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Player's Handbook °^ Edition Rules Supplement

The Complete Book of

SampleCREDIT fileS Written by Jim Bambra Edited by Doug Stewart Illustrated in color by Brom, Clyde Caldwell, Larry Elmore and Keith Parkinson Illustrated in black and white by Larry Elmore and Karl Waller Typeset by Gaye O'Keefe Icons by Laurie Yockey

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TSR, Inc. TSR Ltd. POB 756 I 20 Church End, Cherry Hinton Lake Geneva, is Cambridge CBI 3LB Wl 53147 U.S.A. 3 United Kingdom Table of Contents

Introduction 4 Vindicator 66 Thief Kits 67 Chapter 1: The Creation of Dwarves 7 Diplomat 67 Entertainer 67 Chapter 2: The Dwarf Subraces 12 Locksmith 68 Hill Dwarves 12 Pest Controller 68 Mountain Dwarves 12 Warrior/Thief Kits 69 Deep Dwarves 13 Ghetto Fighter 69 Sundered Dwarves 14 Trader .70 Duergar (Gray Dwarves) 14 Vermin Slayer 71 Gully Dwarves 15 Wayfinder 72 Chapter 3: Your Life as a Dwarf 17 Chapter 7: Role Playing and Personalities 74 Dwarf Clans 17 The Dwarven Personalities 75 Loyalties 20 The Decadent 75 World View 20 The Glory Seeker 76 Dwarven Crafts 20 The Grumbler 76 Dwarves and Humor 21 The Hoarder 78 Wealth 21 The Optimist 78 Crafts 22 The Paragon 79 Individualism 22 The Phobic 79 Emotions 23 The Pragmatist 80 Attitudes Toward Other Races 23 The Statesman 80 War to the Death 23 Isolationism 24 Chapter 8: Mining 81 Dwarven Hearths 24 Conducting a Survey 81 Dwarves' Diet 26 Mine Products 81 Clothing 27 Quality of Mine 82 Music and Singing 27 Types of Mines 84 Excavating a Tunnel Mine 84 Chapter 4: Character Creation 28 Playing Out a Mine 87 Hill Dwarves 30 Overseeing Mining Operations 87 Mountain Dwarves 30 Deep Dwarves 30 Chapter 9: Equipment 88 Duergar 31 Smelters 88 Sundered Dwarves 33 New Weapons 88 Gully Dwarves Sample33 Two-hande file d Battle Axe 90 Ability Score Modifiers 34 Close Combat Weapons 90 Other Characteristics 36 Head Spike 90 Knee and Elbow Spikes 90 Chapter 5: Proficiencies 38 Glove Nail 90 Acquiring Proficiencies 38 Chain Flail 91 Weapon Proficiencies and Specialization 38 War Machines 91 Nonweapon Proficiency Groups 38 Grinder 91 Nonweapon Proficiencies 40 Ballista 92 Dwarven Detection Proficiencies 48 Ore Masher 92 Chapter 6: Dwarf Kits 49 Chapter 10: Dwarf Strongholds 93 The Composition of the Kits 49 Designing Dwarf Strongholds 93 Warrior Kits 50 The Stronghold of Bazzakrak 110 Animal Master 50 Axe For Hire 51 Chapter 11: Designing Dwarf Campaigns 114 Clansdwarf 52 Creating a History 114 Hearth Guard 53 The Importance of Myth 115 Battlerager 54 The Importance of the Gods 115 Highborn 57 The Races of the World 116 Outcast 58 Wars and Conflicts 116 Rapid Response Rider 59 Campaign Environments 118 Sharpshooter 60 Creating New Kits 121 Priest Kits 61 Crafts Priests 61 Design Sheets 123-128 Pariah 62 Dwarf Stronghold Design Sheet 123 Patrician 63 Dwarf Character Kit Design Sheet 124 Ritual Priest 64 Complete Dwarf Warrior's Character Sheet 125 Warrior/Priest Kits 64 Complete Dwarf Priest's Character Sheet 126 Champion 64 Complete Dwarf Thief's Character Sheet 127 Temple Guard 65 Complete Dwarf's Character Sheet (Back) 128

Table of Contents • 3 Introduction

Balor the Hill Dwarf Introduces Yet we are a peaceful people. We do not seek war, nor do we steal from others. Those the Dwarves are the actions of other, less honorable races. We see to our own and those who attempt to Dwarves are the greatest race ever created steal that which is ours will die. That is not a by the gods. We are far superior to the pansy threat, it is the way of the dwarf. If you do not elves, smelly goblins, dirty ores, and mis- wish to feel our wrath, leave us alone. shapen humans. Dwarves are perfectly shaped, solid and strong, like the stones that form our dwellings. Our skins are the color of Dwarves As You Know Them the earth, our hair and beards are of the finest hue and texture imaginable. The Monstrous Compendium, Volumes Dwarves are more than just an attractive One and Two, discussed hill and mountain race. Imbued with unchanging attitudes and dwarves, and the duergar (gray dwarves); steadfastness, we do not waver, even in the where they live, their appearance, combat face of great adversity. Well suited to our lives abilities, friends, enemies, and how they view underground, we can see in the dark and de- the world. tect underground dangers and pitfalls. Our The ADVANCED DUNGEONS & craftsmen have created the finest cities and DRAGONS® 2nd Edition Player's Handbook buildings in the world. Our bridges and high and 's Guide introduced meth- vaulted chambers are wonders to behold, ods of creating dwarf characters. The Complete with a strength and permanence of form that Book of Dwarves expands the scope of previous other races have never duplicated. texts by making available new subraces of We have no pear of magic. We shakeSample off its filedwarves and by providing new rules for players effects as easily as we slay the goblins who and DMs. All of the new information is directed lurk in the dark. We are impervious to poisons specifically to dwarf characters. and noxious substances that would kill those of lesser races. Such is our vigor that even Dwarves As You Will Know Them cursed weapons fail to possess us, for our in- herent vitality is invincible. Player charecters have usually been hill Dwarves are also great warriors, well disci- dwarves. Now you will be able to choose from plined, and organized into armies that strike six subraces of dwarves. In addition to hill, fear into evil monsters everywhere. Our com- mountain, and duergar, three other types of bat skills against the filthy dark dwellers are dwarves are introduced in this book: deep, gul- beyond question. It is a particularly stupid ly, and sundered dwarves. While these have goblin, pig-faced ore, or brainless hobgoblin appeared in other AD&D® game products, who does not quake with fear at the sound of they are made available here with the same at- dwarven boots. Our battle axes have drunk tention to detail that the hill dwarves were deeply of the blood of such creatures, our ham- given in the Player's Handbook. Each of the six mers have smashed thousands of their skulls. subraces of dwarves has its own special advan- We will continue until there are none left to tages and limitations, which make the charac- kill. That is not an idle boast, it is an oath. ters unique and fun to play.

4 • Introduction Your Life as a Dwarf examines the social or- Priest's Handbook, with its descriptions of ganizations of the dwarves and the crafts dwarf religions and optional rules for priests, clans. It describes a typical family and details is particularly recommended. Also recom- dwarf education. mended are the Complete Fighter's and Com- Character kits have been previously intro- plete Thief's Handbooks for their new combat duced with this series. They enlarge the basic options, weapon specializations, thief abili- character classes of warrior, thief, and priest. ties, and thieves' guilds. All three of these The Complete Book of Dwarves presents 24 books are indispensable to DMs and players new kits created especially for dwarf charac- with dwarf characters. ters, including seven kits designed exclusively The Complete Book of Dwarves is specifi- for use by multi-class characters. Kits like ani- cally targeted to dwarves adventuring in their mal master, axe for hire, and hearth guard own societies and provides extensive back- greatly expand the kinds of characters which ground information on dwarf cultures, socie- can be played. ty, creation myths, and campaign settings. In Chapter 7, players will find useful hints Like the other books in this series, the rules on playing typical, and not so typical, charac- presented in this book are optional. Although ters. You will also find extensive information the other books in this series are useful they on the background and stronghold of your are not essential. All you need to use this book character, in Chapter 11. Dwarf strongholds are the Player's Handbook and the Dungeon are not merely fortresses, but homes and work Master's Guide. places as well. Some strongholds may not It you use the Complete Book of Dwarves even be fortified, but dwarves will always re- with the original AD&D® game, instead of the fer to their home as a stronghold. It is a matteSampler AD& fileD 2nd Edition game, be aware that the of racial pride and a warning that a dwarf's references refer to AD&D 2nd Edition books. home is well defended. Players using older books will need to ignore DMs will find the expanded information in- some of these. In most cases, the relevant ma- valuable in fitting dwarf characters into their terial will be found in the index or table of campaign worlds. Whether dwarves are a contents. dominant race or just a people living in isola- Finally, many of the rules presented in this tion under the earth, there are plenty of sug- book depend upon the use of weapon and gestions and ideas for strongholds and nonweapon proficiencies described in the adventure settings. Player's Handbook. If you have not been us- ing these proficiences in your campaign, we highly recommend that you familiarize your- The Complete Player's Handbook self with them and introduce them into your Series game. The Complete Book of Dwarves comple- ments the other books in the series. The hand- books contain information useful to dwarf characters and there is a wide range of charac- ter classes to choose from. The Complete

Introduction • 5 CHAPTER

The Creation of Dwarves

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6 • Chapter One