Lumpen-Ones in DolmenBarrow

(I don’t like Halflings, so I’m swiping this as a “compensation class” for anyone who rolls crap for stats. Lumpen-Ones were originally created by Jack Shear for Devilmount, and also featured in Crumbling Epoch by Fictive Fantasies.)


Requirements: 12 or less in all scores
Prime Requisite: None
Hit Dice: 1d6
Maximum Level: 8

Stubby, nude, misshapen grotesqueries, these sludgy grumps resent their world-mates and specialize in underground skirmishing and sniping. They rarely wear clothes (but may be persuaded to wear armour – up to studded leather, plus shields).

Lumpen-Ones are child-sized and may not use large and two-handed weapons, but can use any other weapon. Because they are so small, Lumpen-Ones have a lower armour class (-2) when attacked by creatures greater than human sized.

Lumpen-Ones can see in the dark with infravision up to 60 feet. They get a bonus of +1 to initiative rolls when alone or in a party composed only of Lumpen-Ones, and a +1 bonus on any missile attacks (they like to throw rocks at people). They are also dirty fighters and can Backstab as a Thief.

Lumpen-Ones are considered beneath notice. They tend to be ignored by others and make natural petty thieves. They may Pick Pockets, Move Silently, and Hide in Shadows as a Thief of one-half their level (round up); adding the appropriate Lumpen-One Thief Skill Adjustments (below) to these odds.

Lumpen-Ones speak Woldish (common) and Lumpen. They do not have a prime requisite and do not get experience bonuses (or penalties).

“Race-as-class” Lumpen-Ones use the Thief table for XP requirements (maximum 8th lvl) and the Halfling saving throw table. “Race + Class” Lumpen-Ones have infravision and saving throw bonuses but must abide the limitation to weapon size; they do not get bonuses to AC, initiative, or missile attacks.


Lumpen-Ones with AEC-style classes receive the following saving throw bonuses:

  • +2 save versus breath attacks
  • +4 save versus poison
  • +4 save versus petrify or paralyze
  • +3 save versus wands
  • +4 save versus spells or spell-like devices


Assassin 8
Fighter 6
Mountebank 4
Thief 10


Pick Locks +5%
Find and Remove Traps +5%
Pick Pockets +5%
Move Silently +10%
Climb Walls -15%
Hide in Shadows +10%



About K-Slacker

Gamer and 5th-level magic-user.
This entry was posted in DolmenBarrow, House Rules, Races and tagged , , , , , . Bookmark the permalink.

3 Responses to Lumpen-Ones in DolmenBarrow

  1. Pingback: Thoughts on Barrowmaze (Part 1) | Mutants & Magic

  2. K-Slacker says:

    In my campaign, Lumpen-Ones also serve the role of “generic 1 HD Humanoids” when I’m converting other adventures. Basically, I use them in place of kobolds or goblins.

    My head canon has Lumpen-Ones as a creation of the ancient Eld, who then escaped from the vats to infest the world at large. The Eld also created the Ur-Lumpen, which are basically larger, fascist Lumpen-Ones who like jackboots and military uniforms.

    I’ll probably also incorporate the “Hive Mind” concept from ASE for these creatures…

  3. Pingback: Minimalist & Rules-Light Games | Mutants & Magic

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