture into monster- in-
fested caverns in order to learn the numbers
Wealth Options: Vermin Slayersreceive the and positions of guards, and any weakness in
standard 5d4x10 gp starting gold, plus their the monster defenses. Once they have report-
free light crossbow, 10bolts, and quiver.

II

I1 72 Chapter Six

ed their intelligence, they guide the dwarf troops Special Hindrances: Wayfinders have a
to the locations, following their own mapped -10% penalty to their Pick Pockets and Read
routes. Languages skills.
In human society the Wayfinder has found They are not quite trusted by other dwarves
employment with mine owners, prospectors, due to their independent nature. The fact that
and parties of adventurers. The Wayfinder‘s some Wayfinders have cheated on their em-
combat and thief skills make him doubly useful ployers in the past has deepened the distrust.
to his colleagues. As a result, Wayfindershave - 2 reaction pen-
Some Wayfinders have become very rich dis- alty when dealing with other dwarves. This
covering lodes of the finest silver, gold, and penalty is ignored in situations where a Way-
even mithril during their explorations. Their finder’s services are being actively sought:
ability to find alternate routes makes hiding the then their independent nature is viewed more
discovery from their employers a simple task, positively. Other dwarves will remain suspi-
and then they can exploit it themselves. cious of a Wayfinder’s motives.
Secondary Skills: A Wayfiider should have Wealth Options: Wayfinders start with the
the Navigator secondary skill. usual 5d4x10 gp for multi-classed warriors.
Weapon Proficiencie~: Wayfinders may
chose any weapon proficiencies permitted to
warriors and thieves.
Bonus Nonweapon Proficiendes: Endurance,
Swimming, Underground Navigation, Under-
ground Survival.
Recommended Nonweapon Proficiencies:
Alertness, Blind- fighting, Direction Sense,
Fungi Recognition, Herbalism, Local Dwarf
History, Locksmithing, Mining, Modem Lan-
guages, Rope Use,Set Snares, Sign Language,
Signalling, Slow Respiration, Tracking.
Equipment: Wayfinders should start with a
suit of leather armor and a shield. They should
carry basic survival equipment such as ropes,
pitons, a hammer, food supplies, waterskin, etc.
Distinctive Appearance: They usually dress in
black leather m o r and carry black shields. Un-
lie most dwarves, their beards are either worn
‘I very short or braided into tight ringlets, which
give their chins a jagged agpaipneaara+n1c0e%. bonus to
SpecialBenefits: They
their Hide in Shadows and Move Silently skills.
They are also able to learn languages easily.
Each language learned by a Wayfinder costs on-
ly half its listed number of slots. So, for the cost
of one slot, a Wayfinder could learn both the
Sign and Goblin Language proficiencies.

Dwarf Kits 73

1CHAPTER

7 Role Plavincr and Personalities

Farondil, an Elf, Speaks of Dwarves not prejudiced, but I still don’t want any liv-
Let’s get one thing straight, I have nothing ing in my woods/

against dwarues personally. It’s just that they- Other races tend to stereotype dwarves,
’reso different from regular folk. They really lumping them all together as suspicious, ava-
are a bit freakish. lust look at them. Four foot ricious, taciturn, obstinate, grumpy, grim,
sir at best, often just as wide. The proportions and humorless creatures. They see them as
are all wrong. And that hair! It grows all over rigid and unyielding daws asrtvoense,arwehhilaerdgyruadngd-
the place. Most of them look like they’ve rugs ingly admitting that
stuck to their faces. And the smell! The less tenacious fighters.
said about that, the better. While all that is true, it is a gross generaliza-
tion. Many dwarves will not fit neatly into an-
I’m really not prejudiced, but I do believe in other race’s conception of them. No two are
calling a squat a squat. And that’s just what exactly alike. They may have the same char-
they are, squat and ugly things, the victims ofa acter kit, but each has his own goals, interests,
mean joke of thegods. No wonder they live be- quirks, and flaws setting him apart from his
low ground. No one takes them seriously, ex- fellows. There are, however, certain discern-
cept themselves. And they do take themselves ible qualities shared by the entire race.
seriously. A few have even had the nerue to
call me flighty, if you can believe that. The Dwarven Personality

Besides, they are so obsessed with work ”Humph! Get lost!” Dwarven Maxim
they never laugh, never have any fun. Work,
work, work, that’s all they do besides sleep, Dwarves are not humans with short legs,
drink vast quantities of alcohol, and smell. broad torsos, and long beards. They are an-
Mind you, it‘s hardly surprising given their re- other race entirely, with distinctive personali-
pressive society. Those guilds are nothing ty traits and beliefs which set them apart from
short of legalized slavery. humans. Playing a dwarf is more challenging
than playing a human warrior, cleric, or thief.
Underground is the best place for them.
Down there, they can’t go ‘round depressing As humans, we know our basic traits, and
other folk. You can tell how bad it is down
there by the number of them who escape eve- portray them easily in a game. It is more diffi-
ry year. You know the type, either greedy mer- cult to make dwarves believable and fun, but
chants or homicidal killers. Have you ever the potential reward is worth the effort.
tried discussing philosophy with a dwarf?
They’re not at all interested in life, stars, Basic Personality

flowers, or freedom. One rude little beast had Dwarven personality is molded by many
factors. They see themselves as a proud and
the effrontery to tell me to shut up with my noble race, maintaining their own ways. This
“mindlesspansy drivel,” or he’d hack my legs is not because they are stubborn, but because
off. Hal The stumpy little runt couldn’t reach experience has taught them that their ways are
any higher, my legs were all he could hit!

Oh, they’re all right from a distance, I sup-
pose. lust keep them in their holes, away from
decent folk, and everything will be fine. I’m

74 Chapter Seven

best. They do not understand why other races change should develop naturally out of the
consider them dour and taciturn. Believing events of the campaign, perhaps as a result of
that there is a time and place for everything, a catastrophic event.
dwarves approach work seriously, with an at-
titude of commitment. Dealing with other Each personality description includes the
races is always seen as work and dwarves al- following information:
ways work solemnly. While this has led to
false portrayals, dwarves don't care. They It starts with a general description of the
know they are superior to all other races. If character's attitudes, motivations, and out-
others fail to recognize this, it is not the look. It suggestshow he is likely to function in
dwarves' loss. They are content to leave oth- a typical campaign. In some cases, recommen-
ers alone, unless they are in direct conflict or dations are made as to what type of player
competition for living space or resources. may find a particular personality the most en-
When attacked, the entire stronghold will joyable to play.
fight.
Best SuitedFor:Some personality types are
Knowing how the race generallyfeels about more appropriate for certain alignments than
most things helps to define individual player others, and some are more appropriate for
characters. Even if the character's personality certain kits. These are recommendations, not
is entirely different from the norm, it can be hard and fast rules. Novice players are ad-
defined by noting the differences. vised to remain within the alignment and kit
recommendations.
The Dwarven Personalltles
Combat Situations: Each personality type
The following personalities are provided approaches combat situations differently.
as spurs to the imagination. They are intend- Some might charge straight ahead with weap-
ed as concepts to be used and developed by ons swinging, while others might hold back to
players with dwarf characters. Each person- size up the enemy before committing them-
ality provides a framework for the charac- selves.
ter's role playing personality, and can be
amended, added to, or combined with other Role Playing Situation= How is a character
personalities. likely to react to NPCs? These suggestions
should be used as guidelines when role-
Players are encouraged to alter and modify playing conversations, small talk, interroga-
the personality types in any way they like. tions, and interviews. There are also ideas
Characteristicscan be combinedto create new about how the character might interact with
types. other PCs.
The Decadent
A player may wish to changehis character's
personality. In the course of adventuring, he The Decadent is one who follows the ways
may have experiences which cause him to of other races instead of dwarven ways, He
change and grow. Such changes should be may have been living in close proximity to
rare, and should mark a major turning point other races, such as elves or humans, or he
in life. A personality should not be changed may have made a conscious decision that an-
just for the sake of trying somethingnew. The other culture had superior qualities to his
own. Possibilities include a dwarf who was

Role Playing and Personalities 75

captured while young and raised by a tribe of Glory Seeker, but chaotics may also fill this
orcs. His loyalties would be to orcs, rather role.
than his own race. A character may have con-
verted to the other race’s religion, forswearing Combat Situations He fights for glory, rev-
dwarven things. eling in the action, and dreams of his por-
trayal by storytellers to generations yet
Best Suited For:Decadent dwarves are suit- unborn. His love of action causes him to take
able for all kits and alignmentsexcept the Bat- risks, but he will try to avoid endangering his
tlerager. The Outcast kit is a good choice. A companions. He will place himself in grave
Decadent personality allows a player to role danger to protect others or to rescue them, or
play someone who is outwardly dwarven, but even just to see if he can survive it, if that
is far from dwarven inside. It also allows action alone would be heroic.
dwarf priests or warrior/priests to be mem-
bers of another race’s religion. Role-Playing SituaHonl: He enjoys being
the center of attention, but is not necessarily a
Combat Situations: There is no specific skilled speaker. He may recognize his weak-
Decadent combat response. nesses and allow others to lead in negotia-
tions. He wishes only to be acknowledged for
Role Playing Situations: Decadent dwarves the hero he is. When dealing with dwarves,
may act like humans, elves, or others in dwarf particularly if he is the only dwarf in a party,
form, and will share the attitudes of their he will take command of the situation, or at
adopted race. least make it clear that he is the leader of the
party, even if he is not. He wishes others to see
They are viewed with suspicion by other him as an epic figure.
dwarves. They are never completely trusted.
Dwarves will be circumspect with a Decadent The Grumbler
dwarf.
The Grumbler loves being unhappy. Noth-
They don’t get on very well with other ing satisfies him. It’s either too damp, too
dwarves, seeing them as deficient in some dark, too smelly, too cold, too hot, or simply
way. Many other races have difficulty accept- wrong. There is never a right. He may grudg-
ing a Decadent dwarf unless he grew up as ingly admit that things are not too bad, but
part of their society. A dwarf who was raised they are bad enough. He is only happy when
by a tribe of o r a would be accepted by the he has something to be unhappy about.
orcs of that tribe, but he would still be a racial
enemy to other orcs who don’t know him. He is not always vocal about his unhappi-
Glory Seeker ness. A few well-placed moans may be the
best protest, as long as everyone knows that
The Glory Seeker hopes to become famous he is not happy.
by performing heroic deeds. He dreams of b e
coming one of the heroes of legend whose Best Suited For:Most kits, except the Dip-
deeds are still sung though the hero died a lomat, will work. To give him something to
thousand years ago. grumble about, see to the negative side of the
kit. For instance, a Locksmith could be com-
Best Suited For:Axe for Hire, Battlerager, plaining that he’s always the one to open locks
Highborn, or any priest or wamor/priest kit. and look for traps. The Vermin Slayer risks
Lawful and good alignments are best for a

76 Chapter Seven



his neck exploring tunnels, with little thanks. is not averse to pocketing an odd gem or trin-
The real key to playing a grumbler is remem- ket found on an enemy or in a treasure haul
bering that he actually enjoys what he does, (especiallyif no one elsenoticed it). He readily
he just nwer admits it. rationalizeswhy he should have things which
aren’t currently his. Neutral and evil charac-
Combat Situations: The Grumbler may ap- ters are more likely to steal, but they are smart
proach combat as just another chore to be enough not to be obvious. Leave one of them
done, or as an opportunity to take out his un- alone with a treasure chest and he is guaran-
happiness on others. He may approach com- teed to rifle it, pocketing the choicest items.
bat with disguised zeal, nwer admitting his This is the wrong character to leave guarding
enjoyment. Taken to extremes, the Grumbler the packs.
will complain about the sloppy fighting meth-
ods of his opponents, or their treachery, Any type of thief character makes an ideal
which caused him injury. Hoarder, as do most other character kits ex-
cept Diplomat and Highborn.
Role-playing Situations: He fits the stereo-
type of the dour, taciturn dwarf. He only Combat Situations: The Hoarder is often a
speaks to complain, and something as simple determined fighter who realizes that the
as ordering a room at an inn sounds like a quickestway to get more loot is to take it from
complaint (“And don’t stick me in a room in- people or creatures who no longer need it
fested with lice, I want a decent one-make (Le., dead ones). His greed can lead him to be
sure it isn’t over the common room or I won’t foolhardy, or to go off on his own in danger-
get any sleep”). ous areas. The sight of a beautiful gem in the
The Hoarder eye of a statue, across a chamber full of o m ,
is likely to lead a Hoarder to fight his way to
This character is obsessed with acquiring, it, or leave his companions to fight while he
hoarding, and counting wealth. He never sneaks around the edge in the hope of pocket-
spends it if he can avoid it, and he is always ing the gem in the confusion.
the first one to search the pockets of van-
quished opponents. In his spare time he Role-playing Situations: The Hoarder is al-
counts his gold and polishes his gems. He ways looking for the best deal in any situa-
takes the race‘s love of wealth to an avaricious tion. Unlike the Statesman, he is frequently
extreme, and may become violent if someone not very good at getting it; his greed is so ap-
wen looks at his treasure. He doesn‘t like talk- parent that others can easily manipulate him
ing about it because talk arouses others‘greed. and strike hard bargains.
He covets any treasure that isn’t his, and is of- The Optlrnlrt
ten spotted eyeing it enviously. Other party
members can easily manipulate him by offer- The optimist is an outgoing, cheerful char-
ing gems and other material rewards. acter, always looking on the bright side, even
when circumstances are dire. To the optimist,
Best Suited For: Any alignment. A good there is always a brighter and better tomor-
character will be a private individual who row, and wen the worst situation can be turn-
doesn’t want others prying into his affairs. He ed to advantage.
won’t steal from other party members, but he
Best Suited For: Ideally suited to players

7 8 Chapter Seven

who wish to play cheerful characters. Taken Best Suited For:Any alignment will work
to its extreme, an Optimist can be as much an well. Lawful good Paragons will be helpful
and offer unwanted suggestions of how others
irritation as a Grumbler. Instead of finding can improve themselves and benefit from be-
ing lawful and good. Chaotics will simply be
fault, every situation has a redeeming quality. showoffi and fault finders. Evil and neutral
The Optimist works best with good or neu- characters can be vindictively opinionated
and callous about others. A Paragon may be
tral characters, evil isn't very optimistic (but used with any kit.
may hide behind an optimistic facade).
Combat Situationr: Paragons can always
Entertainer, Animal Master, and Sharp- find reasons to be in combat. "Pahl They need
shooter work well with this personality, but it a dwarf in there to show them how it's done;
can be used interestinglywith Ghetto Fighter. humans and elves got no idea." They can just
as easily find reasons not to get involved;
In Combat Situations:The Optimist is no "Don't see why I have to fight 'em; it's a hu-
fool. In combat he is capable of weighii the man problem, not mine]"

oppositionand acting to ensurethe best possible Role-playingSituations:A bad choice for a
result. He is not given to rushing into combat, Diplomat. It is too easy for him to be obnox-
ious and rude to others. Given the will to re-
but neither will he shirk his responsibilities. He main silent, he's still likely to open his mouth
may counsel a timely retreat or a m-guard and cut loose with barbed comments. In eve-
action, rather than a frontal assault, but when ryday situations, he is likely to make more en-
the chips are down, he'll meet his fate with a emies than friends. He creates friction among
grin. He genuinely believesthat any odds canbe fellowparty members, particularly if there are
other races present, with his opinions.
overcome with the right plan. The Phoblc
Role-playing Situations: The cheery good
He is scared. He may be unable to approach
nature of the Optimist suits him well. He en- bodies of water, or has a morbid fear of
joys meeting people of other races and he of- heights, or a fear of open spaces, or of en-
ten changes the opinions of those who think closed places, or of certain types of monsters:
all dwarves are dour. goblins or umber hulks, perhaps.

The Paragon Whatever the phobic is afraid of, it prevents
him from fully functioning when dealing with
The Paragon takes racial pride to the ex- the object of his phobia. He may simply refuse
to go anywhere near it. This may be repre-
treme. Dwarf achievements are the highest sented in gaming terms by giving the character
penalties to his attack and damage rolls; pen-
possible and no other race can hope to measure alties of -2 to -5 are suitable. Or he may
up to the standardsdwarves have set. He finds have to make a saving throw vs. paralyzation
fault with others, especially other races, but he to apprpach the thing he fears.
can just as easily find fault with other subraces.
He is always comparing the lifestyles and
actions of others to his own way of life, and
they rarely, if ever, match his standards.

To this character, elves are flighty and apa-
thetic; orcs are wretched, brutal, and de-
praved; humans and halflings too easily
distracted; and gnomes are obsessed with the
wrong things.

Role Playing and Personalities 79

I Best Suited For:Players who enjoy flawed quickly as possible, by any means, however
characters will find Phobics good fun to play, ruthless or underhanded.
though they are more restricted than other
character types. Role-playing Situations: A Pragmatist can
be gruff and taciturn, or he may be more
Any alignment or character kit can be used open, even happy and gregarious. In negotia-
with a Phobic. Sundered dwarves are always tion, he pushes for the best deal, but he also
claustrophobic. A Phobic may easily be com- knows when he has achieved all he can.
bined with another personality: a Glory Seek-
er with a fear of water, for example. The Statesman
Combat Situations: The Phobic performs
well until faced with the object of his phobia. The Statesmanis concerned with getting the
Then he becomes reluctant to fight, and may best deal for his clan, stronghold, and race, in
even flee as if affected by a fear spell. A saving that order. He exudes natural leadership, or at
throw may be called for in such situations to least likes to think that he does. This may be a
see whether he continues to fight, or flees. result of his birth, his upbringing, or his own
Role-playing Situations: In most situations inflated opinion of himself. He takes charge of
the Phobic functions normally, acting as the most situations, acting in a decisive and im-
player wants, but faced with his phobia, he posing manner.
changes dramatically. When he is combined Best Suited Foc The Statesman is best suit-
with other personalities, there are intriguing ed for the Diplomat and Highborn kits. The
possibilities. Imagine an orc-hating Battlera- Champion and Ghetto Fighter are also useful.
ger who has a suicidal disregard for his own Chaotic characters are usually too carefree or
safety when fighting orcs, but turns and flees self-centeredto make good Statesmen.
when faced with a single kobold. In Combat Situations: He does not see him-
self as a good combatant. He would rather en-
The Pragmatlrt gage in diplomacy, but if that fails he may try
to take command of a party. His success de-
In any given situation, the pragmatist pends on whether he is also a competent com-
knows what has to be done and does it, ruth- mander.
lessly and efficiently. He takes only calculated Role-playingSituations: In these situations,
risks, and is never foolhardy. he is at his best. He loves to present his creden-
Best Suited For:Pragmatists are only suit- tials and debate issues and try to obtain the
able for neutral and evil characters. Good best deal. He tends to become the mouthpiece
characters suffer from having to do the right for a party, negotiating for necessities.
thing; Pragmatists do the required thing. Suit-
able for Axe For Hire, Vermin Slayer, Sharp-
shooter, Trader, or Ghetto Fighter.
Combat Situations: He prefers to weigh the
odds before committing to combat, consider-
ing weaknesses and opportunities that may be
exploited to best advantage. Once engaged,
he will fight to eliminate his opponents as

80 Chapter Seven

Mining the passages may be such that the character is
restricted to a narrow 1Wyard stretch, or
New dwarf strongholds are established for that the searchmust be carried deeper into the
a wide variety of reasons, but they are almost earth.
always sited near substantial deposits of min- After the search is completed, a proficiency
erals or gems. This chapter contains rules for check must be made by the miner. If unsuc-
establishing and operating mines. It is as- cessful, the search has either failed to discover
sumed that most existingstrongholds are built anything of value or the character thinks he
around profitable and extensive ones. has found the best site for the mine. The miner
may search the area again, seeking to verify
his original findings, but it becomes increas-
Conducting a Survey ingly more difficult; the amount of time re-

Not all regions will yield something of val- quired is multiplied by the number of surveys
ue, regardless of the success of the proficiency (the second survey takes twice as long, the
roll. Examples of places where mining is a
waste of time include regions of deep sand or -third takes three times as long, etc.) and a CU-
dirt and areas of hardened lava. Streamsflow-
ing through these regions may have carried mulative 1penalty is imposed on each sub-
traces of ores or a gemstone, but a character sequent proficiency check ( -1 on the second
with the mining proficiency knows that min- check, - 2 on the third check, etc.).
ing these areas is guaranteed to yield nothing.
If the check is successful, the surveyor has
If a miner seeks to excavate an area that determined the extent of mineral wealth in the
might yield valuable material, he can make a area, within a reasonable margin of error.
Mining proficiency check after surveying the This doesnot guarantee a successfulmine, but
area. He may determinethat increasingthe ar- does locate the best site for one. If the area
ea of his survey sweep could yield something contains nothing of value or is unsuitable for
mining, a successful proficiency check reveals
that fact.

of value. Mine Products
The length of time required for a survey will
depend upon the conditions of the search. Un-
der ideal conditions, it would take a week to When a miner locates minerals, consult the
survey an area of 4 square miles. Ideal condi- Mining Products Table.
tions mean that the character is not constantly
fending off goblins and marauding bandits, Mining Products Table
nor is he hunting for food. If the search is be- DIM Roll Product of Mine
ing conducted above ground, deep snow 01-30 Copper
could make prospecting nearly impossible, 31-40 Tin
I while even a thin layer would triple the time Lead
needed. Steady rainstorms, rough terrain, and 41-66 Iron
short daylight hours all interferewith a survey 67-84 Silver
of the surface. 85-92 Gold
93-97
Underground searches are limited by the 98 Platinum
natural formations of caverns and passages. 99 Mithril*
The area which can be examined in one week 00 Gemstones'
is reduced underground to 2 square miles,
conditions permitting. The natural shape of 'Indicatesonly that mithril or gemstones may
be present. Mithril existsdeep under the earth,

I

I

I Mining 81

in dense metamorphic formations. The actual determined. Even the highest quality mer= re-
presence of mithril must be confirmed by quires some processing before it can be sold.
checking the Mithril Formation Table. If gem- Metals
stones are indicated, check the Gemstones Ta-
ble. If the yield of the mine is a metal, it will
probably be in the form of ore (metal-bearing
Mithrll Formation Table rock). While pure nuggets may be discovered
DIO Roll Metal Discovered occasionally, a characterwith the smelter pro-
1-5 Silver (highestquality) ficiency must separate the metal from the ore.
6-8 Gold (highest quality)
9 Platinum (highestquality) The quality of the ore is equal to the num-
10 Mithril ber of coins which can be produced from it by
a single miner in one week. A copper mine,
Gemstones Table with a rating of 200 cp, would mean that a sin-
DlOO Class of Stone gle miner, working for one week, produces a
01-25 Ornamental pile of ore which can yield 200 cp of copper
26-50 Semi-precious when smelted. The amount of coinage indi-
cates how much is produced, not that coins
51-70 PFreacnicoyus must be produced. One-thousand coins of
7l-90 iron, for example, equal one suit of plate ar-
91-94 Gems mor, 100 spear heads, or 500 arrowheads.
95-96 Jewels
97-99 Roll twice on this table To determine the quality of the mined ore,
00 Roll three times on this table roll Id10 and compare it to the result for that
metal on the Ore Quality Table. This equals
Quality of Mlne the coin equivalent produced per week per
miner.

Because a mine has been established does
not mean that it automatically yields valuable
metal or gems. The quality of the ore must be

Ore Quality Table (roll ld10)

Metal 1 2 3 4 5 6 7 8 9 10.
Copper 100 250 300 400 500 2000
200 350 750 1000
Iron 200 300 500 700 900 1200 1600 2000 3000 4000
Silver 25 50 100 200 300 400 500 750 1000 2000
Gold 10 25 50 100 200 300 400 500 750 1000
Platinum 5 10 20 40 75 100 250 400 800 1000

* If a 10is rolled, roll Id10 again. If another gots of silver are worth 200 sp. In a true medi-
10results, the mine is a pure vein of the high- eval economy, however, everything is nego-
est quality and requires no smelting. If 1-9 re- tiable. Miners may not be able to get this
sults, the metal must be smelted. much for their bullion, or may get more, de-
pending on local conditions, who the buyer is,
Ideally, the smelted metal has the same Val- and regional supply.
ue as its coin equivalent: Le., 20 10-coin in-

82 Chapter Eight

If a character sells the ore without smelting, In addition to the base value of the stones
the selling price can be no more than 25% of mined in a given week, there is a 1%chance
the value of the pure metal, and it may be as per week of operation that a miner will dis-
low as 5%. The asking price will depend on cover an exceptional stone. If an exceptional
the difficulty of transportation and the cost of stone is found, its value is equal to the base
smelting the ore. value of the mine’s stones multiplied by a dlOO
roll. For example, an exceptionalstone found
Gemstones in a semi-precious stone mine is worth 10 gp
(the average value of an uncut, semi-precious
Newly mined gemstones are not nearly as stone) x d100. Players may also consult the
valuable as they are after finishing. Gem- Type of Stones Table to determine the exact
stones are rough and even unrecognizable types of stones found.
when first discovered. Characters with the
Mining or Gem Cutting proficiencies can cor- Types of Stones Table
rectly identify a stone after ld6 rounds of
study. Ornamental Stones Stone Type
ldlOO Azurite
The quality of a gemstone mine depends on 01-00 Banded Agate
the number of stones in each find and the val- 09-16 Blue Calcite
ue of the stones. The number of stones is that 17-24 Eye Agate
which one miner can excavate in one week. 25-32 Hematite
33-40 Lapis Lazuli
The value of the stones is the average value 41-48 Malachite
for an uncut stone, which is 10%of its cut val- 49-56 Moss Agate
ue. To realize the full amount from the gem- 57-64 Obsidian
stones, a miner needs to employ a character 65-73 Rhodocrosite
with the Gem Cutting proficiency. Some 74-82 Tiger Eye Agate
stones are more or less valuable than this 83-91 Turquoise
amount, but the average is as accurate as we 92-00
need to get to calculate the income from the
mine. Semi-preciousStones
ldlOO Stone Type
The output of a gemstone mine does not re- 01-07 Bloodstone
main constant, it is rolled each week to deter- 08-15 Carnelian
mine the worth of that weeks output. The 16-23 Chalcedony
number of miners at work each week is deter-
mined before the dice are rolled.

Gemstone Quallty Table 24-31 Chrysoprase
Class of #/dwarf
Stone /week 32-39 Citrine Quartz
40-47 Jasper
Ornamental 4d10 48-55 Moonstone
Semi-precious ----3d6 56-59 onyx
Fancy 60-67 Quartz Crystal
Precious Id12 1 68-75 Rose Quartz
Gems Id10 1 76-83 Sardonyx
Jewels ld6 1 84-91 Smoky Quartz
ld4 1 92-00 Zircon

1 Minlng 83

Fancy Stones Stone Type At the basic level, the only requirements are a
ldlW Alexandrite character with a shallow pan and a great deal
01-12 Amber of patience.
13-25 Amethyst
26-38 Chrysoberyl Placer mines collect mineral deposits from
39-51 Flourite underground veins eroded by water and tum-
52-64 Jade bled downstream. Finally deposited in the
65-77 Jet streambed, the miner harvests them from the
78-90 Tourmaline water. Only mineral wealth, eroded from de-
91-00 posits, collects along the streambed. Since
erosion is slow, placer mining is much less
Precious Stone Type profitable than deep mining.
ldlW Aquamarine
01-25 Blue Spinel Placer mines do not yield profitable
26-50 Peridot amounts of copper, iron, mithril, or gem-
51-75 Topaz stones. Characters who have discovered gold,
76-00 silver, or platinum may try to mine the de-
posits. Underground mines are required for all
Gems ldlW Stone Type other metals and gems. To calculate the value
01-25 Garnet of placer mines, determine the quality and
26-50 Jacinth then roll ld4 and multiply by 10. This is the
51-75 opal percentage of its top value the mine will yield.
76-00 Red Spinel For example, if a gold mine could yield 100gp
per week, a placer mine will yield only 10 to
Jewels Stone Type 40gp per week.
ldlW Diamond Tunnel Mines
01-25 Emerald
26-50 Ruby Operating an underground, or tunnel, mine
51-75 Sapphire requires a great deal more work than placer
76-00 mines, but the potential for wealth is much
greater. Underground mining tunnels into the
Types of Mines earth, searching for veins of ore and gem-
encrusted rock that is removed and the miner-
als and gems then extracted.

I The two types of mines commonly in use Excrvatlng a mnntl Mine

are placer mines and underground mines.

Placer Mlnes Excavating a tunnel is hard work and time
consuming. The rates for excavating by the
Placer miniig involvesa pan or sluiceto sift various races follow. Rates are in cubic feet,
gravel, dirt, sand, and water from a flowing per miner, per eight-hour day.
stream or river. This technique is most com-
monly employed above ground, but can be
conducted below. Placer mining is a relatively
simple operation requiring little equipment.

I
84 Chapter Elght

F-

t
I

Mining Rates Table Vein Path Alteration Table
Type of Rock D10 Roll Change
1-2 Steep descent
Race of Miner Very Soft Hard 3-4 Shallow descent
Gnoll, Halfling, Soft 5 Curves right (10-60degrees)
Human
Gnome, Kobold 75 50 25 6 Curves left (10-60degrees)
80 60 30 a7 Continues straight
Goblin, Orc 85 65 30 Shallow ascent*
Dwarf, Hobgoblin 90 70 35 9 Steep ascent*
Ogre 150 100 50 10 Vein ends
Hill Giant 250 150 75
Fire Giant, Frost Giant 300 200 100 * If the mine starts on the surface, the first
Stone Giant 500 350 175
time this is rolled it is treated as descent rather
A tunnel mine must follow the shiftingvein than ascent.
of mineral through the earth. Such a path typ-
ically requires a tunnel 10feet wide and 10feet Miners who wish to continue working the
high. mine must follow the vein, even if it goes in a
direction they do not wish to follow. If the
When a miner discovers a vein, roll Id10 path of the vein takes a course that makes it
and multiply by 10; this is the depth in feet impossible to follow, such as emerging into
needed to intersect the vein. Mining may now thin air through a cliff face, that particular
begin in earnest. To determine the path of the course of the mine has run out. If the vein ends
vein, roll ld4 and consult the Mineral Vein Di- in both directions, the mine is played out.
rection Table. This rule takes priority over the Duration of
Mining Site rules.
Mineral Vein Direction Table
D4 Roll Vein Runs In unusual circumstances, say a tunnel
1 North-South which ends at a cliff which overlooks a gorge,
2 East-West miners may try to pick up the vein again on
3 Northeast-Southwest
4 Northwest-Southeast the other side. The DM must decide how

likely that vein is to continue, depending on
the situation.

dirTehcteiovneiinndailcwaateyds.rAunftseraet alecahs2t02-0fofoetetseincttihone Shoring a lbnnel
is excavated, roll ldlO and check the Vein
Path Alteration Table to determine the new A tunnel mine must be supported, or
path of the vein. shored, with wood or stone pillars. Other-
wise, sections of the tunnel will almost cer-
tainly cave in. Shoring can be done by
characters with Mining, Carpentry, or Stone-
masonry proficiencies.

Each 10-foot section of tunnel requires two
side and one ceiling brace, each at least 1foot
thick. If the tunnel is 10 feet wide and 10 feet
high, each brace uses 30 feet of bracing mate-
rial. Each shoring brace requires four hours to
build.

86 Chapter Eight

Playlng Out a Mine time are used up for each week of operation.
If the mine is a placer mine, disregard any
Mines contain finite amounts of mineral
wealth. Sometimes, this amount is enough to doubles rolls for the duration of the find. A
keep miners busy for generations. More fre- placer mine is always depleted after 1-100
quently the mine plays out after a period of hours of work.
intensive mining.
Overseeing Mining Operations
To determine the length of time a mine will
produce before depletion, roll Id100 at the In order for a mine to produce at maximum
start of the mining operation. The result is the efficiency, the character in charge must make
number of weeks the mine can be worked. If a successful Mining roll each week of the
the result was doubles (11, 22, 33, etc.), the mine's operation. If the roll succeeds, the mine
mine has a much longer duration. Roll ld100
again, the result is the additional number of produces normally. If it fails, production is re-
months the mine will produce. Add this figure
to the number of weeks set by the first roll. If duced by half for that week. This could be the
the second roll is also doubles, roll Id100 a result of pilfering among laborers, a cave-in
third time, the result is the number of addi- which causes the loss of valuable production
tional years the mine is will operate. Further time, the intrusion of some monster-an um-
doubles rolls are treated as tens of years, hun- ber hulk or ankheg, perhaps-or plain old bad
dreds of years, and so on. decisions on the part of management. The ex-
act details should be worked into an adven-
For the sake of convenience, treat each ture if possible; hunting the umber hulk
month as four weeks and each year as 48 through the tunnels or rescuing trapped min-
weeks or 12 months when totaling up the ers before they suffocate.
mine's longevity. Please note that a "week is
the amount of work that one dwarf can per- Although overseeing a mine provides
form in a week. If 12 dwarves are engaged in steady work, player characters will probably
excavating a mine, 12weeks of the mine's life- find it best to hire an NFC with Mining profi-
ciency to act as overseer, freeing themselves
up for more excitingpursuits.

Mining 87

This chapter describes the equipment used base of the smelter and into molds or troughs
by dwarves: smelters, two-handed battle ax- known as “pigs,”hence the term pig iron. The
es,close combat weapons, and war machines. pigs are sold to blacksmiths, weaponsmiths,
and armorers to produce metal goods, weap-
Smelters ons and armor. Smelterscan also make alloys,
such as steel or bronze.
A smelter is a very hot furnace used to sepa-
rate metal from ore-bearing rock. The furnace The amount of ore that can be processed is
is super-heated by forcing air from a bellows, more a function of the size of the smelter than
often operated by two or more dwarves, of any character’swork rate. A small smelter
through burning coal. Ore is fed into the can process ore as fast as four miners can dig
smelter in iron buckets moving along a chain, it. A medium smelter can process the ore pro-
which tows the buckets along a rail and duced by up to 20 miners. A large smelter can
dumps their contents into the furnace. process ore excavated by up to 100 miners.

The ore is heated to the metal‘s melting tem- In addition to the cost of smelting equip-
perature (which is below the rock‘s). Water or ment, a smelter is expensive to maintain be-
acid are occasionally added to enhance the cause of the materials required to operate it. A
process. The molten metal runs out from the small smelting operation costs 5 gp per day to
operate, the cost of a medium operation is 12
gp per day, and a large one costs 25 gp per day
to run. Smelter costs only apply when the

smelter is in operation. To keep it operatingat

maximum efficiency, it is common practice to
collect a stockpile of ore before firing the fur-
nace. Once all the ore is smelted, the equip-
ment is allowed to cool and is then cleaned,

Given its bulk, even a small smelter is not
very portable.

Smelters ~Co,stmgp She
Small 30’ X 30’
Medium 2,000gp 50’ X 50’
Large 5,000 gp 75’ x 75’

New Weapons

Most weapons used by dwarves are de-
scribed in the Player’s Handbook. Here we
look at the two-handed battle axe and close
combat weapons.

88 Chapter Nine

I

C

Equlpment 89

Two-Handed Battle Axe nent in the stomach. The attack roll is made at
a -3 penalty, and he loses any armor class
The two-handed battle axe has a longer haft benefits high Dexterity may give him. If he im-
than a standard battle axe and must be wield- pales his enemy, he scores double damage.
ed with two hands. With two large blades ex- Knee And Elbow Splkes
tending from it, it allows the user to swing it in
an arc without having to change the angle of These are spiked guards used in close com-
the blade. bat to elbow and knee opponents. When not
in uw they appear to be decorative stubs at
Close Combat Weapons the center of the knee and elbow cups, but, ac-
tivated by pressure, spiked blades jet out and
A whole range of weapons have been devel- lock in place. Since they are strapped to the
oped to suit the close fighting style of some character as part of his armor, it is virtually
warriors. These weapons are not standard to impossible to disarm him.
any kit, but are favored by warriors who fight
in confined spaces. Axes For Hire, some Bat- When a fighter is being grappled or wrestled
tleragers, and aggressive Hearth Guards may he may elect to make an attack with his
decide to specialize in them. A character's spikes, instead of boxing or wrestling. This at-
Strength bonus is added to the damage they tack is made with a -2 attack penalty.
cause. Glove Nall
Herd Splke
This is a gauntlet constructed of iron or
This unusual weapon consistsof an iron hel- steel, with a large spike protruding from its
met with a large (1to 2 foot) spike on the top, face. Warriors usually wear glove nails on
sometimes called a belly skewer." A fighter
employs this weapon when charging. Running, both hands. Used for slashing, generally at an
bent forward, he attempts to spear his oppo-
enemy's face, these are sometimes called "face

Weapon List Cost W ht Speed Damage
Size )e Factor S-M L
TItwemo-handed (Ed 10
battle axe 10 M S 9 ldlO 2d8
10
2 M
Close Combat Weapons S
2 S
Head Spike 10 S P 4 ld6 Id8
Elbow spike 1 2 L S 2 ld4 ld4
KGnloeveesNpiakiel 3 5 PP 1 ld4 ld4
Chain Flail 2 2 ld4+1 ld4
1 B 6 ld4+2 ld4+1

90 Chapter Nlne

ChrSn Flail War machines have both an armor class, in-
The chain flail is a &foot length of weighted dicating how difficult the machine itself is to
damage, and hit points, measuring how much
chain. In combat it is whirled aroundvery fast damage the machine can take and continue
and swung at the enemy’s legs. A character working.
who is proficient with a chain flail will use it Cdndu
to knock his opponent off balance. He must
state that he is attacking the legs, and rolls at A grinder is constructed of wood or metal
- 4 to hit. If he succeeds, he rolls for damage and consists of a series of huge, rotating
normally. In addition, his target must succeed blades designed to chop up and drive back at-
in a Dexterity check or be knocked to the tackers. They are custom built to the widths
ground by the chain’s impact. of the corridors where they will be used. The
blades in front fill the corridor, leaving only a
W u Machines few inches at the sides.

Dwarves produce some technologically With the aid of a complicated gearing sys-
advanced war machines for the defense of tem, six dwarves are able to propel a grinder
their strongholds, and to attack their enemies at high speeds using pedals and cranks. The
above and below ground. pedalers sit behind an iron shield, which pro-
tects them from missiles and many spells.

A grinder has a THACO of 10 and inflicts
3d8 damage per round on anything within
reach of its blades. The best way to avoid one
is to flee or to cause enough damage to stop it
from working.

The flaws of the grinder are its inability to

turn comers and the difficult ascent of steep

corridors. Dwarf engineers have been able to
overcome these problems to a limited degree.
Most areas designed for grinder usage have
smoothly curving comers that channel, rather
than restrict, the grinder’s movement. Circu-
lar rooms have also been constructed at points
where tunnels converge to allow grinders to
change direction (much like a roundhouse).
There are even a few turntables set in the
floors, at strategic locations, to allow even
faster redirection.

To permit grinders to ascend steep passages,
a cable is fastened to the back of the machine
and connected to a winch at the top of the as-

cent. As the grinder descends the tunnel, the

Equipment 91

cable is let out. When it reaches bottom, the The roller version is placed at the top of
cable is winched back, pulling the grinder to steep slopes. If invaded, teams of dwarves lure
the top, ready for another run.
the invaders up the slopes. Niches have been
Ballista
hollowed out of the walls to allow the
Three sizes of these giant crossbows are dwarves to dodge out of the comdor. The orc
used by dwarves. They fire large bolts in flat masher rumbles down, picking up speed, and
trajectories. Each ballista requires a crew to smashing everything in its path. It is then
move, load, and fire. They are slow to load; winched back, ready for another run.
the rate of fire displays how often they may be
fired. The ceiling version is less effective. It is
mounted at T-junctions and swings down
When used in dwarf strongholds, ballistas fro.m. the ceiling, slamming invaders into the
have pedal and gear systems similar to a
grinder. This, coupled with a winch system,
allows them to be moved back and forth and
traversed from side to side. A ballista is ped-
aled forward to fire its bolt, then winched
back, out of sight, to be reloaded.

Orc Masher
The OK masher is not a war machine as

such, but it is found as a standard part of most
stronghold defenses. It is a large iron slab, at
least 1 foot thick, covered with spikes. The
full width of a corridor, it is mounted either on
rollers or hinged to the ceiling.

Weapon Table Damage Hit

Weapon Movement SA4 L ROF AC lPotos Crew
Grinder 12/6/1* 3d0 3ds NA 0 6
Light ballista 9 2d6 3d6 1/3 2 30 1
Medium ballista b 3db 4db 1/4 0 50 2

92 Chapter Nine

I

I CHAPTER

10II

Dwarf Stronrcholds

Malakar the Orc on Dwarf Strongholds You can let the dice decide those areas of
Us orcs is 'ard. But them stunty dwarves is stronghold design about which you have no
clear ideas. It can also be an entertaining
'urd, too. Much 'ardor than elves 'n' oomam. method to rationalize some of the strange r e
They dig into those 'Oh5 of theirs, and fill 'em sults achieved by purely random design.
wif traps 'n' hurty stuff. Theyz got loads of
twisty tunnels wif big iron gates andfings wot When using the tables it is important to
fall on yer 'n'squash yer flat. bear in mind that they are guidelines. They do
not attempt to cover the enormous diversity
We is bestest at nicking their 'ales from 'em.
We got lots, much more than wot you can of factors that determine a strongholds con-
count on two lands. orcs are right lard. We stituent parts. Do not feel constrained by
kill dwarves, cook 'em,eat 'em, 'n' then use
their beards fer beds. We's takes their gold them. Expand on any of the categories as
too, they gots lots, needed.

I 'eard of a place wot got both stunties 'n' For example, the design sequence places one
orcs in it. Big, 'uge place it is, wif lots and lots dominant subrace in a stronghold containing
of tunneb. orcs got one 'alf, stunties got t' several. You may decide that you want the
other 'alf. Fight'n all the time. Ain't many subraces to be equal, no one being more pow-
stunties left there, them bin done for by orcs. erful than the others. You may also want all
Them all be deadsoon, but ain't it 'alfgreat of six subraces to be present in the stronghold.
'em to build up strongholds/ While this scenario cannot be created using
the design sequence, follow your own in-
Strongholds are the homes and workplaces stincts and ignore those parts of it which limit
of the dwarves. They can range from simple you.
family residences to huge subterranean cities.
The stronghold design sequence allows you to If the player characters are to adventure in a
design a stronghold, either by making a series dwarven setting, then the setting should be as
of choices, or by random die rolling. You may
also combine the two methods. detailed as you can make it, including the
names of the leaders, clans, military forces,
Designing a stronghold by making choices and the backgrounds of the subraces.
creates the most consistent and logical strong-
hold, one that fits perfectly into your cam- If the campaign is to take place in a human
paign world. A major stronghold is an ideal
adventure setting. or other setting, then players need only
enough information to give an idea of what
The random method uses a series of die the strongholds are like. This does not have to
rolls, often modified by previous rolls. If you be very detailed.
choose this method you may ignore or aug-
ment any unusual results. Designing Dwarf strongholds

Ideally, the random method should be used The stronghold design tables are intended
in conjunction with making choices. This to make mating a stronghold an easy task.
way, you can guide the design process by se- They do not attempt to deal with every aspect
lecting certain features while omitting others. of design. The tables do not define the num-
bers or sizes of individual dwellings or work
places, or specify the exact numbers of NPCs
within them.

Dwarf Strongholds 9 3



Name of the Stronghold number of male dwarves living in the strong-
hold. There are approximately half a8 many
Every stronghold needs a name. You may females as males, regardless of subrace. The
number of children is equal to about half of
choose a name or randomly create one using the female population. If, for example, the to-
the Stronghold Name Generator. To use the tal population of the stronghold is around
400, there would be 225 males, 112 females
generator, first turn to the dwarf namegenera- and about 63 children.
tor in Chapter 4. Roll ld4 to determine the
number of syllables in the strongholds name. Subrace Table 32#ddD110Ww0a++rv51e00s0
IdlOO Main Subrace Id100 ++I10000
fRixollTfaobrlee.acThhseynl,laebitlheeornatshseeDmwblaertfhNeammienPtrhee- 01-10 Deep Dwarves 3d100
11-20 Duergar 3dlW ++l5o00
order generated or rearrange them to make a 21-30 Gully Dwarves 2d100
better sounding name. Then turn to the 31-70 Hill Dwarves See below
Stronghold Suffix Table, below, and roll once 71-90 Mountain Dwarves
to finish the name. Feel free to add other let- 91-95 Sundered Dwarves
ters between each prefix and/or suffix if the 96-00 Mixed Subraces
name is too difficult or simply does not 'sound
right'.

Stronghold Suffix Generator You may decide that your selected subrace
Roll ld20 is the only one present, or you may wish to
1 -ack 11 -hak add others to the stronghold. A mixed strong-
2 -arr 12 -hig hold is one having more than a single subrace
3 -bek 13 -jak of dwarves. The primary one is dominant and
4 -dal 14 -kak holds political power over the stronghold, but
5 -duum 15 -lode they do not have to be the majority within it.
6 -dub 16 -malk
a7 -eft 17 -mek The Dominant Subrace Table determines
-est 18 -rak the subrace which controls the stronghold. If
9 -fik 19 -tek you want to add other minor subraces to the
10 -gak 20 -zak stronghold, the table will show you how
many are present. You can select this or deter-
Subraces Present mine it randomly.

Most strongholds were created by a partic- Dominant Subraces Table # Other
ular subrace of dwarf. This subrace is the one 1dlOO Dominant Subrace Subraces
which controls the stronghold and comprises 01-10 Deep Dwarves
the majority of its citizens. You may choose, 11-20 Duergar Id3
or you may wish to generate randomly on the 21-25 Gully Dwarves ld4
Subrace Table, who holds the stronghold. 26-70 Hill Dwarves Id2
71-90 Mountain Dwarves ld4
Choose or randomly determine the number 91-00 Sundered Dwarves ld4
of dwarves present. This will give you the ld3

Dwarf Strongholds 95

I

Modlfylng the Domlnrnt Subrace Duergar Subraces Table
Id100 Subrace # of Subraces
In strongholdshaving one or more minority 01-40 DeepDwarves 3d12
subraces, the number of the dominant subrace 41-60 GullyDwarves 3d10
is altered by the Modified Subrace Table, ac- 61-80 HillDwarves 2dl2
cording to the number of other subraces 81-00 Mountain
present. If, for example, there are there are Dwarves 2d12
200 deep dwarves in a stronghold with three
other minor subraces present, the number of GuUy Dwarves Subraces Table # of Subrace
deep dwarves is reduced by 50% to 100. Id100 Subrace
01-20 DeepDwarves Idlo
21-40 Duergar 2d6
Modified Subrace Table 41-60 Hill Dwarves 3dl2
Other Subraces
Present Modifier 61-80 Mountain
-10% Dwarves 2d10
1 -25% 81-00 Sundered
2 -50%
3 -75% Dwarves 2d6

4 Hill Dwarves Subraces Table

Determlning the Number of Subrace Id100 Subrace # of Subrace
Members 01-10 DeepDwarves ld12
11-20 Duergar
2d8
21-40 Gully Dwarves 4d10
So far, you know how many subraces are in 41-90 Mountain
the stronghold, but not which ones they are, Dwarves 3d6
nor their numbers. The SubraceTables list the 91-00 Sundered
main subrace and the subraces likely to share Dwarves 3d6
a stronghold with them. Once the minor sub-
races have been selected, choose or randomly Mountain Dwarves Subraces Table
determine their numbers. Id100 Subrace # of Subrace
01-10 DeepDwarves 2d10
In the event that a random roll results in the 11-20 Duergar 2d10
same subrace being designated more than 21-25 Gully Dwarves 2d6
once, maintain their numbers each time they 26-70 Hill Dwarves 2d12
occur, as though they were a different sub- 91-00 Sundered
race. Total the results to determine the num- Dwarves 3d6
bers present.

Deep Dwarves Subraces Table Sundered Dwarves Subraces Table
Id100 Subrace # of Subrace
Id100 Subrace # of Subrace 01-60 Gully Dwarves lOdlO
01-25 Duergar 5d10
26-50 Gully 3d12 61-80 Hill Dwarves 3d12
51-75 Hill 81-00 Mountain
2d10 Dwarves 2d10
76-00 Mountain 3d6

96 Chapter Ten

Subraces living in strongholds held by oth- A gully dwarf strongholdmay contain other
ers are almost always a minority. They are subraces, but thee will usually share similar
there because they are exiles, traders who attitudes and behavioral patterns with them.
have established a sizable base, or because
they have particular skills to sell. Subraces Hill and mountain dwarves may be found
may also be present because they have experi- at any depth and living with any other sub-
ence in fighting certain kinds of monsters, or race. They are clannish and keep to them-
because they have been cut off from their own
selves. They are likely to be the employers of
people by disaster. They may have intermar-
other subraces. While these others will usually
ried with the dominant race. be present in the stronghold on a fixed term
You may generate these subraces in more contract, it is not unusual for a stronghold to
have enclaves of other dwarves who have
detail by treating them as trading enclaves or been there for generations.
family strongholds. The followingparagraphs
give some general guidelines on how the vari- Sundered dwarves are only found living
ous subraces function within another sub- among other dwarves when a part of the strong-
race's stronghold. hold is above ground. Hill dwarf strongholds,
which are built above and below the hills, are
Deep dwarves usually live at great depths ideal. If the strongholdisentirelybelow ground,
sundered dwarves will congregate around one
and keep to themselves. As minor subraces, of its entrances, where they will construct h-
they tend to be in small family groups, plying ty towns in order to conduct trade.
Overall Allgnment
a craft or trade.
You may either select a strongholds align-
Duergar living among other subraces are ment to match that of its dominant race or roll
usually not of an evil alignment unless the on the Overall Stronghold Alignment Table.
A strongholds overall alignment determines
strongholds alignment is evil. They may be its general outlook. Not all of the strongholds
inhabitants need to be of this alignment. In
tolerated by neutral dwarves, but are always good aligned strongholds, evil characters will
treated with wary suspicion. usually keep their alignment hidden from
their fellows.
Other subraceslivingamong the duergar will
usually be evil and will have joined the duergar
to avoid persecution in their home strongholds.
Evil duergar strongholds will tend to enslave
other subraces, unless they are allies.

Gully dwarves may be found living among
any subrace of dwarf, usually employed to
perform menial or unpleasant tasks.

Overall Stronghold Alignment Table :*

2d6 Deep Duergar Gully Hffl Mountain Sundered
2 CN LG LG LE LE CE
3 NE NE LN LN NE
LN

10 LN CN NE NG NG N
11 LG CE CG CG CN
12 LE NG CE N CG

Dwarf Strongholds 97

Types of Strongholds neering and construction and are nearly al-
ways located around a very profitable mine.
Strongholds vary in size and importance. The gates of major strongholds are sturdy and
You may have an idea of the kind of strong- flanked with stone towers.
hold you want. If not, you can determine it
randomly. Secondary strongholds are the most com-

The population modifier is used to deter- mon. They are similar to major strongholds,
mine the number of dwarves who live in a
stronghold and the numbers of each subrace but are not as large. They may be independent
will be modified by this percentage. For all or alliedpolitically and militarily with a major
strongholds, other than secondary ones, one. Most major strongholds began as sec-
you'll need to adjust the numbers previously ondary and grew in size and importance over
acquired. To do this, multiply the numbers centuries.
you have by the percentagegiven.
An outpost is a stronghold that has been
Depending upon who built the stronghold,
it may extend above ground, with stone tow- founded to protect an area or to expand the
ers and battlements, spreading over the sides realm of a secondary or major stronghold. It
of hills or mountains. Sundered dwarves al- may have been a mine that grew in size and
ways build their strongholds above ground. began to accommodate more than just the
Deep dwarves and duergar never do. miners who worked there.

Stronghold Type Table Mines are established to extract minerals
ldlOO Type of Population from the earth. The dwarves who live in them
Stronghold Modifier are engaged chieflyin the mining of gemstones
01-05 Major or in mining and smelting ores. Such an out-
Secondary 200% post is rarely self-sufficient, but relies heavily
06-55 Outpost* on trade or outside supply.
56-70 100%
71-80 Ghetto 40% Trade enclaves are situated in the towns
81-90 Trade Enclave 25% and cities of other races and subraces for the
91-00 Family 10% purpose of conducting trade. They may be
"35% chance this is a mine. 5% fortified houses or stone forts for the traders,
their guards, and their families.
Major strongholds are capital cities. Some
dwarves who live in them are powerful, and Ghettoes are areas within cities and towns
often rule secondary strongholds. of other races where clusters of dwarves live.
This could be a wealthy city block inhabited
Gully and sundered dwarves never build by well-to-do dwarf merchants and craftsmen
major strongholds. Gully dwarves may live in or an impoverished shanty town where
them, but they will have moved into them on- dwarves eke out a living as best they can,
ly after the original inhabitants have been
killed or driven away. A family stronghold is home to a single

Major strongholds contain large numbers family of dwarves. They are small and often
of dwarves. They are the height of dwarf engi- consist of a single house or underground ca-
vern inhabited by a family. Dwarves who live
in familystrongholds tend to be very reclusive
and clannish.

98 Chapter Ten

The Age of the Stronghold Government

Because they live so long, dwarves find it Dwarves are traditionally ruled by a king or
easier to measure the passage of time in terms chief, but these are only two of the possible
of generations, instead of years. A dwarf forms of government available. Major strong-
thinks of his stronghold as being founded holds are always ruled by a feudal king. You
three generations ago, not 1,000 years before. may decide otherwise, but this should be a
Using the size of the stronghold, determine its conscious decision, not determined by a ran-
age using the Number of Generations column. dom roll of dice. You may select the type of
government in other strongholdsor roll on the
The period represented by a generation will Government Table.
vary between subraces. To find the approxi-
mate number of years since a strongholds Government Table Government
foundation, multiply the number of genera- 1dlW Colony
tions by the dominant race's life expectancy
on the table below. 1-10 Conquered
11-20 Feudal
Age of Stronghold Table 21-60 Guild
Type of Stronghold # Generatlons 61-80
Major 2d10 81-90 Oligarchy
Secondary 2d6 91-100 Theocracy
Outpost ld6-1 101-110 Anarchy
Ghetto ld4-1
Trade Enclave ld4-2 Modifiers
Family ld6-1 Add 10 for gully dwarves
Add 10 for chaotic aligned strongholds
On any roll of 0 or less (after modifiers are
applied) the stronghold has been founded in A colony is a stronghold specifically estab-
the current generation.
lished by another stronghold and under the di-
Racial Modifiers: rect rule of its parent. Colonies may be
Subtract 2 for gully dwarves, 1for sundered founded to expand political power, to subju-
dwarves. gate conquered races, or to exploit mineral re-
sources. They may also be established to
Life Expectancy Table Llfe Expectancy protect strategically important areas or to re-
Type of Dwarf 350 years distribute excess population.
Hill 400 years
Mountain 380 years A conquered stronghold has been con-
Deep 400 years
Duergar 250 years quered by invaders and is now controlled by
Sundered 250 years them. The conquered people may have been
Gully enslaved by the conquerors. To discover who
the conquerors are, consult the War Table be-
low.

Chances are that the conquered dwarves
will not be allowed any weapons or armor,

Dwarf Strongholds 99


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