1. The document outlines character classes, equipment, and house rules for Dolmenwood House. Character classes include fighter, cleric, rogue, magic-user, elf, moss dwarf, grimalkin, and ratling.
2. Starting equipment is specified for each class, including armor, weapons, and general adventuring gear. Clerics get a wooden crucifix, rogues get thieves' tools, and magic-users get a randomly chosen spell book.
3. Additional house rules cover dying and recovery, encumbrance, experience, helmets granting +1 AC, initiative order, and the lack of a "Read Magic" spell requiring spell books and scrolls to be
1. The document outlines character classes, equipment, and house rules for Dolmenwood House. Character classes include fighter, cleric, rogue, magic-user, elf, moss dwarf, grimalkin, and ratling.
2. Starting equipment is specified for each class, including armor, weapons, and general adventuring gear. Clerics get a wooden crucifix, rogues get thieves' tools, and magic-users get a randomly chosen spell book.
3. Additional house rules cover dying and recovery, encumbrance, experience, helmets granting +1 AC, initiative order, and the lack of a "Read Magic" spell requiring spell books and scrolls to be
1. The document outlines character classes, equipment, and house rules for Dolmenwood House. Character classes include fighter, cleric, rogue, magic-user, elf, moss dwarf, grimalkin, and ratling.
2. Starting equipment is specified for each class, including armor, weapons, and general adventuring gear. Clerics get a wooden crucifix, rogues get thieves' tools, and magic-users get a randomly chosen spell book.
3. Additional house rules cover dying and recovery, encumbrance, experience, helmets granting +1 AC, initiative order, and the lack of a "Read Magic" spell requiring spell books and scrolls to be
1. The document outlines character classes, equipment, and house rules for Dolmenwood House. Character classes include fighter, cleric, rogue, magic-user, elf, moss dwarf, grimalkin, and ratling.
2. Starting equipment is specified for each class, including armor, weapons, and general adventuring gear. Clerics get a wooden crucifix, rogues get thieves' tools, and magic-users get a randomly chosen spell book.
3. Additional house rules cover dying and recovery, encumbrance, experience, helmets granting +1 AC, initiative order, and the lack of a "Read Magic" spell requiring spell books and scrolls to be
1. Fighter. • Clerics get a wooden crucifix. 2. Cleric. A holy warrior devoted to the One True God. • Rogues get thieve’s tools, a disguise kit, or an extra Undead turning max three times a day. May use any piece of adventuring gear (player’s choice). weapons, but only holy magic weapons. • Magic-users get a randomly chosen spell book. 3. Rogue. (See The B/X Rogue.) 4. Magic-user. May spend one turn to detect magic (2 in General Adventuring Gear 6 chance). Learning new spells takes one day per level All characters start play with a backpack, a tinderbox, 5 of the spell. Spells unrelated to ones already known torches, 1d20gp, and four items rolled on the list below: require an INT check or cannot be learned. 1. Crowbar 5. Elf. Spells are instinctive and randomly selected from 2. Hammer the illusionist list. No spell book. 3. 10 iron spikes 6. Moss dwarf. (See Wormskin issue 1.) 4. Sledgehammer 7. Grimalkin. (See Wormskin issue 1.) 5. 5 days’ rations 8. Ratling. Mechanically the same as a halfling. Hiding 6. Waterskin works 3 in 6 in any environment. 7. 50’ hempen rope (More to come: friar, woodgrue, enchanter, etc...) 8. Bedroll 9. Lantern and 3 flasks of oil Armour 10. Ink, quill, and 5 sheets of parchment Fighters roll 1d6, clerics and non-humans roll 1d4, rogues 11. 10 sticks of chalk get leather armour, magic-users get none. 12. Small sack 1. Leather armour 2. Leather armour + shield Miscellaneous House Rules 3. Leather armour + helmet Dying: Upon reaching 0 hit points, your character is 4. Chainmail unconscious and bleeding out. If an ally heals you (either 5. Chainmail + shield with magic, herbs, or binding wounds) within 3 rounds, 6. Chainmail + helmet you are revived (min 1 hp, suffer -3 penalty to attacks un- (Moss dwarfs get pinecone armour, instead of chainmail.) til you get a day’s rest). If your allies take longer than three rounds, you may save versus death to avoid dying. In both Weapons cases, a random ability score is permanently reduced by 1. Fighters roll 2d8, clerics and non-humans roll 2d6, rogues roll 2d4, magic-users get a ritual dagger. Encumbrance: We’re not going to bother with tracking the 1. 3 daggers weight of every little item you’re carrying. Instead, charac- 2. Club ters with light or no armour (up to leather) move at 120, 3. Shortbow + 20 arrows those with medium armour (up to chainmail) move at 90, 4. Shortsword and those with heavy armour move at 60. 5. Longsword 6. Spear Experience: In addition to the usual 1 XP per gp value of 7. Battleaxe treasure acquired through adventuring, you gain 1 XP per 8. 2-handed gp you spend. sword Helmets: Grant +1 AC. Can be used by classes that can use shields (i.e. clerics, figthers, non-humans).
Initiative: We’ll use a slight variant:
1. Each side rolls 1d6. Roll again if tied. 2. The winning side moves or fires missiles. 3. The losing side moves or fires missiles. 4. The winning side performs other actions. 5. The losing side performs other actions.
Read Magic: Doesn’t exist. Spell books and scrolls are
written in normal (albeit sometimes obscure) languages. Sages, study, and comprehend languages are valuable.