Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts

Mar 31, 2026

The Book of Valkyries - OSR edition PDF

 Yesterday I received the proof copy of The Book of Valkyries. It's hard to believe it's been over 5 years of work on this little book. Though this is only the tip of the iceberg of this project. The proof had a few tiny things to fix (normal last-minute polish), but those are done, and the final file is off to the printers.

While the print copy is still in the approval stage (it takes ~2 weeks typically), the PDF is ready now! For those only interested in a digital copy for your collection, it's available. Or you can wait for the print copy if you prefer that format. I'll announce here and on various forums when that's available.

This project has been a true labor of love. Every illustration was done by hand, and a lot of care went into making sure the material feels grounded and respectful to the source myths while still being usable at the table. The Valkyries are such compelling figures, beautiful, fierce, mysterious, and a little unsettling in the best way.

Your campaign will be enriched by the inclusion of these beautiful and terrifying demigoddesses. Even if you're not running a Norse Mythology setting, these characters will fit in well with any epic fantasy as emissaries and violent instruments of the gods.

https://www.drivethrurpg.com/en/product/559961/book-of-valkyries



Mar 24, 2026

Celtic Legends 3: The World of Eire

 

The third book in the Celtic Legends series is now out, and it feels like a good time to say a bit more about how it fits into the broader pile of things I’ve been tinkering with.

If you’ve seen the Norse material I’ve shared here before, this sits in a similar space. I tend to think of these lines less as separate projects and more as related branches, different expressions of the same underlying idea. That idea is something I’ve been calling Terra Mythica for a while now: a loose framework where real-world mythologies can coexist within a shared campaign space.

It’s not meant to be overly systematized or locked down. The appeal, at least for me, is in letting these traditions retain their own tone and identity while still brushing up against one another at the edges. If I had to point to a comparison, the closest might be Riverworld, though the similarity is more conceptual than literal.

Celtic Legends itself is written by Rob Stone, someone I’ve collaborated with quite a bit over the years. This particular corner of mythology is very much in his wheelhouse, and it shows. My role on these books was limited to layout, the voice and substance are all his.

If you’re curious, you can take a look here:
https://www.drivethrurpg.com/en/product/559206/celtic-legends-the-world-of-e-ire

More to come on Terra Mythica as it continues to take shape.


Mar 17, 2026

Book of Valkyries (OSR edition)

Just finished the final drawing for the Book of Valkyries. This is a revised version and a new drawing for Skuld. This finalizes the book and it's off to the printer. 


Skuld
Seer of the Valkyries

Aesir Demi-Goddess, Medium Humanoid, Lawful Neutral

Armor Class: 20 (runic mail and cloak of fate)
Hit Dice: 12d8+36 (hp 92)
BHB: +9
Attacks: Spear (1d8+4) or staff (1d6+3)
Move: 120’ (40’) / 180’ (60’) flying
Save: D3 W4 P4 B5 S7 (F12)
Morale: 11
XP: 4,200
TT: G

Str: 14/+1 Dex: 18/+3 Con: 17/+2 Int: 19/+4 Wis: 26/+8 Chr: 22/+5

Sight of Skuld. Skuld perceives threads of fate surrounding all creatures. She cannot be surprised and always acts in the first round of combat unless facing another divine being, then initiative is rolled for her normally.

Skuldborg - Shield of Destiny. After a successful attack roll is made against the bearer, they may force the attacker to reroll the attack and take the worse result.

Rune of Foresight. Twice per day Skuld may grant an ally within 30’ the benefit of foresight, giving +2 to attack rolls and saving throws for 2 rounds.

Seer of the Valkyries. Other Valkyries within 60’ gain +1 to attack rolls and morale while Skuld is present, as she guides them according to the patterns of fate.

Skuld (/skoold/ debt, obligation, that which is to be) is both a Norn and a Valkyrie, a rare figure who stands between the weavers of fate and the choosers of the slain. Alongside Urðr (what has been) and Verðandi (what is becoming), she forms the triad of Norns who determine the destinies of gods and mortals. While her sisters tend the well of fate, Skuld also rides with the Valkyries, carrying the decrees of destiny onto the battlefield.

Mar 4, 2026

Geirskögul - Valkyrie of Shaking Spears

It's been a few months since I posted a Valkyrie; here you go.

Geirskögul

Valkyrie of Shaking Spears

Aesir Demi-Goddess, Medium Humanoid, Chaotic Good

Armor Class: 20 (dress of divine protection)
Hit Dice: 11d8+22 (hp 72)
BHB: +9
Attacks: Spear +10 (1d8+3) or Sword +10 (1d6+3)
Move: 120’ (40’) / Fly 180’ (60’)
Save: D3 W4 P4 B5 S7 (F11)
Morale: 11
XP: 3,000
TT: F

Str: 17/+2 Dex: 21/+4 Con: 15/+1 Int: 14/+1 Wis: 16/+2 Chr: 19/+3

Shaking Spears. Once per battle Geirskögul can inspire nearby warriors to fury. All allies within 60’ gain +2 to attack rolls and Morale for 3 rounds. Enemies witnessing the charge must Save vs. Spells or suffer –1 to attack rolls during the same time.

Battle Sense. She can sense the presence of impending battle or armed conflict within 1 mile.

Geirskögul (“Spear-Shaker”) is a fierce Valkyrie known for stirring warriors to battle. Her presence often heralds the beginning of great clashes, where shields splinter and spears tremble in the hands of charging armies. Clad in an ebon dress and bearing a long war-spear, she rides above the battlefield selecting the bravest fallen for Odin’s halls. Among the Valkyries she is known as a herald of battle, appearing where the tide of war is about to break. 


Nov 25, 2025

Hervör Alvitr - the Valkyrie of Wisdom

 We've got a strange one today folks. A rarely seen and scarcely known valkyrie. Her name is Hervör Alvitr, she is the Valkyrie of Wisdom.

Hervör Alvitr
Valkyrie of Wisdom

Aesir Demi-Goddess, Medium Humanoid, Lawful Good

Armor Class: 19 (divine mail, shield)
Hit Dice: 10d8+20 (hp 65)
BHB: +8
Attacks: Spear +9 (1d8+2) or Sword +9 (1d6+2)
Move: 120’ (40’) / Fly 180’ (60’)
Save: D3 W4 P4 B5 S7 (F10)
Morale: 10
XP: 2,800
Str: 15/+1 Dex: 17/+2 Con: 14/+1 Int: 18/+3 Wis: 29/+7 Chr: 17/+2
Insight: Hervör can see through illusions, lies, and enchantments as if under a true seeing effect. Once per turn, she may grant an ally within 30’ a +2 bonus on a saving throw against mind-affecting magic.
Runes of Foresight: Once per day she may cast the runes of Odin for guidance. This has the combined effect of a Divination and Augury spell.
Innate Spellcasting
At will: Detect Magic, Detect Evil, Light
3/day each: Dispel Magic, Clairvoyance
1/day: Commune
Aura of Calm. All allies within 20’ gain a +2 bonus to Morale checks and saving throws vs. fear or charm.

Hervör Alvitr (“the Strange Wise Creature”) is a serene and enigmatic Valkyrie known for her sharp insight and calm judgment. Her pale, steady gaze and composed demeanor set her apart from her more warlike sisters. She is associated with knowledge, foresight, and the subtle workings of fate, offering guidance that is often brief, direct, and unexpectedly accurate. She influences events through counsel and understanding rather than open combat, though she is a capable fighter when needs call for it.



Oct 27, 2025

Review: Gunslinger, Great OSR TTRPG For Weird West


The Random Encounter Show did a review of Gunslinger. It is a bit long and fairly thorough. The review also mentions some tips for playing solo.

https://www.youtube.com/watch?v=V-NdKir0hbQ&t=559s


Oct 15, 2025

Celtic Legends - Gods & Druids

 


The second book in the Celtic Legends series Gods & Druids is now available. 

Embark on an epic journey into the heart of ancient Ireland with Celtic Legends: Gods and Druids. This 50-page supplement is your essential guide to a world steeped in mysticism, heroism, and the raw power of nature, perfect for both seasoned Game Masters and players eager to infuse their fantasy campaigns with authentic Celtic lore.

Inside you will discover:

The Pantheon of Gods in Celtic Ireland: Delve into the divine hierarchy with detailed descriptions of twelve primary gods from Celtic Irish Mythology, each a potent force to inspire your narratives and challenge your heroes.

60 New Druid Spells: Expand your magical repertoire with five unique, thematically rich spells for each of the twelve gods, allowing your druids to channel the very essence of their chosen deity.

2 New Classes: The Draoi Class (Celtic Druid) and The Kern (Celtic Forest Warrior.

Celtic Legends: Gods and Druids offers a wealth of inspiration and practical tools to bring the magic and mystery of Celtic Ireland to life at your gaming table. Immerse yourself in a world where ancient legends breathe, and the power of the gods and druids shapes destiny.


https://www.drivethrurpg.com/en/product/538164/celtic-legends-gods-druids



Oct 7, 2025

Thrüd - Daughter of Thor

Another revisit of a valkyrie. This time Thrüd the daughter of Thor! 

Þrúðr  Valkyrie of Strength

Aesir Demi-Goddess, Medium Humanoid (Asgardian), Chaotic Good

Armor Class: 21 (enchanted armor and divine resilience)
Hit Dice: 16d8+40 (hp 112)
BHB: +12
Attacks: Hammer +12 (2d6+7 bludgeoning + 2d6 thunder), Axe +12 (2d6+7 slashing + 2d6 lightning)
Move: 150’ (50’)
Save: D4 W6 P5 B5 S8 (F15)
Morale: 12
XP: 9,000
TT: H

Str: 20/+4 Dex: 18/+3 Con: 17/+2 Int: 12/+0 Wis: 16/+2 Chr: 19/+3

Asgardian Weapons. All her weapons are magical and strike as +12 for purposes of hit and damage.

Intimidation Aura. All hostile creatures within 20’ must Save vs. Spells or be shaken for 1 round (–2 to attack rolls and morale). Creatures that succeed are immune to this effect for 24 hours.

Innate Spellcasting.

  • At will: Dispel Magic, Dimension Door, Protection from Evil, Detect Evil

  • 3/day: Hold Monster, Lightning Bolt, Teleport

  • 1/day: Control Monster

Magic Resistance. Thrüd saves vs. spells with a +4 bonus.

Regeneration. She regains 2 hit points per round. Fire or unholy damage suspends this regeneration for one round. She dies only if reduced to 0 hp and fails to regenerate at the start of her next turn.

Þrúðr (Old Norse: “strength” or “power”), daughter of Thor and Sif, is a towering, red-haired warrior whose presence crackles with stormlight. Her eyes flash with lightning, her laughter rolls like thunder, and the ground itself trembles beneath her steps. Both Valkyrie and goddess, she embodies divine might, courage, and leadership, often leading the Valkyries into battle when her father’s hammer strikes across the Nine Realms.

Wielding both hammer and axe, Þrúðr is renowned for her valor and mercy toward brave mortals, yet she despises cowardice and deceit. She is named in Skáldskaparmál as Thor’s daughter and may be the same daughter he guarded from the dwarf Alviss in the Alvíssmál, where Thor outwitted the suitor until sunrise turned him to stone. Þrúðr is also listed among the Valkyries who serve the honored dead in Valhalla, forever a symbol of strength, steadfastness, and the thunder god’s proud lineage.



Sep 2, 2025

Geiravör - The Spear Bearer

 This is a revisit of Geiravör Valkyrie of Bearing Spears (or Valkyrie of Impaling, if you will). The previous iteration was in 5th edition stats, here is a pure "OSR" version. I'm still debating what spell-like abilities to give her.

Geiravör

Valkyrie of Impaling 

Aesir Demi-Goddess, Medium Humanoid, Chaotic Good

AC 20 (Natural Armor)

HD 12 (hp 102) 

BHB: +12

Melee Spear (1d8+5, plus Impaling effect)

Save  D3 W4 P4 B4 S7 (F12)

Move 120’ (90’)

XP 3500

TT F

Str: 18/+3 Dex: 17/+2 Con: 16/+2 Int: 14/+1 Wis: 17/+2 Chr: 18/+3

Spear of Impaling: When Geiravör thrusts with her spear, it cracks like thunder. All creatures of her choosing within 120 feet must save vs. Petrify or be deafened for 3d6 rounds.

Innate Spellcasting:

At will: detect evil and good
3/day each: commune, raise dead (to Valhalla/Fólkvangr)
2/day: heal

Geiravör (“spear goddess”) has fiery red-orange hair and wears a cloak of hawk feathers. When she appears on the battlefield, it is taken as a sign that Odin watches over the bravest warriors. She carries a spear with great skill, striking down those who falter in their duty. Though she is not the most powerful of the Valkyries, she is among the most determined and fierce.

Geiravör is known for her strong will and single-minded focus. At times, she will follow her own judgment rather than the guidance of her sisters if it serves her mission. In her former life, she was a shield-maiden to a great jarl, where her bravery and strength earned her the respect of her fellow warriors. Her talent with the spear was so great that she became known as the spear-bearer, or even the spear goddess, for her unmatched skill in battle.




Jul 10, 2025

WotRP: Apt

 As many drawings as I did for Warriors of the Red Planet, I still wish I'd drawn more! It is amazing how much art a roleplaying game book can gobble up. I was rereading Llana of Gothol and thinking about how the Apt was described. Since I didn't draw one for WotRP I sketched out this interpretation for fun.

So many of the creatures on Barsoom are essentially 6-legged centaur like designs.

Apt
AC: 6 [14]
HD: 10
Atk: bite or 2 claws
Dmg: 2d8, or 1d8 each
Save: F10
Move: 120’
XP: 6500

The Apt is a terrible scourge of the frozen north. Running on six powerful legs, it can stand upright on four of them to tear with two massive claws before closing to bite with its tusked maw. Its multi-faceted eyes can see in pitch darkness, and can even see invisible creatures. Its rich fur, ranging from white to yellow, sometimes with black stripes, is highly prized and valuable. Their lairs are often stinking charnel pits, as they enjoy letting their prey rot a bit before feasting.


Jun 17, 2025

Gunslinger: Referee Screens and Ready Reference Sheets

I wrapped up laying out Ready Reference Sheets, horizontal Referee Screens, and form-fillable Character Sheet PDF's for Gunslinger. They have handy tables and charts for running the game, with the information at your fingertips for an exciting Wild West (and Weird West) campaign. I've tried to make them universally useful for any Western roleplaying game that is generally compatible with ODD/BX and related OSR systems. Many of the random charts could be used with any system, as they are not system dependant. 




https://www.drivethrurpg.com/en/product/445855/gunslinger-player-s-survival-pack

May 26, 2025

Norse Beasties - Landvaettir


Landvættir

Medium to Gargantuan (size varies) Elemental
Number Appearing: 1–4
% in Lair: 100%
Alignment: Neutral
Hit Dice: 2–12 (varies by site) hp: 10 (2 HD) to 65 (12 HD)
Armor Class: -2 [22]
Move: 180’ (40’) Some are land bound and cannot move.
Attacks: 1 natural (horn, hoof, stone, etc.) or by elemental force
Damage: 1d6 or 2d10 (by force)
Morale: 11
Save: Varies
Treasure Type: I
Experience Points: 20–2,400

Special Abilities: Place-Bound, Elemental Wrath, Blessing of the Wight

Place-Bound: A landvættir cannot leave its chosen location. It fades if forcibly removed or if the land is destroyed.

Elemental Wrath: When angered, a landvættir may strike with natural force (earth tremor, wind blast, choking roots). This deals 2d6 damage in a 20’ radius, usable 1/day.

Blessing of the Land-Wight: If properly honored (offerings, oaths kept), the landvættir grants +1 to all rolls made within its domain for one day and wards the area against hostile spirits.

Landvættir are immortal, ancient spirits tied to specific natural sites: hills, stones, groves, rivers, or coasts. Though rarely seen, they manifest in animal or elemental forms when disturbed or honored. They defend their domain fiercely from defilement but reward reverence with luck, fertility, and protection.

Rulers once feared placing grotesque symbols on ships lest they scare away the landvættir of Iceland. Disrespecting them may bring crop failure, sickness, or hauntings.

________________________

Norse Beasties is a part of a series on Norse Mythology for classic and old school dnd.


Now available on DriveThru:

https://www.drivethrurpg.com/en/product/518394/norse-beasties

May 2, 2025

Norse Beasties - Queen of the Valkyries

Happy Freya's day. Here is a little treat from the forthcoming Norse Beasties book. 

Queen of the Valkyries
Medium Vanir

Number Appearing: 1
% in Lair: 100% (Sessrúmnir, in Fólkvangr)
Alignment: Lawful
Hit Dice: 20 (hp: 95)
Armor Class: –4
Move: 180’ (60’), Fly 240’ (80’)
Attacks: 1 spear + magic or 2 sword strikes
Damage: 2d10 + 3 or 2d8/2d8
Morale: 12
Treasure Type: W + special
Experience Points: 10,000
Special Abilities: Valkyrie’s Call, Rune Magic, Soul-Chooser, Blessing of Love and War

Valkyrie’s Call (1/day): Freya summons 1d4+1 Valkyries (HD 8 each) to fight by her side. They arrive mounted and armed for war and vanish after 1 hour or when slain.

Rune Magic: Casts spells as a 15th-level Magic-User and Cleric. Her favored spells include Charm, Polymorph Self, Dispel Magic, Hold Person, Cure Serious Wounds, Raise Dead, and Blade Barrier.

Soul-Chooser: Any creature slain by Freya’s hand or spell must Save vs Spells or have their soul drawn to Fólkvangr, beyond the reach of Raise Dead unless she allows it.

Blessing of Love and War: Once per day, Freya may grant all allies within 60’ +2 to attack rolls and morale for 6 turns, or cause all enemies to Save vs Spells or be Charmed by her for 1d6 rounds.

Freya is the radiant goddess of beauty, fertility, sorcery, battle, and the dead, ruling over the field of Fólkvangr and receiving half of those nobly slain in battle. As Queen of the Valkyries, she rides into war upon a great boar or falcon-winged steed, cloaked in shimmering feathers and bearing a spear of starlight. She is both terrible and tender, offering love and death in equal measure.

She wears a cloak of falcon feathers, allowing her to fly and transform into a great hawk at will. Her necklace, Brísingamen, burns with divine light and grants protection against magic (30% resistance).

To see Freya is to fall into awe—whether through beauty or fear. Her favor cannot be bought, only earned through courage, devotion, or true love.

Mar 17, 2025

Happy St. Patrick's Day, Here are some Celtic Legends


My love for mythology in tabletop RPGs started with Deities & Demigods, later I discovered its predecessor Gods, Demigods, and Heroes. This slim volume offered a brief but fascinating look at mythological figures with original D&D stats. While its scholarship may have been a bit thin, especially by modern standards, I’ve always appreciated its brevity. Mythology is a vast and complex subject, and distilling it into something gameable is no easy feat.

The real standouts in the book were the Hyborea and Elric sections—bringing the worlds of Robert E. Howard and Michael Moorcock into the game. However, I’ve always wished that instead of a broad survey, early TSR had released dedicated books focused on specific mythologies, diving deeper into their themes, creatures, and deities for use in OD&D.

That’s why I’m so excited about a new project from my longtime friend and game design partner, Rob Stone. Rob, a passionate scholar of Celtic mythology (and a proud Irishman), has written Celtic Legends: Faeries and Spirits, the first in a series exploring the rich folklore of the Celtic world. I’ve had the pleasure of contributing to the book’s art, layout, and design, and I can confidently say it’s a must-have for anyone looking to bring authentic Celtic myth into their games.

Just in time for St. Patrick’s Day, Celtic Legends: Faeries and Spirits is now available! Here’s a sneak peek at a sample page:

If you love mythology in your RPGs and want a deeper dive into the world of Celtic faeries, spirits, and folklore, be sure to check it out!

https://www.drivethrurpg.com/en/product/515675/celtic-legends-faeries-spirits


Mar 3, 2025

The award-winning Fight On! magazine


The Old-School Renaissance (OSR) kicked off with a burst of creativity, reviving classic tabletop gaming with retro-clones and fanzines. Among them, Fight On! stood out—a gritty, passionate gem from the movement’s early days.

I came to the OSR after its initial surge. Back then, every month brought new retro-clones and zines, a wave of excitement that’s since settled. But the spirit lingers, carried by fans still playing and creating. Fight On! endures too, with a site worth checking out: 

https://fightonmagazine.com/

Early issues and solid compilations are still available. It’s a glimpse into the OSR’s raw beginnings—less polished, more real.

Feb 25, 2025

Fight On #16

 


Fight On #16 is available! It's been a while, and by all indications this is a good one!

Your humble artist blogger even managed to contribute a couple pieces of art for headers:




Get your copies here:

Dec 15, 2024

Playing D&D with just B2 Keep on the Borderlands

 Back in 1981 when I first heard of D&D, I got a hold of B2 Keep on the Borderlands. I had no other rulebook, and had only heard from the other kids on the school bus talk about playing the game. So with my copy of B2 and a couple of friends we played D&D.

How is this possible? We had no character creation rules or much info about the classes. What we did have were the charts in Keep on the Borderlands which gave rudimentary info. And somehow we had a blast exploring the caves, meeting the inhabitants of the Keep, and playing a very limited version of the game. This is how powerful D&D is, even at a fraction of its capability it is still an amazing experience.


I don't remember what characters we played, or much else about the adventure. But shortly thereafter I got the Moldvay Basic set and was off to the races. That Christmas I got the core AD&D rulebooks (except the Monster Manual, I got the Fiend Folio instead...weird I know) and have been playing ever since.


Nov 25, 2024

Gunslinger Core Rulebooks in the Mail

 Gunslinger Role Playing Game books have shipped.

Each person who purchased one, and provided a shipping address, have their copy on the way. So, what was the last little delay? Funny you should ask.

We had one final hurdle to jump. When the books arrived we processed them. Each copy was personalized with a sketch. They were packed and ready to go when we noticed a little detail. The "M" in the strange science gadget "Microset" was clipped on page 87. On closer examination the art was overlapping the text. We reviewed the proof and it was fine, but it seems the clipping mask broke in the final PDF (image on the right). It was a very small detail, but we just couldn't allow it. We had the entire run reprinted, they were fixed and the corrected copies personalized and we repacked them.

Thank you all so much. We've come so far and have arrived at our destination. All books have been shipped and are on their way.

Now that the backer copies are on the way, print copies are available on DriveThruRPG:

https://www.drivethrurpg.com/en/product/435804/gunslinger-roleplaying-game



Aug 27, 2024

Gunslinger - Proof Approved


Last month we sent the final file to the printers. After a few typical pre-press issues such as fonts licensing, validation, and correcting printer specifications we were all good to go and ordered proof copies.

When the proofs arrived we poured over them with a fine tooth comb and they looked good, we found some minor issues to polish that required another proof. We'd come this far and didn't want to rush things at this point. Those revised proofs just arrived and the results are great.

The order has been put in to print the full run to fulfill the Kickstarter. If all goes smoothly they should be arriving mid-September. From there they'll get boxed up and shipped out.

This is my first crowdfunding and I learned a lot! I'm considering writing up a post-mortem to help others avoid some of the pitfalls I fell into.





Aug 23, 2024

Dwarf Crafter - an Original Edition Class


The Dwarf is severely limited in the original edition. It is restricted to the Fighting-Man class and can only rise to 6th level. They get a small number of interesting abilities that are acutely geared toward the sort of dungeon delving that was most popular in the early days of the game (and is still the best fun, in my opinion). While it does not explicitly associate race-as-class like the later Basic editions did, it was implied because they could only be the one class. Taking that idea and extrapolating it further here is a Dwarf class that is explicitly specialized at being a Dwarf.

The original Dwarf clearly drew inspiration from Tolkien, who in turn took his inspiration from Norse mythology. In that mythos there is little difference made between Elves (or Alfar as they are called) and Dwarves (or Duergar). Perhaps oversimplified, but the elves were light and lived in Alfheim, the dwarfs were darker and lived in Svartalfheim. They were semi-magical beings with the ability to craft wondrous items with powerful magical qualities. It makes sense then, that the original edition dwarf would have some magical crafting abilities.

In this version there is no limit to the level a Dwarf may attain, this is balanced by other factors.

DWARF CRAFTER 
An Alternate Original Edition Class
Prime Attribute: Strength, 13+ (+5% XP), 15+ (+10% XP)
Hit Dice: 1d8
Armor/Shield Permitted: Any.
Weapons Permitted: Any.
Languages: Gnome, Kobold, Goblin, Dwarf, Common
Dwarfs are at once Fighting-Men and Craftsmen of the finest sort. The quality of their metal work is legendary. 
Dwarfs emerged from the decomposing corpse of Ymir, the first frost giant. They were born without any distinguishable form or intelligence. Disgusted by their looks, the gods transformed them into a more human form and bestowed upon them a very high level of intelligence, and tremendous skill in crafting items of beauty and wonder.
Dwarfs are dour and stoic, and have a reputation for greed because gold and finely crafted art are their only true joys in life.
All dwarfs are of stocky build and have very broad shoulders. Their general complexion and size depends on their type; hill, mountain, or burrower:

Hill: these ruddy tan skinned dwarfs are about four feet tall and weigh around 175 pounds. This is the typical and most common dwarf.

Mountain: these brown skinned dwarfs are about four and a half feet tall and weigh around 200 pounds. Largest and most boisterous of the dwarfs, they are also not as common.

Burrowers: these gray skinned dwarfs are just under four feet tall and weigh around 150 pounds. Rarely seen on the surface world these reclusive dwarfs are known to delve in the deepest subterranean depths.

Dwarf Crafter Statistics


Dwarf Crafter Saving Throws
*Dwarfs generally save vs. spells at 4 levels higher.

Dwarfs are agile and rugged for their short stocky size. They have a knack for frustrating very large foes in combat thus they only take ½ damage from Giants.
Dwarfs are generally not adept at learning the complexities of spell casting, but they do have a natural ability to resist the effects of magic. This innate Magic Resistance gives them excellent saves vs spells (+4 levels, as already noted on the Saving Throw chart).
Dwarfs are the finest crafters in the known world and can forge weapons, armor, and other items to the highest levels of craftsmanship. Any item crafted by a dwarf has x4 base value and readily takes enchantment. They are the only beings able to craft and wield +3 Magic WarHammers.
A dwarf notices immediately if a surface they are traversing on is an inclined plane. 
The keen eye of a dwarf for craftsmanship and manufacturing gives them a bonus to detect traps, note shifting walls, and notice any new construction underground. 1-2 on d6.
Their keen eyesight extends into the ability to see in the absence of light, thus they have infravision and can see monsters up to 60’ away in the dark.
Goblins & kobolds are a dwarf’s natural (and most hated) enemies, and Dwarfs will attack them before any other enemies in sight. The dwarf gets a +1 bonus to hit when fighting these creatures.

Dwarfling
Optionally the Referee may permit the Dwarf character to begin as a 0 level Dwarfling. They will have 1d6 hit points, +0 Attack Bonus (or fight as a Man), and have saves as 1st level.