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Secrets of the Dwarves
by Sam Witt
Dwarves are an insular lot, keeping mostly to themselves in their subter-
ranean kingdoms and labyrinthine mines. While the more adventurous of
their number may travel to the surface to explore the world and their mer-
chants are always eager to trade with others, dwarves prefer their privacy.
The faces they show to the outside world are not always their true faces, and
the secrets of the dwarves are deeper and stranger than most suspect.
Requires the use of
a Roleplaying
Game Core Book
published by
Wizards of the
Coast, Inc.
This product uti-
lizes updated
material from the
v.3.5 revision.
This supplement provides a dozen secrets the dwarves keep from the rest of
the world and ways in which you can use those secrets in your campaign.
When determining which secrets to use in a campaign, it is important to
remember that not all of these secrets are designed to work in the same cam-
paign. The “World Machine” and “Guardians of the Core” present incom-
patible views of the world, for example.
Secret Descriptions
Campaign Uses
A Cancer of Magic
While arcane power has its uses, only the dwarves
understand magic’s dire consequences. Though
magic appear as an infinite source of power and
energy, in truth it draws its strength from the deeps
of the earth. As centuries pass and magic is used
more frequently, the dark mines and pillars of the
earth’s core grow brittle and collapse. In time, the
dwarves fear, rampant use of arcane magic will
destroy the world, devouring it from the inside out.
Dwarf bounty hunters are scouring the
earth for powerful magic users. They intend
to kill mages and destroy arcane tomes in
an effort to preserve the earth from destruc-
tion. These dwarves believe they are fight-
ing for the future of their world and are
utterly ruthless – they do not believe they,
or the rest of the world, will be safe until the
most powerful magicians and magical
items are hidden away and the knowledge
of the most powerful spells is extinguished.
The dwarves are not entirely against arcane magic,
however. Their studies teach them that magic only
becomes a real danger at its most powerful
extremes. Relatively minor spells (those of 3 rd -
level and below) seem to have little effect on the
world, even when used in large numbers.
Moderately powerful spells (those of 4 th to 7 th
level) are dangerous and create significant prob-
lems even when used sparingly. The most powerful
spells (of 8 th , 9 th , and Epic levels) are so destruc-
tive that even a single spell can cause detectable
erosion of the world.
A drow priestess knows dwarves are hoard-
ing magical items and arcane knowledge;
she will stop at nothing to claim this power
for herself. The dwarves find themselves
under attack from all sides as the drow call
in all their allies and begin a genocidal
attack on the dwarf strongholds. Desperate
and outnumbered, the dwarves send a plea
for help to the surface world, hoping
enough heroes will answer their call to
swing the tide of battle before it is too late.
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A band of gnomes is struggling to pre-
serve the magical heritage of its race and
has come into conflict with the dwarves.
The dwarves will not reveal their secret to
the gnomes and so the battle continues,
with the dwarves stealing magic and
killing sorcerers and wizards while the
gnomes fight to keep their arcane lore
from disappearing forever. Only a canny,
tactful negotiator will be able to get both
sides to set down at the table and work out
their differences without revealing the
dwarf’s secret.
investigate this similarity will find them-
selves drawn into a historical conspiracy
as they trace the origins of dwarf writing
and eventually uncover the alien plot.
Earth elementals are appearing, unbidden,
in dwarf territories. They attempt to com-
municate with anyone who will hear them,
warning them of the coming of the
‘devouring earth.’ These elementals only
remain in place for a short time (2d6 min-
utes) before they are pulled back to their
own plane. Characters who have a chance
to talk with these elementals learn the
basics of this secret.
Alien Runes
The writing of dwarves appears stolid and utilitar-
ian, runes meant for engraving in stone or etching
onto metal. What few know, however, is that the
dwarf language is actually an alien tongue given to
the dwarves by allied earth elementals millennia
ago. What even the dwarves do not know is the
true purpose of their runes – to grant elementals
access to the world of mortals.
Demonic creatures are leaking the truth of
dwarf writing to neighboring kingdoms.
The demons, of course, twist the truth and
tell anyone who will listen that the
dwarves and their elemental allies are
about to spring a trap on the rest of the
world. The demons tell just enough of the
truth to convince nearby powers to begin
taking action, which inevitably results in
hiring adventurers to do some investiga-
tion.
So far, the plans of the elementals have not borne
fruit. The time is coming, however, when the
arrangement of dwarf runes around the world will
finally permit a convergence between the elemen-
tal plane of earth and the material plane. When this
occurs, the elementals will pour forth and begin
waging a war of conquest against all mortals.
Fear of Dragons
Though few would admit it, dwarves fear dragons.
Like dwarves, dragons are hoarders of gold and
other treasures, storing their wealth in vaults hid-
den away beneath the earth. This similarity is the
root of the dwarf fear – their legends speak darkly
of miserly dwarves who become slaves to dragons
or, in some cases, become dragons. Dwarves often
refer to this affliction as ‘dragon fever’ or, more
rarely, ‘the gold curse.’
To prevent the invasion, certain key dwarf sites
will need to be destroyed. Ancient temples,
revered forges, and city keystones must be, at the
least, defaced to prevent the elemental invasion.
Convincing the dwarves to follow through on this
is another matter entirely – even those who know
the dangers these carvings present will be hard-
pressed to destroy such treasures.
Whether or not this is true, many dwarves firmly
believe they will become dragons if they become
too infatuated with hoarding treasures. To prevent
this, some dwarves have begun a twisted sort of
gift-giving, in which they lure outsiders to try and
steal their treasure. The dwarves will often disable
some of their deadlier defenses to allow the
‘thieves’ a better chance at escaping with some
loot, but there are still many dangers to face and
would-be burglars are in real danger if caught in
the act.
Campaign Uses
The characters discover an ancient tome
detailing an evil sect of creatures living on
the elemental plane of earth. Samples of
text taken from the belongings of one of
these creatures bear a striking resem-
blance to dwarf runes. Characters who
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This tradition amongst wealthier dwarves allows
them to comfortably continue their hoarding ways,
knowing someone will eventually come along to
pilfer some of their goods – hopefully preventing
the dwarf from becoming a dragon in the process.
a prison in which hideous enemies of the world
were imprisoned by the gods. The dwarves must
safeguard the core, preventing its occupants from
escaping and, just as importantly, preventing evil
disciples of those occupants from finding their
way to this secret prison.
Campaign Uses
As the years pass, this becomes more and more
difficult. The creatures imprisoned within the
Infernal Core are demons, devils, abominations,
and horrors from other planes. As the strongest
prisoners destroy the weaker, their strength grows
ever greater. Now they send forth dreams and
visions to those who share their evil nature, always
looking for followers they can use to open the
Core and begin a reign of terror.
A dwarf recently completed its transfor-
mation into a dragon and is now holding a
small mining colony hostage. Dwarf lead-
ers believe they can reverse the process by
stealing away enough of the dragon’s
hoard. What the dwarves do not have are
enough thieves to carry out the mission.
To make sure enough treasure is taken,
they hire several teams of adventurers and
turn them loose on the dragon. In a twist to
the usual employment requests, the adven-
turers are specifically told not to kill the
dragon or its slaves; the dwarves want to
rescue the mining colony, not destroy it.
Campaign Uses
Unbeknownst to the dwarves, the Infernal
Core actually holds the old gods of the
world. While these creatures are definitely
hostile to the new gods and their follow-
ers, they are not evil by nature. Druids and
rangers, along with many barbarian tribes
and even some monastic orders, are
receiving visions now and wish to free the
primal gods from their prison.
A clan of dwarves has captured a brood of
young dragons and is attempting to use
them in an alchemical process to reverse
the dragon change occurring in one of the
clan elders. Obviously, the dragons are
willing to do just about anything to get
their children back, but a straightforward
attack can only end in disaster. The char-
acters are hired to sneak in and get the
young dragons out of the dwarf hold.
Alternatively, the characters could be
hired by the dwarves to protect the eggs
from intruders hired by the dragons.
The dwarves now realize at least one of
the denizens of the Core has become so
powerful it threatens the integrity of the
entire prison. Left alone, this beast will
eventually grow too powerful to be con-
tained and will certainly rupture the Core
as it escapes. A group of heroes must be
assembled to venture into the Core, find
this creature, and destroy it before it can
bring ruin to the world.
Three dwarves are racing towards becom-
ing a dragon, each hoping to seize the
power it brings in order to expand their
territory and holdings. Characters may
work for any or all of the dwarves, alter-
nately stealing from and adding to treasure
hordes.
A dwarf seer claims he has seen the truth
of the Core. This seer believes the Core is
not a danger, but rather a great boon which
the petty gods wished to hide from their
children. This heretical dwarf claims any
dwarf who reaches the center of the Core
will become as a god himself. Of course,
the journey will not be easy, given the
powerful guardians the gods have placed
within the core – and the zealous protec-
tion provided by those dwarves who do
not understand the ‘truth’ of the core.
Guardians of the Core
Dwarves do not live below the earth by choice;
they live in their subterranean caverns because
they must. When the dwarves were created, they
were given the duty of guarding the Infernal Core,
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at least in a limited fashion, it can be used to
steer them towards new adventures.
Life’s Work
The greatest dwarf smiths all know, from a very
early age, when they will die. They sense their death
in omens others cannot interpret and are always
aware of their impending mortality. These legendary
smiths also know their lives will not end when their
bodies weaken and collapse from age. Their
essences are transferred into the items they create,
their thoughts and memories are passed down from
generation to generation through the products of
their forges and smithies. Known as True
Masterworks, these items are sacred to the dwarves
who see them as a combination history book and
immortal master smith.
Charismatic dwarf priests have started a cult
based on a number of powerful weapons
they believe are True Masterworks.
Unfortunately, these weapons are all intelli-
gent, evil magical items introduced to the
dwarves by a family of devils. Unless some-
one can convince the priests (and their fol-
lowers) of the real provenance of their ‘True
Masterworks’ the cult will spark off a dwarf
civil war.
Mithril Keys
Dwarves are often called upon to construct vaults,
prisons, chains, and other means of securing objects
or people of value (or those which are dangerous).
While most craftsmen do their jobs dutifully and in
good faith, there are some unscrupulous dwarves
who add in a few special ‘features’ on all such jobs.
Anyone who possesses a True Masterwork may con-
verse with the weapon via a speak with dead spell.
The True Masterwork is not intelligent, but it does
provide expertise and information. If asked about
specific crafting technique the True Masterwork
object provides a +2 bonus to any Craft skill check
involving metal or stone. A True Masterwork object
also provides the equivalent of bardic knowledge in
matters related to dwarf culture. Checks made using
this special ability have a +10 bonus.
The most notable of these features is a vulnerability to
a mithril key. During the creation of the item or struc-
ture, a mithril key is also fashioned which can open
all locks associated with the item. Mithril keys will
not open locks made or installed after the items initial
creation and delivery to the customer, however.
Campaign Uses
Three hundred years ago, one of the greatest
dwarf smiths ever to walk the tunnels of the
Underearth died. During his lifetime, seven
of the most powerful weapons he ever cre-
ated were given as gifts to various human
kingdoms. Now the smith’s ancestors want
those weapons back, as they seek to recov-
er the techniques of their most revered mas-
ter. Unfortunately, due to wars and other
tragedies, many of these weapons have been
lost to the ages. The characters are hired to
track them down and restore them to the
dwarves.
Dwarves have different reasons for creating mithril
keys, but most see it as a safeguard against betrayal.
After all, if someone shorts you on a payment, you
make sure the key gets into the hands of a thief who
will be happy to recover your fee for you – and a lit-
tle off the top for themselves. Dwarves never adver-
tise the existence of these keys, preferring to keep
them secret to protect their reputations and forestall
ambitious thieves who would certainly want to steal
these keys if they knew of them.
Campaign Uses
A group of adventurers discover a True
Masterwork weapon in a treasure trove. A
successful Knowledge (Religion) skill
check (DC 20) uncovers various necroman-
tic entreaties inscribed upon its blade,
including runes denoting communication
with the dead. Once the characters discover
that the weapon can be communicated with,
An ‘impregnable’ vault was found open
with its contents missing. The dwarf who
constructed the vault has hired the charac-
ters to investigate how this happened – but
doesn’t tell them that his mithril key was
stolen several weeks ago. Ideally, the
dwarf wants the characters to find the thief
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and deal with him - permanently. What the
dwarf does not know is that the thief was
the dwarf’s son, who is disgruntled with
the life of a smith and wants to become an
adventurer.
body within a great forge in the hopes that the dwarf
will return in a new form.
Campaign Uses
In the depths of some particularly heinous
dungeon, the characters stumble across a
dwarf skeleton. While most of the dead
dwarf’s gear has long since decayed or been
stolen away, a small mithril key can be found
with some diligent searching (successful
Search skill check, DC 20). The key contains
two items of information useful to its finders.
First, a dwarf heraldic crest is inscribed on its
handle (this is uncommon knowledge, DC
20, for bardic knowledge checks). Second, a
name is written on the barrel in ancient dwarf
runes (Decipher Script, DC 25). The name is
that of a well-known, exceedingly wealthy
merchant from the nearest city.
Dwarf characters are hired to stand watch
over a particularly active forge which is pro-
ducing dwarf children at an accelerated rate.
After the characters start spying on the
forge, it stops producing children. To set
things right, the characters must undertake a
quest to placate the dwarf gods of fertility
and the forge.
Small dwarf towns are being wiped out by
mysterious forces. Neighboring dwarf com-
munities are requesting help and the charac-
ters are hired to check into things. The cause
of the problem is demons, who discovered
the dwarf’s secret and have been switching
dwarf children with disguised demons.
Characters will need to rescue the children
and destroy the demons in order to save the
dwarves.
A beleaguered group of dwarves comes to
the characters with a request for aid. The
dwarves worked together to build a vault for
an avaricious black dragon, who then turned
on the dwarves and refused to pay them. The
dwarves offer the characters a mithril key
which will open the vault used to store the
dragon’s hoard. The dwarves would like the
dragon killed and their fee recovered from its
hoard.
A recent discovery of wraith ore (see below)
has resulted in strange deformities and
deaths amongst newborn dwarves. The
dwarves in this community know nothing
about wraith ore and will have to rely on the
characters to discover the truth. If the char-
acters do not discover the connection
between wraith ore and the deformed chil-
dren, some of the children will become pos-
sessed by evil essences (see wraith ore) and
will turn against their parents.
Reincarnation
of the Forge
Baby dwarves are not born – they are made. The great
forges of the dwarves, used to smelt metal and fash-
ion items of great power, are also the source of dwarf
children. From time to time, at unpredictable inter-
vals, baby dwarves are found in piles of scrap metal
and waste ash near forges. No one ever sees them
placed there, but they are often found shortly after
periods of intense activity or the creation of a partic-
ularly impressive weapon at a given forge.
Scent of Gold
Many dwarves actually can smell gold and use this
ability to track down rich veins of ore, lost treasures,
and heavy coin purses. While this ability varies in
effectiveness, and is available only to a small num-
ber of dwarves, it has allowed dwarf cultures to con-
sistently ferret out and mine gold.
Smell Gold [Racial]
Prerequisite: Must be a dwarf.
Benefit: You are able to smell gold when you
come near it. You automatically detect any gold
within 30 feet (60 feet if downwind from the gold)
These children are fostered to parents by the rulers of
the dwarf community, based in part on whether a cou-
ple has had children before and who owns the forge.
There are those who believe that the children are rein-
carnations of other dwarves cremated at a forge. As a
result, dwarf funerals often involve the burning of the
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