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
- Monster: roll 1D6:
- Dwarven Party: 3D4 hill dwarves & 1 veteran (x3 HP)
- Rangers: 1D8 hill dwarves & 1D4 blunderbuss
- Miners: 1D6 hill dwarves & 1D6 goons & 1 sapper
- Slayers: 1D6 hill dwarves & 1D6 spiked madmen
- Lair: A well tended hovel with an adjacent workshop.
OR
Omen: Loud laughter. - Spoor: An orderly, recently left camp site.
- Tracks: Holes made from rock climbing gear.
- Trace: A lost barrel of dwarven ale.
- Trace: Prospector notice.
Salvaging the body
You find the monster’s weapons and … (Roll as many times as the HD of the monster)
- Nothing.
- Small barrel of beer.
- Flask of strong spirits.
- Pitons.
- 1D6x10’ of rope
- 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
- The ones that recently moved in in search of a new ore vein.
- The ones that run the foundry up the hill.
- The ones that run this huge brewery.
- The ones that run the local mine.
- The ones that are archeologists from far away.
- The ones that are landless monster slayers.
Features
- They are always drunk.
- They are exiles from an ancient mountain dwarf civilization.
- This land used to be their clan’s, but monsters chased them out.
- The feys are at war against them. They have a lot of cold iron because of that.
- They travel on the back of lumbering beasts.
- They worship a giant earth elemental.
Player Class
Play as a dwarf!