FREQUENCY: Common
FREQUENCY:
Common
NO. APPEARING: 40-400 <(BATTLESYSTEM)>
ARMOR CLASS: 4 <chain
& shield.small>
MOVE: 6"
HIT DICE: 1
% IN LAIR: 50% <(see Dungeon #2 for
an example of a dwarf lair)>
TREASURE TYPE: individuals M
(x 5); [G], [Q] (x 20), [R] <in lair>
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon or 1-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Save at 4 levels higher
(See below)
MAGIC RESISTANCE: As above
STRENGTH: 14
INTELLIGENCE: Very <(11-12)>
ALIGNMENT: Lawful Good <G was capitalized>
SIZE: S (4' + tall)
PSlONlC ABILITY: Nil*
Attack/Defense Modes:
Nil
DEITY: Moradin,
Reorx.
*possible to exist in unusual characters
Rocky hills
are the favorite abode of these sturdy creatures. Dwarves
typically band together in clans which
are not mutually exclusive or hostile
but are competitive. These creatures are
able to operate in two or more
classes simultaneously, so fighter/clerics,
for example, are possible. Note
also that the level of proficiency may
vary between the two or more
classes one of these creatures is capable
of performing in.
If encountered in their lair (home) there
will be in addition from
2-12 fighters of from
2nd to 5th level, <(F2, F3, F4, F5)>
from 2-8 fighter/clerics
of from 2nd to 4th level (each category),
and females &&
young equal to 50% and 25% respectively of the number of adult males.
A dwarven lair is always an underground
complex in solid rock.
Dwarves are 60% likely
to have tamed animals to serve as guards in their
lair: 5-20 wolves
(25%) or 2-8 brown bears (75%).
Dwarves are typically
armored with chainmail and shield.
They have the following typical weaponing:
<>
01-15 | Sword & light crossbow | 15% |
16-25 | Sword & pole arm | 10% |
26-45 | Sword & spear | 20% |
46-55 | Axe & heavy crossbow | 10% |
56-80 | Axe & hammer | 25% |
81-90 | Axe & mace | 10% |
91-00 | Hammer & pick | 10% |
<Note: there are
two kinds of military picks:
footmans
(c. 4' long) and horsemans
(c. 2' long)>
<Note: there are
two kinds of axes: battleaxes
& hand/throwing axes> <note
1h or 2h for battleaxes>
<>
Higher level fighters && fighter/clerics
have a 10% chance per level of
having magic
armor and/or weapons. For fighter/clerics also check at 10%
per clerical level for 1-4 additional
items (potion, clerical scroll, ring,
wand/staff/rod, misc. magic) usable by
clerics. All dwarves above normal
level will have plate
armor and shield.
Dwarf Rangers, by Citadel Miniatures
Due to their great hatred of goblins,
orcs,
and hobgoblins, all dwarves gain
a bonus of +1 on their dice rolls to hit
these opponents. When dwarves are
in melee with ogres,
trolls
and giants, these monsters must deduct 4 from
their dice rolls to hit their dwarven
opponents due to the size and skill of
the latter in combatting these huge creatures.
All dwarves are resistant to both magic
and poison; they therefore make
saving throws at 4 levels above their
actual level. Dwarves can see in the
dark (infravision) noting monsters at
a distance of 60'. Because of their
mining skills, dwarves are good (50% to
75% likely) at detecting passages
which slope upwards or downwards, sliding
or shifting walls or rooms,
new construction, approximate depth, or
unusual stonework.
Dwarves speak their
own tongue and those of gnomes, goblins, kobolds,
and orcs. It is 75% likely that dwarves
will also speak the common
language.
Description: Dwarves
are typically deep tan to light brown of skin,
with
ruddy cheeks and bright eyes (almost never
blue). Their hair is brown,
black or
gray.
They favor earth tones with small bits of bright color in their
clothing. Although only 4 or so feet tall,
they weigh no less than 150
pounds due to their stocky muscular build.
They live for no less than 350
years on the average.
FREQUENCY:
Common ([Cold Civilized Hills]), ([Cold Wilderness Hills])
FREQUENCY:
Rare ([Cold Civilized Mountains], [Cold Civilized Forest], [Cold Civilized
Plains], [Cold Civilized Desert])
FREQUENCY: Rare ([Cold Wilderness Mountains], [Cold Wilderness Forest], [Cold Wilderness Plains], [Cold Wilderness Desert])
FREQUENCY: Common ([Temperate Civilized
Hills], [Temperate Wilderness Hills])
FREQUENCY: Rare ([Temperate
Civilized Mountains], [Temperate Civilized Forest], [Temperate Civilized
Plains], [Temperate Civilized Desert])
FREQUENCY: Rare ([Temperate Wilderness Mountains], [Temperate Wilderness Forest], [Temperate Wilderness Plains], [Temperate Wilderness Desert])
FREQUENCY: Common
([Tropical Civilized Hills])
FREQUENCY: Rare
([Tropical Civilized Mountains], [Tropical Civilized Forest], [Tropical
Civilized Plains], [Tropical Civilized Desert])
FREQUENCY: Common
([Tropical Wilderness Hills])
FREQUENCY: Rare
([Tropical Wilderness Mountains], [Tropical Wilderness Forest], [Tropical
Wilderness Plains])
FREQUENCY: Common ([Dungeon Level I])
BATTLESYSTEM ROSTERS
|
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PLAYER NAME:
ARMY:
BRIGADE:
UNIT NAME: Sword & light crossbow
UNIT TYPE:
AC:
#FIG:
UNIT COMMANDER/DEPUTY:
HD/fig:
RATIO:
LEVEL/RACE/CLASS:
MV:
SIZE:
MR%:
PPD:
P/P:
RSW:
BW:
SP
AR:
AR Modifiers:
ML:
ML Modifiers:
DL:
Wpn/Dmg:
SPECIAL ABILITIES AND LIMITATIONS:
2. Army Roster
Sheet
PLAYER NAME:
ARMY:
BRIGADE:
UNIT NAME: Sword & pole arm
UNIT TYPE:
AC:
#FIG:
UNIT COMMANDER/DEPUTY:
HD/fig:
RATIO:
LEVEL/RACE/CLASS:
MV:
SIZE:
MR%:
PPD:
P/P:
RSW:
BW:
SP
AR:
AR Modifiers:
ML:
ML Modifiers:
DL:
Wpn/Dmg:
SPECIAL ABILITIES AND LIMITATIONS:
3. Army Roster
Sheet
PLAYER NAME:
ARMY:
BRIGADE:
UNIT NAME: Sword & spear
UNIT TYPE:
AC:
#FIG:
UNIT COMMANDER/DEPUTY:
HD/fig:
RATIO:
LEVEL/RACE/CLASS:
MV:
SIZE:
MR%:
PPD:
P/P:
RSW:
BW:
SP
AR:
AR Modifiers:
ML:
ML Modifiers:
DL:
Wpn/Dmg:
SPECIAL ABILITIES AND LIMITATIONS:
4. Army Roster
Sheet
PLAYER NAME:
ARMY:
BRIGADE:
UNIT NAME: Axe & heavy crossbow
UNIT TYPE:
AC:
#FIG:
UNIT COMMANDER/DEPUTY:
HD/fig:
RATIO:
LEVEL/RACE/CLASS:
MV:
SIZE:
MR%:
PPD:
P/P:
RSW:
BW:
SP
AR:
AR Modifiers:
ML:
ML Modifiers:
DL:
Wpn/Dmg:
SPECIAL ABILITIES AND LIMITATIONS:
5. Army Roster
Sheet
PLAYER NAME:
ARMY:
BRIGADE:
UNIT NAME: Axe & hammer
UNIT TYPE:
AC:
#FIG:
UNIT COMMANDER/DEPUTY:
HD/fig:
RATIO:
LEVEL/RACE/CLASS:
MV:
SIZE:
MR%:
PPD:
P/P:
RSW:
BW:
SP
AR:
AR Modifiers:
ML:
ML Modifiers:
DL:
Wpn/Dmg:
SPECIAL ABILITIES AND LIMITATIONS:
6. Army Roster
Sheet
PLAYER NAME:
ARMY:
BRIGADE:
UNIT NAME: Axe & mace
UNIT TYPE:
AC:
#FIG:
UNIT COMMANDER/DEPUTY:
HD/fig:
RATIO:
LEVEL/RACE/CLASS:
MV:
SIZE:
MR%:
PPD:
P/P:
RSW:
BW:
SP
AR:
AR Modifiers:
ML:
ML Modifiers:
DL:
Wpn/Dmg:
SPECIAL ABILITIES AND LIMITATIONS:
7. Army Roster
Sheet
PLAYER NAME:
ARMY:
BRIGADE:
UNIT NAME: Hammer & pick
UNIT TYPE:
AC:
#FIG:
UNIT COMMANDER/DEPUTY:
HD/fig:
RATIO:
LEVEL/RACE/CLASS:
MV:
SIZE:
MR%:
PPD:
P/P:
RSW:
BW:
SP
AR:
AR Modifiers:
ML:
ML Modifiers:
DL:
Wpn/Dmg:
SPECIAL ABILITIES AND LIMITATIONS:
GOB-LOBBER (Dwarf Onager) (Games Workshop)
Prince Ulther's Imperial Dwarves: The Dragon Company (Games Workshop)
FREQUENCY: Common
FREQUENCY: Common ([Dungeon Level I])
FREQUENCY: Common
([Cold Civilized Mountains], [Cold Wilderness Mountains])
FREQUENCY:
Rare ([Cold Civilized Hills], [Cold Civilized Forest], [Cold Civilized
Plains], [Cold Civilized Desert]), ([Cold Civilized Hills])
FREQUENCY:
Rare ([Cold Wilderness Hills], [Cold Wilderness Forest], [Cold Wilderness
Plains], [Cold Wilderness Desert])
FREQUENCY: Common ([Temperate Civilized
Mountains], [Temperate Wilderness Mountains])
FREQUENCY: Rare ([Temperate
Civilized Hills], [Temperate Civilized Forest], [Temperate Civilized Plains],
[Temperate Civilized Desert])
FREQUENCY: Rare ([Temperate
Wilderness Hills], [Temperate Wilderness Forest], [Temperate Wilderness
Plains], [Temperate Wilderness Desert])
% IN LAIR: 50% (8 Dwarves: mountainous, TPL4-8:1st incl. at least one dwarf character, REF4.51)
These creatures are similar to their cousins,
the hill dwarves, detailed above.
The only differences are size (4½’+
tall), HD (1 + 1), and coloration (typically lighter with brown
hair).
They employ fewer crossbows (20% maximum)
and more spears (30%).
<>
0-10 | Sword & light crossbow | 10% |
11-20 | Sword & pole arm | 10% |
21-50 | Sword & spear | 30% |
51-60 | Axe & heavy crossbow | 10% |
61-80 | Axe & hammer | 20% |
81-90 | Axe & mace | 10% |
91-00 | Hammer & pick | 10% |
<Axes: there are
two kinds of axes: battleaxes
& hand/throwing axes> <note
1h or 2h for battleaxes>
<Military Picks:
there are two kinds of military picks:
footmans
(c. 4' long) and horsemans
(c. 2' long)>
<Maces: there are
two kinds of maces:
footmans
(c. 4' long) and horsemans
(c. 2' long)>
<Swords: 65% of swords are longswords,
20% (66-85) are broadswords,
5% (86-90) are falchion swords,
5% (91-95) are short (small) swords, 4% (96-99) are bastard swords,
and 1% (00) are two-handed swords, unless the description of a specific
item indicates otherwise. - UA.89, % numbers added>
<note that dwarves will not be able to use all of the above weapons.
note which they can and cannot use>
<>
Mountain dwarves with 16
strength can work up to 7th level, with 17
strength to 8th level, and with 18
strength to 9th level. (Level Limits)
<>
Mountain dwarves have a life span of 400
or more years.
Dwarf, Hill (AC 4; MV 6"; HD 1-4; hp V; #AT 1; DMG 1-8, or by weapon; SA Yes; SD Yes; AL LG; THACO V) - this slight variant (HD = 1-4) is from DL4.
Dwarf, Mountain (AC 4; MV 6"; HD 1+1/4+1;
hp V; #AT 1, DMG 1-8, or by weapon; SA Yes; SD Yes; AL LG; THACO V) - this
slight variant (HD = 1-4) is from DL4.
As a note, DL4 provides an excellent set
of templates/geomorphs for dwarven lairs, even if one does not use the
Dragonlance setting.
<check DSG to see if the DL4 geomorphs
are reprinted there>
LEVEL LIMITS:
RACIAL PREFERENCES:
AGE, STARTING:
AGE, CATEGORIES:
HEIGHT:
WEIGHT:
PERSONALITY: