Tag Archives: Dolmenwood

Equipment Quick-Start

In an attempt to speed up character creation, we’ll do randomized equipment selection. These tables are based Gavin Norman’s Dolmenwood House Rules. Armour Fighters (& subclasses) roll 1d6 twice and pick the best result; clerics (& subclasses) and non-humans roll … Continue reading

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The Friar (Cleric Variant)

I’m adding the friar class as an option in my current campaign. It’s adapted from the Fantastic Heroes & Witchery RPG by Dominique Crouzet. Friars are all sorts of wandering preachers and simple parish priests, whose religious ideal is to … Continue reading

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Half-Goats in DolmenBarrow

Requirements: CON 9 Ability Modifiers: CON +1, INT -1, CHA -2 Ability Min/Max: STR 6/18, DEX 3/17, CON 9/19, INT 3/15, WIS 3/14, CHA 3/12 Half-goats result from matings between humans and goatfolk. The majority of these cross-breeds are moronic … Continue reading

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Lumpen-Ones in DolmenBarrow

(I don’t like Halflings, so I’m swiping this class from Devilmount 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.) … Continue reading

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Revised Labyrinth Lord Multiclassing

(I’m swiping the “combining classes” rule from the Basic Fantasy RPG for my Labyrinth Lord campaigns. I think it’s a lot easier than the AD&D/AEC system.) The following replaces the AEC Multiclassing rules (p.24): At the referee’s option, characters may … Continue reading

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Welcome to DolmenBarrow!

My new campaign, called DolmenBarrow, is a mashup of Barrowmaze (by Greg Gillespie) set in Dolmenwood (as presented in the Wormskin zine from Necrotic Gnome Productions). I might also slip in some Hill Cantons, Dwimmermount, and Operation Unfathomable. To learn … Continue reading

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