Rock & Stone
Core RulebookCore Mechanic
For a test, roll a d20 and add the relevant skill; a total above the GM-set difficulty succeeds, while an exact match succeeds with a complication. Natural 20s and 1s produce especially heroic successes and fatal failures.
Best For
Groups who want a fast, rules-light dungeon crawl about unusually capable dwarven mercenaries, with a compact setting and a ready-to-run starting adventure.
Highlights
Gold committed to the dwarven hoard pays for levels, tying treasure recovery directly to advancement. Archetypes grant selectable active and passive abilities, giving each dwarf a distinct role within the shared skill system. Carousing turns a between-adventure roll into complications and opportunities that can seed later expeditions.
Considerations
Characters are built around the last-dwarves premise, although the rules permit other heroes. Advancement grants its largest skill and ability gains through level four, after which levels add only hit points and one skill point. Spells are fixed archetype abilities with limited daily uses, so groups seeking open-ended magic will not find it here.
Third-Party Publishing
The rulebook designates the entire work except artwork and illustrations as AELF Open Gaming Content, with no Product Identity; use requires the license, notices, and required attributions.
The operative terms and game-specific scope are embedded in the official rulebook linked from this creator-controlled page; no separate Rock & Stone publishing-policy page was found.