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Published by Capn_Ragnar, 2022-12-06 00:38:09

D&D - Hacking Through Dolmenwood

D&D - Hacking Through Dolmenwood

Keywords: Dungeons & Dragons,DnD,OSR,TTRPG,Dolmenwood

HACKING THROUGH
DOLMENWOOD

Equipment & Classes

adapted from

Wormskin by Necrotic Gnome

For use with The Black Hack 1e

CONTENTS

Equipment : 1
Moss Dwarf : 2-3
Grimlakin : 4-5

NOTE

These classes & equipment have been adapted from their first appearance in
Wormskin Issue 1 (2015).
They differ from those in the upcoming Dolmenwood Player’s Book, one of
three books covering the complete Dolmenwood setting, packed with fairy
tale magic and eerie folk horror.
Access the latest (and heavily moss-coated) Dolmenwood content by joining
the Dolmenwood Patreon at patreon.com/necroticgnome!

ARMOUR

Cork +1 AP 10
Birch bark +2 AP 15
Hog leather +4 AP 20
Ring mail +6 AP 500
Pine cone shield (small/large) +2/4 AP 30/60

WEAPONRY 25/50
10
Sword (single/double-handed) d10 UD 15
Staff
Sickle 25/50
Bow (longbow/crossbow) 10
Quiver (arrows or bolts)
5/2
EQUIPMENT 2/25
3/5
Hessian sack d12 UD
Tools (trade/thieves) 5
Fishing nets/pots d6 UD 25
Mirror d6 UD 1
Holy symbol of One True God 1
Iron spikes d6 UD 2
Torches (6) d8 UD 1
Lantern (with oil) 1
Rope, 50 feet 1
10 foot pole 10
Wine skin
Herb pouch

MOSS DWARF

Starting HP : 1d6+4
HP per Level/Resting : 1d6
Weapons & Armour : Non-metal weapons, organic armour
Attack Damage : 1d6/1d4 unarmed or improvising

SPECIAL FEATURES

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

LEVELLING UP

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

KNACKS

Roll 1d8 for knack and adjust as levels increase as noted.

KNACKS

Bird Friend (1) : Converse with birds
Lock Singer (2) : 2 in 6 chance of opening mundane locks with song
Nose Wise (3) : Sniff to smell... fermented foods, or fungi in 1mile
Pocket Lore (4) : Know the number of items in the target’s pockets
1 Root Friend (5) : Coax a root vegetable to reveal its secrets, 1/day

Thread Lore (6) : Whistle a tune to... tie or untie a string or lace
Wood Kenning (7) : 1 min touching wooden item to know... its age
Guest master (8) : Cause sweet liquids to ferment by touch 1pt/min

(1) : Charm a bird companion of HD1 or less
(2) : A whispered cant persuades a lock to reveal its key’s location
(3) : ...identity of plants and fungi which are examined
(4) : Know the contents of the target’s pockets
3 (5) : Summon edible roots to the surface for 1d4 people, 1/day

(6) : ...command loose threads or strings, 1’/round
(7) : ...the emotions the wood has absorbed from sentient beings
(8) : Commune with the yeast; sup dregs to know name

(1) : Relay a 10 word message via the twitterings of forest birds
(2) : Locks within 30’ instantly snap shut after one round of song
(3) : ...true love or heart’s desire of a humanoid within 30’
(4) : Cause a chosen item to leap out of the target’s pocket
5 (5) : Gain harbour in nearby underground roots for 1 hour, 1/day

(6) : ...cause a woven or knitted garment to unravel
(7) : ...name of the last person to touch the wood or its creator
(8) : Belly fermentation belching; causes fainting for 1d6 rounds

(1) : Call down wrath of woodland birds HD3 for 1d6 round, 1/day
(2) : Cause a lock of any complexity to open
(3) : ...scent of subterfuge with 1 in 6 chance of failure
(4) : Exchange random item in the target’s pocket for one in dwarf’s
7 (5) : Summon a root thing from the earth for 1d6 rounds, 1/day

(6) : ...cause ropes to loosen or tighten
(7) : ...the true name of the tree and glimpse its surroundings, 1/day
(8) : Conjure yeasty feast for 1d6 people, 1/day

GRIMALKIN

Starting HP : 1d6+4
HP per Level/Resting : 1d6
Weapons & Armour : Small weapons, all armour
Attack Damage : 1d6/1d4 unarmed or improvising

SPECIAL FEATURES

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

LEVELLING UP

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

SPELLCATTING

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

SPELLCATTING

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

Comprehend languages : Any creature

1 Darkness globe : 15’ radius centred on target
Detect invisibility : Aura appears around invisible object/creature

Enlarge : Twice the tabby, double the damage

Hypnotism : Charmed for 1d6 rounds, INT

Blur : Your body blurs and shifts, gain advantage from attacks

Charm person : Charmed for 1d6 hours, INT

2 Disappearance : Disappear/reappear parts of its body at will, 1hr
Fear : Target cannot approach caster for 1d6 rounds

Invisibility : Can be cast of self, creature, or object for 1d4 hours

Warp wood : Bend wooden plants or objects, 1’ round

Blink : Disappear and reappear within 30’ as bonus action
Dispel phantasm : Go away ghostie
Furball : Vomits 60’ cone of of fur, spittle, and bones, 2d6 damage

3 Gust of wind : Strong wind forces DEX saves else prone

Haste : Quick kitty, quite fast
Suggestion : Target will carry out proposed course of action to best
of its ability within target’s personal moral compass

Dimension door : Particularly potent portal
Mouse hex : Transform target into mouse for 1d4 rounds, INT

4 Musk of the most ancient : Exudes occult stench for maw causing

paralysing fear for each round creature remains with nose, INT
Polymorph self : Lasts until chooses to return to original form

Adaptated by
Luke Earl

aethercorp.games

Conversion published with the
permission of Necrotic Gnome


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