TEXT: Gregorius21778: 
  30 Items of the Dwarfs
  for Fantasy OSR RPG
  Version 1.0; created by Kai Pütz 
  (c) 2018
  
  Legal & other stuff:
  Created by:
  Kai Pütz; (c) 2018
  My blog:
  www.gregorius21778.wordpress.com
  My other titles:
  at drivethrurpg.com
  Artwork (cover/page):
  Publisher´s Choice Quality Stock Art (c) Rick Hershey 
  / Fat Goblin Games; used with permission.
  Artwork (background):
  copyright by The Knotty-Works; used with permission
  Further artwork:
  Chris Rallis; published by 1manstudio.de; 
  used with permission
  This product is an independent production by Gregorius21778 and is not affiliated with Lamentations of the
  Flame Princess.  Lamentations of the Flame Princess is a registered trademark owned by James Edward
  Raggi IV.
  How to use this supplement:
  What you have here is a collection of 30 OSR items made with “Dwarfs” in mind. All of them are
  LotFP compatible, but if one exchanges “sp” for “gp” and assigns different Saving Throws it
  should work well with any other OSR-clone, too.
  Most weapons, armor and equipment here may be bought by PC (or assigned to NPC, or a loot
  stash) without any problems. A few entries are “fluff items” that the GM may introduce during a
  game session.  Nine “magic items” are included as well, often crafted by Dwarf enchanters I
  named “runesmiths”. 
  A price list is included at the end of the title, with suggested prices both for a purchase price in a
  Dwarf community as well as far away from one (if possible at all). Each GM is encouraged to pick
  those items that seem to fit his or her “Game World” the most and leave out those that not seem
  to do so.
  
  01# Bread Drink
  The  Dwarfs  are  known  for  potent  brews  and  strong
  alcoholic beverages, but Bread Drink is not alcoholic. It is
  close to porridge in consistence, brown in color, hearty in
  flavor and in fact, it is a concentrated meal. A tankard of it
  will nurture a Dwarf (or man) for two days, or three if
  strenuous  activity  is  avoided.  It  is  popular  among
  travelers, workers and warriors, but  has a few drawbacks .
  First and foremost, it goes off within two days after its 
  preparation, which itself takes about a day (and constant
  heat under the cauldron it is cooked in). Second, even a
  Dwarf cannot eat it for long. If Bread Drink is consumed by
  a Dwarf more than two times a week a Saving Throw
  [Poison] needs to  be passed to  avoid  getting the runs
  (which leads to a loss of nourishment and thereby a -1
  penalty  to  all  dice  rolls  for  1d4  days).  Elves  cannot
  stomach it at all (and get the runs from it immediately)
  while all other races need to pass a Saving Throw when
  they consume it more than once a week. 
  02# Candle Helmet
  The candle helmet is not an item exclusive to the culture
  of  the  Dwarfs,  but  more  common  there  due  to  their
  underground lifestyle. It is a simple (and often: a miners)
  helmet  with  a  small  dish  attached  to  its  front.  The
  “hollow” of the dish faces upwards and has a spike in its
  middle on which a small candle may be stuck. Once lit, the
  wearer has both hands free while still having candle light.
  The candle helmet has proofed less useful in a fight, as the
  candle  tends  to  break  of  and/or  go  out  during  hasty
  movements (roll a d6: on an even number the candle will
  go out on the round equal to the die result).
  A candle helmet adds +1 to armor; but cannot raise it 
  above 14.  Its (smaller) candles will burn for up to 9 turns 
  but still cost 1 cp. 
  03# Caver Bear Piss
  Cave Bear Piss is the name of an alchemical substance that
  is derived from real cave bear piss (usually harvested from
  the  bladder of  a  freshly  slain  specimen).  The urine  is
  mixed with certain other ingredients to stretch it (without
  losing much of the smell of it), and later sold in small glass
  vials.  When some of it is (liberally) sprinkled in a tunnel
  or along a cave opening the stench will make sure that
  beasts that are afraid of cave bears (3 HD or less) stay away
  for  the  next  2d6  hours.  It  is  often  used  to  ward
  underground camp sites. A vial holds six applications.
  04# Deep-Fountain Water
  Deep below the ground the fountains with the purest
  water may be found. So say the Dwarfs, and they are
  not wrong about it. Some of the Deep Fountains have
  water that is very close to elemental water (the essence
  of water itself, so to speak). It may help in the creation
  of magic  potions (roll a d6: on  a  6, the potion  is
  considered to be one level stronger than it should be)
  and it quenches thirst much better than “normal”
  water (only 1/4 of the usual amount is needed). 
  05# Deephunter Whistle
  Down underground, a lot of creatures rely on hearing
  rather  than  sight,  and  many  use  sonar  senses  to
  navigate. Those who hunt in the deep caverns and
  tunnels use special whistles to agitate prey, and  then
  listen  for  their  fluttering,  scratching  or  angered
  growling.
  When a Deephunter Whistle is blown every creature
  with improved hearing and/or sonar senses within
  100´ must pass a Moral test. On a failure, the creatures
  are likely to give away their position due to a reaction
  to the (painful) sound of the whistle. Creatures with a
  HD of 4+ are usually not affected by a Deephunter
  whistle, and while the whistle may keep the user from
  being surprised, its use makes sure that beasts within
  hearing range will not be surprised, either.
  06# Dragonfire Ash Lotion
  The fire of a true dragon is one of the hottest flames
  that exists, so it is said. And even the ashes of such a
  fire holds much of the heat of the flame that created
  it. Dragonfire ash is often captured in small clay or
  stone vials, mixed with fat and oil, and then sealed in
  the vial with wax. This creates a lotion that, once
  rubbed onto the skin, will keep a character warm even
  in the coldest climate. It may double as lamp oil in a
  pinch and will even make damp wood burnable if
  smeared upon it. 
  The lotion is rare, and a vial holds 12 applications. One
  may be used to start a camp fire even with damp
  material or may act as lamp oil (2 turns of light). 2 are
  enough to protect a character from the cold for 24
  hours.   The  damage  from  all  cold-based  attacks
  against  a  character  that  has  been  rubbed  with
  Dragonfire Ash Lotion are halved. If two applications
  are  applied  to  the  blade  of  a  weapon,  half  of  its
  damage counts as fire-based attack. 
  
  07# Dustbomb
  Dwarfs know a lot about dust. What creates it, what the
  dangers of too much dust in the air are, and how to deal
  with it. A dustbomb is considered a “cheap trick” among
  Dwarfs. A small clay vial is filled with very fine stone or
  coal dust, and then sealed with wax. The dustbomb needs
  to be throw against a hard object near its target, so that it
  may shatter (usually, at the ground right in front of it).
  The impact have the fine dust spread immediately. If the
  victim fails a Saving Throw vs. Paralyze, it will inhale at
  least  some  of  the  dust,and  begin  to  cough  heavily  in
  response to it  (no attacks for 1d4 rounds; reduced  by
  Toughness bonus; 1 round minimum). A piece of cloth
  before  mouth  and  nose  protects  completely  against  a
  dustbomb, and creatures that do not need to breath are
  immune against it as well.
  08# Dwarf Rusk
  Those who have eaten Dwarf bread usually complaint that
  it is to hard, and that “´em longbarts seem to mix-up masonry
  and bakery!”. People that complain like that have never
  eaten Dwarf rusk. It is a trail (and iron) ration in the form
  of small, but very hard loafs of bread. One really needs to
  crack the outer layer open to get to the softer inside of the
  loaf, and even said inside is dry as a bone. The recipe is a
  secret guarded by each family, but it is taken as a fact that
  minerals  are  literally  washed  out  of  certain  stones  to
  include them into the bread.
  If water is available, the small loafs make for very good (if
  hard to chew) provisions. Three day worth of rations only
  take up 2/3 of the space of regular iron rations. But water
  is necessary for the body to “break up” the nutrients in
  the stomach. If water is strictly rationed or not available at
  all, Dwarf Rusk will fail to nourish. The price is the same as
  for a standard iron ration. 
  09# Dwarfbrew
  Dwarfs brew some of the strongest beers in the known
  world, and while they all proudly bear colorful names,
  Men often just refer to them as “Dwarfbrew” (while the
  Elves  call  it  “disgusting”).  It  goes  to  the  head  rather
  quickly (Saving Throw after a number of  tankards equal
  to TB+1; the Saving Throw is (-2) for non-Dwarfs. Elves fail
  automatically; throw up and feel sick till the next day).
  Those who are drunk on Dwarfbrew are under the effect of
  a minor version of the Remove Fear spell for a number of
  turns  equal  to  the  number  of  tankards  consumed  (no
  spellcaster bonus; only one auto success on a moral check).
  Those who failed the Saving Throw will not only suffer
  from penalties to all die rolls (up to the GM) but also
  become  aggressive  (Saving  Throw  vs  Devices  to  avoid
  starting a fight if provoked). 
  10# Firespitter
  Most wars of the Dwarfs are either won or lost in
  tunnels, corridors and shafts. They are choke points,
  were a few fighters may hold back a small horde. One
  weapon made for a fight in a tunnel is the Firespitter.
  It is little more than a sturdy iron tube with a touch
  hole for a match to ignite the mixture of black powder
  and other alchemical substances that has been shoved
  into it. A few seconds after the fire was put into the
  hole, a blast of flame engulfs what is in front of the
  opening. The fighters may than drop the tube, draw
  melee weapons and charge the enemy. 
  The  Firespitter  is  a  hand  held  canon  that  is  best
  operated by two characters (one to hold and point it,
  one to put the match to the hole). The weapon deals
  2d6 damage to every target up to 20´ in front of it. A
  Saving Throw vs Breath Attacks may half the damage
  (+1 if a shield is used), but each victim must also pass a
  Saving Throw vs. Devices or will be stunned for one
  round. The weapon counts as two items and adds +1
  encumbrance point. 
  11# Grudgehammer
  A Dwarf that bears a grudge will seek to bring harm
  onto a foe even if it means bringing harm to oneself.
  The  Grudgehammer  is  an  embodiment  of  this
  principle. It is a warhammer with a head that allows
  terrible, heavy blows but at the cost of the balance of
  the weapon. It counts as a medium weapon and deals
  1d8 damage. If the damage roll of a successful attack
  shows a result of 6+, another 1d4 damage are added to
  it. But if an attack roll fails, the attacker suffers from a
  (-2) AC penalty till the start of the next round, as the
  strike unbalances the attacker. 
  A  Grudgehammer  is  always  a  weapon  made  for
  Dwarfs, any non-Dwarf that tries to wield one suffers
  a (-1) penalty to all attack rolls. It is said that when a
  Dwarf swears a grudge-oath by its life to the hammer,
  that it will help  to strike the foes even harder (+2
  attack bonus against a small group of finite enemies,
  e.g. “all goblins of the red-face-tribe”. The maximum
  hit points of the Dwarf are then permanently reduced
  by 1).
  
  12# High Clan Honor-Brooch
  Brooches and clasps are common adornments and jewelry
  among  the  Dwarfs,  and  influential  clans  honor  non-
  members with special brooches: a gift that is rarely given.
  Every ally of the clan will treat the wearer of such a brooch
  with favor (+2 reaction roll bonus), and members as well as
  non-enemies will treat them with respect (+1 reaction roll
  bonus). An enemy or a Dwarf that bears a grudge against
  this  clan  will  react  unfriendly or  even  hostile.  Those
  brooches are always gifts, and never sold. Collectors pay
  200+ sp for such a brooch, while the clan that fashioned it
  will  usually  provide  those  that  bring  the  brooch  of  a
  deceased bearer with a gift (either as reward for returning
  a lost brooch or as a sign of respect for the passed friend,
  to its next of kin).  If sold as a jewelry, it may fetch 100+ sp,
  but a thief that is caught with one by a Dwarf (or a “a
  friend” of a high clan that sells one of its honor gifts) is
  literally risking life and limb: the proud Dwarfs don´t take
  such acts kindly, and their wrath is grim indeed. 
  13# Kinsmen Bell*
  A Kinsmen Bell looks like a simple brass bell but for the
  runes carved around it.  They are made by rune smiths and
  embedded with a magic of their own: their ring can only be
  heard  by  other  Dwarfs.  Kinsmen  Bells  are  a  favored
  method  of  communication  below  ground,  and  usually
  gifted  to  messengers  and  envoys,  or  to  accomplished
  heroes or other noteworthy Dwarfs: they may signal or call
  for help without drawing the attention of an enemy or
  monster. Some cities of the Dwarfs have large alarm bells
  that are Kinsmen Bells, too. If one would be up for sale, it
  could fetch 300+ sp. 
  14# Kinsmen Lock*
  These locks are crafted by runesmiths. When  they are
  forged, blood from the owner of the lock is needed as well.
  No key is made, but the lock opens once the owner touches
  it for three heartbeats. The same is true if the owner´s
  father,  mother,  brother,  sister,  son  or  daughter  would
  touch it for three heartbeats. Kinsmen locks are usually
  made to secure treasures (or heirlooms) that are meant to
  be given to the next generation. There are stories about
  thieves that broke a kinsmen lock only to become cursed by
  the ghost of the maker.
  15# Knot Relief
  These bas-reliefs are carved slaps of stone or wood (or
  sometimes:  tiles  of  cast  bronze).  They  depict  an
  interwoven knot pattern and are used by some Dwarfs
  for meditation. Those that stare at the tile for at least
  a turn while they try to clear their mind and see the
  pattern instead of the knots will treat their WIS as two
  points higher than it is for a number of hours equal to
  the number of turns spend in meditation. Each relief
  is tied to a level, and those of a higher level will find
  lower ones to be ineffective while using higher once
  will be just frustrating. Those with a negative WIS
  bonus may not use a Knot Relief.
  16# Layered Leather Armor
  This kind of armor is not exclusive to Dwarfs, but
  much  more  common  among  them  due  to  their
  increased  ability  to  carry  weights  with  them.  
  Additional layers  of  leather have been  added to a
  regular armor, making it thicker but also more bulky.
  It  is  treated  as  regular leather armor, but  against
  attacks that only do 1d4 or 1d6 damage the AC counts
  as  16  instead.  Layered  Leather  Armor  adds  an
  additional point of encumbrance. 
  17# Livstone Oil
  A Livstone, or “living stone”, is a strange creature that
  may be found in underground rivers (and on rare
  instances on the surface in a mountain area as well).
  Its hard outer shell of calcified material looks like
  rock and is hard and grainy, but there are numerous
  tiniy  openings  with  soft,  pale  flesh  beneath.  The
  creature just lies in a river and filters minerals and
  small organisms  out of  the streaming water. They
  never move, self fertilize and let their offspring drift
  done  the  river  till  they  are to  large  to  move  on.
  Cracking a Livstone open with a hammer reveals it
  insides,  of  which  only  the  oil  is  of  any  value.
  It is a bit like cod-liver oil, but extremely bitter. A
  character that has taken a spoon full of Livstone Oil
  for a day for at least a week will benefit from a +1 to
  all Saving Throws vs. diseases and food poisoning.  A
  flask contains 50 spoons full of the oil.
  18# Mercury Elixir*
  Dwarf alchemist are known to brew an elixir that is
  meant  to  protect  from  magic.  One  of  its  base
  components is mercury, hence its name. For every
  mouthful of Mercury Elixir that a character imbibes, a
  Saving Throw vs. Poison needs to be passed. On a
  failure, the character will permanently lose one point
  of CON between the current and the next adventure.
  But for every mouthful the character will gain a +2
  bonus (cumulative) for Saving Throws vs. Devices (and
  a +1 bonus for Saving Throws vs. Magic) for the rest of
  the day. A vial holds 3 doses.
  
  19# Miner´s Rappee
  To be a miner is to be a man of hard work, and nobody
  works harder than a Dwarf. In order to endure that hours
  of drudging work some of them mix something into their
  rappee,  a  combination  of  certain  salts,  roots  and
  mushroom parts. A nose full of Miner´s Rappee will negate
  the negative effects of exhaustion for (2d6+ CON bonus)
  turns, but afterwards the penalties for exhaustion (and
  possibly the duration for recovery) is doubled. Another
  dose of Miner´s Rappee will of course help her, too. A box
  contains enough for 12 applications.
  20# Nailring Amulet
  While Dwarfs are not a superstitious lot, they are firmly
  rooted in believes and traditions. One such tradition is the
  Nailring Amulet. Whenever a group of Dwarfs goes onto a
  venture together, they each give their leader a nail, as a
  symbol of their trust. These nails are formed into an ring
  shaped  amulet,  and  is  worn  by  the  leader.  When  the
  venture was successful, the leader keeps the amulet as a
  good luck charm. Such charms may be handed over as a
  gift or sign of trust, but are never bought and sold. Doing
  so would ruin their power as a talisman.
  When a character that wears a Nailring Amulet has Dwarf
  retainers and/or followers, the Moral of those is increased
  by one (as it increases their trust in their leader) until the
  first moral check is failed. 
  21# Purified Salt*
  The faith of the Dwarfs is one that has many analogies
  rooted  in  the earth  and  minerals. Salt  is  a  symbol of
  purity, and ritually purified salt is something that they
  hold as dear as men do holy water. 
  If a line (or circle) is created with it, evil creatures (see
  Protection from Evil for the definition) are unable to cross
  unless they are 4th level or higher. In that case, they may
  cross it after they passed a Saving Throw vs. Devices. Each
  failed attempt to cross causes 1 point of damage to such a
  creature, but once successful the whole line goes up in
  smoke. Otherwise, purified salt has the same qualities as
  holy water.  
  22#Rune Arrow/Bolt
  The rune smith of the Dwarfs sometimes edge the heads
  (metal or stone) of arrows or bolts with mighty symbols, so
  that  they  may  be  used  to  fight  creatures  otherwise
  unbeatable by mundane missile attacks. An attack with a
  Rune Arrow or Bolt counts as an attack with a magic
  weapon. When the attack is successful and deals damage
  to a target that may not be harmed by mundane means,
  the rune burns itself up and loses its magical powers.
  23# Rune Shield*
  To honor great warriors and to protect them against
  evil forces, rune smiths adorn and magically reinforce
  their shields with signs of protection. A rune shield
  provides a Dwarf or warrior with a +1 bonus on all
  Saving Throws vs. Devices and Magic where a magical
  attack is used against the character. After each fight
  the shield was used in the bearer must roll a d6. On a
  result of 1 the runes where damaged badly and are
  now “bleeding” their magic charge, so that the shield
  will only be a mundane shield on the beginning of the
  next adventure.
  24# Rune-carved Gem*
  Diamonds are said to be eternal, and Dwarfs value
  gems for being beautiful, rare, valuable and unfading.
  A special form of a charm is a gem that has been
  carved  with  a  rune  that  represents  the  Dwarf
  possessing it, to forge a bound between the Dwarf and
  the gem, so that the precious stone´s resilience may be
  granted to the Dwarf as well.
  When a Dwarf character owns (and has not lost) a
  Rune-carved Gem, the PC may add +1 to all rolls to
  increase maximum hit points during level increase
  (the result max never exceed the maximum, so). When
  (level of the character x200) exceeds the value of the
  gem in sp, the character will no longer benefit from
  the effect. A Dwarf that lets a rune-carved gem be
  created for him or her more than once will suffer from
  a curse called “Wrath of the Rune Gem”:  the character
  will suffer a (-1) penalty to all Saving Throws for each
  increment of 250sp in valuables he or she carries on
  person (maximum: -4).
  25# Stonegreeter*
  Dwarfs  treat  stone  with  respect.  It  carries  their
  structures,  it  is  their  first  and  foremost  working
  material,  it  often  is  what  they  literally  life  in
  underground. A Stonegreeter is a ritual pick forged
  and  encarved  by  a  runesmith.  When  a  character
  strikes the wall of a natural cave complex it is going to
  enter three times with it, he and the group he travels
  with receives the blessing of the cave complex (equal
  to a first level Bless spell: the point pool is shared by
  the  whole  party  after  is  has  been  rolled  for).  A
  Stonegreeter may only be used once per day, and if
  the  pick  is  used  for  any  regular  work  it  loses  its
  magical power immediately. 
  
  26# Treasure Spinner*
  Treasure Spinners  are  filigree  works  of  metal,  moving
  parts and gold foil. They are tools of augury created by the
  runesmiths to help those in search of riches. Once placed
  on the ground and set into motion, the way the spinner
  turns  and  tilts  may  reveal  nearby  wealth.   Usually,
  prospectors  and  miners  interpret  their  dance  on  the
  ground  to  estimate  the  chance  of  a  worthy  find,  but
  adventures may use them to reveal hidden treasures, too.
  A character that uses a Treasure Spinner before a Search
  may use two dice for the test. When something worth 100+
  sp may be found with a successful roll the GM only counts
  the better result, otherwise only the worse result counts
  (as the character is disenfranchised by the indications of
  the spinner).
  27# Trollslayer*
  Since the dawn of their time the Dwarfs had to face many
  enemies, and one particular bothersome was and is the
  troll. These monsters are not common, but dangerous:
  they regenerate even the most heinous wounds just given
  a moment of time. The runesmiths have found ways to
  forge baneful weapons against those beasts (and all other
  that regenerate wounds on their own). The rune weapons
  they  fashioned  are  known  among  the  Dwarf  as
  Trollslayers. 
  A Trollslayer is a regular weapon of its kind, but it defies
  non-undead  monsters  ability  to  regenerate  wounds  on
  their own (e.g. with an ability instead of a spell). This only
  applies to damage caused with the Trollslayer.
  28# Wedgespear
  Some of the enemies the Dwarf face, in the tunnels below
  as well as in the world above, are protect by thick scales
  (be it a monstrous hide or a set of armor). The Wedgespear
  is a heavy thrusting spear with a steel tip that is spike-like,
  but  broadens  at  the middle. In  the hands of a strong
  fighter, it may break up scales and mail alike.
  A character with an STB of at least +1 will receive a +1
  attack bonus against enemies protected by chain mail,
  scale  mail  or  thick  “natural”  scales  (GM´s  choice).  A
  Wedgespear is to heavy to be thrown, but may be used to
  receive  a  charge.  In  that  case,  the  special  bonus  is
  increased from +1 to +2 (even for characters that do not
  match the strength requirement). 
  29 #Winch-Bow
  A crossbow is bothersome to ready, the power that
  propels  the  bolt  through  armor  is  created  by  the
  archer putting it into the reloading process. Especially
  a heavy crossbow becomes bothersome if it is to be
  used again in a larger fight. Dwarfs make use of an
  especially sophisticated winch-mechanism in some of
  their  heavy  crossbows  (also  called  winch-bows  by
  them). A Dwarf operating a winch-bow may fire it
  every second round instead of every third. Humans
  and Elves do not benefit from this rule, because the
  winch was not crafted for their arm length. 
  30# Wormroot Decoction
  Wormroot is a rare and resilent tuber plant named for
  it  numerous,  fleshy  roots.  Its  bitterness  makes  it
  inedible, but a decoction made from it has beneficial
  properties. Bandages soaked in Wormroot Decoction
  are the field-equivalent of “rest in a comfortable bed
  in a clean room” (+1 healing, if any). The decoction
  takes an hour to prepare, and loses its effect after 3
  days (or after one day if not stored corked vial). 
  Table
  Dwarf
  Other
  Bread Drink
  12 cp
  25 cp
  Candle Helmet
  16 sp
  20 sp
  Caver Bear Piss
  20 sp
  50 sp
  Deep-Fountain Water; quart
  1 sp
  2 sp
  Deephunter Whistle
  5 sp
  15 sp
  Dragonfire Ash
  30 sp
  50 sp
  Dustbomb
  1 sp
  2 sp
  Dwarf Rusk/Day
  1 sp
  2 sp
  Dwarfbrew/tankard
  1+ sp
  2+ sp
  Firespitter
  75 sp
  100 sp
  Firespitter; one shot
  5 sp
  10 sp
  Grudgehammer
  20 sp
  50 sp
  Honour-Brooch of a High Clan
  n/a
  n/a
  Kinsmen Bell*
  300+ sp
  500+ sp
  Kinsmen Lock*
  500 sp
  n/a
  Knot Relief
  Lvl x100 sp
  Lvl x200 sp
  Layered Leather Armor
  40 sp
  50 sp
  Livstone Oil
  40sp
  50 sp
  Mercury Elixir*
  100 sp
  250 sp
  Miner´s Rappee
  5 cp
  2 sp
  Nailring Amulet* 
  n/a
  n/a
  Purified Salt*
  30 sp
  40 sp
  Rune Arrow/Bolt*
  5 sp
  25 sp
  Rune Shield*
  100 sp
  250 sp
  Rune-carved Gem
  special
  special
  Stonegreeter*
  250 sp
  n/a
  Treasure Spinner*
  300 sp
  1000 sp
  Trollslayer*
  500 sp
  1500 sp
  Wedgespear
  10 sp
  15 sp
  Winch-Bow
  50 sp
  100 sp
  Wormroot Decotion
  1 sp
  3 sp
  
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SOURCE: textdata/thevault/Lamentations of the Flame Princess/LotFP Supplemental/30 Items of the Dwarfs [v1.1] (LotFP).pdf