Dolmenwood House Rules (NGP) (Basic, BX)

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Dolmenwood House Rules

Classes Class-Specific Equipment


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.

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