Dolmenwood Preview
Dolmenwood Preview
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dolmenwood.com
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Version September 23, 2024
Writing: Gavin Norman. Additional writing: Amelia Luke (some breggle trinkets), Frances Northcutt Green (hex 1608),
Andrew Walter (hex 1309—with Gavin Norman). Game design consultant: James Spahn. Editing: Noah Green, Gavin
Norman, Caleb Stokes, Brandes Stoddard, Rabbit Stoddard. Layout: Gavin Norman. Visual design: Vasili Kaliman, Gavin
Norman. Art: Aaron Howdle, Andrew Walter, Arlin Ortiz, Chris Huth, Theren Lazauski, Jana Heidersdorf, Jethro Lentle,
Kyle Patterson, Mish Scott, Pauliina Hannuniemi, Rachel Quinlan, Tom Kilian, Ulla Thynell. Dolmenwood player’s map:
Jonathan Newell, coloured by Zach Kallas. Dolmenwood referee’s map: Glynn Seal. Dolmenwood logo: Tim Hastings.
Setting conception: Dolmenwood was originally conceived by Gavin Norman and Greg Gorgonmilk in 2013. It was partially
developed in the Wormskin zine (2015–2018), before being fully realised in the Dolmenwood Player’s Book, Dolmenwood
Campaign Book, and Dolmenwood Monster Book.
Text and design © 2023 Necrotic Gnome. Dolmenwood®, Old-School Essentials™, and all related characters and elements are © 2023 Necrotic Gnome. All Rights
Reserved. Brown fill-in illustrations by Aaron Howdle (© 2023 Necrotic Gnome). Art credits by page: 27 © 2023 Andrew Walter; 57 © 2023 Arlin Ortiz; 1, 4, 13,
24, 35, 42, 51, 68 © 2023 Chris Huth; 54 (lower), 55, 70 Chris Huth (© 2023 Necrotic Gnome); 6 © 2023 Emma Lazauski; 22, 23, 29 © 2023 Jana Heidersdorf; 72
© 2023 Jethro Lentle; 15, 26, 73 Kyle Patterson (© 2023 Necrotic Gnome); 17, 33, 36–37, 38 (upper), 65 © 2023 Mish Scott; 2, 4–5, 8, 12, 24–25, 30, 34, 42–43,
50, 58, 68–69 © 2023 Pauliina Hannuniemi; 53 © 2023 Rachel Quinlan; 19, 71 © 2023 Tom Kilian; cover, 3 © 2023 Ulla Thynell.
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/
resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creative-
commons.org/licenses/by/4.0/legalcode.
Table of Contents
4 Welcome to Dolmenwood 42 Adventuring
Hounds 36
Pipeleaf 38
Retainers 40
Inspirational Media ▶ On Fairy-Stories—J.R.R. Tolkien
The following books, films, and television series inspired ▶ Smith of Wootton Major—J.R.R. Tolkien
the creation of Dolmenwood. They are recommended as ▶ Stardust—Neil Gaiman
imagination fodder for all players. ▶ The White People—Arthur Machen
Books
Films
▶ The Charwoman’s Shadow—Lord Dunsany
▶ The Green Knight—David Lowery
▶ The Fellowship of the Ring (Book 1)—J.R.R. Tolkien
▶ Labyrinth—Jim Henson
▶ Goblin Market—Christina Rossetti
▶ Legend—Ridley Scott
▶ Gormenghast—Mervyn Peake
▶ Princess Mononoke—Hayao Miyazaki
▶ Jonathan Strange & Mr Norrell—Susanna Clarke
▶ Spirited Away—Hayao Miyazaki
▶ The King of Elfland’s Daughter—Lord Dunsany
▶ The Wicker Man—Robin Hardy
▶ Krabat—Ottfried Preußler
▶ The Ladies of Grace Adieu—Susanna Clarke
Television Series
▶ Lud-in-the-Mist—Hope Mirrlees
▶ Jonathan Strange & Mr Norrell—BBC series
▶ Lyonesse trilogy—Jack Vance
▶ Over the Garden Wall—Patrick McHale
▶ Mio My Son—Astrid Lindgren
▶ Twin Peaks—Mark Frost and David Lynch
Part One
Welcome to
Dolmenwood
D
olmenwood encompasses a swathe of tangled woods,
fungus-encrusted glades, and foetid marsh on the
wild borders of civilisation. In this beguiling realm,
the magical and otherworldly are always close at hand.
Standing stones loom in hallowed glades, graven with sigils
of deep magic. Ley lines pulse within the earth, their potent
arcane energy tapped by greedy sorcerers. Secret doorways
allow passage to perilous fairy roads, for those charmed or
blessed by the lords of Fairy.
Step then, bold and foolhardy adventurer, into the hoary
forest realm of Dolmenwood and beware, for little here is as
it seems.
Part One | Welcome to Dolmenwood
About Dolmenwood
Introducing the Dolmenwood tabletop role-playing game.
D
olmenwood is a fantasy adventure game set in
a lavishly detailed world inspired by the fairy
tales and eerie folklore of the British Isles. Like
traditional fairy tales, Dolmenwood blends the dark and
whimsical, the wondrous and weird.
Players journey through tangled woods and mossy bowers,
forage for magical mushrooms and herbs, discover rune-
carved standing stones and hidden fairy roads, venture
into fungal grottoes and forsaken ruins, battle oozing
monstrosities, haggle with goblin merchants, and drink
tea with fairies.
Streamlined rules and helpful introductory materi-
als guide novice players, while unique new magic and
monsters bring a fresh sense of the unknown to veteran
role-players.
The Books
We’re Kickstarting the three Dolmenwood core books, plus
a range of extras. The Dolmenwood Player’s Book contains
the complete game rules plus all character options. The
Dolmenwood Campaign Book and Dolmenwood Monster
Book present a detailed campaign setting and bestiary,
ready for years of adventure.
Characters
Players may be a proud, goat-headed breggle, a starry-eyed
elf stepped straight from Fairy, a tricksome grimalkin
cat-fairy, a worldly or hapless human, a fungus-riddled
mossling, or a capricious, bat-faced woodgrue.
Choose from nine classes: the charming bard, ardent Familiar, Streamlined Rules
cleric, wilful enchanter, dashing fighter, jolly friar, stealthy Dolmenwood uses the acclaimed Old-School Essentials
hunter, haughty knight, enigmatic magician, or wily thief. rules system, streamlined, customised, and expanded for
the setting. Anyone who’s played a game with six ability
Open Sandbox World scores, classes, hit points, armour class, and saving throws
Simple, flavourful rules for travel, exploration, and camp- can pick up Dolmenwood in no time.
ing lead characters on adventures across the tangled
expanse of the Dolmenwood map. Players can explore Designed for Play
200 map hexes, visit 12 detailed settlements, meet over 280 Modern formatting and layout make the game easy to
NPCs, and meddle with the schemes of 7 major factions: the learn and a breeze to reference during play. Clear proce-
Cold Prince, the Drune, the Human Nobility, the Longhorn dures for travel, camping, settlements, dungeons, encoun-
Nobility, the Pluritine Church, and the Witches. ters, and combat make running the game smooth and
easy. PDFs are enhanced with clickable hex maps and text
hyperlinks for instant navigation.
6
Part One | Welcome to Dolmenwood
7
Part One | Welcome to Dolmenwood
R
ife with intrigue, secrets, and magic, Dolmenwood Strike against Chaos, defending civilisation from the
draws travellers of adventurous spirit, daring encroaching forces of the wicked, half-unicorn Nag-Lord
them to venture within. who lurks in the corrupted northern woods.
Explore the wild places of the Wood, travelling through Unravel secrets of deep magic, charting the obelisks,
bramble-choked dells, fungus-encrusted glades, and foetid dolmens, and ley lines littered throughout Dolmenwood—
marshes, bedding down among root and bracken amid the but beware the sinister Drune cult that wards them.
nocturnal babbling of strange beasts. Seek the counsel of witches or the sinister Hag, wielders
Unearth treasure hoards in forgotten ruins, haunted fairy of magic that can heal, hex, or divine the future.
manors, dripping caverns, crystal grottoes, unhallowed Meddle in the affairs of nobility, allying with a noble
barrow mounds, and abandoned delvings. house in its intrigues and power plays in the courts of
Confront fell beasts, roving fungal monstrosities, terrible High-Hankle and Castle Brackenwold.
wyrms, tricksome fairies, and restless spirits of the long Journey along fairy roads, ancient magical paths border-
deceased. ing on the ageless world of Fairy that allow travel through-
Recover saintly relics and shrines lost in the befuddling out Dolmenwood—and perchance to realms beyond.
tangle of the Wood, gaining the favour of the Church by Return to the homely hearth to share tales of peril with
returning them to civilisation. quaint locals over a mug of ale and a well-stoked pipe.
Forage for weird fungi and herbs in the untrod depths of
the woods, many with useful magical powers—and many
that can be sold for profit.
8
Part One | Welcome to Dolmenwood
9
Part One | Welcome to Dolmenwood
10
Part One | Welcome to Dolmenwood
11
Part Two
Characters
A
dventurers are defined by a Kindred, a Class, and
a set of statistics, some randomly determined and
others chosen.
Six Kindreds—breggles, elves, grimalkins, humans,
mosslings, and woodgrues—are described in detail, along
with a set of tables for generating fun, quirky characteristics
of individuals of each Kindred.
Nine Classes of adventurer are presented, representing
common character archetypes within Dolmenwood: charm-
ing bards, ardent clerics, wilful enchanters, dashing fighters,
jolly friars, stealthy hunters, haughty knights, enigmatic
magicians, and wily thieves.
P a r t Tw o | C h a r a c t e r s
Character Statistics
The basic game statistics that describe an adventurer.
P
layer Characters are described by a set of statistics Experience Points (XP)
defining their capabilities, strengths, and weak- A character’s advancement in the game is tracked by the
nesses in the game world. accumulation of experience points. Experience Points
are awarded by the Referee after a successful adventure.
Ability Scores When a character has accumulated a certain number of
The ratings of an adventurer’s defining physical and Experience Points, their Level increases. Each Class speci-
mental attributes. There are 6 Abilities: Strength, Intelli- fies the number of Experience Points required to achieve
gence, Wisdom, Dexterity, Constitution, and Charisma. See each Level.
Ability Scores, DPB. Ability Scores are recorded as numbers
between 3–18, with 3 being the worst score possible and 18 Prime Abilities
the best. The Ability (or Abilities) most important to a character’s
Class. A character with high scores in their Prime Abilities
Kindred may gain a bonus to Experience Points awarded by the
A character may be human or one of a number of types of Referee. Conversely, a character with a low score in a Prime
fantastic intelligent creatures that live in Dolmenwood. Ability may suffer a penalty to awarded Experience Points.
Each Kindred has a number of special traits, from fairy See Prime Abilities, DPB.
magic to bonuses in combat. The Kindreds players may
choose from are: breggle, elf, grimalkin, human, mossling, Hit Points (HP)
woodgrue. See Part Three: Kindreds, DPB. A character’s ability to avoid dying. A character has a maxi-
Size: A character’s Kindred determines their size: either mum Hit Point total and a current Hit Point total, which
human-sized (Medium) or smaller than human-sized are tracked separately.
(Small). Rolling Hit Points: A character’s Hit Points are rolled with
Creature type: A character’s Kindred determines their a die type determined by their Class (for example, fighters
creature type as demi-fey, fairy, or mortal. roll 1d8 and magicians roll 1d4). When play begins, current
Native languages: A character’s Kindred determines their Hit Points and maximum Hit Points have the same value.
native languages. Damage: When a character is harmed, their current Hit
Point total is reduced. If this number reaches 0, the char-
Class acter dies. See DPB.
A character’s role or profession as an adventurer. Each Healing: Rest or healing can restore lost Hit Points up to
Class has a number of special traits, from combat talents the character’s maximum Hit Points. See DPB.
to spell-casting. The Classes players may choose from are: Gaining Levels: When a character gains a Level, a die is
bard, cleric, enchanter, fighter, friar, hunter, knight, magi- rolled and the result added to their maximum Hit Points.
cian, thief. See Part Four: Classes, DPB. The type of die rolled is determined by the character’s
Weapons and armour: A character’s Class determines Class. As Hit Points increase, characters are able to combat
which kinds of weapons and armour they can use. more dangerous foes and face greater adversity.
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P a r t Tw o | C h a r a c t e r s
Speed
The speed at which a character can move when exploring,
travelling, or during combat. See Time and Movement,
DPB.
Default Speed: The default Speed for characters is 40. This
may be adjusted by the amount of gear and treasure a char-
acter is carrying. See Encumbrance, DPB.
Skills
Skills represent specific competencies useful in adventur-
ing. As professional adventurers, all characters have basic
competence with certain common activities—listening,
searching, and wilderness survival. Some Classes grant the
use of additional, specialised skills. See Skill Checks, DPB.
Alignment
Characters (and all other creatures) are classified as Lawful,
Neutral, or Chaotic. Alignment determines how certain
magic influences a character and should be used by the
player as a guideline for role-playing. See Alignment, DPB.
15
P a r t Tw o | C h a r a c t e r s
Breggle
Goat-headed folk whose horn length indicates their social standing.
T
he proud and stubborn breggles—sometimes a commonplace sight, many living alongside humans.
called goatfolk (or hregl, in their own tongues)— Further afield, humans tend to treat them with respect
have inhabited the High Wold since antiquity. and caution, as the power of the longhorn noble houses is
Once the sole masters of that fertile region of hills, mead- known and feared.
ows, and tangled woods, the ancient breggle noble houses
now rule alongside humans, swearing fealty to the Dukes
of Brackenwold. Breggles live much as humans do, dwell- Names
ing in hamlets, farmsteads, and castles. In the larger towns A small number of breggle surnames are shared by humans
of the High Wold, breggles live side by side with humans. native to the High Wold, the two Kindreds having lived side
by side for many centuries.
Shorthorns and Longhorns Naming a character: Either choose a first name and
Breggles divide themselves into two castes, differentiated surname from the table below, roll for each, or invent
by horn length: shorthorns (the working class) and long- something in a similar vein.
horns (the noble class). Despite this division, shorthorns
and longhorns are in fact the same species. The horns of a
shorthorn who earns wealth and renown will grow, even-
BREGGLE NAMES
tually reaching longhorn proportions (4″ or more). True d20 Male Female Unisex Surname
acceptance in the ruling class is, however, another matter. 1 Aele Aedel Addle Blathergripe
2 Braembel Berrild Andred Bluegouge
3 Broob Bredhr Blocke Bockbrugh
Intermarriage With Humans
4 Crump Draed Clover Bockstump
Humans and breggles occasionally marry and have chil-
5 Drerdl Fannigrew Crewwin Elbowgen
dren. Socially, characters of half-breggle, half-human
6 Frennig Frandorup Curlip Forlocke
parentage are seen as belonging to both Kindreds. They
7 Grerg Grendilore Eleye Hwodlow
tend to take strongly after one of their parents and, for
8 Gripe Grendl Ellip Lankshorn
mechanical purposes, should be treated as either human
9 Llerg Grewigg Frannidore Lockehorn
or breggle.
10 Llrod Hildrup Ghrend Longbeard
11 Lope Hraigl Grennigore Longshanks
Crookhorns 12 Mashker Hwendl Gwendl Shankwold
Among the armies of the wicked Nag-Lord are a multi- 13 Olledg Maybel Hrannick Smallbuck
tude of corrupted breggles known as crookhorns, twisted 14 Rheg Myrkle Hwoldrup Snicklebock
in mind and body by the evil magic of their master. The 15 Shadgore Nannigrew Lindor Snidebleat
breggles of the High Wold regard crookhorns as wretched 16 Shadwell Pettigrew Merrild Snoode
abominations, to be eradicated at any opportunity. 17 Shadwicke Rrhimbr Smenthard Underbleat
18 Shandor Shord Snerg Underbuck
Religion and Ancestor Worship 19 Shank Smethra Wendlow Wolder
As subjects of the duke, breggles are nominally adher- 20 Snerd Wheld Windor Woldleap
ents of the Pluritine Church. True devotion to the Church
is, however, rare among breggles, who prefer to offer up
prayers to esteemed ancestors from their long history—see Extra Details
Aud frengd Hlerr, DPB. The tables on the following pages may be used to add extra
details to breggle Player Characters. Roll on as many tables
as desired, or use them as inspiration for crafting addi-
tional character details.
16
P a r t Tw o | C h a r a c t e r s
17
P a r t Tw o | C h a r a c t e r s
BREGGLE BACKGROUNDS
d20 Background d20 Background
1 Alchemist’s assistant 11 Onion farmer
2 Angler 12 Page
3 Beekeeper 13 Pig farmer
4 Blacksmith 14 Servant
5 Brewer 15 Smuggler
6 Chandler 16 Sorcerer’s assistant
7 Devil goat handler 17 Standard-bearer
8 Gambler 18 Thatcher
9 Grave digger 19 Turnip farmer
10 Merchant 20 Vagrant
Devil goats: Known as Augfrlad in Caprice. Large, carnivorous goats bred by certain breggle nobles for use as fiercely loyal guardi-
ans or ceremonial mounts.
BREGGLE TRINKETS
d100 Trinket d100 Trinket
01–02 A bag of divination stones that always answer “Panic” 45–46 A necklace of miscellaneous humanoid teeth.
to any question. 47–48 A petrified turnip.
03–04 A bloodstained jester’s hat. 49–50 A pig heart that oozes ichor when squeezed.
05–06 A bloody knife that cannot be cleaned. 51–52 A pouch which feels heavy (as if full of pebbles) even
07–08 A blue velvet jacket with a hidden pocket which when empty.
moves when you’re not looking. Every time you want 53–54 A rusty scalpel that once belonged to Lord Malbleat.
to retrieve something from the pocket, it takes a 55–56 A sack of tasty fried chicken legs.
minute of searching to find it. 57–58 A scale said to be from a breggle with a fishtail
09–10 A book of poetry that consists primarily of bleating. instead of legs.
11–12 A bottle of noxious perfume. When sprayed, it can be 59–60 A scroll containing a prophetic warning from an
smelt up to half a mile away. esteemed ancestor. Age has made it almost indeci-
13–14 A brass owl statue with eerie black eyes. pherable.
15–16 A broken fishing rod that still displays teeth marks 61–62 A sheet of parchment with a charcoal sketch of your
from an enormous fish. long lost love.
17–18 A circular ceramic amulet which displays the current 63–64 A short length of silver cord and a delicate hook, said
moon phase. to be able to catch fairy fish in puddles.
19–20 A clay pot labelled “Frog Paste,” containing what 65–66 A shovel stained with the dirt of a thousand graves.
appears to be frog paste. 67–68 A stuffed vole dressed in a charming waistcoat.
21–22 A clump of writhing, black moss that you scraped off 69–70 A thigh-bone flute.
a looming monolith one lonely night. 71–72 A tin whistle whose tones drive cats wild.
23–24 A collection of papers with scrawled notes detailing 73–74 A tiny book of nonsense poetry, bound in purple
your life story. The odd thing is that you found these leather.
notes on the corpse of a stranger, drowned in a ditch.
75–76 A tiny painting of a four-horned goat.
25–26 A curious mossling wind instrument carved out of a
77–78 A well-loved walking stick with a goat’s head handle.
gourd. You can’t figure out which hole to blow in.
79–80 A wooden Chapes (holy symbol of the Pluritine
27–28 A diorama of two stuffed mice riding stuffed squir-
Church) studded with nails.
rels, jousting.
81–82 An empty notebook. Anything written in it disap-
29–30 A dried mushroom with a face.
pears at sunrise.
31–32 A folio of pressed sprite-wings.
83–84 An ornate pie pan, pilfered from a noble’s kitchen.
33–34 A gnarled root shaped like a mossling.
85–86 Black stone dice with white skulls for pips.
35–36 A letter warning that several unnamed but high-
87–88 Expensive-looking (but worthless) jewellery,
ranked longhorns are secretly crookhorns in
designed for breggle horns.
disguise.
89–90 String from the bow of a legendary hunter.
37–38 A locket with a portrait of a fluffy cat wearing a crown
91–92 The board pieces for fairy chess. You have no idea
with the inscription “For the love of King Pusskin.”
what the rules are (or even if it’s a real game).
39–40 A long-nosed masquerade mask.
93–94 The cured skin of a whole deer.
41–42 A moleskin wristband, anointed with exotic fairy
95–96 The horn of an ancestor, hung from a necklace.
perfume.
97–98 The key to the prison cell you escaped from.
43–44 A mossling pipe that blows rainbow-coloured smoke
rings. 99–00 Your grandmother’s creepy glass eye. You sometimes
feel her presence watching you.
Encumbrance: Small trinkets weigh 10 coins. The Referee
should judge the weight of larger items.
18
P a r t Tw o | C h a r a c t e r s
FUR
d12 Fur
1 Black, flecked with silver
2 Black, glossy
3 Ginger, curly
4 Ginger, rough
5 Grey, greasy
6 Grey, lustrous
7 Russet, spiky
8 Russet, wavy
9 Tan, coarse
10 Tan, shaggy
11 White, dirty
12 White, fluffy
SPEECH
d12 Speech
1 Cackling
2 Circuitous
3 Coarse
4 Gurgling
5 High-pitched
6 Lackadaisical
7 Mumbling
8 Rumbling
9 Staccato
10 Throaty
11 Warbling
12 Whining
19
P a r t Tw o | C h a r a c t e r s
Cleric
Holy warriors in the service of the Pluritine Church.
C
lerics are members of an order of holy warriors is ineffable. Other religions worship personifications of
sworn to the service of the Pluritine Church. They divine aspects of God or the anointed saints.
are organised in a strict religious hierarchy, under
Sanctity of life: Sentient life is sacred. Clerics must
the command of higher-ranking Church officials. Player
protect the innocent with all means available.
Character clerics are typically granted a writ of self-deter-
mination, allowing them to roam freely and carry out the
will of God as they see fit.
Holy Magic
See Holy Magic, DPB for full details on holy magic, includ-
Restrictions
ing praying for spells and the list of spells that clerics can
Alignment: As servants of the Church, clerics must be
cast.
Lawful or Neutral.
Holy symbol: A cleric must carry a holy symbol (DPB).
Falling from grace: Clerics must be faithful to the tenets
of their order (see Cleric Tenets). A cleric who transgresses Spell casting: Once a cleric has proven their devotion (from
or becomes Chaotic falls from grace and loses the ability Level 2), the character may pray to the host of saints to
to pray for spells. The Referee may allow the character to receive their blessings in the form of holy spells. The Cleric
perform a quest of atonement in order to regain favour. Spells Per Day table shows the number of spells a cleric may
receive, determined by the character’s Level. For example,
Kindred: Only mortals are trained as clerics—fairies and
a Level 3 cleric may have the blessing to cast at most two
demi-fey have no spiritual connection with the deities of
Rank 1 spells.
mortals.
Using magic items: Clerics can use magic items exclusive
Magic armaments: Clerics are forbidden to use magic
to holy spell-casters (for example, magic rods or scrolls of
weapons, armour, and shields of arcane or fairy origin.
holy spells).
They may only use holy magic armaments.
20
P a r t Tw o | C h a r a c t e r s
CLERIC ADVANCEMENT
Save Targets
Level XP Hit Points Attack Doom Ray Hold Blast Spell
1 0 1d6 +0 11 12 13 16 14
2 1,500 +1d6 +0 11 12 13 16 14
3 3,000 +1d6 +1 10 11 12 15 13
4 6,000 +1d6 +1 10 11 12 15 13
5 12,000 +1d6 +2 9 10 11 14 12
6 24,000 +1d6 +2 9 10 11 14 12
7 48,000 +1d6 +3 8 9 10 13 11
8 96,000 +1d6 +3 8 9 10 13 11
9 190,000 +1d6 +4 7 8 9 12 10
10 290,000 +1d6 +4 7 8 9 12 10
11 390,000 +1 +5 6 7 8 11 9
12 490,000 +1 +5 6 7 8 11 9
13 590,000 +1 +6 5 6 7 10 8
14 690,000 +1 +6 5 6 7 10 8
15 790,000 +1 +7 4 5 6 9 7
21
P a r t Tw o | C h a r a c t e r s
Enchanter
Wanderers who wield the magic of Fairy, currying favour with fairy nobles.
I
ndividuals whose contact with Fairy has imbued
them with innate magic known as glamours.
Enchanters are also blessed with the use of the
fairy runes, guarded by the lords of Fairy, though such gifts
are not always without cost.
Restrictions
Kindred: Typically only fairies and demi-fey (elves,
grimalkins, and woodgrues) are enchanters. Occasion-
ally a mortal with a strong connection to Fairy may also
be an enchanter—for example, a human with mixed elfish
ancestry, an individual kidnapped by fairies in childhood,
or someone who wandered lost in Fairy for many years.
Starting Equipment
Armour (roll 1d6): 1–2. None. 3–4. Leather armour. 5–6.
Chainmail.
Weapons (roll 1d6 twice): 1. Club. 2. Dagger. 3. Longsword.
4. Shortbow + 20 arrows. 5. Spear. 6. Staff.
Enchanter Skills
Enchanters have one additional, specialised skill. The
Enchanter Skill Targets table lists the character’s Skill
Targets as they advance in level.
Detect Magic
An enchanter can attempt to detect the subtle resonances
woven into an enchanted object, place, or creature. If the
attempt succeeds, the enchanter knows if the object, place,
or creature in question is magical—i.e. enchanted, affected Downtime: Given an hour of solitude in a safe location,
by a spell, or possessed of innate magic of some kind. an enchanter automatically detects magic on an object,
Requirements: The enchanter must touch the object, place, or creature.
place, or creature to be analysed and concentrate without
distraction.
ENCHANTER SKILL TARGETS
Time: Each attempt to detect magic requires 1 Turn.
Level Detect Magic Level Detect Magic
Retrying: The enchanter may retry failed attempts as often 1 5 6 4
as they wish, each attempt requiring an additional 1 Turn. 2 5 7 3
Referee rolls: The Referee rolls all Detect Magic Checks, 3 5 8 3
so that players do not know if the roll failed or if there is 4 5 9 2
no magic present. 5 4 10+ 2
22
P a r t Tw o | C h a r a c t e r s
ENCHANTER ADVANCEMENT
Save Targets
Level XP Hit Points Attack Glamours Doom Ray Hold Blast Spell
1 0 1d6 +0 1 11 12 13 16 14
2 1,750 +1d6 +0 2 11 12 13 16 14
3 3,500 +1d6 +1 3 10 11 12 15 13
4 7,000 +1d6 +1 3 10 11 12 15 13
5 14,000 +1d6 +2 4 9 10 11 14 12
6 28,000 +1d6 +2 5 9 10 11 14 12
7 56,000 +1d6 +3 6 8 9 10 13 11
8 112,000 +1d6 +3 6 8 9 10 13 11
9 220,000 +1d6 +4 7 7 8 9 12 10
10 340,000 +1d6 +4 7 7 8 9 12 10
11 460,000 +1 +5 8 6 7 8 11 9
12 580,000 +1 +5 8 6 7 8 11 9
13 700,000 +1 +6 9 5 6 7 10 8
14 820,000 +1 +6 9 5 6 7 10 8
15 940,000 +1 +7 10 4 5 6 9 7
Fairy Runes
Enchanters are granted the use of fairy runes—the secret,
magical sigils guarded by the rulers of Fairy. As a charac-
ter advances, fairy nobles may drawn by the enchanter’s
great deeds and grant new runes. See Fairy Magic, DPB for
details on the fairy runes.
At Level 1: An enchanter knows one randomly selected
rune of lesser magnitude.
Subsequent Levels: Each time the character gains a Level,
the player should roll for the chance of acquiring a new
rune. See Learning Runes, DPB.
Glamours
Enchanters possess minor magical talents known as glam-
ours (see DPB). The number of glamours known is deter-
mined by the character’s level as shown in the Enchanter
Advancement table. Known glamours are determined
randomly.
Kindred glamours: Some Kindreds (e.g. elf, grimalkin)
gain glamours as a result of their ancestry. Such glamours
are in addition to glamours gained by this Class. For exam-
ple, a Level 1 human enchanter knows 1 glamour, whereas
a Level 1 elf enchanter knows 2 glamours—one from their
Kindred and one from their Class.
Magic Items
The enchanter’s natural affinities allow the use of magical
items exclusive to arcane spell-casters (for example, magic
wands or scrolls of arcane spells).
23
Part Three
Magic
M
any creatures in Dolmenwood—mortal, monstrous,
and fey—wield magic of one kind or another.
Among the common folk of the Wood, all magic is
considered fearsome and capricious. For fairies, with magic
woven into their very being, using magic is as natural as
breathing, speaking, or singing.
This section discusses the kinds of magic that Player Charac-
ters may be able to use, from the humble knacks of mosslings
to the mighty workings of magicians.
Part Thr ee | Magic
Fairy Magic
Magic originating in the Timeless World, where all is woven with enchantment.
F
airy magic takes two forms—the glamours innate
to folk touched by Fairy and the runes guarded by Cumulative Effects
the fearsome fairy nobles. If multiple spells (or runes or glamours) increasing
the same statistic (e.g. bonuses to Attack, AC, damage,
Saving Throws, etc.) are cast on a single subject, only
Glamours the most powerful has effect.
Glamours are innately possessed by natives of Fairy and by
other folk touched by the magic that weaves throughout
that world. Though mortals regard glamours as magic, Runes
for fairies they are as natural as breathing, speaking, or The fairy runes are among the deepest magical secrets of
singing. fairy-kind. Discovered by mighty elf sorcerers in aeons
long past, the runes tap into the magical fundament of
Learning Glamours Fairy itself. Their usage is thus governed by ancient and
The number of glamours known by a character is deter- immutable laws of Fairy. Fairy nobles guard the knowledge
mined by their Kindred, Class, and Level. of the runes, and only they may bestow their use upon
individuals of lesser rank.
Using Glamours Intangibility: Runes are intangible; they are not physical
objects and thus cannot be stolen, lost, or given to another.
Glamours are activated by thought alone, without the need
for gesture or incantation. Magnitude: Runes are divided into three levels of magni-
tude: lesser runes, greater runes, and mighty runes.
Glamour usage frequency: Unless noted otherwise in
its description, there is no limit to the number of times a
glamour may be used per day. Learning Runes
The acquisition of runes is governed by the mercurial
In combat: Using a glamour counts as the character’s
whims of the fairy nobles. Whenever a character (due to
action in a Round. Unless noted otherwise in a glamour’s
their Class) has the chance of acquiring a new rune, the
description, the character may move in the same Round.
player must roll 2d6 and consult the Rune Granted table.
Using a glamour is not treated as casting a spell, and glam-
ours cannot be disrupted (see Combat, DPB). Level modifier: Characters of Level 3–5 gain a +1 bonus to
the 2d6 roll, characters of Level 6–9 gain a +2 bonus, and
characters of Level 10 or above gain a +3 bonus.
Other modifiers: The Referee may optionally apply addi-
tional modifiers (bonuses or penalties, usually from –2 to
+2) to the 2d6 roll, based on the character’s relationship
with the fairy nobles. For example, a character who has
thwarted an important scheme of a fairy noble may suffer
a –2 penalty.
Granted runes: New runes are typically granted by means
of a dream or vision in which the character visits the
noble’s court.
Duplicates: If a rune is granted which the character already
knows, the number of times it may be used is doubled.
Quest: At the Referee’s option, the fairy noble may require
the character to perform some deed or quest in return for
the granting of the rune.
RUNE GRANTED
2d6 Rune Granted
2 or less Fickle displeasure—no rune
3–7 1 lesser rune (randomly selected)
8–11 1 greater rune (randomly selected)
12 or more 1 mighty rune (randomly selected)
26
Part Thr ee | Magic
GLAMOURS
# Glamour # Glamour # Glamour
1 Awe 8 Fairy Dust 15 Seeming
2 Beguilement 9 Flame Charm 16 Silver Tongue
3 Breath of the Wind 10 Fool’s Gold 17 Subtle Sight
4 Cloak of Darkness 11 Forgetting 18 Through the Keyhole
5 Conjure Treats 12 Masquerade 19 Vanishing
6 Dancing Flame 13 Mirth and Malice 20 Walk in Shadows
7 Disguise Object 14 Moon Sight
27
Part Thr ee | Magic
Glamours
The innate powers of those touched by Fairy, which mortals regard as magic.
28
Part Thr ee | Magic
Flame charm
Duration: Concentration / Instant
Range: The caster / 10′
The caster can conjure and extinguish flame.
Conjuring flame: The caster’s fingertip is wreathed in
colourful fire, which may be used to ignite flammable
materials or to cast light in a 10′ radius. The flame remains
as long as the caster concentrates—they may move, but
they cannot perform other actions.
Extinguishing flame: With a snap of their fingers, the
caster causes a non-magical flame (up to the size of a
candle or table lamp) within 10′ to be instantaneously
extinguished. If a flame is held by a creature, they may
Save Versus Spell to prevent the flame from being extin-
guished.
Fool’s gold
Duration: 1d6 minutes
Range: Coins touched
The caster makes copper coins appear as gold to gullible
mortals.
Saving Throw: Each mortal who views the glamoured
coins may Save Versus Spell to see the fairy trick for what
it is.
Usage frequency: The caster may disguise up to 20 coins
per Level per day with this glamour.
29
Part Thr ee | Magic
Holy Magic
The spells bestowed upon devoted adherents of the Pluritine Church.
H Spell Ranks
oly spells take the form of blessings bestowed
upon characters by the grace of the saints of the
Spells are categorised by Rank, from Rank 1 (the least
Pluritine Church. When a spell is cast, the bless-
powerful) to Rank 5 (the most powerful). A holy spell-cast-
ing expires until it is bestowed again.
er’s Level determines which Rank of spells they are able
Major and minor saints: Among the one hundred saints to cast.
venerated in Dolmenwood, thirty-four are primary and
have the power to bestow blessings upon those who pray
to them, each being associated with a specific spell. Certain Praying For spells
minor saints only bestow a blessing on those who pray A holy spell-caster may pray to the saints once per day,
at their dedicated shrines, granting less common spells receiving their blessings in the form of spells. Once
outside of the standard holy spell list. bestowed, a blessing remains with the character until the
Saintly legends and patronages: The primary legend of spell is cast.
each saint is recounted beside the associated spell, along Rest: A character can only pray for spells following a
with a list of the saint’s areas of patronage (minor patron- night’s rest.
ages listed in parentheses).
Time: Praying for spells requires 1 hour of quiet prayer.
Number of spells: The maximum number of spells that
can be bestowed on a holy spell-caster at one time depends
on their Class and Level.
Spell selection: When praying for spells, a holy spell-caster
may choose any holy spell of appropriate Rank listed in
this book.
Duplicate spells: Characters capable of casting more than
one spell of a given Rank may pray for multiple copies of
the same spell.
Praying at Shrines
Shrines dedicated to specific saints are scattered through-
out Dolmenwood. A holy spell-caster who prays for 1 hour
at such a shrine earns the blessing of the saint in the form
of an additional spell. Once bestowed, a blessing remains
with the character until the spell is cast. The DCB has full
details on praying at shrines.
Casting Spells
A bestowed spell may be cast by reciting a prayer in the
Liturgic tongue. When a spell is cast, the saint’s blessing
expires until it is bestowed again.
Speech: The character must be able to speak. A holy spell-
caster cannot cast spells if gagged or in an area of magical
silence.
In combat: Casting a spell takes 1 Round of concentration.
The character may not move in the same Round as casting
a spell. If the character is harmed before their initiative,
the spell is disrupted (see Combat, DPB).
Cumulative effects: If multiple spells increasing the
same statistic (e.g. bonuses to Attack, AC, damage, Saving
Throws, etc.) are cast on a single subject, only the most
powerful has effect.
30
Part Thr ee | Magic
31
Part Thr ee | Magic
32
Part Thr ee | Magic
33
Part Four
Equipment, Services,
and Animals
A
n exhaustive catalogue of tools, gear, arms, mounts,
vehicles, hounds, medicines, and tonics essential to
adventuring within Dolmenwood.
Extensive options for lodgings, vittles, ales, wines, spirits,
and pipeleafs provide respite to weary adventurers from the
travails of the road.
Finally, the services of mercenaries, sages, and various other
specialists are elucidated, along with guidelines for hiring
retainers to accompany characters into the perilous wilds.
Pa r t Four | Equipmen t, Serv ices , a nd A nim a l s
Hounds
Loyal companions for the traveller on lonely roads.
1. Bloodhound Level 3 AC 12 HP 3d8 (13) Saves D11 R12 H13 B14 S15
Att Bite (+2, 1d6+1) Speed 40 Morale 9 XP 40
Medium hounds with sleek, rusty fur and blood red eyes.
Bred for their excellent tracking skills. Common working Failed Morale Checks: If a Lankston mastiff fails a Morale
dogs found in every woodland village in Dolmenwood. Check, there is a 2-in-6 chance that it will go wild, attack-
ing anyone who comes near to it (including its owner or
Medium Animal—Animal Intelligence—Neutral
trainer). This state is permanent.
Level 2 AC 13 HP 2d8 (9) Saves D12 R13 H14 B15 S16
Att Bite (+1, 1d6) Speed 50 Morale 7 XP 20
Tracking: Excellent scent-trackers. Once a bloodhound is
on the trail, it is exceedingly difficult to thwart.
2. Dapper
Curly-furred dogs with huge, floppy ears and great fringes
that obscure their eyes. Dappers are favoured by the noble
classes for their curious love of dressing in preposterous
outfits and performing amusing dances.
Small Animal—Animal Intelligence—Neutral
Level 2 AC 13 HP 2d8 (9) Saves D12 R13 H14 B15 S16
Att Bite (+1, 1d4) Speed 50 Morale 7 XP 20
Language: Dappers are able to mimic speech. Each dog can
be trained to mimic up to 10 words, though they have no
inkling of their meaning.
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Pa r t Four | Equipmen t, Serv ices , a nd A nim a l s
37
Pa r t Four | Equipmen t, Serv ices , a nd A nim a l s
Pipeleaf
According to many a seasoned wayfarer, smoking a soothing leaf is
second to none at easing the troubles of the road.
PIPES Availability
Item Cost (gp) Lists the chance that an item is available in a settlement
Bog-oak pipe 15 when sought. Leaf may be purchased from tavernkeeps or
Cherry-wood pipe 5 wandering pedlars specialising in the trade.
Clay pipe 1
Gourd pipe (mossling style)
Encumbrance: Pipes weigh 10 coins.
2
Pipeleaf
1. Barley Blend: Finely chopped, golden-brown leaf with
malty undertones and a smooth, sweet taste. A cheap leaf,
PIPELEAF (COST PER SMOKE) favoured by farmers and ploughmen. Effect: Aids digestion
Type Cost Availability after a heavy meal.
Barley Blend 4 cp Always 2. Burglar’s Blend: A stringy, rough-cut mix of black and
Burglar’s Blend 3 cp 3-in-6 chestnut brown leaves. Its coarse, bonfire aroma makes
Crofter’s Daughter 5 cp Always it an acquired taste. Effect: Keeps one awake in the dead
Dusty Abbot 2 sp 1-in-6 of night.
Fatty Lumper 7 cp 3-in-6
3. Crofter’s Daughter: A soft, auburn-hued leaf. Its smooth
Flufftop 1 sp 3-in-6
aroma carries a note of citrus. A homely leaf, beloved of
Gamgy Weed 5 cp Always
townsfolk. Effect: Makes one feel happy with one’s lot.
The Gibbet’s Gift 7 cp 3-in-6
Green Jenny 8 cp 3-in-6 4. Dusty Abbot: An ultra-fine dust (can also be taken as
Lanksbottom Leaf 6 cp Always a snuff) of purplish-brown hue. Produces a cool, refined
Mogglemoss 18 cp 3-in-6 smoke with the odour of rosewood and the taste of cherry.
Mummer’s Farce 8 cp Always Favoured by the noble classes. Effect: Elicits a state of jovial
Old Doby 6 cp Always
eloquence.
Pedlar Puff 7 cp Always 5. Fatty Lumper: Uncut leaves, crumbled roughly. Tastes
Shaggy Pony 7 cp Always sweet and nutty, smells of elderberries. Effect: Brings on
Special Shag 3 sp 3-in-6 a ravenous appetite.
Speckled Wyrm 25 cp 3-in-6 6. Flufftop: A soft, furry, golden leaf, roughly cut, glistening
Wayside Wisp 25 cp 1-in-6 with fragments of crystalline pollen. Produces a thick,
Westling’s Weed 2 sp 1-in-6 greenish smoke with a heady aroma of spice. Favoured by
Witch’s Shag 8 cp 3-in-6 Grimalkin. Some say this leaf originated in Catland. Effect:
Encumbrance: One smoke of pipeleaf weighs 1 coin. Brings on a state of light-hearted whimsy.
7. Gamgy Weed: Slivered, semi-dried leaf of brown-green
Pipes hue. The pungent aroma has an off-putting edge of ammo-
1. Bog-oak pipe: A hard, black pipe carved from wood nia, but the smoke is smooth and floral. Effect: Causes a
dredged out of a peat bog. The sombre faces of ancient heavy sleepiness.
bog-denizens can be spied drifting in the smoke. Said to 8. The Gibbet’s Gift: Ashen white dust. Produces an excep-
be the favoured pipe of wizards of all kinds. tionally thin, penetrating smoke that seeps across the
2. Cherry-wood pipe: A fine pipe of carved cherry, produc- ground. The smoke is almost odourless, but tastes strongly
ing a smooth, aromatic smoke. of gravy. Effect: Smoking this pipeleaf aids one in following
through with unpleasant decisions.
3. Clay pipe: A common pipe of fired clay, often inscribed
with motifs, symbols, or script. 9. Green Jenny: Raw, rolled leaves of a variety that will
burn undried. The smoke is thin and astringent, but the
4. Gourd pipe: A curiously shaped, colourful gourd with
taste is sublime, with notes of apple and walnut. Effect:
a curved stem and a plump bowl. Favoured by mosslings,
Smoking this leaf in excessive quantities causes one’s
who craft gourd pipes in their hidden communities.
vision to take on a green tinge.
38
Pa r t Four | Equipmen t, Serv ices , a nd A nim a l s
Quiet Contemplation
When vexed by a problem, a character may sit down,
get out their pipe, and spend an hour smoking in quiet
contemplation or in debate with companions.
If the hour passes undisturbed, the player may make
an Intelligence Check. If several characters smoke and
debate together, the most intelligent character makes
the check, with a +1 bonus per 2 companions (maxi-
mum of +2). If the check succeeds, the Referee gives the
player a clue about the problem being contemplated.
What is Pipeleaf?
The origin and nature of pipeleaf are left to the Referee’s
discretion. In some campaigns, pipeleaf may be tobacco
as we know it in the real world. In others, it may be an
entirely different plant, native to the Dolmenwood
region.
10. Lanksbottom Leaf: Chopped almost to dust, this 16. Special Shag: Rich, moist, finely-cut leaf of dark,
common pipeleaf is near black in colour and has a robust, reddish-brown hue. The refined aroma carries notes of
chocolate aroma. Grown in the warm valleys of the south- plum blossom. Bears the Ducal seal of approval. Effect:
ern High Wold. The favoured smoke of lower class breggles. Enhances good judgement in trying times.
Effect: Brings on a state of merry arrogance. 17. Speckled Wyrm: A blend of greyish, rough-cut leaf with
11. Mogglemoss: Rich, green curls that produce a smoul- strands of silver. The taste is hoppy; the smoke is woody
dering, emerald smoke. The aroma is of springtime, the and is speckled with glittering, silver motes. Effect: Brings
taste of cheese and onion. Favoured by woodgrues, scra- about a state of intent concentration.
bies, and (rumour has it) the Drune. Effect: Causes an intro- 18. Wayside Wisp: A fine, supple leaf of silvery hue.
spective state in which the obscure may become clear. Produces coils and spirals of violet smoke, smelling of
12. Mummer’s Farce: A finely shredded, oak-brown leaf lavender. This rare and refined leaf is said to be cultivated
with fibrous hairs. Favoured by gamblers, its pungent, in Fairy. Effect: Smoking it brings on a state of wonder
nutmeg aroma lingers in the taverns of Dreg. Effect: and glee.
Inspires jollity and hijinks. 19. Westling’s Weed: Dense, fibrous leaf of copper-red
13. Old Doby: Sumptuous, velvety, red-brown leaf with hue. Imported from the distant west. Produces a heavy,
an aroma reminiscent of the woods in autumn. Old Doby dark smoke with the odour of smoked fish. Effect: Inspires
is regarded by many as the forefather of all varieties of dreams of travel and adventure.
pipeleaf. A common but well-loved leaf. Effect: Calms the 20. Witch’s Shag: A blend of yellow and purplish leaves,
nerves and lightens the spirit. finely cut. The smoke is smooth and fruity. Effect: Inspires
14. Pedlar Puff: A rich, densely packed, sticky leaf, lustrous a pleasant dizziness.
near-black in colour. The smoke is thick and cloying, the
aroma like that of summer rain. Effect: Smoking this pipe-
leaf enhances the determination of foot-travellers whose
destination still lies far away.
15. Shaggy Pony: A stringy, oat-brown leaf that smells of
horse. The smoke is sweet (and also horsey) and tastes of
baked tomato. Effect: Aids deep and restful sleep.
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Pa r t Four | Equipmen t, Serv ices , a nd A nim a l s
Retainers
Stalwart companions for journeys into places drear.
A Applicants
dventurers often require extra assistance
when journeying into the unknown, whether a
When a search for potential retainers succeeds, roll on the
doughty fighter to guard the rear or an extra pair
Applicants by Settlement Size table.
of hands to hold a torch against the dark. Such characters
are classified as retainers—NPCs hired to accompany char-
acters on their adventures.
APPLICANTS BY SETTLEMENT SIZE
Limit per PC: Each retainer is in the employ of a specific Settlement Townsfolk Adventurers
PC, acting under their orders. The maximum number of Hamlet 1d2 –
retainers that will work for a PC at any one time is 4 + the
Village 1d4 1
character’s Charisma Modifier.
Small Town 1d6 1d3
Large Town 2d4 1d4
Locating Potential City 2d6 1d6
Retainers Townsfolk
Potential retainers may be located by frequenting inns and
Everyday folk (without a Class) willing to join an adventur-
pubs or by paying to post notices of help wanted.
ing party. Often used as torch-bearers or porters.
Frequenting inns and pubs: Spending a night buying
Stats: See Townsfolk Stats, below.
rounds and greasing palms in drinking establishments
costs 50gp. Per attempt, there is a 3-in-6 chance of success- Starting equipment: None.
fully locating applicants (see Applicants).
Posting notices of help wanted: Spending a day posting Townsfolk Stats
notices in public places costs 25gp. Per attempt, there is a
Medium Mortal—Sentient—Any Alignment
2-in-6 chance of successfully locating applicants (see Appli-
cants). They apply at the specified location 1d4 days later. Level 1 AC 10 HP 1d4 (2) Saves D12 R13 H14 B15 S16
Att 1 weapon (–1) Speed 40 Morale 6 XP 10
Repeated searches: Each method of locating applicants
may only be tried periodically, depending on the size of
settlement: in hamlets and villages, each method may be
used once a month; in small towns, once a week; in large Adventurers
towns, twice a week; in cities, once a day. Independent, Level 1 adventurers of a specific Class.
Kindred: Most (4-in-6) applicants are of the dominant
Kindred in the settlement (i.e. generally humans). For
other applicants, the Referee may optionally roll on the
Adventurer Kindred table.
Class: Roll 1d20 on the Adventurer Class by Kindred table.
Stats: When an adventurer is successfully hired, their
basic game statistics (e.g. Hit Points, Armour Class, Speed)
ADVENTURER KINDRED (OPTIONAL) should be established. Retainers who serve PCs for a longer
duration may be fleshed out as full characters, using the
d12 Kindred d12 Kindred
standard character creation procedure (DPB).
1–3 Breggle 6–9 Human
4 Elf 10–11 Mossling Starting equipment: Basic adventuring gear, weapons, and
5 Grimalkin 12 Woodgrue armour appropriate to Class.
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Pa r t Four | Equipmen t, Serv ices , a nd A nim a l s
41
Part Five
Adventuring
P
rocedures, rules, advice, and guidelines for running
adventures in the wilds of Dolmenwood—and the
weird subterranean realms beneath.
The most frequently used rules—skill checks, ability checks,
saving throws, and attack rolls—are described, along with
guidelines for handling common adventuring hazards and
challenges.
Easy-to-follow procedures for travel, camping, dungeon
exploration, downtime in settlements, encounters, and
combat round out the game’s rules.
P a r t F i v e | Ad v e n t u r i n g
Preparing for an
Adventure
Advice for players on successful adventuring.
B Player Roles
efore leaving the comfort of the fireside and head-
ing into the wilds, certain preparatory steps are
To ensure the game runs smoothly, it can be helpful to
essential for successful adventuring.
assign certain important roles to individual players. Player
roles may be assigned on a permanent basis, if players
The Adventuring Party wish, or may be rotated between sessions.
The first and most fundamental requirement for going
adventuring is the gathering of a group of like-minded Caller
companions willing to venture forth into the unknown. The Caller serves as group spokesperson, responsible for
Typically, a party consists of one character per player, but informing the Referee about the actions and movements
the following points should also be borne in mind. of the party as a whole. Delegating this role to one player—
Size: The ideal size of a group is around 6 characters—large rather than having each player informing the Referee
enough to confront the challenges of an adventure, while about their PC’s individual actions—can speed up play,
not so large as to become disorganised. If not enough PCs especially with large groups.
are present, the players may wish to hire retainers (see Party leader: The caller’s character usually takes on
DPB). The Referee may also allow experienced players to the role of party leader. Ideally, they should have high
run two Player Characters at once. Charisma and be located near to the front of the party.
Classes: It is wise for a party to consist of a mix of char- Switching caller: The designation of caller can change
acters of different adventuring Classes. Combat-focused during play. For example, the character addressing
characters are essential for protecting the group from monsters in an encounter may become the caller.
danger, while Classes blessed with magic or special skills
excel in other aspects vital to a life of adventure. Chronicler
Level: As new PCs join play, the Levels of the characters The Chronicler makes notes on the party’s adventures,
in the party may diverge. It is recommended that char- including monsters and NPCs encountered, battles
acters more than 4 Levels apart adventure separately, as fought, clues discovered, and mysteries to be unravelled.
challenges and rewards suitable to characters of greatly The chronicle is an invaluable tool for recalling previous
differing Levels do not match. events, especially when some time has passed between
sessions. In longer campaigns, chroniclers record the
collective memory of the party’s epic adventures.
Splitting the Party
It is usually wise for characters to stick together when Mapper
adventuring, as there is strength in numbers. At times,
The party Mapper creates maps of the areas explored based
certain characters may wish to separate off from the
on the Referee’s descriptions. Details such as monsters or
main party. For example, one or two stealthy characters
traps encountered, clues to puzzles, or interesting unex-
may wish to scout ahead of the main group.
plored areas may be noted on the map as it is drawn.
When this happens, each group should be treated by
Lost maps: Maps may be treated as in-game items, created
the Referee as a separate party, with separate Surprise
by and in the possession of a specific character (who must
Rolls, wandering monster checks, etc.
have a quill, ink, and paper). In this case, maps must be
treated with great care, in order to prevent loss or damage
in case harm should come to the character carrying them.
Quartermaster
The Quartermaster keeps track of the party’s accounts,
tracking shared provisions, light sources, and treasure.
44
P a r t F i v e | Ad v e n t u r i n g
45
P a r t F i v e | Ad v e n t u r i n g
Encumbrance
Rules governing how much gear and treasure adventurers can haul around.
I
n the perilous wilds, an adventurer’s equipment
makes the difference between life and death. A Basic Weight Encumbrance (Optional Rule)
rope can prevent falling into a deathly chasm, This option may be used by groups who prefer a simpler
a burning torch can fend off wild beasts, and a humble encumbrance system based on weight carried.
fishing rod can provide a meal to fill hungry bellies. Char- Equipment: The weight of armour, weapons, and
acters must carefully consider the equipment they take adventuring gear is not tracked and does not count
with them when adventuring, as each person is only able towards a character’s maximum load.
to carry so much. Each item carried is at once a burden and
Treasure: The weight of treasure carried is tracked to
a potential lifesaver in times of peril.
make sure that the character’s maximum load is not
Two approaches to determine how much characters can exceeded. See Weight of Common Treasures.
carry are presented here: one based on tracking the total
Maximum load: The maximum load of treasure any
weight of items carried, the other based on tracking the
character can carry is 1,600 coins of weight. Characters
number of items carried. The Referee should decide which
carrying more than this cannot move.
to use, and it should be applied to all characters.
Determining Speed
Weight Encumbrance A character’s Speed is determined by the type of
This encumbrance system is based on tracking the indi- armour they are wearing and whether they are carry-
vidual weights of items carried, giving a detailed and fairly ing a significant amount of treasure (as judged by the
realistic overview of each character’s load. Referee). See the Basic Encumbrance table.
Carrying Capacity
BASIC ENCUMBRANCE
The total weight of the character’s gear is tracked. As coins
Speed Without Speed With
are the most common form of treasure found by adven- Armour Bulk
Treasure Treasure
turers, all weights are measured in coins. Ten coins equal
None 40 30
one pound.
Light 30 20
Equipment: The equipment lists note the weight of all Medium or Heavy 20 10
weapons, armour, and items of adventuring gear. Groups
wishing to simplify tracking may treat a character’s miscel-
laneous gear (e.g. backpacks, ropes, torches, etc.)—exclud-
ing weapons and armour—as a total of 100 coins of weight.
Treasure: The weight of treasure carried by a character is
tracked. See Weight of Common Treasures.
Maximum load: The maximum load any character can
carry is 1,600 coins of weight. Characters carrying more
than this cannot move.
Weight of Common Treasures
The encumbrance of common items of treasure is listed
Determining Speed
below. The Referee should decide the weight of other
A character’s Speed is determined by the total weight they
forms of treasure.
carry. See the Weight Encumbrance table.
TREASURE WEIGHT
WEIGHT ENCUMBRANCE Item Weight
Total Weight Speed
Coin (any type) 1
Up to 400 coins 40
Gem 1
Up to 600 coins 30
Jewellery (1 piece) 10
Up to 800 coins 20
Potion 10
Up to 1,600 coins 10
Rod 20
Scroll 1
Horses and Vehicles Staff 40
The carrying capacity of mounts and vehicles is listed in Wand 10
coins under Horses and Vehicles, DPB.
46
P a r t F i v e | Ad v e n t u r i n g
47
P a r t F i v e | Ad v e n t u r i n g
Travel
The basic procedures for travelling and exploring in the wilds of Dolmenwood.
48
P a r t F i v e | Ad v e n t u r i n g
TERRAIN TYPES
Light Terrain Moderate Terrain Difficult Terrain
Farmland Tilled fields and lanes Bog Treeless mire Boggy forest Wet, muddy woods
Fungal forest Giant fungi, few trees Hilly forest Undulating woods Craggy forest Broken terrain, cliffs
Hills Undulating grassland Tangled forest Dense, gloomy woods Swamp Wetland, sparse trees
Meadow Flat grassland Thorny forest Dense thorn thickets
Open forest Light, airy woods
Travelling Wild
The Referee tracks the party’s position on the hex map,
Searching Hexes
Some hexes on the Dolmenwood campaign map contain
noting the current hex they are in. hidden features which stay unnoticed by a party simply
Travel Point cost: The Terrain Types table lists the cost to wandering through the area. Hidden features can be found
enter an adjacent hex, based on its terrain type. by searching a hex, requiring extra time and Travel Points.
Hex features: Once the party has paid the Travel Point cost Travel Point cost: The Terrain Types table lists the cost to
to enter a hex, they may explore any non-hidden features search a hex, based on its terrain type.
in that hex without further expenditure of Travel Points. Hidden features: Searching may reveal hidden features in
End of day: If the party does not have sufficient Travel a hex, if any are present. Once a hidden feature has been
Points to enter an adjacent hex, the Referee should note located, it can be found again without searching.
how many Travel Points they have expended and how
many must be expended the next day to enter the hex.
Losing Direction
Example: A party with 2 Travel Points remaining is travelling See Losing Direction, DPB for more information.
from a farmland hex toward an adjacent hex consisting of bog Checks: One roll for getting lost is made each day. The
(3 Travel Points to enter). The party spends the 2 Travel Points
Referee makes this roll at the start of the travel day. If the
it has, nearing the edge of the bog hex but unable to enter it
party is travelling along a road (no chance of getting lost),
today due to being 1 Travel Point short. The party makes camp
in the farmland hex. The following day the party need only the roll for getting lost is made when they leave the road.
spend 1 further Travel Point to enter the bog hex. Travelling wild: The chance of getting lost depends on
the terrain being explored—see the Terrain Types table.
Following a road: There is no chance of getting lost.
Mounts and Vehicles Following a track: There is a 1-in-6 chance of getting lost.
Mounts and land vehicles provide convenient means of Visibility: In conditions of reduced visibility, such as fog
travelling with heavy loads, but they become inconvenient or blizzards, the chance of getting lost increases by 1 (e.g.
when characters are travelling wild. 2-in-6 becomes 3-in-6), and in darkness by 2.
Effects of getting lost: The effects of getting lost are
Speed and Travel Points described in the Dolmenwood Campaign Book.
Mounts: A mounted party has Speed 40 (8 Travel Points per
day). While some mounts have Speed faster than 40, they
can only move at this rate for short bursts. Wandering Monsters
See Wandering Monsters, DPB for more information.
Land vehicles: A party travelling with a cart or wagon has
Speed 30 (6 Travel Points per day). Checks: One check for wandering monsters is made each
day. The Referee may make this roll at any point in the day
Terrain Restrictions they wish, for example in the first hex the party enters or
searches.
Mounts and land vehicles can travel freely along roads
and tracks, but travelling wild is limited by certain terrain Chance: The chance of an encounter depends on the type
types. The Terrain Types table lists which types of terrain of terrain being travelled through—see the Terrain Types
mounts and vehicles may enter, with mounts only able to table.
be led (i.e. not ridden) in certain types of terrain. Creature: The Dolmenwood Campaign Book includes tables
to determine the type of creatures encountered.
49
Part Six
Secrets of
Dolmenwood
A
small sampling of content from the epic tome of
referee’s lore—the Dolmenwood Campaign Book.
One of the seven major factions—the longhorn
nobility—is presented in full, along with three detailed NPCs.
An excerpt from one of the 12 settlements—the town of
Lankshorn, ruled by the wicked Lord Malbleat—is provided,
including descriptions of six locations and four NPCs.
Four of the Dolmenwood Campaign Book’s 200 hexes are
presented, as an example of the weird, fantastic locations
that Dolmenwood is packed with.
Finally, the full Dolmenwood encounter tables and a selec-
tion of magic weapons are revealed.
Part Six | Secr ets of Dolmenwood
Longhorn Nobility
The breggle noble houses which have ruled the High Wold since ancient times.
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Domain of
Lord Murkin
Kolstoke Keep
Domain of Lord
Shagsend Malbleat
Garnack’s
Tower Redwraith Manor
Galblight Lankshorn
Dreg
Castle Everdusk Enclaves of
the Longhorn
Domain of
Lord Ramius
Nobility
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Part Six | Secr ets of Dolmenwood
Lord Gryphius
Malbleat
A mature longhorn man of noble, philosophi-
cal air. Malbleat is tall (almost 7′), graceful, slen-
der, and has black fur with a silver nose. Dresses
in refined silks, with a fashionable neck ruff. Renowned
for his love of poetry and his elegance in the ballroom.
Dabbles in matters occult.
Demeanour (Chaotic): Refined aesthete, sadist. Delights
in humiliating those of lower rank. Has as habit of smiling
at uncomfortably inappropriate junctures.
Speech: Silver-tongued, eminently reasonable. Woldish,
Caprice, Gaffe, Old Woldish.
Desires: To depose Lord Ramius, whom he envies and
connives against. To continue cultivating the favour
of Baron Hogwarsh. To unlock the arcane secrets of his
semi-mythical, sorcerous ancestor Lord Gnarlgruff.
Possessions: A Ring of Vanishing (DCB). An extensive
occult library, including a tome, bound in human skin,
which contains the trapped soul of a necromancer (worth
12,000gp). One who gains a familiarity with the tome can Servants: A coterie of alchemists and minor sorcerers. Two
command the spirit to cast a Geas spell once a week. great black hounds. Groundsmen, cooks, butlers, etc. A
Family: Seven wives (two longhorns and five humans— small soldiery of shorthorns. Malbleat has the ear of Father
including Bronywyn Baldricke, daughter of Berkmaster Dobey, the vicar of Lankshorn (DCB).
Baldricke—DCB). Malbleat is the younger half-brother (to Location: Redwraith Manor (hex 0709).
different mothers) of Lord Ramius. Combat stats: Longhorn (DMB). Malbleat is a magician of
some small talent, and has Glyph of Sealing and Vapours
of Dream memorised.
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Lord Simeone
Murkin
A half-breggle, half-human man in his 50s,
the only child of the former Lord Murkin
(deceased), who fell in love with a human woman.
Murkin is auburn-haired, squat, and pot-bellied. He is of
human appearance but for his prodigious chin-locks, a
rudimentary horn nub, and one goat-like eye. Habitually
clad in ill-fitting armour and billowing silk neckerchiefs.
Demeanour (Chaotic): Pompously regal. Cruel temper.
Speech: Nasal and condescending. Woldish, Caprice, Gaffe.
Desires: To erase the embarrasingly temperate legacy of
his father and gain House Murkin the power and respect
it deserves. To imprison those behind the revolt brewing
in his domain (see hex 0108). To conquer House Nodlock
and take Nodding Castle for himself. To undermine Lord
Malbleat and Lord Ramius, bring about their painful and
excruciating deaths, and rule the High Wold.
Possessions: The Sword of Kolstoke—an Arcane Two-
Handed Sword (Fairy Bane, DCB) whose hilt is inlaid with
black opals. The sword is an heirloom of House Murkin, Servants: A retinue of 12 longhorn knights known as “the
said to have been used in the wars against the Cold Prince. Horns of Kolstoke.” A small but strengthening body of
troops (in hex 0109). Groundsmen, cooks, butlers, etc.
Family: Murkin’s mother, now in her seventies, is impris-
oned in the dungeons of Kolstoke Keep, after contradicting Location: Kolstoke Keep (hex 0208).
her son’s word one time too many. His cousin, Lady Borrid, Combat stats: Level 3 knight (DMB).
maintains a hunting lodge in hex 0109.
Lord Shadgore
Ramius
A venerable longhorn nobleman with snow-
white fur, yellow eyes with red pupils, and a
curly beard down to his ample belly. Ramius
dresses in thickly layered regal robes embroidered with
thorny roses.
Demeanour (Neutral): Cold, shrewd. Disdainful of social
mores. Brilliant strategist and a wise ruler. Red pupils
enlarge and contract when he is displeased.
Speech: Sweet, rasping, well-considered. Woldish, Caprice,
Gaffe, Old Woldish, basic Sylvan.
Desires: To keep Lord Malbleat in check by playing the
Drune against him. To cultivate the trust of the Duke of
Brackenwold and be granted the barony of the High Wold,
supplanting the reckless Baron Hogwarsh. Failing that,
to wed his daughter Berryld to the baron. To enslave the
monster known as the Bicorne (hex 0510) and use it as a
beast of war.
Possessions: The Thorned Eye—a gold medallion whose
curious shape is featured on the Ramius coat-of-arms Servants: A standing army of shorthorns and humans,
(worth 8,000gp). One who wears the medallion can conjure commanded by his sons (longhorn knights). Groundsmen,
a 15′ radius area of magical darkness for 6 Turns thrice a day cooks, butlers, etc.
and can harm mortals by striking at their shadows (AC 10). Location: Castle Everdusk (hex 0410)—ancestral home of
Family: Widower with three sons and four daughters House Ramius (and of Lord Malbleat).
(including his heir, Lady Berryld, DCB). Ramius is the elder Combat stats: Longhorn (DMB).
half-brother (to different mothers) of Lord Malbleat.
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Lankshorn
0710—High
0710 —High Wold market town on the edge of the tangled, breggle-ruled woods.
A
bustling town of well-kept, stonebuilt houses, Breggle Blood
clustered around a tall-steepled church and a Over many generations, the humans and breggles of Lank-
cobbled market square. At the rear of the town, a shorn have partially intermixed. Most Lankshorners show
slope rises towards Dolmenwood, which looms ominously, no evidence of this mixed heritage, but the occasional goat-
a reminder of Lankshorn’s position on the verge of the like feature can be noted among the human townsfolk.
wild.
Inhabitants (1,100—small town): Mostly consisting of
local, curly-haired folk of High Woldish origin who have THE LANKSHORN LOOK
made their livings in the town for many generations. A d6 Goatish Aspect
number of breggles also dwell in Lankshorn. 1 Goatee beard (also sometimes found on old women).
Ruler: Lord Malbleat (DCB) and Berkmaster Baldricke 2 Goat eyes (sometimes a single eye only).
(DCB)—Malbleat’s representative in the town (a mayor 3 Goat’s hoof in place of a foot.
of sorts). 4 Goat’s hoof in place of a hand.
Religion: As the old and well-loved church of Saint 5 Horn-like nubs on the forehead.
Pastery—located proudly in the town centre—attests, the 6 Rudimentary tail ending in a tuft of coarse hair.
people of Lankshorn are devout followers of the Pluritine
Church. Lankshorners, however, proudly follow a body of A Superstitious Folk
local superstitions, in addition to the tenets of the Church. In Lankshorn, ancient Gwyrae beliefs blend with the stric-
Rumours: See Rumours in Lankshorn, DCB. tures of the Pluritine Church, forming an idiosyncratic
mass of folk belief and superstition. Some example super-
Threshold to Dolmenwood stitions that adventurers may come across are listed below,
but many more exist. PCs who transgress these edicts
The northernmost settlement in the High Wold, Lank-
encounter an incredulous or frosty reception from locals.
shorn lies within a bowshot of the forest’s border, acting
as one of the two main “thresholds” into Dolmenwood (the
other being Castle Brackenwold, in the east).
LANKSHORN SUPERSTITIONS
d6 Superstition
Wrested From Lord Ramius’ Domain 1 It is disrespectful to travel south along the Swallop
Twenty-two years ago, a feud among the nobles of House Road without carrying a little fresh milk. (This relates
Ramius led to an abrupt reshaping of traditional domain to the shrine to King Pusskin in hex 0711.)
boundaries in the High Wold (see House Ramius Divided, 2 Draining one’s glass completely brings ill luck. A sip
DCB). It was thus that Lankshorn was wrested overnight should always be left for the house bogle.
from the domain of Lord Ramius and became part of the 3 Stepping over a threshold without knocking on the
newly established domain of Lord Malbleat. door first (even if the door is open!) brings ill fortune.
4 Bringing a sword into a dwelling without first dous-
The Cruelty of Lord Malbleat ing the blade with water invites misfortune upon the
household.
Lankshorners take great pride in the ancient breggle
5 It is advisable to tiptoe up stairs, so as not to disturb the
noble houses which have ruled over their town since time cob-knockers who make their homes under the boards.
immemorial. However, the current ruler, Lord Malbleat, 6 Wiping one’s plate clean with a fresh handkerchief
is unloved. Townsfolk fear his frequent visits, demanding brings good luck.
that folk cater to his every whim. He metes out swift and
cruel justice on any who resist, falter, or so much as cast
their glance unwanted in his direction. Equipment Availability
Mounts and hounds are usually only available at the
Unrest Brewing market on Moot (see DCB).
Malbleat’s increasingly brazen cruelty is leading to unrest
in Lankshorn. Some folk speak of petitioning the Baron
Hogwarsh to intervene and replace Malbleat or restore
Lankshorn to the domain of Lord Ramius. Others note
that it was Hogwarsh who was responsible for Malbleat’s
appointment as lord of Lankshorn in the first place.
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Part Six | Secr ets of Dolmenwood
11
13 2
5
10 8
10
6
7
3
4
12
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Sign: A white stoat with prominent red horns reclining on Demeanour (Lawful): Jocular, high-brow, bumbling.
a luxurious purple couch. (This creature is a hornstoat—a Speech: Lethargic drawl. Woldish, Old Woldish, Liturgic,
fairy of local legend, said to live in the hearts of great oak Caprice, Gaffe, Old Drunic, Sylvan, Drunic.
trees and mock the foolish toiling of humans.) Desires: Obscure scripts. Access to Malbleat’s library,
Common room: A cramped room with high stools said to contain a large body of texts in Old Caprice.
crammed against the walls and a cluster of three small Knowledge: Specialises in ancient languages and
tables in the centre. Guests are served by the landlady, scripts. Apply the standard rules for hiring a sage (DPB).
Margerie Stallowmade, her three sons, and her twelve-
year-old daughter Willow (who has a goat’s hoof in place
of her left hand). 6. Harper’s Hall
In the late evenings: The tables are often pushed together A tall, lime-white manor beside a shallow lake ringed with
in the centre of the common room and used as an impro- storm-wracked elms.
vised stage for raucous dances or musical performances. Function: Harper’s Hall serves a dual purpose. First and
Guests: Local folk, pedlars, travellers, and merchants. foremost, it is the town residence of Lord Malbleat, though
There is a 2-in-6 chance per evening of a beloved Lankshorn he seldom inhabits it for longer than a night each month.
resident—the sage Farnham Ribblemead (who rents the Secondly, one of its side-wings houses the Berkmaster and
inn’s attic suite on a permanent basis)—quietly sharing a his family.
glass of Aspintheon with the landlady. Inhabitants: The current Berkmaster (installed by
The attic suite: A heavy, locked door in the inn’s upper floor Malbleat when he assumed lordship of the town) is Clewyd
leads, via a steep, creaky stairway, to a plush attic suite— Baldricke (“His Lordship”), who lives here with his wife
the home of the sage Farnham Ribblemead. Almerie and four adolescent children.
Hidden fugitive: The Berkmaster harbours his grand-
Services at the Hornstoat’s Rest son—a rebellious young half-human, half-breggle boy
Lodgings and food: Of common quality (DPB). named Billy—who stumbled out of the Wood some months
ago. The boy fled from Redwraith Manor after his govern-
Aspintheon: The preferred tipple of the proprietor, Purple
ess fed him a dangerous mandrake brew as punishment.
Aspintheon (DPB) is always in stock. Favoured guests may
The brew afflicted the boy with a curse, causing him to
also be offered a glass of the rarer and more infamous
mutate into different forms and personalities. Wary of
Green Aspintheon (DCB).
revealing the boy’s presence, the Berkmaster has enlisted
the aid of the hermit-magician Merridwyn Scymes (hex
0808) to discover a means of curing his grandson.
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Part Six | Secr ets of Dolmenwood
Blood-Cheese Sacs
Wanderers in this hex may come across a region where the
skins of various large creatures—including breggles and
humans—hang among the trees.
Inside the skins: The skins are carefully sealed into sacs,
bloated and distended with their strange contents: a
reddish black, cheese-like substance made from blood
rather than milk. The stuff has many forms (slimy, runny,
stringy, hard), but smells and tastes like cheese.
Caretaker: If players spend time investigating the skins,
there is a 2-in-6 chance of the cheese-fiend wandering
nearby, checking the state of the skins.
Giant Hut
In the centre of the cluster of blood-cheese sacs stands a The Cheese-Fiend
ramshackle hut of giant proportions (15′ high), cobbled A giant woman of obese, lumpy form, 10′ tall, formed
together from stone, thatch, and branch. entirely of different kinds of cheese: eyes oozing,
Windows: Small, odd-shaped windows allow a peek inside. rubbery, bouncy flesh, hairy regions of fuzzy mould,
a Swiss-cheese air-pocket mouth.
Door: 10′ high, of roughly nailed planks, eminently creaky.
Demeanour (Chaotic): Lumbering. Hungry. Views
Smell: An acrid stench of strong cheese emanates from the
intruders as potential prey.
hut, to a near vomit-inducing potency.
Speech: Booming vibrato. Basic, stammering Woldish.
Inside the Hut Desires: Driven only by the urge to hunt and gorge
herself on cheese. Treasures real cheese or milk (only
The hut consists of a single room, unlit.
has access to the blood-cheese that she produces).
Inhabitant: There is a 4-in-6 chance of the cheese-fiend
Large Monstrosity—Semi-Intelligent—Chaotic
being present in the hut, either dozing or skinning a corpse.
Level 9 AC 12 HP 50 Saves D7 R8 H9 B10 S11
Awful stench: The odour of strong cheese is overwhelm-
Att 2 fists (+7, 2d6) or molten cheese vomit (4d6)
ing here; characters must Save Versus Doom or suffer a –1
Speed 60 Morale 9 XP 1,350
penalty to Attack Rolls for 1d4 Rounds.
Immunities: Bludgeoning weapons bounce off the
Corpses and skins: Dangling from the rafters is a grisly
cheese-fiend’s rubbery flesh, inflicting half damage.
collection of fresh corpses and drying skins.
Molten cheese vomit (thrice a day): Affects all char-
Rusty metal tank: In a corner, filled with guts and bones.
acters in a 10′ radius area in front of the fiend’s mouth.
Furnishings: A great, oaken worktable and cleavers. A bed Save Versus Blast for half damage.
of dried leaves.
Treasure: The creature’s body, if sliced into reasonably
Searching: A pouch with twelve opals (150gp each) lies sized portions (ideally without obviously humanoid
forgotten in a dark corner. One of the hanging corpses still characteristics) could be sold to a discerning chee-
wears a copper, knot-work engraved bracelet (200gp) and semonger for up to 2,000gp.
matching ring (a Ring of Water Walking—DCB).
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Thirligrewe’s Orchard
At the forest’s edge, in a clearing surrounded by a waist-
high stone wall, there sits a tiny orchard. A humble two-sto-
rey cottage, leaning alarmingly sideways, adjoins it.
Strange apples: A row of gnarled crab apple trees bearing
curious mauve fruits stands at the rear of the orchard.
Cider brewed from the crab apples functions as Sandor’s
Phantasmal Elixir (DCB). (One dose per pint consumed.)
Orchard tender: The orchard is tended and protected by
Thirligrewe Hangman, who serves Castle Brackenwold;
the orchard and cottage are the castle’s property. Her most
significant duty is the provision of crab apples, which she
delivers to The Roost, a nearby inn, for onward transit to
the castle. Should she catch PCs attempting to pilfer any,
she runs to the Roost for help from the staff there.
Weighty tomes: A passionate reader, Thirligrewe has
amassed a sizeable book collection whose sheer weight
causes the cottage to lean toward the side dedicated to Zoemina Ladle—The Roost Proprietor
her study. Searching the collection for an hour yields four
A strapping, energetic woman in her late thirties, with
arcane scrolls, tucked inside a horticulture manual: Deci-
plaited red hair and freckled complexion. Dresses in
pher, Floating Disc, Mind Crystal, and Perceive the Invisible.
green gowns embroidered with ivy leaf motifs.
Demeanour (Neutral): Bold, spirited, gregarious. Flits
The Roost (Inn)
between groups, seldom finishing conversations.
Half a mile from the orchard, in an open glade beside Camp
Road, a fantastic treehouse inn is nestled in the boughs Speech: Strident, almost operatic. Woldish.
of a trio of old beeches. The atmosphere of serenity that Desires: The company of talented musicians. To
permeates the place is enhanced by the gentle cooing of convince her lover, Thirligrewe Hangman, to fake her
the flocks of tame doves that perch among the inn’s gables own death, escape her inherited obligation to Bracken-
and the surrounding branches. wold, and come to live at the inn in secret.
Sign (at the roadside): A dove contentedly nibbling hazel-
nuts from an open hand. Thirligrewe Hangman—Orchard Tender
Entrance: A sweeping, wooden stairway that winds around A quiet, mousy woman of late youth with wispy hair
the largest trunk or—for the audacious—a pair of rope and a penchant for berets. She works for the dukes
ladders that dangle to the forest floor. of Brackenwold, tending the orchard as a result of a
Common room: Tables and chairs densely clustered hereditary family punishment that passes to the eldest
around a sweeping, circular bar. The landlady, Zoemina woman in the extended family. The nature of the crime
Ladle, serves with a gang of barmaids. On warm nights, that her ancestor committed—named pettymongery—
doors are drawn back, joining the common room and the is long since forgotten.
outside balcony. Genial flute music wafts. Demeanour (Lawful): Rustic intellectual.
Guests: Travellers, merchants, and guards. Adventurers Speech: Halting, sarcastic. Woldish, Old Woldish.
and nobles of romantic spirit sometimes sojourn here,
taken by the fanciful notion of living in a treehouse. Desires: To continue her quiet job, which gives her time
to read from her extensive library. To learn the ulti-
mate destination of her apples; all she has been able to
ascertain is that they are spirited by courier to Castle
Services at the Roost
Brackenwold, where they are said to be used to create
Lodgings and food: Of common quality (DPB). small but regular quantities of cider for consumption
Attic suites: Private suites, each including a small by someone within.
dining room, can be rented for 5gp per night.
Stabling: Excellent stables are located (at ground level)
in the woods behind the inn.
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Cidery Road
A side-road branches from King’s Road to the south-
east. Next to it is a sign of weather-beaten wood, read-
ing: “CIDERY ROAD—Home to the Famed and Esteemed
Titheland Cider”.
Following the road: Cidery Road wends its way for several
miles past apple orchards and farmhouses.
Apple orchards: Low, closely planted trees in sinuous rows
wade in mounds of rotting apples. No workers can be seen.
Eating an apple: The apples are small, oxblood-red, and
syrupy sweet. Mortals must Save Versus Doom—those
who fail die at dawn after sweet dreams; those who succeed
suffer an evening of nightmares.
Smoke column and odour: After 2 miles, the party sees
a column of smoke rising in the distance, and smells a
sweet, apple-scented odour. The smoke and the odour both
emanate from the Titheland Cidery, ahead.
Demozel Hazel—Elf Courtier
Titheland Cidery Tall and plump, with long silver hair and a prominent
The road ends at a two-storey cidery of stone and thick chin. Wears a necklace of pigs’ teeth, given as gifts by
timber. Before it is the source of the smoke: piles of burn- the pigs themselves. She wears it to please the pigs, of
ing apples, stoked and fed by listless, dejected workers. whom she is quite fond.
Alongside are several pens of pigs, feeding on apple scraps. Demeanour (Neutral): Upright posture, tends to point.
Speaking to the workers: They relate that last year, most Speech: Precise, forceful, and erudite. Woldish, Sylvan,
of the orchard workers who sampled the inaugural batch High Elfish.
of Titheland Cider (DPB) suffered screaming nightmares, Desires: To enjoy the scent of nightmares on a brisk
while a few enjoyed pleasant dreams before dying at dawn. night. To discuss philosophy with local pigs.
The workers now burn their orchards’ yields, hoping to
Possessions: A pink ruby ring (500gp).
purge the trees of the blight that seems to infect them.
Reward: The cidermasters offer 1,000gp to adventurers
who can discover and eliminate the cause of the blight. Demozel Olive—Elf Courtier
Examining the pig pens: The pigs become increasingly Tall and slender, with short golden curls. Wears a coro-
agitated as the day gets later. net of human teeth, extracted from local graves. She
wears it to put any humans she may encounter at ease.
At Night Demeanour (Neutral): Charming, warm, kindly.
After the workers depart, the pigs leap from their pens, one Speech: Tsks and tuts. Woldish, Sylvan, High Elfish.
after another, to merrily trot about the orchards. Desires: Kindly disposed towards humans, her chief
Following the pigs: Ultimately leads to a clearing that desire is to put them out of their misery, poor dears,
glitters with fairy-light. There, the pigs gather around elf and into a nice dark grave.
courtier (DMB) Demozel Hazel, who holds court solemnly. Possessions: A pearl necklace (350gp).
Speaking with Hazel: She explains that she and her
younger sister, Demozel Olive, are former ladies-in-wait-
Speaking with Olive: She patiently explains that when
ing to the Lady of Spring Unending (DCB), and are now at
her sister isn’t looking, she removes the magical horror
liberty and seeking diversion; last summer, they took up
from the apples and replaces it with deadly poison. She is
residence here. She admits to instilling the apples with
genuinely shocked that anyone would object to this.
a magical horror, but is genuinely shocked if told of the
deaths. If asked, she can direct PCs to Olive’s location. Evicting the elf sisters: They can only be evicted by force,
or by providing them with very convincing, specific knowl-
Hazel’s directions: Lead to a grove where Demozel Olive
edge of better fun that can be had elsewhere. If either sister
(elf courtier, DMB) reclines serenely on a bed of fallen,
is attacked, the other comes to her aid immediately.
rotten apples.
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Encounters
The beasts, horrors, fairies, and mortal folk one may encounter in the wilds.
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Part Six | Secr ets of Dolmenwood
REGIONAL ENCOUNTERS
d20 Aldweald Aquatic Dwelmfurgh Fever Marsh
1 Antler Wraith (2d4) Adventuring Party Antler Wraith (2d4) Bat, Vampire* (1d10)
2 Breggle—Shorthorn (3d10) Angler‡ (2d4) Basilisk (1d6) Black Tentacles (1d4)
3 Centaur—Sylvan (2d6) Boggin (1d6) Brambling (1d4) Bog Salamander (1d3)
4 Deorling—Doe (4d4) Catfish, Giant* (1d2) Centipede, Giant* (1d8) Centaur—Bestial (1)
5 Elf—Knight (1d4) Crab, Giant* (1d6) Crookhorn (3d10) Crookhorn (3d10)
6 Elf—Wanderer (1d6) Fly, Giant* (2d6) Drune—Audrune (1) Fly, Giant* (2d6)
7 Gelatinous Hulk (1d4) Insect Swarm* (1d3) Drune—Braithmaid (1d4) Galosher (2d6)
8 Gloam (1) Kelpie (1) Drune—Cottager (1d4) Gelatinous Hulk (1d4)
9 Goblin (2d6) Killer Bee* (2d6) Drune—Cottager (2d6) Harridan (1d3)
10 Grimalkin (1d4) Leech, Giant* (1d4) Drune—Drunewife (1) Insect Swarm* (1d3)
11 Headless Rider (1d4) Madtom (1d12) Lost Soul‡ (1d4) Jack-o’-Lantern (1d8)
12 Pedlar‡ (1d4) Merchant‡ (1d20) Shadow (1d8) Leech, Giant* (1d4)
13 Redcap (2d6) Merfaun (2d6) Skeleton (3d6) Madtom (1d12)
14 Snail, Giant—Psionic (1) Pedlar‡ (1d4) Spinning Spider, Giant* (1d3) Marsh Lantern (1d12)
15 Sprite (3d6) Pike, Giant* (1d4) Sprite (3d6) Mugwudge (1d4)
16 Thief (Bandit)† (3d10) Stirge* (2d6) Thief (Bandit)† (3d10) Redcap (2d6)
17 Unicorn—Blessed (1d6) Thief (Pirate)† (3d10) Wicker Giant (1) Shadow (1d8)
18 Wild Hunt (see DCB) Toad, Giant* (1d4) Wight (1d6) Toad, Giant* (1d4)
19 Witch (1d6) Water Termite, Giant* (1d3) Witch (1d6) Troll (1d3)
20 Woodgrue (3d6) Wyrm—Phlegm (1) Wyrm—Yellow Bile (1) Wyrm—Phlegm (1)
65
Part Six | Secr ets of Dolmenwood
Magic Weapons
Swords and other weapons, imbued with arcane, fairy, or holy magic.
66
Part Six | Secr ets of Dolmenwood
67
Part Seven
Monsters
Referees only—players turn back!
A
small sampling of the menagerie of weird fairies,
fungal monstrosities, sorcerers, magical constructs,
restless spirits, pests, and odd animals found in the
Dolmenwood Monster Book.
The gargoyle and goblin present Dolmenwood-specific takes
on classic creatures of folklore and fantasy. The root thing
and yickerwill provide a glimpse into the myriad brand new
monsters that lurk in the wild places of Dolmenwood.
Part Seven | Monster s
Gargoyle
Grotesque, winged religious statues of roughly human stature (4-6′ tall), animated to guard
treasures or holy sites. Older gargoyles become crotchety and idiosyncratic as they tire of duty.
70 Names: Typically named after a saint, see Pluritine Church faction, DCB.
Part Seven | Monster s
Goblin
Blue-skinned fairy merchants and charlatans who ferry odd goods from Fairy to trade in
Dolmenwood. Have a deep love of material wealth (except silver), rivalling that of humans.
Root Thing
Humanoid root vegetables (4′–10′ tall) that pull themselves up from the soil to hunt hapless
mortals. Root things are eyeless and hunt by scent, with a horrid, rasping sniffing.
72
Part Seven | Monster s
Yickerwill
Flying demi-fey monsters, 6′ tall, with legs like bendy caterpillars, goggling moth-like faces,
feathered bellies, and icy, fluttering wings. Murder sentients to consume their clothing.
Medium Demi-Fey—Semi-Intelligent—Neutral
Level 4 AC 13 HP 4d8 (18) Saves D10 R11 H12 B13
S14
Attacks 2 claws (+3, 1d6) or breath (frost)
Speed 20 Fly 60 Morale 7 XP 180
ENCOUNTERS LAIRS
1 Gleefully feasting on the goods of a clothes merchant, 1 A steep, rocky gully lined with silk cocoons in which the
pulling great armfuls of garments from his caravan. The yickerwills slumber.
merchant and 3 guards lie slaughtered nearby. 2 A storm-wracked elm festooned with cast iron lanterns
2 Attacking a hive of killer bees in the treetops, wishing to formed like leering visages. While the yickerwills dream
steal their honey. among the branches, eerie fires flicker on an off in the
3 Being attacked by a desperate company of 4d6 nutcaps, lanterns.
attempting to drive the yickerwills away from their 3 A network of grottoes formed where a stream trickles
colony in the treetops nearby. The nutcaps will reward underground. The yickerwills slumber atop mounds of
any who aid them with 3 small garnets (100gp each). crushed bone in their larder cave, draped with pristine
4 Creeping up on a group of 2d6 villagers bathing tipsily sheets of silk and linen.
in a bubbling brook. The yickerwills have eyes for the 4 The ruins of an old manor house, its windows smashed
humans’ clothing, strewn on rocks nearby. and its interior overgrown with brambles. The yicker-
wills roost in ancient, decrepit wardrobes in the manor’s
former bedchambers.
73
A dv en t ur e a nd Per il in Fa iry ta le Wo od s
D W
olmenwood is a fantasy adventure game set in e’re launching the 3 Dolmenwood core books,
a lavishly detailed world inspired by the fairy plus a range of extras. The Dolmenwood Play-
tales and eerie folklore of the British Isles. Like er’s Book contains the complete game rules
traditional fairy tales, Dolmenwood blends the dark and plus all character options. The Dolmenwood Campaign
whimsical, the wondrous and weird. Book and Dolmenwood Monster Book present a detailed
Players journey through tangled woods and mossy bowers, campaign setting and bestiary, ready for years of play.
forage for magical mushrooms and herbs, discover rune- In addition to the core books, we will be publishing a range
carved standing stones and hidden fairy roads, venture of extras, including:
into fungal grottoes and forsaken ruins, haggle with goblin ▶ Four adventures set in Dolmenwood: The Fungus That
merchants, and drink tea with fairies. Came to Blackeswell, The Ruined Abbey of St Clewyd, Emel-
Streamlined rules and helpful introductory materi- da’s Song, Winter’s Daughter.
als guide novice players, while unique new magic and ▶ A set of 11 resin player character miniatures, including
monsters bring a fresh sense of the unknown to veteran the unique new Dolmenwood kindreds and classes.
role-players. ▶ A Dolmenwood referee’s screen, featuring beautiful
4-panel art by Pauliina Hannuniemi.
▶ Cloth and poster maps of Dolmenwood, including a
referee’s map and a player-friendly map.
▶ More extras to be announced during the Kickstarter.
dolmenwood.com