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#RPG people: can you grok this with a fast skim?
(page is shown in 3 parts for ease of screen-reading)
Rules show a roll of 3D6, and you add each intersection, then check results.

2, 3, 4 translates to
2 + 3 = 5
3 + 4 = 7
2 + 4 = 6 

6— Magma streams in the mountain’s heart flow eternally, and mix with underground rivers, producing a great plume of steam at the top. Some tunnels contain steam- traps, where a metal grate will ring the “dinner bell’, and allow hot steam to flow in to cook the intruding predator

7~ A tin seam allows dwarves to mine, and trade with nearby settlements.

8~ In the dark Labyrinth below the mountain, extensive

underground tunnels, filled with fungi, moss, living oozes, skein, and umber hulks. With enough traps laid out for the monsters. this cre- ates a kind of rough garden, or *hunting ground” for the dwarves to gather additional food. It also provides dyes. which dwarves use to tum their beards and hair green, yellow, or blue, depending on their wealth and gender.
2 - A king rules this population. Dwarves consider this bad luck, but the king promises to have a daughter and let her take his place in the next generation.
3– Gold seams run through the mountain, allowing the
dwarves to make precious items, and to trade with
overland peoples.
4– A Hall of Records stands at the base of this moun-
tain, guarded by heavy doors. It works a little like a
library, but only contains factual accounts of the things
dwarves take interest in, such as facts about rocks,
the lineage of queens, descriptions of how to farm on
mountains, and techniques to measure altitude.
Each book has a minimum of three seals, pressed a
dwarven record-keeper, who has verified the authentic-
ity of every statement in the book personally.
5– The ‘Polite Passage’, is the name dwarves use for the
long, thin, bridges they create, with only room for asingle dwarf to walk at a time. Settlements have one for entering. and another for exiting,

Larger rooms around the mountain’s exterior store wide equipment, such as wagons.

9~ 1D6 farms extend outside the mountains, across the fertile lands at the base. The dwarves create them with high stone walls, and polish each brick until it has nothing to hold onto, and no way to climb up.

Inside, may allow as much space as any bailey to grow vegetables for the mountain.

10~ An elevated barley garden around a third of the way up the mountain, provides food for the settlement. No- body can see the gardens from below, as it grows on steps carved into the mountain.

A series of rock-bells will sound when anything steps on them, but do not ring in response to the wind.

11— Aniron seam allows dwarves to create quality weapons and armour. If they have no road out, then they only make rare, wholesale trades.

12— Half way up the mountain, shepherds take sheep and ‘goats on long walks, then put them safely away at night, 10 sleep in stone rooms.
#rpg
@Malin Yes, it's pretty straightforward, although I wonder why the gold vein would result in a lower settlement population than a tin one most of the time.