Dwarves
The race of dwarves is perhaps the rarest of all the
demihuman kin in Ravenloft. One of the major
concentrations of dwarves known to exist on the
Demiplane of Dread is the city of Tempe Falls in
Necropolis. Other isolated dwarven communities might
exist, especially in the mountainous regions of the Core, but
none of these has over one hundred members.
Description
Dwarves are short, stocky folk. On the average, male
dwarves stand between three and five feet tall and weigh
between one hundred thirty and one hundred seventy
pounds. Females average somewhat lighter and shorter
than this.
Dwarves live a long time, sometimes reaching an age of
three and a half centuries. A newly generated dwarf
character is usually fairly young, averaging around fifty or
sixty years of age. Table 48: Dwarf Physical Characteristics
can be used to determine the starting height and weight of a
dwarf character.
Table 48: Dwarf Physical Characteristics
Trait |
|
Formula |
Height, Male |
|
43+1d10 inches |
Height, Female |
|
41+1d10 inches |
Weight, Male |
|
130+4d10 pounds |
Weight, Female |
|
105+4d10 pounds |
Starting Age |
|
40+5d6 years |
Maximum Age |
|
250+2d100 years |
Table 49: Dwarf Aging Effects
Age |
|
Years |
|
Effects |
Middle (1/2 Base Max.) |
|
125 |
|
-1 Srt/Con; +1 Int/Wis |
Old (2/3 Base Max.) |
|
167 |
|
-2 Str/Dex; -1 Con; +1 Wis |
Venerable (Base Max.) |
|
250 |
|
-1 Str/Dex/Con; +1 Int/Wis |
Male dwarves favor long, braided beards, although they
often go bald at a relatively young age. Females braid their
hair in long pony tails and often tie ribbons to these braids.
Members of both sexes are born with brown or black hair
that turns silver, gray, or white before they reach maturity.
Dwarves are dark-featured folk. Their skin ranges from
ruddy brown or dark tan to a rich olive, and their eyes are
almost uniformly dark brown or even black. Their clothing
mirrors this, tending toward earth tones and muted colors.
Adventuring dwarves favor hafted weapons like axes, war
hammers, and picks. They almost always wear the heaviest
armor available to them. Because the weapons they wield
generally require both hands to use, they often forego
shields. For melee weapons, dwarves favor the crossbow
and pistol - the former because it is a traditional weapon of
their people, and the latter because it is loud and has a
demoralizing effect on the enemy.
Personality
Like dwarves anywhere, those native to the Demiplane of
Dread are stern and rugged. Some say that the dwarf race is
the least changed by their time in the Mists. After all, they
live underground and are insulated from the terrors of the
surface. Others, however, argue that no people know the
terrors of Ravenloft better than the dwarves. If the stories of
ancient horrors found buried far beneath the Land of the
Mists are true, this may well be the case.
The grim and quiet dwarves of Ravenloft have no use for
idle chatter and speak only when the situation demands it.
They tell no jokes, sing only dirgelike songs, and frown on
festivals or holidays. It is easy to understand why many
people consider dwarves a dour race. They work hard and
cannot abide laziness. So somber a race, it has often been
noted, perfectly suits the shadowy realm of Ravenloft.
Dwarves are an avaricious race, fond of gold and other
precious metals. Their mines are always run efficiently and
make high profits. They also favor strong drink, although
this often makes them argumentative and brings about
disputes and brawls.
It is difficult to imagine a more loyal friend or tenacious
enemy than a dwarf. Anyone lucky enough to befriend one
of these proud demihumans will find an ally who stands by
him in even the most dangerous of situations. By the same
token, however, angering one of these folk is not something
undertaken lightly. Dwarf feuds often span decades and
even centuries, with heirs often seeking revenge long after
the death of the original combatants.
Ravenloft dwarves have much in common with the Viking
cultures of some human worlds. As a result, they usually
worship the gods of the Norse pantheon. Norse and
Scandinavian names, like Gunila, Kallio, and Thorvid are
excellent choices for dwarf characters. In addition, every
dwarf has an appellation of some sort. Common examples
might be "the Bold" or "the Foe Breaker." A typical dwarf
changes these titles several times over the course of his life,
always striving to reflect his greatest accomplishment.
Ability Scores
The physical stamina of dwarves allows them to increase
they drop their starting Constitution scores by one point.
Because of their obstinate, suspicious, and dour natures,
however, their starting Charisma scores drop by one point.
Special Abilities
Because of their unusual nature, dwarves receive many
special abilities not available to other types of characters.
Magic Resistance
Dwarves are nonmagical creatures with little tolerance or
use for wizardry (although they do tolerate priests). This
innate resistance to magical energies manifests through a
bonus to their saving throws vs. rod, staff, or wand and their
saving throws vs. spell. Table 50: Constitution Saving
Throw Bonuses shows the bonus associated with various
Constitution scores.
Table 50: Constitution Saving Throw Bonuses
Ability
Score |
|
Save
Bonus |
1-3 |
|
Nil |
4-6 |
|
+1 |
7-10 |
|
+2 |
11-13 |
|
+3 |
14-17 |
|
+4 |
18-20 |
|
+5 |
21-24 |
|
+6 |
25 |
|
+7 |
Poison Resistance
Because of their naturally resilient physiology, dwarves
receive a similar bonus to saving throws required to resist
toxins. (See Table 50.)
Combat Bonuses
In melee combat, dwarves gain a +1 bonus to all attack rolls
when battling orcs, goblins, half-orcs, and hobgoblins. This
reflects the enmity between these races.
Defense Bonuses
When ogres, ogre magi, trolls, giants, or titans strike at
dwarves in melee combat, each suffers a -4 penalty to its
attack roll. This reflects the skill of dwarves at battling these
large creatures.
Infravision
Centuries of living underground have given dwarves
extremely acute eyesight that extends into the infrared
portion of the spectrum. This enables them to spot heat
sources and, in most cases, see clearly in the dark. See
Chapter 13 of the DUNGEON MASTER Guide for details on this
optional version of infravision. Dwarf infravision functions
out to sixty feet, but the glare from torches, lanterns, and
other light sources spoils this ability.
Mining Skill
Dwarves are miners of exceptional skill. Because of this,
they have many special abilities usable underground. In
order to employ one of these abilities, the dwarf must spend
one round (or longer, as the situation dictates) examining
the area.
Table 51: Dwarf Mining Skill
Dwarves Detect... |
|
...on a 1d6 roll of |
Sloping passages and grades |
|
1-5 |
New tunnel/passage construction |
|
1-5 |
Sliding/shifting walls or rooms |
|
1-4 |
Stonework traps (pits, deadfalls, and so on...) |
|
1-3 |
Their approximate depth underground |
|
1-3 |
Fearlessness
The stern determination and iron will of the dwarves makes
them less vulnerable to fear than other races. Whenever a
dwarf character must make a fear check not caused by a
magical attack, he gains a +2 bonus to his check. This is in
addition to any bonus from a high Wisdom score, so a dwarf
with a Wisdom of 16 would have a total bonus of +4.
Magical Item Use
When using magical items not designed specifically for their
class or race, dwarves suffer a disadvantage. Magical items
have a 20% chance to malfunction when used by a dwarf.
This does not affect later uses of the device.
When using items that have an ongoing effect, like a robe
of blending, a dwarf makes this check when he first
employs the item. If the first check succeeds, he needs to
check again only if the object is removed and donned anew.
If the check fails, the dwarf must wait twenty-four hours
before trying to use the object again.
Magical weapons, armors (including shields), gauntlets,
and girdles are not subject to this effect and function
normally for the dwarf. This applies to both the continuous
and special powers of such items. If a cursed item
malfunctions when the dwarf attempts to use it, he senses
the hazard and can discard it.