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Dwarves, Mystaran

by John Walter Biles

The creations of Kagyar, the heart of the Mystaran Dwarves is the nation of Rockhome and its 8 clans.

Buhrodar Paladin, Level 4 Soldier
Medium Natural humanoid XP 175
Initiative +5 Senses Perception +6; low-light
HP 56; Bloodied 28
AC 20; Fortitude 17, Reflex 14, Will 17
Saves +5 vs. Poison
Speed 5
m Warhammer (standard; at-will) | Martial, Weapon
+11 vs. AC; 1d10 + 4 damage.
M Holy Strike (standard; at-will) | Divine, Radiant, Weapon
+11 vs. AC; 1d10 + 4 radiant damage.
Divine Strength (Minor; Refresh 6) | Divine
The Buhrodar Paladin adds +4 to his damage on his next successful attack.
Lay on Hands (Minor; 4/day) | Divine, Healing
By touch, he can heal 14 points of damage to himself or an ally.
Stand Your Ground
When an effect forces a dwarf to move—through a pull , a push, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf can roll a saving throw to avoid falling prone
Alignment Good Languages Common, Dwarf
Skills: Diplomacy +9, Dungeoneering +8, Endurance +12, History +8, Religion +8
Str 18 (+6) Dex 12 (+3) Wis 18 (+6)
Con 16 (+5) Int 13 (+3) Cha 15 (+4)
Equipment Holy Symbol of Kagyar, Plate Armour, Heavy Shield, Warhammer

The Buhrodar clan have an interest in both military and religious affairs; thus the role of Paladin suits them quite well. The Buhrodar are theocrats at heart, but basically benevolent ones. At least now when they're not holding the supreme power they seem to want...

Dwarven Cleric of Kagyar, Level 6 Soldier (Leader)
Medium Natural humanoid XP 175
Initiative +7 Senses Perception +8; low-light
HP 74; Bloodied 37
AC 20; Fortitude 17, Reflex 15, Will 20
Saves +5 vs. Poison
Speed 5
m Warhammer (standard; at-will) | Martial, Weapon
+13 vs. AC; 1d10 + 3 damage
Priest's Shield (standard; at-will) | Divine, Weapon
+13 vs. AC; 1d10+3 damage and the Cleric and one adjacent ally gain +1 AC to the end of his next turn.
Fires of Kagyar's Forge (standard; at-will) | Divine, Healing, Radiant, Weapon
+11 vs. Fortitude; 1d6+5 radiant damage and one ally within 10 squares gets 5 temporary HP or may make an immediate saving throw.
Kagyar's Blessing (Immediate Interrupt; Refresh 5-6) | Divine
Ranged 10; when the Cleric or an ally fails a saving throw, they receive an immediate reroll, taking the second result. If the condition was imposed by something with the Arcane or Poison keywords, they add +5 to the save.
Healing Word (Minor; 2/encounter)| Divine, Healing
Close Burst 5; the target may spend a healing surge and also heals 2d6 bonus HP (NPCs heal 1/4th their HP +2d6. Used on himself, it heals 18+2d6 HP)
Stand Your Ground
When an effect forces a dwarf to move—through a pull , a push, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf can roll a saving throw to avoid falling prone
Ritual Magic
Priests of Kagyar learn a variety of rites to help their community. Cure Disease, Gentle Repose, Hand of Fate, Speak with Dead, and Traveller's Feast are quite common.
Alignment Good Languages Common, Dwarf
Skills: Arcana +9, Dungeoneering +10, Endurance +9, Heal +13, History +9, Religion +9
Str 17 (+6) Dex 14 (+5) Wis 21 (+8)
Con 18 (+7) Int 13 (+4) Cha 15 (+5)
Equipment Plate Armour, Warhammer, Heavy Shield, Holy Symbol of Kagyar

Priests of Kagyar serve the entire dwarven community and are found in every clan; the Buhrodar clan is especially noted for producing clerics, however.

Everast Diplomat, Level 4 Controller
Medium Natural humanoid XP 175
Initiative +3 Senses Perception +6; low-light
HP 57; Bloodied 28
AC 18; Fortitude 16, Reflex 15, Will 17
Saves +5 vs. Poison
Speed 5
m Battleaxe (standard; at-will) | Martial, Weapon
+9 vs. AC; 1d10 + 2 damage.
R Taunt (standard; at-will) | Psychic
Ranged 10; +8 vs. Will; 1d6+4 Psychic Damage and Pull 2
Witty, Distracting Banter (standard; encounter) | Psychic
Close Burst 4; +8 vs. Will; 1d6+4 Psychic Damage and all targets are –2 to AC (save ends)
Stand Your Ground
When an effect forces a dwarf to move—through a pull , a push, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf can roll a saving throw to avoid falling prone
Alignment Good Languages Common, Dwarf, Elf, Halfling
Skills: Bluff +11, Diplomacy +11, Dungeoneering +8, Endurance +7, History +10, Insight +11, Streetwise +11
Str 14 (+4) Dex 9 (+1) Wis 18 (+6)
Con 17 (+5) Int 15 (+4) Cha 18 (+6)
Equipment Chainmail and Light Shield in battle; Cloth Armour during work; Battleaxe, Paperwork and Writing Utensils

The Everast Clan are diplomats and administrators, the long-time rulers of Rockhome and quite aware everyone else wants a piece of their pie. Everast Diplomats staff embassies around the world, avoiding battle if possible, but using their social skills to help support their allies.

Hurwarf Cave Delver, Level 4 Skirmisher
Medium Natural humanoid XP 175
Initiative +5 Senses Perception +11; low-light
HP 57; Bloodied 28
AC 18; Fortitude 17, Reflex 14, Will 16
Saves +5 vs. Poison
Speed 5
m Battleaxe (standard; at-will) | Martial, Weapon
+9 vs. AC; 1d10 + 4 damage.
r Handaxe (standard; at-will) | Martial, Weapon
Ranged 10; +9 vs. AC, 1d6+4 damage
M Twin Strike (standard; at-will) | Martial, Weapon
The Hurwarf attacks once at +9 vs AC; 1d10 damage and once at +9 vs. AC; 1d6 damage against the same or different targets adjacent.
R Swift Throw (standard; at-will) | Martial, Weapon
The Hurwarf makes 2 Handaxe attacks.
M Evasive Strike (standard; encounter) | Martial, Weapon
The Hurwarf may shift up to 5 squares before or after the attack; +9 vs. AC; 3d8+4 damage
Yield Ground (Immediate Reaction; encounter) | Martial
When damaged by an enemy's melee attack, the Hurwarf may then shift 4 squares immediately.
Stand Your Ground
When an effect forces a dwarf to move—through a pull , a push, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf can roll a saving throw to avoid falling prone
Alignment Unaligned Languages Dwarf. All other languages are INFERIOR.
Skills: Athletics + 11, Dungeoneering +13, Endurance +12, Heal +11
Str 18 (+6) Dex 12 (+3) Wis 18 (+6)
Con 17 (+5) Int 13 (+3) Cha 14 (+4)
Equipment Chainmail, Battleaxe, 10 Handaxe Bandolier, Climbing Gear, Exploration Kit, Medical Kit

A fair number of Hurwarf like to explore the Shadowdeep of Mystara and to explore caverns in general. After all, if the Dwarves are to prosper below ground, away from other nasty races, they're going to need more space. Hurwarf cave delvers are eagerly sought after by all-dwarf explorer and adventurer groups who plan to stay away from other races at least for now.

Skarrad Artificer, Level 4 Controller (Leader)
Medium Natural humanoid XP 175
Initiative +5 Senses Perception +11; low-light
HP 56; Bloodied 28
AC 18; Fortitude 17, Reflex 16, Will 15
Saves +5 vs. Poison
Speed 5
m Rune Hammer (standard; at-will) | Arcane, Weapon
+9 vs. AC; 1d6 + 4 damage and one ally within 5 squares gets 6 temp HP.
M Supportive Strike (standard; at-will) | Arcane, Weapon
+7 vs. Reflex; 1d6 +4 damage and target has –2 to AC until the end of his next turn
Wall of Vapours (standard; encounter) | Acid, Arcane, Zone
The Artificer hurls bottles of reagents which mix and form a barrier of acidic vapours 5 squares long and 2 high. Anyone who enters these squares or starts their turn inside them takes 2d6+4 acid damage; anyone adjacent is attacked +7 vs. Fortitude; 1d6+4 acid damage. The zone lasts until the end of his next turn. Sustain Minor: The zone lasts another turn.
Curative Formulas (Minor; 2/day) | Arcane, Healing
Close Burst 5; the targeted ally may spend a healing surge, regaining 1d6 extra HP as well. (NPCs recover 1/4th their base HP +1d6. He recovers 14 +1d6)
Repair Object (Minor; encounter) ) | Arcane, Healing
With a touch, he heals 14 points of damage to an object.
Stand Your Ground
When an effect forces a dwarf to move—through a pull , a push, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf can roll a saving throw to avoid falling prone
Ritual Magic
Skarrad Artificers learn rituals which allow impressive feats of engineering and magic item creation. Arcane Lock, Enchant Item and Transfer Enchantment are common.
Alignment Good Languages Dwarf. All other languages are INFERIOR.
Skills: Arcana +11, Dungeoneering +11, Heal + 9, History +11, Thievery +9
Str 15 (+4) Dex 14 (+4) Wis 15 (+4)
Con 18 (+6) Int 18 (+6) Cha 12 (+3)
Equipment Leather, Rune Hammer, Repair Equipment, Writing Utensils and paper for plans

Dwarves like to have magical items but don't trust most Arcane power users. Some Dwarves, however, become Artificers and learn how to make temporary and permanent magic items. The Skarrad Clan tends to produce the best Artificers and Engineers.

Syrklist Merchant, Level 4 Lurker
Medium Natural humanoid XP 175
Initiative +8 Senses Perception +11; low-light
HP 45; Bloodied 22
AC 18 (*22); Fortitude 14, Reflex 16, Will 16
Saves +5 vs. Poison
Speed 5
m or r Dagger (standard; at-will) | Martial, Weapon
(Ranged 10 if thrown); +10 vs. AC; 1d4+2 damage
m Shortsword (standard; at-will) | Martial, Weapon
+9 vs. AC; 1d6 + 2 damage.
M Sly Flourish (standard; at-will) | Martial, Weapon
+9 vs. AC; 1d6 + 6 damage.
Artful Dodger
*+4 to AC vs. Opportunity attacks
Quick Draw (Minor; at-will) | Martial, Weapon
+7 vs. Will; The Merchant pulls a concealed dagger out of his clothing, surprising a foe. This may only be used once on any given foe; he now has combat advantage if he then takes a Dagger attack on that foe, ranged or melee.
Backstab
+2d6 damage when he has combat advantage
Master of Deceit (Minor; encounter)
He may reroll a failed Bluff check, but must take the second result.
Stand Your Ground
When an effect forces a dwarf to move—through a pull , a push, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf can roll a saving throw to avoid falling prone
Alignment Unaligned Languages Common, Dwarf + 2 others
Skills: Bluff +11, Diplomacy +11, Dungeoneering +8, Endurance +6, Insight +11, Streetwise +11
Str 12 (+3) Dex 14 (+4) Wis 18 (+6)
Con 15 (+4) Int 15 (+4) Cha 18 (+6)
Equipment Leather, Shortsword, Merchant Outfit, Trade Goods and Record Books, Contracts, 10 concealed daggers

Syrklist merchants don't fight unless they must, but let's face it, business often gets messy, whether it's bandits, cheating trade partners or sudden illegal tax collection attacks.

Thoric Redhand, Dwarven Cleric and Minister of Histories, Level 8 Soldier
Medium Natural humanoid XP 175
Initiative +8 Senses Perception +10; low-light
HP 92; Bloodied 46
AC 24; Fortitude 21, Reflex 19, Will 22
Saves +5 vs. Poison
Speed 5
m Battleaxe (standard; at-will) | Martial, Weapon
+15 vs. AC; 2d6+5 damage; +1d6 on a Crit
M Kagyar's Shield (standard; at-will) | Divine, Weapon
+15 vs. AC; 2d6+5 damage and he and 1 adjacent ally gain a +1 bonus to AC until the end of his next turn; +1d6 on a Crit
R Kagyar's Assistance (standard; at-will) | Divine, Implement, Radiant
Ranged 5; +13 vs. Reflex; 1d8+6 damage and one ally gains 6 temp HP or makes a saving throw at +2
Kagyar's Condemnation (standard; Refresh 5-6) | Divine, Weapon
+15 vs. AC; 3d8+5 damage and the target's weapon or implement breaks if it is mundane; enchanted weapons or implements are dropped and pushed 2 squares; +1d6 on a Crit
Engineering Expert
Thoric spots traps at +5 inside dwarf-made areas and moves through difficult stonework areas as if they were normal terrain.
Stand Your Ground
When an effect forces a dwarf to move—through a pull , a push, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf can roll a saving throw to avoid falling prone
Mounted Combat
Thoric has the Mounted Combat feat
Alignment Good Languages Common, Dwarf
Skills: Dungeoneering +17, Endurance +11, History +12, Insight +15, Religion +12
Str 16 (+7) Dex 15 (+6) Wis 22 (+10)
Con 20 (+9) Int 17 (+7) Cha 14 (+6)
Equipment Holy Symbol of Kagyar, Plate Armour, Heavy Shield, Battleaxe +1 of Returning (Free Action; Encounter Power: Summon the weapon to your hand from up to 20 squares away), Riding Lizard

Thoric Redhand is the son of the head of the Buhrodar clan, an expert engineer and dwarven cleric. He has now turned to the study of history and is minister of records for the King. He is friendly as dwarves go. He is a very valuable source of rare information thanks to his access to the records.

Torkrest Military Officer, Level 4 Soldier
Medium Natural humanoid XP 175
Initiative +8 Senses Perception +11; low-light
HP 45; Bloodied 22
AC 20; Fortitude 14, Reflex 16, Will 16
Saves +5 vs. Poison
Speed 5
m Warhammer (standard; at-will) | Martial, Weapon
+11 vs. AC; 1d10+4
R Crossbow (standard; at-will) | Martial, Weapon
Ranged 20; +11 vs. AC; 1d10+4
Officer's Command (standard; at-will) | Martial, Weapon
An adjacent ally makes a basic melee attack against a target of his choice, adding +3 damage
Hold the Line (standard; encounter)
+11 vs. AC; 3d6+4 and all allies adjacent to him gain +2 to all defences and cannot be pushed, pulled, or slid until the end of his next turn.
Hold Your Position (Immediate Interrupt; Refresh 5-6)
When an ally within 10 squares is pushed, pulled, or slid, the Torkrest may negate that movement before it happens by successfully attacking with +9 vs. Will of the person directing the movement.
Stand Your Ground
When an effect forces a dwarf to move—through a pull , a push, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf can roll a saving throw to avoid falling prone
Alignment Good Languages Common, Dwarf + 1 other
Skills: Athletics +11, Dungeoneering +7, Endurance +12, History +10, Intimidate +9
Str 18 (+6) Dex 9 (+1) Wis 16 (+5)
Con 17 (+5) Int 16 (+5) Cha 15 (+4)
Equipment Platemail and Heavy Shield, Warhammer, Crossbow

The Torkrest Clan have an especial interest in military affairs and the officer corps is dominated by members of the Torkrest clan. They hate to retreat and are good at helping allies to stand fast.

Wyrwarf Clan Farmer Militia, Level 4 Brute
Medium Natural humanoid XP 175
Initiative +2 Senses Perception +5; low-light
HP 45; Bloodied 22
AC 16; Fortitude 17, Reflex 14, Will 16
Saves +5 vs. Poison
Speed 5 (6 on Riding Plough)
m Halberd (standard; at-will) | Martial, Weapon
Reach 2; +7 vs. AC; 2d8+4 damage
r Crossbow (standard; at-will) | Martial, Weapon
Ranged 20; +8 vs. AC; 1d10+4
Hook and Throw (standard; encounter) | Martial, Weapon
Reach 2; +5 vs. Reflex; 3d8+4 damage and Slide 3
Field Fortifications Expert
The Wyrwarf Farmer Militia can throw up field fortifications in half the normal time* and never treats field fortifications as difficult terrain. *Assumes they are using Riding Combat Ploughs.
Threatening Reach
The Wyrwarf can make opportunity attacks against all enemies within its reach (2 squares).
Stand Your Ground
When an effect forces a dwarf to move—through a pull , a push, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf can roll a saving throw to avoid falling prone
Alignment Good Languages Common, Dwarf
Skills: Athletics + 11, Dungeoneering +7, Endurance +12, Heal +10, Nature +10
Str 18 (+6) Dex 11 (+2) Wis 17 (+5)
Con 18 (+6) Int 13 (+3) Cha 14 (+4)
Equipment Hide Armour, Halberd, Hoe, ( Possibly Riding Combat Plough pulled by Rockhome Lizards), Spade

The Wyrwarf are a mixture of farmers and outcasts; they don't go into battle when possible, but if they have to, they convert their riding ploughs into combat platforms and move out, using reach and ranged weapons when possible.

Wyrwarf Riding Combat Plough (Vehicle)
2 by 3 squares, pulled by 4 Rockhome Lizards in two parallel lines.
HP 100 AC 10 Fortitude 16 Reflex 5
Speed 6
Pilot
The Pilot must sit behind one of the two lines of riding lizards and devote himself to driving
Passengers
Up to 5 other medium or smaller creatures, one per square, may ride and operate the weaponry
Out of Control
The Plough keeps moving straight forward until the Rockhome Lizards get tired or die or see they'll go off a precipice / run into flames / etc. if they don't stop.
Cover
The Riding Plough offers Cover to its passengers thanks to crude wooden shields nailed to the sides.
Mounted Weapon: Giant Crossbow
Whoever rides next to the pilot fires this with their own skill; it inflicts 2d10+Dex modifier damage on a successful hit. Range 20/40 It is a simple ranged weapon with a +2 proficiency bonus.
Plough
It treats any kind of earthy or stone difficult terrain as normal terrain and indeed chews it up, leaving difficult terrain along its line of movement as it ploughs the earth. (Riding Combat Ploughs can ignore this effect from other combat ploughs)
Field Fortification Construction
Half the construction time for field fortifications if you have enough of these relative to the scale of the work.
Optional Engine Replacement*
A single Large Giant Slug can replace all four Rockhome Lizards if one is available.

In wartime, the Wyrwarf turn their riding ploughs into mobile combat platforms; typically one dwarf pilots, one fires the giant crossbow, two stand ready to repel attacks with halberds and two fire crossbows as they race across the battlefield.