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Hacking Through Dolmenwood.v3

The document provides an adaptation of equipment and character classes from the game Wormskin for use with The Black Hack 1e, focusing on the Moss Dwarf and Grimlakin classes. It includes details on starting HP, special features, leveling up, and various abilities and spells for each class. Additionally, it offers a list of equipment and armor with their respective attributes and costs.
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0% found this document useful (0 votes)
112 views8 pages

Hacking Through Dolmenwood.v3

The document provides an adaptation of equipment and character classes from the game Wormskin for use with The Black Hack 1e, focusing on the Moss Dwarf and Grimlakin classes. It includes details on starting HP, special features, leveling up, and various abilities and spells for each class. Additionally, it offers a list of equipment and armor with their respective attributes and costs.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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HACKING THROUGH

DOLMENWOOD
Equipment & Classes
adapted from

Wormskin by Necrotic Gnome

For use with The Black Hack 1e


CONTENTS
Equipment : 1

Moss Dwarf : 2-3

Grimlakin : 4-5

NOTE
These classes & equipment have been adapted from their first appearance in
Wormskin Issue 1 (2015).
They differ from those in the upcoming Dolmenwood Player’s Book, one of
three books covering the complete Dolmenwood setting, packed with fairy
tale magic and eerie folk horror.
Access the latest (and heavily moss-coated) Dolmenwood content by joining
the Dolmenwood Patreon at patreon.com/necroticgnome!
ARMOUR
Cork +1 AP 10
Birch bark +2 AP 15
Hog leather +4 AP 20
Ring mail +6 AP 500
Pine cone shield (small/large) +2/4 AP 30/60

WEAPONRY
Sword (single/double-handed) 25/50
Staff 10
Sickle 15
Bow (longbow/crossbow) 25/50
Quiver (arrows or bolts) d10 UD 10

EQUIPMENT
Hessian sack 5/2
Tools (trade/thieves) 2/25
Fishing nets/pots d12 UD 3/5
Mirror 5
Holy symbol of One True God 25
Iron spikes 1
Torches (6) d6 UD 1
Lantern (with oil) d6 UD 2
Rope, 50 feet 1
10 foot pole 1
Wine skin d6 UD 1
Herb pouch d8 UD 10
MOSS DWARF
Starting HP : 1d6+4
HP per Level/Resting : 1d6
Weapons & Armour : Non-metal weapons, organic armour
Attack Damage : 1d6/1d4 unarmed or improvising

SPECIAL FEATURES
Immune to poisonous fungal spores.
Can communicate at basic level with small rodents (squirrels, mice, etc.)

LEVELLING UP
Starting at level 1, roll 1d6 for fertile flesh:
Fungal growth (1), Flower (2), Slime (3), Vines (4), Veg (5), Fruit (6)
Roll to see if attributes increase, roll twice for WIS or DEX
DEX.

KNACKS
Roll 1d8 for knack and adjust as levels increase as noted.
KNACKS
Bird Friend (1) : Converse with birds
Lock Singer (2) : 2 in 6 chance of opening mundane locks with song
Nose Wise (3) : Sniff to smell... fermented foods, or fungi in 1mile
Pocket Lore (4) : Know the number of items in the target’s pockets
1 Root Friend (5) : Coax a root vegetable to reveal its secrets, 1/day
Thread Lore (6) : Whistle a tune to... tie or untie a string or lace
Wood Kenning (7) : 1 min touching wooden item to know... its age
Guest master (8) : Cause sweet liquids to ferment by touch 1pt/min
(1) : Charm a bird companion of HD1 or less
(2) : A whispered cant persuades a lock to reveal its key’s location
(3) : ...identity of plants and fungi which are examined
(4) : Know the contents of the target’s pockets
3 (5) : Summon edible roots to the surface for 1d4 people, 1/day
(6) : ...command loose threads or strings, 1’/round
(7) : ...the emotions the wood has absorbed from sentient beings
(8) : Commune with the yeast; sup dregs to know name
(1) : Relay a 10 word message via the twitterings of forest birds
(2) : Locks within 30’ instantly snap shut after one round of song
(3) : ...true love or heart’s desire of a humanoid within 30’
(4) : Cause a chosen item to leap out of the target’s pocket
5 (5) : Gain harbour in nearby underground roots for 1 hour, 1/day
(6) : ...cause a woven or knitted garment to unravel
(7) : ...name of the last person to touch the wood or its creator
(8) : Belly fermentation belching; causes fainting for 1d6 rounds
(1) : Call down wrath of woodland birds HD3 for 1d6 round, 1/day
(2) : Cause a lock of any complexity to open
(3) : ...scent of subterfuge with 1 in 6 chance of failure
(4) : Exchange random item in the target’s pocket for one in dwarf’s
7 (5) : Summon a root thing from the earth for 1d6 rounds, 1/day
(6) : ...cause ropes to loosen or tighten
(7) : ...the true name of the tree and glimpse its surroundings, 1/day
(8) : Conjure yeasty feast for 1d6 people, 1/day
GRIMALKIN
Starting HP : 1d6+4
HP per Level/Resting : 1d6
Weapons & Armour : Small weapons, all armour
Attack Damage : 1d6/1d4 unarmed or improvising

SPECIAL FEATURES
Pick locks, 1 in 6 chance of success.
Notice invisible creatures or Otherworld passages, 2 in 6 chance.
Iron weapons cause double damage, INT save to avoid smouldering.
Contact with silver causes hairballs & weeping for 1d3 days on failed CON.
If rat within reach, must make INT save else snatches it up and eats it. 1
in 10 chance of spontaneous Chester and INT reduced to 3. No rats for 2
weeks to return to Estray
Estray.
If near death, may choose to become Wilder
Wilder, nothing but gleaming eyes and
invisible, hulking body. Add +2 DEX,
DEX gain 2d6 HP,
HP and can move to Fey
Otherworld at will with prey. Will immediately petrify in sunlight on failed
INT save. Coax back to Estray with potion of virginal blood infused with
crushed toadstone and moonlight.

LEVELLING UP
Roll to see if attributes increase, roll twice for WIS or DEX
DEX.
Lock picking chance improves every second level.

SPELLCATTING
Spells known equal character level.
Spell(s) learnt at random at dawn.
SPELLCATTING

Auditory illusion : Creates a sound of its choosing within 60’


Comprehend languages : Any creature
Darkness globe : 15’ radius centred on target
1
Detect invisibility : Aura appears around invisible object/creature
Enlarge : Twice the tabby, double the damage
Hypnotism : Charmed for 1d6 rounds, INT

Blur : Your body blurs and shifts, gain advantage from attacks
Charm person : Charmed for 1d6 hours, INT
Disappearance : Disappear/reappear parts of its body at will, 1hr
2
Fear : Target cannot approach caster for 1d6 rounds
Invisibility : Can be cast of self, creature, or object for 1d4 hours
Warp wood : Bend wooden plants or objects, 1’ round

Blink : Disappear and reappear within 30’ as bonus action


Dispel phantasm : Go away ghostie
Furball : Vomits 60’ cone of of fur, spittle, and bones, 2d6 damage
3 Gust of wind : Strong wind forces DEX saves else prone
Haste : Quick kitty, quite fast
Suggestion : Target will carry out proposed course of action to best
of its ability within target’s personal moral compass

Dimension door : Particularly potent portal


Mouse hex : Transform target into mouse for 1d4 rounds, INT
4 Musk of the most ancient : Exudes occult stench for maw causing
paralysing fear for each round creature remains with nose, INT
Polymorph self : Lasts until chooses to return to original form
Adaptated by
Luke Earl
aethercorp.games

Conversion published with the


permission of Necrotic Gnome

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