Dwarf, Hill

Prospector frontier dwarves. An humanoid.

Imagine a 4’ short hairy humanoid with earthy skin and thick hair the color of clay. It dresses in stripes and work-garb and has a voice that carries much farther than it should. It is soaked in alcohol and its heart is made of coal.

Moody Drunk, Proud craftsperson, Curious utilitarian


 
HD: 1 +2HP Armor: leather
Hit it: normal Dodge it: normal
Move: normal  

It resists poison because of its coal heart. It can see in the dark and smell nearby crafted or carved objects.

Attacks (1/round)

Axe. The hill dwarf makes a melee attack (1D6).

Crossbow. The hill dwarf makes a ranged attack (1D12). It must take a turn recharging the crossbow before using it again.

Dwarven Spirits (1/day). The hill dwarf takes a sip of fortifying alcohol. It can’t be brought below 1HP until the end of its next turn.




Random Encounter
  1. Monster: roll 1D6:
    1. Dwarven Party: 3D4 hill dwarves & 1 veteran (x3 HP)
    2. Rangers: 1D8 hill dwarves & 1D4 blunderbuss
    3. Miners: 1D6 hill dwarves & 1D6 goons & 1 sapper
    4. Slayers: 1D6 hill dwarves & 1D6 spiked madmen
  2. Lair: A well tended hovel with an adjacent workshop.
      OR
    Omen: Loud laughter.
  3. Spoor: An orderly, recently left camp site.
  4. Tracks: Holes made from rock climbing gear.
  5. Trace: A lost barrel of dwarven ale.
  6. Trace: Prospector notice.
Salvaging the body

You find the monster’s weapons and … (Roll as many times as the HD of the monster)

  1. Nothing.
  2. Small barrel of beer.
  3. Flask of strong spirits.
  4. Pitons.
  5. 1D6x10’ of rope
  6. Unrefined ore (valuable)

You could also extract their coal crystal heart, which is highly valuable to the dwarf’s clan.

Coal Crystal. Contains the soul of a hill dwarf. Can burn for a full month. Can be corrupted to make a dark crystal.

2D6 Hill Dwarf Cultures

Combine the result of both tables to get the broad lines of this humanoid culture in this part of the world.

Cultures

  1. The ones that recently moved in in search of a new ore vein.
  2. The ones that run the foundry up the hill.
  3. The ones that run this huge brewery.
  4. The ones that run the local mine.
  5. The ones that are archeologists from far away.
  6. The ones that are landless monster slayers.

Features

  1. They are always drunk.
  2. They are exiles from an ancient mountain dwarf civilization.
  3. This land used to be their clan’s, but monsters chased them out.
  4. The feys are at war against them. They have a lot of cold iron because of that.
  5. They travel on the back of lumbering beasts.
  6. They worship a giant earth elemental.
Player Class

Play as a dwarf!

Written on November 14, 2020