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7

volume 1 n umber 7
su mmer 2017

Norman & Gorgonmilk


additional words
Brian Richmond

illustrations
Courtney Campbell, Kelvin Green,
Ian Hagan, Denis McCarthy,
Thomas Novosel, Sean Poppe,
Rory Walker and Andrew Walter

layout & graphic design


Matt Hildebrand

cover goatman illustration


Funeral French
TABL E OF CONT EN T S

Common Names in Dolmenwood 2


by Gavin Norman, Brian Richmond, and Greg Gorgonmilk

Henchmen of Dolmenwood  8
by Gavin Norman and Brian Richmond

Drigbolton and Surrounds  18


by Gavin Norman and Greg Gorgonmilk (hall of the fomorian, ruined cottage)

East of Prigwort  27
by Gavin Norman

From Lankshorn to Dreg 39


by Gavin Norman

Monsters of the Wood  52


by Gavin Norman (woodgrue with Greg Gorgonmilk)

All articles copyright 2017, the author(s) noted above.


Cover illustration, copyright 2017 Funeral French.
Back cover map, copyright 2017 Greg Gorgonmilk.
Illustration on page 9, copyright 2017, Kelvin Green.
Illustrations on page 18, 46 and 51, copyright 2017, Andrew Walter.
Illustrations on page 23 and 33, copyright 2017, Thomas Novocel
Illustrations on pages 24 and 40, copyright 2017, Ian Hagan.
Illustration on page 42 copyright 2017, Rory Walker.
Illustrations on pages 29 and 57, copyright 2017, Denis McCarthy.
Illustration on page 48 copyright 2017, Courtney Campbell.
Labyrinth LordTM is copyright 2007-2011, Daniel Proctor. Labyrinth LordTM and
Advanced Labyrinth LordTM are trademarks of Daniel Proctor. These trademarks are used
under the Labyrinth LordTM Trademark License 1.2, available at: goblinoidgames.com

Dolmenwood and Wormskin are trademarks of Gavin Norman & Greg Gorgonmilk
Wormskin — Issue Seven
introduction
In this issue, large swaths of previously uncharted reaches of everyone’s favourite monster-
haunted forest, Dolmenwood, come under the benevolent, all-seeing gaze of the god of
hex crawls. Twenty-one new hexes in the regions around Drigbolton (in the north), Dreg
(in the south), and Prigwort (in the middle) are fully detailed!
For added spice, nine new Dolmenwood monsters are detailed, in Monsters of the Wood,
and a series of charts for generating NPCs of all playable races — including a quick system
for rolling up would-be henchmen — are included.
beyond wormskin…?
At the inception of the Dolmenwood project, we conceived of publishing the campaign
setting as a set of hardcover books — a player’s guide containing new classes and races, a
book detailing all the hexes on the campaign map, a monster manual laying out the setting-
specific beasts, and a referee’s guide with all the charts, procedures, and random tables. This
is, obviously, a significant undertaking and we faltered in those early days. Wormskin was
then conceived of as a way to start publishing the Dolmenwood setting in smaller, more
manageable chunks. However, the dream of those hardcovers has never died.
I can now reveal that work on the Dolmenwood Monster Manual (final title to be determined)
has now begun in earnest, for hopeful publication in the next year. This book will compile
all of the monsters from Wormskin, plus scores more, into one beautiful tome of fairytale
weirdness. More information coming soon!
— Gavin Norman (moss master and Dolmenwood editor in chief)

contributors
Gavin Norman [words & editing] Greg Gorgonmilk [words & graphics]
the-city-of-iron.blogspot.com gorgonmilk.blogspot.com

Courtney Campbell [illustrations] Denis McCarthy [illustrations]


hackslashmaster.blogspot.com gwythaintny.wordpress.com
Funeral French [cover illustration] Thomas Novosel [illustrations]
funeralfrench.com thomas-novosel.com
Kelvin Green [illustrations] Brian Richmond [words]
kelvingreen.blogspot.com goatmansgoblet.com
Ian Hagan [illustrations] Rory Walker [illustrations]
playingwithelectronstomakestories.com roryroryrory.com
Matt Hildebrand [layout and cover design] Andrew Walter [illustrations]
bigbaldmatt.com andrewwalter.co.uk

Dolmenwood community on Google+

1
COMMON NAMES
IN DOLMENWOOD

This article provides lists of example names used by members of each player
character race found in Dolmenwood (that is: humans, elves, grimalkin,
moss dwarfs, and woodgrues). The charts may be used by the referee to
quickly determine the names of NPCs encountered or may be used by
players for inspiration in naming their own characters.

A second set of optional charts provide example titles, honourifics, and


nicknames for use by adventurers. PCs may adopt or acquire such titles or
they may be used by NPCs.

2
d30 Humans
Male Female Surnames
1 Arthwit Agnel Abernathy
2 Bormool Agune Addercapper
3 Boroth Beatrice Baundak
4 Borrid Breagan Burl
5 Breagle Cannora Candleswick
6 Breglor Drelil Cormick
7 Breyir Eglil Crumwaller
8 Canhoreal Egthil Daggert
9 Clewd Esme Dogoode
10 Cwinglid Ethegan Dourkirk
11 Deggesh Griya Dregger
12 Dewglid Gwendolyne Dunwallow
13 Dewm Henaine Fraggleton
14 Ethex Legwen Getri
15 Gringle Lirann Glass
16 Grintogg Lirathil Gruewater
17 Grinwit Lisabeth Harkness
18 Gruwid Minthon Harper
19 Gruwth Moralil Lank
20 Hanglorain Morgwen Logueweaver
21 Mannog Thegwin Loomer
22 Mantaggorn Theune Malksmilk
23 Melnax Tholgel Smith
24 Melnoth Thwymath Sunderman
25 Melwesh Wenain Swinney
26 Orthax Wenlan Thatcher
27 Othesh Wennew Tolmen
28 Pymyorn Wythrae Vulgamoore
29 Theglid Ygwal Weavilman
30 Yirmeor Yslen Wolder

3
d30 Elves
Male Female
1 Sprue-upon-Gallows Whispers-by-Moonlight
2 Jack-of-Many-Colours Blossom-On-The-Moor
3 Reflections-of-Mirror-Panes Indigo-and-Patchwork
4 Langour-upon-Lackadaisy Revenge’s-Sweet-Scent
5 Heart-of-Glass Impudence-Hath-Victory
6 Bucket-and-Broth Lilith-Too-Soon-Begotten
7 Spring-to-the-Queen Marry-No-Man
8 Hands-Adjoined-By-Magpies Clairty-of-Seventeen-Fathoms-Deep
9 Shallow-Pained-Plight Quavering-of-Night
10 Murder-of-Ravens Morning’s-Last-Mists
11 Tryst-about-Town Chalice-of-Duskviolet
12 Supper-Before-Noon Gleanings-from-Lost-Days
13 Youth-Turned-Curdled Lace-and-Polkadot
14 Midsummer’s-Most-Wanton-Prancing Harkening-and-Awakening
15 Uncounted-Sighs Shade-of-Winter-Betrayal
16 Lament-of-Beams-Broken Pool-Shine-Come-Lately
17 Light-of-Dulled-Lantern-Flame Porcelain-Begets-Only-Dreams
18 Prick-of-the-Nail Gaze-beyond-Locked-Hearts
19 Tom-Trick-of-the-Light Laugh-of-the-Dairy
20 Daisy-and-Dandelion Wandering-Star-Occluded-by-Sapphire
21 Yearning-of-Silver-and-Quicksilver Spring-Noon’s-Arrogance
22 Wine-By-The-Goblet Dream-of-Wistful-Remembrance
23 Betrothed-to-the-Blood-Sun Dew-upon-Emerald-Heaps
24 Glance-Askew-Guilliam Glimmering-of-Sun’s-Turning-Tide
25 Candle-Bent-Sidewise Lillies-beyond-Heart’s-Sight
26 Black-Heart-of-the-Restless Aether-Young
27 Shallow-Spirit’s-Lament Lightly-Come-Softly
28 Bed-Beside-the-Crimson-Brook Violet-and-Clementine
29 Tumble-and-Thimble Breath-upon-Candlelight
30 Seven-Steps-At-Dawn Slips-Behind-Shadows

Elves who frequent Dolmenwood enjoy being addressed by such curious epithets, which hint at their
names in the tongues of Fairy (which they never reveal). They will also sometimes take on a mortal
name, for convenience.
4
d30 Moss Dwarfs Woodgrues
Male Female Male Female
1 Mobdemold Marib Bagnack Atterduppy
2 Bap Ebbli Barmcudgel Bishga
3 Koppobold Gondwol Basswelt Brundlekump
4 Hollb Klibli Bloomfext Canaghoop
5 Kabob Limimb Boneclocker Cheruffue
6 Kollobom Greblim Bullsteeth Chuspiyip
7 Dombo Shlirimi Bunglebone Doola
8 Gobulom Smodri Capratt Drekdopper
9 Nyoma Bibibam Chimm Frogfyrr
10 Umbertop Ghibli Cloudsplanka Gristleting
11 Limbly Libib Delgodand Gruecalle
12 Wobobold Gwedim Eortban Hoolboots
13 Hogwold Bendion Farklunder Kikimama
14 Tomumbolo Ibulold Gackbalm Maulspoorer
15 Golobd Klimbim Grukkle Mogsmote
16 Obolm Bilibom Gubber Molemoch
17 Tomdown Milik Gumroot Moonmilk
18 Lambop Higwold Gunkuss Munmun
19 Gwomotom Skimbim Kungus Nettaclare
20 Oglom Imbwi Lengtittle Oorcha
21 Moledold Smunli Lubbal Palliepalm
22 Gremo Klambul Oboene Pimplepook
23 Loblow Skum Olpipes Puggump
24 Prorodom Wiskobuli Pestil Rolliepolk
25 Ybo Brimbul Runkelgate Rosetooth
26 Brob Gobbli Stringdrunker Sasspipe
27 Bramberomb Slipptili Trudgedongle Sloogcrone
28 Hollogowl Kib Weepooze Sunbungla
29 Fobd Misilb Woselice Toolook
30 Tombb Jamomil Wumpus Whipsee

Moss dwarfs and woodgrues tend not to use surnames.

5
d30 Grimalkin Clerics
First Names Surnames Liturgic Name Honourific
1 Prince/ss Pusskin Agastosius of God’s Lament
2 Jaspy Cottonsocks Agrippius of the Flagellant Skin
3 Bongo Mogglin Andormian the Almsgiver
4 Prissy Whiskers Atticus the Anchorite
5 Misty Goodlap Bargale the Baptist
6 Jack/Janet Whippletongue Basptine the Blade
7 Velvet Ratbane Bice the Chanter
8 Kitty Flippancy Cantatio the Confessor
9 Penny Shadowpounce Caridadius the Convert
10 Sassequine Lickling Celequem the Dawnbringer
11 Fripple Tippler Chafersius the Deliverer
12 Ginger Twinechase Ciborius the Forgiving
13 Lord/Lady Fluff-a-kin Elijio the Hallowed
14 Little Poppletail Episcopius the Hammer
15 Shadow Clawsport Frollensce the Holy
16 Tipple Whimsker Gondilian the Illuminator
17 Buttercup Pouncemouse Humilieus the Inheritor
18 Mogget Grinser Impriatus the Judge
19 Poppet Proudwink Jadorius the Law of Man
20 Tomkin Snuffle Kostantius the Luminous
21 Nibbles Whipsy Maggothio the Martyr
22 Boots Bobblewhisk Mirraeul the Pious
23 Jasqueline Flip-a-tail Pursiveus the Promised
24 Monsieur/Madame Mouser Rectorian the Pure
25 Willy/Willemina Tailslurp Sacristian the Redeemer
26 Toppsy Townmouse Solarii the Sage
27 Viscount/ess Frippery Tabenicus the Serpent’s Bane
28 Moggle Grimalgrime Unctio the Sin-eater
29 Copper Tailwhisk Urbanicus the Song of God
30 Tippsy Milktongue Xavaneous the Templar

Grimalkin names tend to be non-gendered. Exceptions (and titles) are listed with male/female variants. It is
unclear whether Grimalkin choose such cutesy, whimsical names in earnest or whether they are subtly mocking
mortals by forcing them to utter such drivel. It is also not known whether the noble titles claimed by some Grimalkin
have any truth behind them (though, of course, the bearers of such titles swear to their authenticity).
6
d30 Fighters Thieves Magic-Users
Nickname/Title Nickname/Honourific Honourific
1 “Boltbounder” "Beautiful” of Sights Yet Unseen
2 “Braggart to Burn” “Catspaw” of the Demon’s Cant
3 “Coldwife” “Dog’s Day” of the Grand Grimoire of Falx
4 “Dauntless” “Gluefingers” of the Lost Dominion
5 “Demonreacher” “Guilderpinch” of the Nine-Folded Sphere
6 “Kinslayer” “Jailbreak” of the Serpent’s Tongue
7 “Longcutter” “Legbreaker” of the Tolmenwolde Compact
8 “Madman” “Longfingers” of the Umbral Flame
9 “Murderman” “Lovelybones” the Alchemist
10 “Siegebreaker” “Pennyfilch” the Cavorted
11 “Shielder” “Shackleman” the Chancellor of the Hidden Earth
12 “Silverhands” “Slim” the Conjurer
13 “Stonehurler” “Snatch” the Drune
14 “the Mangler” “Stubber” the Foe of Fey Folk
15 “Wolfbiter” “the Artist” the Hagschild
16 the Bear the Almsman the Lodged Magician
17 the Bloodhound the Burglar the Medium
18 the Butcher the Crook the Necromancer
19 the Champion the Crowner the Phantasmagician
20 the Corpsemaker the Highwayman the Rivermage
21 the Goremonger the Kneecapper the Sagacious
22 the Grim the Locksinger the Seventh Sighted
23 the Headlopper the Pursesnatcher the Slugmonger
24 the Hedge Knight the Ressurectionist the Spirit-Touched
25 the Help the Rogue the Star-Mapper
26 the Hothanded the Shank the Tome Keeper
27 the Mauler the Skulk the Wildermage
28 the Mercenary the Sneakthief the Witch
29 the Rose the Taxman the Wodefriend
30 the Sellsword the Uncrucified who Bargains with Boguns and Barghests

7
HENCHMEN OF
DOLMENWOOD

When visiting the towns and villages of Dolmenwood to re-equip,


recuperate, carouse, and make connections, it is common for budding
heroes (or, of course, rogues) to want to make use of that CHA score
on their character sheet and look for sidekicks in the form of henchmen.
The standard B/X rules cover the generalities of this process. This article
provides further detail specific to the Dolmenwood setting.

Locating Henchmen
The simplest way of locating potential henchmen is to visit the taverns in
a settlement of reasonable size (e.g. Dreg, Prigwort, Lankshorn), blow the
trumpet of one’s prestige as an employer of daring folk, and lubricate the
social wheels by buying rounds for those present. This costs 5gp, over the
course of an evening. A roll of 2d6, modified by the PC’s Charisma, on
the following chart determines how many foolhardy types apply for the
position of henchmen to the esteemed player character.

2 No applicants
3-5 1 applicant
6-8 2 applicants
9-11 3 applicants
12+ 4 applicants

8
Other modifiers:
• Characters who spend 10gp on recruitment efforts (this may also
include posting notices around) gain a +1 bonus to the roll.
• Those who spare no expenses and lay out a full 25gp (this most
certainly includes hiring a town crier) gain a +2 bonus.
• Searching in a village (e.g. Drigbolton, Meagre’s Reach, Odd) incurs
a -2 penalty.
• Searching in a large town or city (e.g. Castle Brackenwold) earns a
+2 bonus.
• Searching for only non-combatants (e.g. porters or torch-bearers)
incurs a -1 penalty. *
• Searching for only men-at-arms or classed adventurers incurs a -2
penalty. *
• Searching for only classed adventurers incurs a -3 penalty. *

* If the roll indicates 1 or more applicants, they will be of the desired type.

9
Rolling up a Henchman
The tables on the following pages provide a series of charts for determining
the basic details about a henchman. These should be used as follows:
1. Roll 1d100, 1d6, and 1d4 to determine the character’s class, age, and
sex. (See adjacent tables.)
2. Roll 1d30 to determine the character’s equipment (by class) and
starting spells (for elves and magic-users). (See tables on the
following pages.) Characters with a missile weapon have 20 pieces
of ammunition (arrows, bolts, or stones); non-combatants have
1d10 pieces of ammunition. Magic-users don’t have any equipment
except a ritual dagger.
3. Roll 1d30 to determine the character’s personality, motivation for
becoming an adventurer, and life’s ambition. (See tables on the
following pages.) A single d30 may be rolled and the result read
across the three columns or a separate roll may be made per column.
For super quick henchman generation, the result of the d30 rolled
on the equipment chart may be re-used.
4. Optionally, make further d30 rolls to determine the character’s
name, using the tables elsewhere in this issue. (Again, for speed, a
single d30 roll may be used to reference a row in all charts.)
5. If a henchman is hired, roll his or her hit points per the rules for that class.

Rates of Pay
The basic rates demanded by different types of henchman are as follows:
• Non-combatants will demand a number of silver pieces per day equal
to their d30 roll on the equipment table. (i.e. those better equipped
will want more money.)
• Similarly, 0-level fighters will demand a number of gold pieces per
day equal to their d30 roll on the equipment table.
• Proper 1st level adventurers will want at least a share half of treasure.

An employer who offers 50% extra gains a +1 bonus to the hiring reaction
roll. An offer of twice the desired rate grants a +2 bonus.
10
Henchman Basic Details

d100 Class
01-45 0-level non-combatant
46-70 0-level fighter (man-at-arms)*
71-80 1st level fighter
81-86 1st level thief
87-90 1st level cleric of the One True God
91-92 1st level magic-user
93-94 1st level elf**
95-96 1st level grimalkin (see Wormskin issue one)
97-98 1st level woodgrue***
99-00 1st level moss dwarf (see Wormskin issue one)

d4 Sex d6 Age
1 M 1 Too young
2 M 2 Adolescent
3 F 3 Adult
4 F 4 Middle-aged
5 Venerable
6 Decrepit

NOTES

* Fights as a normal man. 1d6 hit points.

** A Dolmenwood-specific elf class will be presented in a future issue of Wormskin.


For now, the standard elf race/class may be used. Elves suffer one additional point
of damage when struck with iron or silver.

*** A woodgrue class will be presented in a future issue of Wormskin. For now, treat
as a halfling.

11
Weapons, Armour, Spells
d30 Non-Combatants* Fighters, Clerics**, Elves***
1 Cooking pan (d4-1) Padded armour, short sword
2 Fish knife (d4-1) Padded armour, spear, sling
3 Iron firepoker (1d6-1) Padded armour, helmet, longsword
4 Two crude hunting javelins (d6-1) Padded armour, shield, short sword, club
5 Undergarment sling (-1 to hit) Padded armour, two hand axes, short bow
6 Meat cleaver (d6-1) Padded armour, helmet, mace, long bow
7 Woodscutter axe (d6-1) Leather armour, short sword
8 Carpenter's hammer (d4-1) Leather armour, spear
9 Miner's pick (d6-1) Leather armour, club, hand axe
10 Awl (d4-1) & tack hammer (d4-1) Leather armour, helmet, longsword
11 Walking stick (d6-1), sling Leather armour, quarterstaff, short sword
12 Plank with nail in it (d4-1), sling Leather armour, shield, longsword, sling
13 Sturdy fishing pole (d4-1) Leather armour, shield, helmet, warhammer
14 Hefty bludgeoning stone (d6-1), sling Leather armour, shield, club, short bow
15 Length of chain (d6-1), dagger Leather armour, helmet, whip, short sword
16 Helmet, pitchfork (d6) Leather armour, shield, short sword
17 Cudgel, dagger Chainmail, mace, hand axe
18 Sickle (d4) and wooden mallet (d4-1) Chainmail, hand axe, short sword
19 Dagger, sling Chainmail, helmet, longsword, short sword
20 Short sword, sling Chainmail, shield, short sword, short bow
21 Shield, longsword Chainmail, short sword, long bow
22 Helmet, longsword Chainmail, hand axe, long bow
23 Helmet, shield, short sword, club Chainmail, warhammer, shield, mace
24 Club, dagger Chainmail, warhammer, shield, sling
25 Padded armour, club, dagger Banded mail, long sword, long bow
26 Padded armour, helmet, short sword Banded mail, short sword, club
27 Padded armour, quarterstaff Banded mail, warhammer, shield
28 Padded armour, short bow Banded mail, long sword, shield, spear
29 Padded armour, longbow, dagger Splint mail, shield, long sword, short sword
30 Leather armour, helmet, longsword Splint mail, shield, bastard sword, spear, short sword

* Non-combatants using weapons that are at a damage pentalty (as noted in parentheses) have their
“weapons” break/snap/become useless when rolling a natural 1 to hit.
12
d30 Thieves Moss Dwarfs
1 Dagger, sling Nude, antler knife, sling
2 Club, sling Nude, moon-fruit sickle, sling
3 Short sword, dagger Nude, stone axe, moon-fruit sickle, sling
4 Dagger, short bow Nude, helmet, stone axe, cudgel
5 Two daggers, club, sling Nude, staff, moon-fruit sickle
6 Light hammer, club, sling Nude, pitchfork, hogbone dagger
7 Hand axe, dagger Loincloth, hogbone dagger, spear
8 Padded armour, dagger, short sword Loincloth, staff, short bow
9 Padded armour, longsword, club Loincloth, spear, sling
10 Padded armour, short sword, short bow Loncloth, flail, hogbone dagger
11 Padded armour, dagger, longbow Pelts, two hand axes, antler knife
12 Padded armour, light pick, dagger, sling Pelts, hand axe, antler knife, short bow
13 Padded armour, hand axe, light crossbow Pelts, antler knife, short bow, sling
14 Leather armour, club, short sword Pelts, staff, club, short bow
15 Leather armour, dagger, long sword Rags, spear, moon-fruit sickle
16 Leather armour, whip, two daggers Rags, spear, two oak javelins, hogbone dagger
17 Leather armour, mace, sling Rags, pitchfork, hand axe, sling
18 Leather armour, two hand axes, dagger Birch bark armour, shield, mace
19 Leather armour, short sword, three javelins Birch bark armour, helmet, spear
20 Leather armour, two daggers Birch bark armour, shield, spear
21 Leather armour, spear, dagger, short bow Cork armour, helmet, two hogbone daggers
22 Leather armour, longsword, short sword, sling Cork armour, shield, antler knife, sling
23 Leather armour, longsword, light crossbow Cork armour, pitchfork, two oak javelins, hand axe
24 Leather armour, dagger, sling Oak bark armour, two hand axes, antler knife
25 Leather armour, dagger, club Oak bark armour, two-handed axe
26 Leather armour, club, dagger Hog leather armour, two hogbone daggers,
1d4 back-up antler knives
27 Leather armour, two hand axes, dagger, club Hog leather armour, helmet, flail
28 Leather armour, spear, three javelins Pinecone armour, quarterstaff, sling
29 Leather armour, flail, dagger, club Pinecone armour, shield, mace
30 Leather armour, longsword, light crossbow Ring mail, shield, helmet, warhammer

** Clerics of the One True God may use any weapons, but may only use holy magic weapons
*** Any and all equipment an elf possesses is utterly otherworldly and fey in origin.
13
d30 Grimalkin & Woodgrues Spells*
1 Dagger, knife, sling Sleep, comprehend languages
2 Cudgel, knife Magic missile, hold portal
3 Two javelins, dagger Pass undead, chill touch
4 Short sword, sling Locate remains, skeletal servitor
5 Light pick, short bow Spore cloud, skin transformation
6 Dagger, sling Entangle, spider climb
7 Short sword, dagger Command dead, haunting
8 Two daggers, club, sling Command undead, dying words
9 Light pick, dagger, sling Feather fall, summon/banish lesser elementine
10 Hand axe, club Crystal resonance, firelight
11 Padded armour, helmet, short sword Purify, ray of fire/ice
12 Padded armour, shield, dagger Resist cold, burning hands
13 Padded armour, light hammer, sling Phantasmal force, light
14 Padded armour, hand axe, two daggers Doppelgänger, wall of vapour
15 Padded armour, two short swords Hypnotism, dancing lights
16 Leather armour, short sword, shortbow Summon familiar, enlarge
17 Leather armour, shield, shortsword Charm person, floating disc
18 Leather armour, helmet, shield, shortsword Shocking grasp, shield
19 Leather armour, knife, shortbow Unseen servant, ventriloquism
20 Leather armour, light hammer, 1d4 knives Sleep, allure
21 Leather armour, helmet, club, dagger Message, manipulate fire
22 Leather armour, shield, helmet, dagger Hold portal, manipulate fire.
23 Leather armour, shield, light pick, knife Hold portal, magic missile
24 Leather armour, knife, sickle, sling Natural weaponry, speak with animals
25 Leather armour, dagger, three javelins Vitality surge, spore cloud
26 Studded leather armour, shield, shortsword Darkness globe, dying words
27 Studded leather armour, shield, shortsword Colour spray, hypnotism
28 Studded leather armour, shield, helmet, sickle Sleep, sound the deeps
29 Studded leather armour, shield, helmet, dagger Seasong/firesong/windsong, charm person
30 Studded leather armour, helmet, shortsword, Edibility, magic missile
dagger

* Spells are drawn from the Labyrinth Lord Advanced Edition Companion
and Theorems & Thaumaturgy.

14
Personality
d30 Personality Motivation
1 Braggart Make a name for themself
2 Bully Prove their worth to another
3 Coldly rational Make some easy money
4 Contrary Delve into forgotten secrets
5 Craven and self-serving Wanderlust
6 Creepily over-intimate Seeking their own doom
7 Drunkard / drug-addled Feed gambling habit
8 Exaggeratedly emotional Escape justice for a crime committed
9 Finicky and skittish Reconnect with long-lost kin
10 Foolhardy hero Find stable work
11 Foppish dandy Scare their parents or relatives
12 Haunted Gain strength of arms
13 Hot-blooded, brutal streak Make new friends
14 Irascible Make contacts with people of power
15 Irrepressibly jovial See if they're of the adventuring sort
16 Kill-joy Drink at every bar in the Dolmenwood
17 Lusty Work at the side of heroic sorts
18 Memory like a sieve Sleep around and not have to worry about the
consequences
19 Moon-eyed innocent Indulge in psychedelics
20 Morbid Learn more about herbs and mushrooms
21 Overbearingly religious Get supplies to scare fairies away from their hometown
22 Prankster Kill Goatmen
23 Recklessly enthusiastic Loot the corpses of their employers should they fail
24 Self-deprecating Impress nobility and rise up in the world
25 Sinister sadist To meddle in the affairs of the Watchers
26 Sketchy scoundrel To feel anything other than boredom
27 Slimy sycophant To worship at long-forgotten religious sites
28 Village idiot Channel their urge to kill things
29 Wantonly destructive See if they might be better off joining a monastary
30 Wild and treacherous Because killing monsters is easier in large numbers

15
d30 Ambition
1 Found a village and hold authority over others
2 Open up a travellers' inn
3 Get enough money to move to a big city
4 Become a famous hero whom everyone loves
5 To have dozens of children
6 Find inner peace
7 Publish notes on monsters so they may be more easily killed
8 Become a vaunted religious figure
9 Open a caravan network
10 Have enough money to never be have to sober
11 Move their family somewhere safer
12 Kill everyone who ever looked at them wrong
13 Have minstrels sing of their deeds
14 Kill the Duke of Brackenwold
15 Learn the truth of the Nag Lord
16 Unify the region under one banner
17 Marry their most heroic employer
18 Spawn a dynasty of would-be heroes
19 Start a guild and reap the benefits
20 Find a cure for a terrible malady
21 Kill an Elf Lord
22 Slay Lord Ramius and Lord Malbleat
23 Open up a second-hand shop of old adventuring goods
24 Marry above their station and live in the lap of luxury
25 Obliterate a faction they loathe
26 Chronicle their adventures with only modest creative liscense
27 Reignite a unified Faith or the worship of Old Spirits
28 Become liege of a fairy kingdom
29 Create a definitive map of Dolmenwood
30 Have a statue built of them killing a great beast

16
DRIGBOLTON
AND SURROUNDS

0602 — The Hall of the Fomorian


At the very bottom of a steep, fir-wooded dingle stands a massive, square
platform (320 yards to a side) of gargantuan marble flagstones smoothed
to a mirror-like lustre. Certain areas of its flooring have become weathered
and cracked, allowing for small islands and tussocks of tall grass to wheedle
their way into its otherwise smooth surfaces. A stairwell in each side leads
up to the platform. This area is usually deserted aside from the occasional
flock of birds.

In the centre of this platform is found the Fomorian’s domed hall, a purple-
veined half-bubble of stone accessed by an arched doorway that faces the
east. The whole structure is perhaps 30’ tall and 80’ wide, with a pyramid of
scarlet glass at its very top. This provides the only bit of light found inside,
revealing little more than the outlines of the mass of clutter found inside.
Some of it is draped with ancient, mouldering rugs. A hulking figure —
the Fomorian — leans over a great globe (see below) near the apex of this
weird hoard.

The Fomorian is a blue-skinned immortal giant who stands roughly 18’ tall.
He wears a grey wool tunic that hangs from his left shoulder and bracers
of black metal on his sinewy arms. His belt is a thick strap of cracked
brown leather buckled by an intricately faceted blue jewel that refracts the
dome’s red light in a jagged dazzle. The Fomorian also wears a grim helm
of raw black iron that partially covers a thick beard of pale, finger-thick
earthworms that seem to wriggle constantly. His grotesque eye cannot be
seen when the helm’s visor is down, but is perceived as an odd smudge — a
diffuse area that cannot be looked at directly.
continued overleaf
17
18
If the PCs successfully parlay with the Fomorian, he may reveal that he
is not living out his immortality in Dolmenwood through any plan of his
own. The giant has been sent to this outlying world by the powers of the
World Below to await the arrival of a man named Jack, who will be invested
with the custody of the Emerald Tablet (see below).

The Fomorian: HD 16**, AC 4 (only harmed by magic, immune to damage


by +1 or +2 magic weapons), Att 2 × fists (2d6) or gaze, Mv 240’ (80’), Ml
11, Al N, XP 3,300. Instead of attacking, the Fomorian may raise the visor of
his iron helm and cast fits baleful gaze upon a target within 100’. The target
must save versus petrification or be transformed into green glass.

The Emerald Tablet


Hidden in a dusty stone coffer among one of the piles of clutter in his hoard,
the Fomorian’s greatest treasure — the Emerald Tablet — lies. The tablet
is an ancient artefact from the Underworld whose script contains secrets
of ages-lost magicks and describes the fate of the world. The Fomorian will
not reveal the contents of the Tablet, which he is not permitted to describe.

The Globe
The globe which the Fomorian clutches is a scrying device of great potency.
One who looks into its misty surface and makes a successful save versus
spells and an INT check is granted visions of goings on in distant realms
and other worlds. With practice, these visions can be controlled, allowing
the viewer to scry on any location he or she should wish. The Fomorian
uses the globe to search out the man Jack whose arrival he awaits.

19
0603 — The Ruined Cottage
Beside a sluggishly flowing stream, in a clearing ringed by ancient and
rotting firs, is found the remains of a cottage. Obviously the victim of a
fire, its burnt timbers lie scattered within the roughly square frame of its
foundation stones. Tall grasses now occupy the home’s dirt floors, swaying
in the gentle breezes that pass through this vicinity. At night one can hear
the murmur of voices near the ruin, muffled and frantic as if a heated debate
was occurring. This is the sound of a small number (1d6+1) of ghosts
congregating. Each night, they meet here to exchange secrets. (Secrets are
the currency of ghosts, who have little need for material wealth.) If they
are approached by the living with the proper deference, the ghosts may (3-
in-6) choose to parlay. If the PCs can offer the ghosts one or more secrets,
they will repay them with esoteric information of their own or possibly
guidance/directions if this is what the PCs require.

Ghosts: HD 4**, AC 3 (only harmed by magic), Att 1 × touch (1d3 +


gradual death), Mv 120’ (40’), Ml 9, Al N, XP 190. The touch of a ghost
taints a living being’s soul with a slow melancholy and a yearning after death.
One thus afflicted must save versus spells each morning upon awakening
or suffer 1d3 points of damage, eventually fading into nothingness. Remove
curse has a 50% chance of undoing this affliction.

20
0702 — The Hamlet of Drigbolton
Beyond the borders of Dolmenwood, a range of rolling, windswept hills
dominates the northern reaches of this hex. An old cart road, little used,
runs along the foot of the hills, connecting the fenland villages to the west
with the dock upon the banks of Avernal Lake (hex 0802). A byroad
diverges from the trade route, heading south and plunging into the forest.
This road leads, eventually, to Fort Vulgar (hex 0604), via a small hamlet,
Drigbolton, half a mile from the borders of Dolmenwood in this hex, and
the ruins of Midgewarrow in hex 0703. South of Drigbolton, the road is
unused and quickly falls into utter disrepair, providing no aid to travel.

The hamlet of Drigbolton consists of a cluster of rude cottages around


a church (dedicated to St Gretchen, the maiden saint) and a rustic inn
called The King Deer. The hamlet and other local features in this hex are
described in detail in the Dolmenwood adventure module The Weird That
Befell Drigbolton.

21
0703 — The Ruins of Midgewarrow
An old road, overgrown with bracken and slender birches, runs northwards
through this hex. At the centre of the hex stand the remnants of the ghost
town Midgewarrow, abandoned for two centuries after the place was
stricken by plague and shunned by all. Half a mile from the town, on
either side, a series of boulders beside the road are painted with images
of crucifixes and skulls, now faded with age. These markings forewarn
travellers of the vicinity of the plague town.

The ruined town is now reclaimed by the forest: stone walls crumbling
and clad with vines, moss, and rotting fungi. In this state, it is difficult
to discern the purposes of any of the buildings. One structure, however,
stands in its original form, unmarred by neglect and the passing of the
centuries: a square tower of pristine white marble with a silver pennant
fluttering at its summit:
• Approaching the tower, a loud boom is emitted.
• The tower’s black, oaken door is wizard locked. Its windows are of an
enchanted glass, unbreakable by mundane means.
• Inside, a procession of utterly empty (but perfectly clean) chambers
lead, via a winding stair, to a second magically locked door which
protects the chamber in the highest floor.
• This highest room is a beautifully furnished bedchamber. Sleeping
in the bed is a young woman with long, black hair laid neatly in plaits
upon her pillow. Under her clothes, purple welts may be seen on
her body. An enchantment of temporal stasis is about her (and the
whole tower). It may be broken by use of dispel magic or with a kiss.
She is the daughter — named Merwyth — of the wizard Hodrych
who lived in this tower long ago. Fleeing the plague, he placed his
daughter under a protective spell, hoping to return with a cure for
the illness. As fate would have it, he perished in Dolmenwood and
never returned. Breaking the temporal stasis would reawaken the
plague which destroyed the town.

Those versed in the history of Dolmenwood (e.g. the Lady Harrowmoor,


hex 1105) may be familiar with the tower and its former inhabitants.

22
0704 — The Witch Haeroth
The road from Fort Vulgar to Avernal Lake runs here along the northern
bank of Quogg’s Creek. Half way through this hex, an old road forks off
to the ghost town of Midgewarrow (hex 0703). Close to the western edge
of the hex, another track turns off from the road and heads into a wood of
twisted hazel, deep with ferns. 300 yards along the path is a mossy wall of
round stones and a wrought-iron gate with patterns of curling ivy. Beyond
is a small manor, overgrown with climbing roses. This is the home of the
Lady Mariejay Haeroth (a minor, local noble) and her three maidservants.
The Lady is reclusive, enigmatic and does not welcome visitors. Four wiry-
haired hounds live with her and will be released on intruders.

Great Hounds: HD 3+2, AC 7, Att 1 × bite (1d8+2), Mv 150’ (50’), Ml 9,


Al N, XP 65.

The Lady Haeroth is (in secret) a witch (see Monsters of the Wood) bound
to the wood-god Hasturiel Thrice-Crowned. On auspicious occasions,
members of her coven gather to perform rites in the rambling rose gardens
at the rear of the manor. The Lady’s servants are aware of her occult
practices, but are fanatically loyal, being themselves possessed of some
minor magical abilities, and would never betray her.

In a secret attic room, an item of great power is kept upon a circular table:
a bone china tea set, painted with owls and dainty forget-me-nots. Serving
tea from the set at night, by candlelight, summons the spirits of the dead
to sit at the table and converse. (This is perilous to those not
versed in the necromantic arts.) The Lady’s familiar, a witch
owl (see Wormskin issue two) named Hallohoo, watches
over the room and the tea set.

The tea set was procured for


Haeroth (by highly questionable
means) by the scrabey Horticule
(hex 0705, see Wormskin issue
three), whose memory the witch
subsequently stole.

23
0802 — Avernal Lake
Shrouded in mists, close to the northern borders of Dolmenwood, the
Avernal Lake is placid, deep, and mysterious. The barges of the river trade
stick close to the north bank of the lake, fearing the open waters.

Indeed, a phlegm wyrm (see Wormskin issue six) haunts the southern
banks, an area also said to be frequented by local witches (see Monsters of
the Wood), who have a communion with the monster. At dawn upon days
of the new moon, they go out onto the lake upon barges and summon the
wyrm with haunting music, milking it for a magical fluid which they covet.

The Dock
The cart road which passes
to the north of the hamlet of
Drigbolton (see hex 0702)
heads east then south and
enters Dolmenwood in
this hex. The road ends at
a dock beside the Avernal
Lake where trade barges
halt on their way between
Fort Vulgar and the realm to
the north. Beside the dock
stands the weather-worn
cottage of the dock master,
Wiglow, a man in his fifties
with long, straggling hair,
a portly frame, and many
missing teeth. The trade
barges may sometimes
accept passengers for a fee of
1gp each, to Fort Vulgar (the
journey takes eight hours,
from this point).

24
0803 — The Toll Bridge and the Camp of
Captain Snarkscorn
Random encounters here are 50% likely to be with crookhorn goatmen under
the command of Captain Snarkscorn.
A stretch of dense woodland suffering under some obvious malaise —
trees blackened and twisted and dripping with ochre slimes — which
becomes more severe in the southeastern region of the hex, as bisected by
Quogg’s Creek. A road follows the western bank of the creek.

The Toll Bridge


At the point where the river passes into hex 0704, an old wooden bridge
spans the slippery banks. At any time of the day, the bridge is guarded by
1d12 crookhorn goatmen (see Monsters of the Wood) who demand a toll of
2d20 silver pieces (their rates vary depending on their whims) from each
ship which sails past this point on the river. Boats are required to moor
at the south bank, where tree trunks have been driven into the mud, or
be attacked with bows and slings. Foot travellers wishing to traverse the
bridge are also taxed. (The goatmen are also likely to attempt to simply rob
travellers on foot whom they clearly outnumber.) These bridge-wards are
under the command of Captain Snarkscorn and return to his encampment
at night.

continued overleaf
25
The Camp of Captain Snarkscorn
Three-hundred yards to the south of the toll bridge is an unruly
encampment of 60 crookhorn goatmen soldiers under the command of
a brute known as Captain Snarkscorn — a croney of the Nag-Lord who
is stationed here to guard his liege’s court against attack from the west.
During the day, most of the camp’s inhabitants may be found sprawled in
net-hammocks and beds of reed-straw. At night, they dance and cavort
around great bonfires, drinking caustic brews of mugwort and fishbone
and tormenting any human prisoners that they have managed to lay their
hands upon (33% chance of this).

In the centre of the encampment is a whitish, blood-stained pavilion where


the Captain makes his lair. It is guarded at all times by four of the toughest
soldiers (maximum hit points). Inside: a writing desk stacked with plans
and maps; a surprisingly luxurious (but filthily stained) four-poster bed; a
human woman kept chained to the tentpole. Beneath the bed, concealed in
a pit beneath a rug is a large chest containing:
• An angry pit viper. (Roll for surprise!)
• Coins: 1,784gp, 984sp, 2,321cp.
• A fist-sized aquamarine (5,500gp).
• A spiralling, black horn, slick with a stinking oil. The oil is highly
hallucinogenic, if licked, bringing on a psychedelic trance lasting 1d4
hours, wherein the one afflicted may communicate with the Nag-
Lord, Atanuwe. Those who are not under his direct command must
save versus spells or become permanently insane.
Captain Snarkscorn: HD 6+4, AC 3 (rag-tag plate + shield), Att 1 × butt
(1d6+3) + 1 × battleaxe (1d8+3), Mv 120’ (40’), Ml 10, Al C, XP 380. The
captain carries a great war-horn around his neck which he can sound to
summon 1d6 harpies (servants of the Nag-Lord) to his aid in 1d4 rounds.
Captain Snarkscorn hates and covets the witch Haeroth (hex 0704) who
has escaped his clutches by trickery on two occasions. He would gladly pay
for her capture.

26
EAST OF PRIGWORT

1306 — The Barrow Bog and the Ravine of the


Stag Lord
Difficult Terrain

Barrow Bog
The central and western regions of this hex are boggy, with sodden ground,
stunted, twisted trees, and plagues of gnats, in warmer months. Traversing
the bog, one may come upon a region of dozens of mounds, wreathed in a
perpetual mist and an eerie silence. These are ancient burial mounds and
may, if the referee wishes, still conceal untouched riches. The marshland
is haunted by bog zombies (see Wormskin issue two) and other restless
spirits of the dead.

(The mounds on the bog can easily be used as the site for subterranean
adventures of the referee’s devising. Alternatively, for referees wishing to locate
a megadungeon within Dolmenwood, this is a good site to place the excellent
Barrowmaze, by Greg Gillespie.)

continued overleaf
27
Ravine of the Stag Lord
The lonely reaches of wild forest in the east of this hex conceal a secret
chasm with a natural amphitheatre and scintillating grotto and pool at
its base. The winding ways through the trees and into the chasm are only
known to the stags of the wood, who gather here on auspicious nights
and bellow in unison to their lord, who drifts in the Otherwold parallel to
this place. Heeding the call of his followers, the stag lord manifests in the
material world, emerging from the waters of the shallow pool in the grotto.
In former times, the stag lord and his retinue would cavort in a gleeful train
through the forest, however, Atanuwe has stolen the head of the stag lord,
making such processions more haphazard affairs nowadays. The stags,
being only normal beasts, are unable to help their lord retrieve his head,
but would be enthusiastic allies to a leader who could communicate with
them and make such a proposal.

Stag Lord: HD 20**, AC 3 (only harmed by magic), Att 2 × stamps /


fists (2d6 + evaporation on death), Mv 150’ (50’), Ml 9, Al L, XP 4,250.
The stag lord is a giant (30’ tall), lumbering humanoid with toad-like skin
and hands and great fronds of shaggy fur hanging between his arms and
torso. His proudly antlered head is missing (see above), which causes him
to stagger and lurch as he moves. He is unharmed by mortal weapons,
but can be damaged by magic. One who is killed by the stag lord dissolves
immediately into a pool of plasma which evaporates into the ethereal plane
within 1d6 rounds.

Stags: HD 3, AC 8, Att 1 × antlers or hooves (1d8), Mv 180’ (60’), Ml 9,


Al N, XP 65. A retinue of 3d6 stags are attendant whenever the stag lord
manifests. In his presence, they emanate an ultraviolet glow and their
attacks are treated as +2 magical weapons. The antlers of these stags, if
removed while in their ecstasy of worship, continue to function as magical
weapons indefinitely.

28
29
1307 — The Refuge of St Keye
Two miles into Dolmenwood, as one travels northwest along the Horseye
Road, an old, stone building — fastidiously maintained but with a touch
of austerity about it — stands by the wayside. Above an arched oak door
hangs a sign announcing (in beautifully painted red calligraphy) “The
Refuge of St Keye — Pilgrims Welcome”.

The Refuge was originally established as a monastery and rest stop for
pilgrims on the way to the abbey of St Clewd. That pilgrimage route is no
longer in active use (as the abbey is ruined, see Wormskin issue three), but
the Refuge — now, in fact, the only active monastery remaining within
Dolmenwood’s bounds — remains a popular stop along the way between
Castle Brackenwold and Prigwort, serving as an inn for those travellers
who do not mind a little religion with their evening repast.

The Common Room


The entry door opens into a wide taproom and refectory. Huge kegs of ale
line one wall, with a team of monks catching the seemingly endless flow in
stone tankards. Wooden benches and treadle tables fill the space and are,
of an evening, teeming with guests.

Above the keg wall hangs an oaken image — twice life size — of St Keye
(“the chronicler”), bearing his tome and quill and looking down across the
guests with a beneficent but somewhat reprimanding gaze.

Every evening at six, the abbot holds a brief mass in the refectory, blessing
travellers on their way and reading an extract from the vast chronicles of
their patron saint. Supper is then served from the monastery kitchen.

30
Services
The following services are provided to travellers who stop at the Refuge:
• Lodging for 2sp per night, in spartan monastic cells on the upper
floor.
• Stabling and feeding of mounts for 3sp per night.
• Common tavern fare (see Wormskin issue two). Always served with
freshly baked caraway buns. Dinner is seldom available later than
eight in the evening.
• Monastery ale (“Keye’s Balm”) for 1sp a pint.

The Chapel of St Keye


A door in the common room permits entry to a narrow pilgrims’ chapel, lit
by night with hundreds of slim, yellow candles. The stones of the walls are
etched, in tiny Liturgic script, with the entire text of the second chronicle
of St Keye. A locked trapdoor leads down to the crypts, where (it is said)
relics of the saint are kept.

31
1405 — The Village of Orbswallow
An unmarked path winds through dense, dew-dripping forest to a verdant
clearing where the village of Orbswallow — home to some 80 moss
dwarfs (see Monsters of the Wood) — is located. The village consists of
three clusters of dwellings and three “clans” of dwarfs, centred around three
venerable trees of magical nature:
• The Milktree: Broad, bulbous, and oak-like. Festooned in the
months of summer and autumn with pendulous, orb-shaped fruits
which bear a remarkable resemblance to mammalian teats. The low-
hanging fruits are filled with a sweet, nourishing milk or yoghurt,
while those in the upper branches are filled with cheese. These orbs
form a large part of the village’s food. The dwarfs who tend the
milktree dwell in squat huts made of wicker and slimy mud, huddled
around the tree. Wicker spheres also hang in its branches, which the
dwarfs climb into to nap.
• The Moontree: Tall, elegant, and birch-like, the fruits of the moontree
hang in clusters high among its delicate, silver limbs. Several different
types of fruits may be found, growing in different parts of the tree.
The characteristics of these fruits resemble the phases of the moon
and see use, variously, as a source of pigmentation (new moon orbs),
tools (crescent moon orbs), oils (waxing moon orbs), nourishment
(gibbous moon orbs), and light (full moon orbs). The dwarfs who
tend the moontree make their homes in rooms carved out (by some
forgotten previous inhabitant — not by the moss dwarfs themselves)
of a natural rock formation which stands nearby. Hog enclosures
surround the feet of the rock.
• The Pipetree: Sprawling and multi-limbed, with maple-like leaves,
the pipetree bears long, hollow, dry-husked fruits of three kinds:
smokepipes (possessing a stem, mouthpiece, and bowl; perfectly
suited as vessels for the smoking of grasses, herbs, and weeds),
windpipes (long, reedy fruits riddled with holes which, upon catching
the wind, produce whistling tones soothing to livestock), dancepipes
(thick, pot-bellied, wooden fruits whose dried husks can be bored
with holes to serve perfectly as a musical instrument). The dwarfs
who tend the pipetree live in chambers dug out of the flesh of a giant
toadstool and in houses perched precariously upon its dome.

32
In the centre of the three trees is a second giant toadstool of lesser stature
which houses the village’s tavern and brewery, the Sombre Lamb. The
main beverage drunk here is called “moon’s milk”, a fermented mixture of
milk from the milktree with the juices of moontree fruits. Available in four
“phases”: new (1sp), first quarter (15cp), second quarter (2sp), full (3sp),
of increasing potency. A single guest room is available, at 3sp per night.
Patrons may hear one of the rumours from the adjacent list, around the
fireside of an evening.

Though no merchant caravans make a habit of visiting Orbswallow, pedlars


and wayfarers sometimes find their way here to trade. Some of the produce
of the village — particularly smokepipes and the creamy cheeses of the
moontree — are known and beloved in the local region (e.g. in Prigwort).

The people and places of Orbswallow will be described in greater detail in


a future issue of Wormskin.

continued overleaf
33
Rumours in the Sombre Lamb
1. The moontree is said to be the last scion of a forest of such trees
which once lay to the south. Now all that is found there are orb-fungi
(see hex 1406) — pale imitations of the beauty of the moontree.
(False. The two species are unrelated, though similar.)
2. Woodgrues come from all over Dolmenwood to bury their dead in
the huge compost heap to the south-east. (Partially true. Unlike moss
dwarfs, woodgrues do not bury their dead in compost heaps.)
3. Elves keep a secret court in the woods to the south. (True.)
4. Beware the powers of the bog to the south-east: dwarfs who fish
there in the summer have returned with their minds addled by
marsh spirits. (Partially true. The madness is caused by the presence of
the vorpal monolith.)
5. A day’s travel through the forests to the north gets you straight to
the human village of Squobb, where folk worship rocks and farm
animals speak with human voices. (Mostly false. The location is
correct, but the “facts” are mere fancy.)
6. The best markets in the region are to be found in Prigwort, a day’s
journey to the west. Their ales rival those of Orbswallow. (True.)
7. Avoid the haunted moor of man-tombs to the south-west. (True.)
8. An old and greatly respected moss dwarf — Limbly, Master of
Locks — dwells in a burrow to the east (hex 1605). He knows every
lock within Dolmenwood and can coax them to open and close as
he wishes. (True.)
9. An oracle dedicated to the clay-god Mbonbre lives in a hidden
grotto in the woods to the north. He has powers of healing and may
be consulted in times of need. (True, though the oracle is a moss dwarf
and is only likely to welcome visits from others of his kind.)
10. The faces in the wooden gate along the road to the south (hex 1407)
are the spirits of moss dwarfs entrapped there by an evil sorceress
in days of yore. Only her ghost, which wanders Dolmenwood
enchanting mortal folk, can release them. (Utterly false.)

34
1406 — The Golden Wood
In this hex, random encounters with fairies are more common. If an encounter
with a non-fairy is rolled, the referee should roll again (only once).
In the northwestern half of this hex, the trees are festooned, in all seasons,
with orb-like growths of fungus which emit a soft, golden glow, day and
night. (At night, the ambient glow of the fungi is equivalent to the light of
the full moon.) This region is known to local folk as the golden wood and
has a (rightful) reputation as being a favoured haunt of fairies of all kinds.

In fact, seven portals to the Fairy realm of Whyforth (domain of the Earl
of Yellow — see The Fairy Lords of Dolmenwood, in Wormskin issue six)
are hidden in the wood and it is here that the Earl’s servants come and go
between Dolmenwood and the Fairy Otherwold. The portals are concealed
by illusion, but may sometimes be spotted:
• A mortal experiencing an extreme of emotion (madly in love,
religious rapture, abject terror, etc) has a 3-in-6 chance of spotting
one of the portals when travelling through this hex.
• True fairies (that is, not demi-fey) — including elves and grimalkin
—have a 2-in-6 chance of noticing the presence of one of the portals.
• Spells of true seeing or detection of illusions reveal the presence of
the portals.

When the illusion concealing a portal has been pierced, it may be perceived
as a yellow-varnished door, complete with shiny brass knob and knocker,
in a natural hole or arch of some kind (a hole in the roots of a tree, beneath
the intertwined branches of two willows, in a gap between two rocks, etc).
Whatever their apparent size in the mortal world (some seem to be no
more than two feet high), it is possible for a knight on horseback to pass
through these portals. The doors are not locked and may be used freely by
those who see them. Those who do not see them cannot be made to do so,
but can be pushed or dragged through.

continued overleaf
35
Mortals who perceive a portal to Whyforth (whether they enter it or not)
must save versus spells or be forever stricken with a longing to leave the
fields that we know and get lost in Fairy. Mortals who step into Whyforth
without an invitation from the Earl are in grave danger: a saving throw
versus spells must be made, with failure resulting in a transformation into
a flowering plant (the portals in Whyforth are situated in beautiful, natural
gardens of semi-sentient plants which may, at times, speak).

1407 — The Wenchgate


Here, the flat plains and farmlands that surround Castle Brackenwold
(visible upon a hill to the southeast) give way to the great forest,
Dolmenwood. The Horseye Road — a major trade route in and out of
the wood — follows the edge of the forest before plunging into its depths
at the very northwest corner of this hex. It is at this point that a curious
landmark — a natural gateway, known as the “Wenchgate”1 — stands
astride the road. The gate is formed of the living trunks and branches of
dozens of trees, woven and melded together to create a natural archway
(about 30’ high, wide, and long) above the road. The lower portions of
the trees which form the gate have been carved, over centuries, with the
names, initials, and love declarations of hundreds of passers-by. Above this
scrawl, a profusion of quizzical wooden faces can be seen, peering down at
travellers. It is common for the faces of the Wenchgate to speak, addressing
travellers with their own names, in the common Woldish tongue, and
wishing them well within the eaves of the forest.

It is here that many newcomers to Dolmenwood are granted their first


taste of the queer atmosphere that haunts the place.

1 The name “Wenchgate” presumably originates with the local name for dryads —“wood
wenches”.

36
1506 — The Grey Vorpal Monolith and the
Dung Heap
The Grey Vorpal Monolith
A small area of bogland lies in the east of this hex. On clear days of high
summer, an Otherwoldly phenomenon manifests here: the form of a great
monolith, 20’ high, outlined in grey light (as of dusk), appears in the centre
of the bog. The monolith is incorporeal but has the following magical
interactions with the material world:
• A saving throw versus spells is required by all who view the monolith.
Occult types gain a +2 bonus. Failure indicates that the character is
afflicted with a curse of delusion (e.g. believing oneself to be of a
different sex or race, fervently claiming that the Duke of Brackenwold
is a devil, etc).
• In the monolith’s presence, illusions are made real. There is a 2-in-6
chance of creatures created in this way being hateful of the one who
summoned them to reality.

Woodgrue Dung Heap


Adventurers ravelling through the south of this hex are likely to notice an
acidic stench drifting on the wind. The source of this miasma is a great
mound of guano, 50 yards across, created by the woodgrues of this region
of Dolmenwood, who (for reasons which they keep to themselves) travel
from miles around to relieve themselves on the communal heap.

There is a 50% chance of encountering 1d4 woodgrues (see Monsters of the


Wood) nearby. At night, there is also a 1-in-4 chance of a woodgrue revelry
(2d6 individuals) taking place here.

37
1507 — Norstone
Deep in the quiet calm of the airy beech woods in this hex, a wide
glade overrun with sighing grasses may be found. Even to one of utterly
mundane mind, this place has an odd air: it feels dreamy, welcoming, and
yet also somehow forbidding. Spell casters (of all kinds) and fairies gain
a deeper sense of something being wrong or unnatural about this glade.
Spells which detect magic, invisibility, or dimensional warping will note a
20’ dome of magical energy at the centre of the glade. Once thus detected,
the dome may be touched, revealing a shimmering, silver door which leads
into a parallel dimensional space.

The Parallel Glade


Entering the door in the invisible dome, one appears at the edge of an
Otherwoldly glade of remarkable similarity to that in which the dome
stands. The key differences are:
• The glade is surrounded by mists. Entering the mist causes one to
reappear in the real world, beside the door in the dome.
• In the Otherwold, this glade is always veiled in night, lit by the full moon.
• At the centre, where the invisible dome is located in the real world,
stands a great, square monolith of red/purple-striated stone — 20’
tall and 8’ to a side. This is the Norstone.

Anyone setting foot within the glade will attract the attention of the audrune
(see Monsters of the Wood) Morthgwail, who is tasked with guarding the
stone. There is a 50% chance of him being present (invisible) in the glade
and 50% chance of him arriving from Dolmenwood within 1d3 turns (he
wanders the surrounding woods, living in the wilds without domicile).

Norstone
This monolith is a nodal along the ley line named Hoad, which cuts a north-
westerly path through Dolmenwood. When touched by a magic-user of 7th
level or higher, the stone begins to thrum and vibrate and to exude a violet
plasma in which babbling, spectral faces form. These spectres speak in the
Ancient Drunic tongue and may be conversed with, revealing secret rituals for
the manipulation of astral spaces (magic practiced and coveted by the audrune).
38
FROM LANKSHORN
TO DREG

0910 — Golokstone and the House of Aethogrym


The road between Lankshorn and Dreg winds its way through the centre
of this hex, passing along the bottom of a shallow, sandy ravine known to
locals as "the Ditchway”. At several points along the road, travellers may
notice the warning sign of the Drune’s presence (an owl in flight with
pentagrams in place eyes) carved into trees or rocks beyond the southern
edge of the road.

Golokstone
A mile to the south of the Ditchway, surrounded by dense, tangled forest
and a maze of circuitous paths, the nodal known as Golokstone lies at the
centre of a glade of lofty silver birches. The nodal takes the form of a 10’
square slab of yellow sandstone ringed with twelve 5’ high menhirs. All the
stones are covered with time-worn carvings of boars’ heads crowned with
thorns. The central slab is split down the middle, although this injury does
not affect its magical potency.

Peering inside the crack in Golokstone, one sees two things: firstly, along
the sides of the stone, an inscription, in large Drunic script, reading “Scry,
drune, all Dolmenwood spread wide. Speak, drune, voice of the aegis.”;
secondly, in the depths of the crack, a fathomless vista of swirling black
and purple mists dotted with glinting points of silver, like stars. Casting
augury (or similar spells of divination) while gazing into the vista brings
about a trance, lasting for 1 turn, wherein the spell-caster has a vision of
Dolmenwood in its entirety and may choose to zoom into one hex, gaining
an insight into the hidden features there. Uttering words in the Drunic
tongue into the vista opens a channel of communion to the Drune aegis
(see Wormskin issue five). continued overleaf
39
Golokstone is guarded by the audrune (see
Monsters of the Wood) Aethogrym who has seeded
the growth of a multitude of monstrous, 4’ high,
fly agaric toadstools in the glade surrounding the
stones. It is not possible to access the stones without
disturbing the mushrooms. The woods which
surround the stones are also guarded by servants of
the Drune (e.g. bramblings — see Wormskin issue
five). Trespassers will not go unnoted.

Monstrous Fly Agarics (12): HD 3, AC 8, Att 1


× spore cloud (hallucination), Mv 0, Ml 12, Al N,
XP 65. Anyone coming within 5’ of the toadstool
will trigger it to release a cloud of spores. A save
versus poison is required. Those who fail the save
experience a series of vivid, religiously-tinged
hallucinations for 1d6 turns. (The referee may play
out PCs’ hallucinations, describing a series of outré
visions, or may treat the effects as being similar to
the confusion spell.)

The House of Aethogrym


The audrune Aethogrym maintains a compact cottage in the south of the
hex, where he dwells with his wife Maedred and their daughter Pollith.
The cottage exists in a dream-like semi-time wherein spring always reigns
and blossom drifts through the air. The paths around the cottage are
enchanted such that it cannot be found by the unaided; only by following
one who knows the secret ways can the cottage be located. The paths are
further protected, in several places, by guardian kilnlings (see the drunewife
description in Monsters of the Wood), placed by the drunewife Maedred.

Aethogrym himself is often absent, wandering the ways of the forest and
the leys. Maedred remains in the cottage, weaving, singing, and potting.
The braithmaid1 Pollith roams the woods of this hex, singing haunting,
partially magical songs.
1 The daughters of drune are known as braithmaids and have their own secrets, which they learn
from their mothers. Some marry into the Drune, becoming drunewives, while others choose to
forgo marriage and become witches.
40
0911 — Shub’s Nanna
In a crooked cottage beside a rushing brook of dark water dwells the
goat-crone known in local folklore as Shub’s Nanna. This epithet is not
inaccurate, as the crone is a favoured servant of Atanuwe, the Nag-Lord
(commonly known as Old Shub), being responsible for keeping his larder
stocked with human children. To this end, the Nag-Lord has granted the
crone seven silver-skinned goblins, who live with her and act as servants.
She keeps a sleigh beside her cottage, bedecked with deerskins and driven by
five silver-eyed she-goats who graze the bracken of the surrounding woods.
If touched by one other than its mistress, the sleigh shakes and screams.

The crone’s allegiance with Atanuwe, the Nag-Lord, has elongated her
lifespan and granted her occult powers beyond those which she natively
wields:
• Under her guidance, the sleigh is capable of travelling up to sixty
miles in a night and may carry up to four passengers, in addition to
the crone.
• She also knows the secret of travel along the astral pathway described
in Dolmenwood by the ley line Lamm. In this manner, the sleigh and
its passengers may travel incorporeally to any destination along the
ley line in a matter of minutes. It is in this way that she visits the
Court of the Nag-Lord (hex 0904).
• She is aware of any who call her name — Leeleeglablea2 — upon
a moonlit night within the area of the Dolmenwood hex map. In
response, she may dispatch a number of her goblin servants to the
location of the one who called. The goblins appear within 1d6 turns
and may return to their mistress at will, disappearing into mist
within three rounds.

Local folklore is correct in suggesting that the goblins of Shub’s Nanna will
pay a sum of thirteen silver pieces in exchange for an unwanted child. She
may also grant other favours (e.g. transportation) in exchange for especially
succulent, sweet-smelling children.
continued overleaf
2 This is not her true name and knowledge of it grants no special power over her.

41
42
Shub’s Nanna: HD 6+4**, AC 5 (only harmed by silver or magic), Att 1
× whip (1d6+2 — 10’ reach) or 1 × gaze (charm), Mv 120’ (40’), Ml 9, Al
C, XP 980. The gaze of Shub’s Nanna may bring a mortal under her thrall
(save versus spells). Her whip is a +2 magical weapon, woven from the
hairs of elf maidens.

She-Goats: HD 2+1*, AC 7 (jumpy), Att 1 × butt (1d6), Mv 120’ (40’), Ml


9, Al N, XP 47. Anyone hit by a butt attack must save versus spells or be
overcome with maniacal laughter for 1d3 rounds, unable to attack.

Silver Goblins: HD 2*, AC 7 (DEX), Att 1 × dagger (1d4) or 1 × fangs


(1d3 + sleep), Mv 120’ (40’), Ml 9, Al C, XP 29. The goblins’ bite has the
effect of the spell sleep (save versus poison to resist).

1009 — Buried Titanic Skull


A little-used road winds north-south through this hex, connecting the marsh
of Hag’s Addle (hex 1008) with the Ditchway (hex 1010) and the Falls of
Nyf (hex 1112). To the west of the road is located a perfectly domed hillock,
300 yards across, rising 200’ up out of the otherwise flat terrain. Around
the base, a layer of earth — supporting straggling trees and grasses —
clings to the sides of the hillock, but above 50’ it is bare, smooth, and
bone-white. The hillock is, in fact, the skull of a giant of such enormous
proportions as no longer walk the earth; it has lain here for countless ages
and the Dolmenwood has grown up around it.

Spells which detect the remains of the dead will go off the scale, if cast in
this hex — the caster must make a CON check or fall unconscious for
1d10 minutes. Spells which allow communion with the dead may provide a
glimpse into ancient days before the dominion of man.

Enterprising characters may conceive of burrowing into the skull/hillock.


The bone is as tough as iron and 20’ thick. Who knows what may lie within
the titan’s skull, untouched since the earliest days?

43
1010 — The House of the Harridwn
Half-way across the hex, the Ditchway meets a smaller, lesser-used path
leading from north to south. To the north, the path is noticeably more
overgrown. An old signpost at the crossroads indicates the following: “N:
Hag’s Addle, S: The House of the Harridwn (Lodging), E: Dreg (Ferry),
W: Lankshorn (Lankston)”. To the south, the road heads straight for
several miles, before veering south-east and heading to the Falls of Nyf
(hex 1112).

About a mile along the southern road, a small, homely inn stands at the
roadside. The sign above the front door depicts a horde of welcoming
children dressed as pages, in maroon livery.

The Common Room


Inside, the place is cramped but cosy, with a roaring fire in the small, ironwork
hearth, in colder months. The proprietors are two elderly sisters — Mallowyn
and Trellayde Occland — with flowing, silver hair and eyes twinkling with
youthful mischief. Located along a minor byroad, the inn is little frequented;
it is likely that adventurers who enter will be the only guests.

Services
The following services are available:
• Lodging for 25cp per night, in a tiny, quaintly appointed private
room.
• Stabling and feeding of mounts in a small barn for 4sp per night.
• Common tavern fare (see Wormskin issue two).
• Buttered currant buns for 3cp each.
• Local ale (“Hameth Foam”) for 1sp a pint.

44
The Guest Rooms
The guest rooms are situated along a winding hallway up a wonky, creaky
stair. Here something curious may be noted: there are seemingly dozens of
guest rooms, occupying far more space than the inn’s apparent size, when
viewed from outside.

Nightly Visitors
The inn’s guest rooms are haunted by the ghosts of several children. The
following happenings may occur in the night (as the referee wishes):
1. A small boy — Tom — rolling marbles down the hallway.
2. A teenage waif, Mildred, knocking on doors and making lecherous
advances.
3. The infant Greta falling down the stairs and crying.

If inquiries are made with the landladies, they claim that the children are
here with another guest, Mr Rumbelow. No sign can be seen of this man
or his children, in daylight hours. Especially curious PCs may discover a
glade of gravestones behind the barn. Several bear the name Occland, but
graves for Tom, Mildred, and Greta Rumbelow are also present.

45
1011 — Brydging Ring
Here the Dolmenwood gives way
to a pleasant landscape of rolling
hills, extending for some leagues
to the south. Three-hundred
yards into the wood, through an
area overgrown with brambles,
may be found a ring of tall
standing stones, clad with white-
leafed ivy. Locals know this place
as Brydging Ring and speak of it
as a place accursed and bewitched.

At the centre of the ring of stones


is a mound of human remains
— primarily bones, but possibly
a fresher corpse as well, rended
limb from limb. It is here that a
group of seven antler wraiths
(see Monsters of the Wood) sacrifice their captives. The victims are stripped
of all their clothing and possessions, which are buried at the base of an
ominous boulder some way to the east. In addition to rotting clothes and
travellers’ gear, the following treasures may be unearthed:
• Coins totalling 4,980cp, 1,023sp, 993gp.
• A silver ring, engraved with a wyrm (30gp); a pendant shaped like a
mermaid, with pearls for breasts (400gp); a platinum locket, with a
portrait of the goatlord Malbleat (400gp).
• A belt of shining fishskin, with a buckle of silver thorns. The belt is
of fairy make and bestows the ability to blend into a crowd (10 or
more people) and not be clearly recalled. The owner is also cursed so
as to not be able to reliably remember his or her own name.

Digging here summons the antler wraiths within one turn.

46
1110 — The Port of Dreg and Shantywood Isle
Sitting at the widest point of the River Hameth is the village of Dreg, a
major stopping point on the river trade that connects the regions to the
north and south of Dolmenwood, via Quogg’s Creek, Fort Vulgar, Lake
Longmere, and the Hameth.

The people and places of Dreg and Shantywood Isle will be described in
greater detail in a future issue of Wormskin.

Dreg
A rough port-town and fishing village on the marshy banks of the
Hameth, Dreg has a seedy reputation as a haunt for thieves, smugglers,
charlatans, and rascals of all stripes. This reputation is made only worse (in
the eyes of right-minded outsiders) by its proximity to the pleasure island,
Shantywood (see below). Dreg is the easiest place to get a ferry from one
side of the River Hameth to the other (this costs 1sp).

Aside from its profusion of public houses and gambling dens, Dreg is
known for its fine sausages, made from the flesh of the swine kept in the
bogs to the north of the village.

Beside the port, built upon a pier above the river, is a mouldering, wooden
church, dedicated to St Wick3.

continued overleaf

3 St Wick is the patron saint of ferrymen and amputees. He worked as a bargeman, taking
passengers across a great lake and entertaining them with parables along the way. When a
heathen knight became angered and beheaded the saint, it grew right back and he continued
preaching.
47
Shantywood Isle and the River Hameth as seen from Dreg

48
Shantywood Isle
A cliff-sided island that divides the River Hameth for nigh half a mile.
Coves at the northern and southwestern edges of the island give access,
via steep stairways, to the island’s interior and the fabulous Chateau
Shantywood — a manor of ill-repute (hence one of the most popular
destinations of travellers in the region) run by the seductive and ruthless
Madame Shantywood. Boats are not permitted not land directly on the
island, but barges (piloted by busty maidens) ferry passengers to and fro
from Dreg and the Woodcutters’ Encampment (in hex 1109).
By a quirk of legal history, the island is technically an independent country
and has the right to arbitrate its own laws (in practice, the law is dictated
by the whims of Madame Shantywood). Although the Madame has no
legally recognised position in Dreg, she practically runs the port, due to her
economic influence. This leads to an uneasy relationship with the mayor
of Dreg.

Rumours
Adventurers may hear some of the following tales on the lips of the barge-
men, swineherds, rogues, and pleasure-seekers in Dreg and Shantywood:
1. A young witch-maid haunts the woods to the south of the Ditchway,
where the sign of the owl is found. Her songs fill the tangled
glades with woe. (Partially true. Tales such as this refer to Pollith the
Braithmaid, daughter of the audrune Aethogrym, hex 0910.)
2. If you drink the tea at the snail-tent to the south, be sure to keep
an eye on what the proprietor slips into the brew — he is known to
“enhance” patron’s beverages with mischievous herbs. (False.)
3. Avoid the accursed glades around Brydging Ring, by the edge of the
forest to the southwest, where it is said that wraiths lurk. (True.)
4. Madame Shantywood procures her eternal youth by selling the
souls of young men to unscrupulous fairies. (False on all counts.)
5. Travellers leaving Dolmenwood along the road to the south of the
Woodcutter’s Encampment often stop at Smadling’s to sample his
excellent teas and rest a while. (True.)
continued overleaf

49
6. The inn along the Nyf-road, to the south-west, is run by a pair of
hags who practice witchcraft and kidnap those guests whose faces
they do not like. (False.)
7. The Watchers gather on auspicious nights at a place to the north-
west known as Bone Hill. (False; though the location and nature of the
hill is somewhat accurate.)
8. An ancient ring of standing stones of great occult potency lies to
the south of the Ditchway. It is jealously guarded by a sorcerer who
is master of slimes and mushrooms. (Partially true. The nature of the
warden is misconstrued.)
9. Madame Shantywood has ambitions that extend beyond her isle.
She has taken to hosting private parties for local aristocrats in an
attempt to entangle the unwary in her web of intrigue. (True.)
10. The folk of Prigwort, to the north, are known — much to the
chagrin of the brewers of Dreg — to brew the finest spirits in
Dolmenwood. This is a result of the aid of fairies, whom the
brewmaster of Prigwort marry their daughters to. (Partially
true. The suspicion of fairy meddling in Prigwort is widespread, but
invariably results in exaggerated rumours such as this.)

1111 — The Tea Tent and the Dreaming Snail


A well-frequented roadway (known only as the “north-south road”) follows
the course of the River Hameth atop its cliff-edged east bank, connecting
the Woodcutters’ Encampment (hex 1109) and the Falls of Nyf (hex 1112).
At the southernmost point in this hex, the canopy of Dolmenwood opens
out, revealing charming views of the river, the falls, and the rolling downs to
the south and west. Travellers with some degree of psychic sensitivity (the
psionically blessed or magic-users of 5th level or above) may experience
flash images of snail-covered bodies when traversing this stretch of road.
These emanate from the giant psionic snail (see Monsters of the Wood)
which lies in a century-long slumber, curled in its shell, in the woods to
the north.

50
The Tea Tent
At the point at which the road clears the trees, a wide area of grass is found,
upon which a bright pink, conical tent is erected. A snail-emblazoned
banner flaps outside and smoke chuffs merrily from a stovepipe. In clement
weather, wooden stools and benches may be seen arrayed outside the tent.

Inquiring within, one finds a rotund fellow with slimy skin, a wiry
moustache, and a preposterous hat brewing copper vessels of tea atop a cast
iron stove. He goes by the name of Smadling Borotrope and is invariably
delighted to chat with travellers and offer them a cup of his refreshing brew
(2cp a mug). Staying, resting a while, and enjoying at least two mugs of the
tea has a remarkably recuperative effect upon weary travellers (heal 1hp).
On an average day, there are 1d6 other travellers present.

The tent and its proprietor, while they appear real to those who encounter
them, are, in fact, psychic projections of the giant snail. Should spells such as
detect illusion be used in the vicinity of the tea tent, its quasi-real nature will be
revealed. Dispel magic would cause the scene to vanish and awaken the snail.

51
MONSTERS OF THE WOOD

In this issue, we’re starting to use a slightly different format for monster
write-ups, as follows:

• Monsters' special abilities are marked with one or more asterisks next
to the Hit Dice rating, in line with the standard B/X format.

• A Languages stat line is added, giving an easy overview of how the


monster communicates.

• In order to reduce the verbosity of Dolmenwood monsters, the lists of


example encounters and lairs will no longer be provided. This decision
makes the monster references more concise — easier to reference and
allowing us to pack more monsters into each issue of the zine.

One or more of the following annotations may also appear beside a


monster's name, indicating that it is a member of a standard category of
monster, with attendant special abilities:

• (F) Fairy. Iron weapons inflict double damage. Immortal (unaffected


by ageing magic).

• (DF) Demi-fey. Iron weapons inflict double damage.

• (+X) Can only be harmed by magical weapons with a +X or greater


attack bonus.

• (S) Can only be harmed by silver or magical weapons.

• (U) Undead. Sleep, charm, and mind control ineffective. Can be turned
by clerical characters.

52
Antler Wraith (S)
HD: 4+2 ** Alignment: C (E)
AC: 5 (mistlike) Intelligence: Silent and ruthless
Attacks: 1 × clawed grasp (1d10 + Size: M (6’ tall)
1d3 CON drain) XP: 290
Move: 120’ (40’) Languages: None, but appear to
Morale: 9 understand Woldish and Old Woldish
Number Appearing: 1-6: abroad Possessions: None
(2d4), 7-8: lair (empty — but Hoard: B/XXI (eerie / remains
summoned if tampered with) of victims)

Sinister, looming humanoids, cloaked in


ragged black, with stag-skull heads (featuring Traits
a full set of antlers) and bony claws. Antler 1. Wields a scythe or
wraiths haunt rings of old standing stones, ancient longsword
servants of grim, forgotten gods. They seek out (damage as per touch)
warm-blooded sentients whom they drag to 2. Utters a single, sinister
their stone rings for sacrifice. word, mantra-like
3. Skull wreathed in blue
Antler wraiths only manifest at nighttime flame
— coalescing out of mist. At dawn (or upon 4. Glinting, black jewels
death), they evaporate once more. However, in eye sockets (500gp
tampering with their standing stones or each, cursed)
unearthing their treasure hoards (the remains 5. Antlers draped with
of their victims, carefully buried nearby) will shrivelled human
summon antler wraiths within one turn, even intestines
during daylight hours. 6. Shrieks upon sight of
living souls
Turnable: Antler wraiths are not undead but
can be turned by clerics, as 6HD monsters.

Life draining touch: In addition to hit point damage, the touch of an antler
wraith drains 1d3 points of CON. This damage can only be healed by
divine magic: bless heals one point, restoration heals all drained points.

53
Audrune
HD: 6 **** Intelligence: Penetrating
AC: 6 (hexes) Size: M
Attacks: 1 × astral sword (1d8 + 2) XP: 1,320
or 1 × spell Languages: Woldish, Drunic
Move: 120’ (40’) Possessions: Trinkets (occult), U/
Morale: 9 VI (occult), platinum torc (350gp)
Number Appearing: Solitary; no lair1 Hoard: C/XX (occult), N/IX
Alignment: N (E) (occult), O/VII (occult)

A member of the Drune cult who is devoted


to warding the standing stones and ley lines Traits
of Dolmenwood, keeping non-drune away. 1. Face and hands daubed
phosphorescent
The order of the audrunes is strictly limited to
aquamarine
one member per nodal stone in Dolmenwood
2. “Jaw” of bestial teeth
(a total of 14 individuals). As all drunes,
strapped over mouth
they are male and clad themselves in thick
woollen cloaks as black as night, when abroad. 3. Belt of fox tails
Whether encountered by happenstance or 4. Wears another’s face:
deliberately sought out, they are defensive and the mummified skin of
an ancestor
wily and seek only to manipulate others to
their own ends. 5. Onyx goggles, opaque
but apparently do not
Sorcery: Typically, an audrune has the hinder vision
following spells memorized: charm person, 6. Reeks of ultraviolet
invisibility, dispel magic, dimension door, lavender and appears
cloudkill, summon shadow, death spell, invisible semi-insubstantial
stalker.

Astral travel: If threatened, an audrune


encountered (as is typical) close to the course of a ley line is able to disappear
into the Otherwold, entering the astral pathway marked by the line.

1 As the number of audrunes in Dolmenwood is strictly limited, their dwellings are specifically
noted in the hexes where they occur (in the vicinity of nodals). It is not possible to randomly
encounter an audrune lair.

54
Crookhorn Goatman
HD: 2+1* Intelligence: Brutish
AC: 8 (unarmoured) / 6 (brigandine) Size: M
Attacks: 1 × bite or butt (1d6) or 1 XP: 47
× spear / cudgel (1d6) Languages: Caprice, Woldish
Move: 120’ (40’) (basic commands and obscenities;
Morale: 8 1-in-4 is fluent)
Number Appearing: 1-6: abroad Possessions: Trinkets (chaotic),
(1d12), 7-8: lair (4d20) Q/II (chaotic)
Alignment: C(E) Hoard: B/XXI (chaotic)

Feral, disease-ridden, bent-horned beast-


men who roam the northern regions of Traits
Dolmenwood as pillagers, brigands, and 1. Blind in one eye, milky
burners of villages. Many are in the thrall of white and oozing
the Nag-Lord Atanuwe, either as paid soldiers 2. Patchy fur and flaking,
and lackeys with specific jobs or simply with grey skin
the “blessing” of Old Nine-Legs to roam freely 3. One horn snapped off
and wreak havoc where they will. Crookhorns 4. Crazy coloured fur
delight in the capture, torture, debasement, (orange, red, purple)
and (inevitably) roasting of other sentients. — unclear whether
natural or dyed
Disease: Anyone who comes into close contact
5. Speaks with a sinister
with a crookhorn (including being bitten or lisp, giggles maniacally
butted by one) must save versus poison or be
6. Bellows, gurgles, rolls
afflicted by a nasty infection (roll 1d4): eyes madly
1. Eye leprosy: In the first week, one eye
clouds over. In the second week, it
blackens, now completely blind. After three weeks, it turns to ooze.
2. Goat-rabies: the greatly feared “goat-froth”. Victims lose one point of
WIS or INT (at random) each day. When either score hits 2, the
victim starts frothing at the mouth and becomes violently insane.
3. Mange: infuriatingly itchy parasites which burrow under the skin,
causing hair to drop out.
4. Pubic lice: an infestation of horrid, itchy, highly embarrassing crabs.
(Yes, a goatman’s bite can transmit crabs. Better not to ask how.)
55
Drunewife
HD: 3* Alignment: N
AC: 9 Intelligence: Crafty
Attacks: 1 × broom or cudgel (1d4) Size: M
Move: 120’ (40’) XP: 65
Morale: 9 Languages: Woldish, Drunic (basic)
Number Appearing: 1-6: abroad Possessions: Trinkets (rustic or
(1), 7-8: lair (1) (2-in-6 chance of a occult), U/VI
kilnling) Hoard: V/VII, N/IX

Women-folk of the Drune; a breed apart


from the common folk of Dolmenwood. Traits
Drunewives have long, straight hair of raven 1. Densely freckled
hue, and complexions of cream or moonlight. 2. Beaming and buxom
Their voices are high and clear and they practice 3. Frail and waif-like
the inherited crafts of herbalism, pottery, and 4. Hair in long plaits to
song. Their songs are, in part, enchanted and the waist
are known as notions. Their kilns also hold 5. Blind, rheumy eyes, but
magical powers, being used in the construction apparently unhindered
of minor clay golems called kilnlings. 6. Moves without sound;
surprises 4-in-6 (XP
Notions: Once per day, a drunewife can sing value 80)
a special incantation that has one of the
following effects on 2d6 Hit Dice of creatures
within earshot: sleep, charm person, invisibility
(this targets the drunewife, but only deceives those beguiled by the song).
The drunewife must sing for at least one minute for the notion to take
effect. Targets may save versus spells to resist.

56
Kilnlings
As noted above, there is a 2-in-6 chance of a drunewife being accompanied
by (or in the proximity of ) a kilnling — a 1’ high, pot-bellied humanoid
figurine of clay, formed by her own hands and imbued magic and
rudimentary. The following types of kilnling are the most common:
1. Guardian: Acorns for eyes. When placed beside a road, the kilnling’s
guardian magic is activated. Any who cross its path unbidden must
save versus death or be transformed into clay. If the save succeeds,
the kilnling shatters, letting out a piercing cry (audible within 240’)
before its demise.
2. Sneak: Conkers for eyes. Able to creep at 60’ (20’). Escapes from
sight 4 times out of 6. May be sent to spy and report back to its
mistress, whispering in her ear.
3. Defender: Eyes of coal. With a command word from its mistress,
the kilnling explodes. This causes 2d6 damage to all within 10’ (save
versus breath attacks for half ).

57
Giant Snail—Psionic
HD: 6*** Intelligence: Dreamy
AC: 2 Size: L (10’)
Attacks: 1 × psionic blast (see below) XP: 1,070
Move: 90’ (30’) Languages: Telepathic projection
Morale: 9 Possessions: None
Number Appearing: Solitary, no lair Hoard: None
Alignment: N

Gargantuan snails with brightly-hued bodies


(violet, purple, or pink) and shells of swirling Traits
orange and green. Psionic giant snails live for 1. Shell glows
many centuries and spend much of their time incandescent green
in the astral Otherworld, feeding on ley line 2. Humanoid faces on
energy. They enter the mortal world, upon each of its eye tentacles
occasion, in order to forage for special herbs 3. Writhing, purple
and fungi or to (rarely) sleep. A sleeping tentacles around mouth
psionic snail may drift in fertile dreams for 4. Golden halo of pulsing,
centuries, its shell becoming host to a wild psychic energy
variety of psionically enhanced mosses and 5. Sings beautiful,
mushrooms. In this state, the snail’s psionic virtuoso operas
ability may remain active, its dreams intruding 6. Leaves a trail of
upon reality (up to a mile distant). evaporating ooze with
potent, psychedelic
Adventurers sometimes seek out a specific properties
psionic snail to consult its deep (but somewhat
abstruse) knowledge on particular regions of
the Otherwold or the doings of other beings in that realm.
Project images: The snail may cast spectral force at will and may cast project
image and phantasmal monsters twice per day each.
Psionic blast: The snail may direct its psionic power into another the mind
of another within 60’. The victim must save versus spells (psionically capable
characters gain a +4 bonus) or suffer 1d6 damage. If the attack succeeds,
the snail may continue to attack the same target in subsequent rounds,
doing automatic damage increasing by +1 per round, to a maximum of
1d6+4.

58
Giant Snail­—Rapacious
HD: 6* Intelligence: Minimal
AC: 2 Size: L (10’)
Attacks: 1 × bite (1d8) XP: 570
Move: 90’ (30’) Languages: None
Morale: 8 Possessions: None
Number Appearing: Solitary, no lair Hoard: None
Alignment: N

Slimy, shelled molluscs which glide slowly


through the dank glades of Dolmenwood, Traits
munching on vegetation and anything fleshy 1. Pointy, striped shell
which crosses their path. Rapacious giant 2. Three eye stalks
snails are sometimes captured and used 3. Leaves a trail of
as mounts, though the necessary training fluorescent slime
requires great patience or magic. 4. Paralysing bite: muscles
lock up for 1d6 rounds,
Engulf: A character hit by the snail’s bite attack if save failed. (XP 820)
must save vs paralysis or be dragged under its 5. Semi-transparent.
slimy, undulating body. Once engulfed, each Surprises 4-in-6.
round the character suffers 2d6 crushing (XP 820)
damage and may make a STR or DEX check 6. Jet black, oozing orange
to escape. slime

The AC rating of giant snails takes account for the hardness of the shell and the
speed with which the body can withdraw inside when threatened.
59
Moss Dwarf
HD: 1* Alignment: N (G)
AC: 9 (clothing) or 7 (pinecone Intelligence: Somewhat slow
armour) Size: M (4’)
Attacks: 1 × weapon (1d6) or 1 × XP: 13
unarmed (1d2) Languages: Woldish, Moss dwarf
Move: 120’ (40’) Possessions: P/I, Q/II, Trinkets
Morale: 7 (rustic)
Number Appearing: 1-4: abroad Hoard: C/XX
(1d6), 5-8: lair (5d8)

Squat, brown-skinned
demi-humans with Traits (fertile flesh) Traits
mossy hair and beards 1. Eyes furred over with 1. Pack full of stinky
orange fungus swine-cheese
and beady black
eyes. Moss dwarfs 2. Ears grown larger than 2. Curious, bendy hat of
the hands red felt
live in small, isolated
communities in gloomy, 3. M
 iniature tree growing 3. G
 oes about his/her
from one ear work butt naked
dank, forest dells. Their
4. Long, mossy hair and 4. Necklaces of dried
symbiotic relationship
beard, filled with tasty, mushroom caps
with fungus and moulds edible mushrooms 5. Dainty gloves and
makes moss dwarfs 5. Skin covered in slimy booties of birch-bark
renowned brewers of green jelly 6. Speaks in a high-
ale and fermenters of 6. Beard and hair wet pitched wheeze
swine-cheese. Typically, with yeast-froth
unarmed villagers are
encountered — these
attack as normal men. In larger settlements or when encountered abroad,
some individuals may be armed with slings and axes.

Fungal immunity: Immune to harmful effects of fungi and moulds


(including monstrous varieties and spells).
Knacks: Most moss dwarfs possess a minor magical affinity known as
a knack. (Moss dwarf knacks are usually classified by wizards as simple
cantrips.) See Wormskin issue one for examples.
60
Witch
HD: 5**** Alignment: N
AC: 5 (hexes) Intelligence: Perceptive
Attacks: 1 × silver dagger (1d4) or Size: M
magic (see below) XP: 870
Move: 120’ (40’) Languages: Woldish
Morale: 9 Possessions: Trinkets (eerie), Q/II
Number Appearing: 1-4: abroad (1), Hoard: V/VII, N/IX
5-6: abroad (1d4+1 or 2d6, at night),
7-8: lair (1)

Human women who have sworn their souls


to the service of one of the wood-gods of Traits
Dolmenwood — ancient entities of semi- 1. Heavily pregnant.
divine power which lurk in the Otherwold A sinister hissing
around or beneath the forest, feeding on the emanates from her belly
blood, sexual energy, and dream-stuff of their 2. Emaciated and blood-
mortal servants. stained
3. Enchantingly beautiful,
Their aims are obscure, but it is known that face tends to shift
they gather beneath the moon to conduct between different forms
their strange worship and to work magic. 4. Old and bent, crawls
In folklore, witches play an indefinite role, with great agility
variously portrayed as depraved practitioners 5. Eyes of pure black;
of human sacrifice, lustful seductresses (for otherworldly gaze
they are said to be eternally shapely and 6. Skin slick with
young), and ministers of potent charms and iridescent oil
cures.
Spells: A witch may cast the following spells
once per day: charm person, augury, remove curse.
Bound powers: Furthermore, witches have magical abilities dependent on
the wood-god to which they are bound, as described on the following pages.

continued overleaf
61
Ertta the Devouring Mother
Wind riding: On windy nights, the witch is able to drift into the sky and
travel through the air. By riding the currents, the witch can travel anywhere
within Dolmenwood in 1d6 hours. There is a 50% chance of coming down
to earth in a hex neighbouring the desired destination hex.
Curse of the open sky: Once a week, the witch may bring down the curse
of Ertta upon a single target, who must save versus spells. If the save fails,
the next time the victim is beneath the open sky, there is a 4-in-6 chance of
them being struck by lightning (6d6 damage, no save).
Frost touch: The witch’s touch, in combat, inflicts frost damage of 1d3
points. The target must also save versus paralysis or begin to turn to ice,
losing one hit point per round for a further 1d12 rounds. A victim reduced
to 0hp, in this manner, freezes solid.

Hasturiel Thrice-Crowned
Secret name of Hasturiel: Spoken by a witch in her service, the name of
the wood-god has the effect of the spell fear upon beings of 6HD or less.
(Knowledge of the name’s written form provides immunity to this effect.)
The name may be uttered at most once per day.
Evil eye: Thrice per day, the witch’s gaze may inflict a curse (per the spell).
Metamorphosis: Once per encounter, the witch may change her outward
appearance, as per the spell doppelgänger. Once a week, a full polymorph self
is possible.

62
Limwdd the Quiet Brother
Meld into earth: Once each day, the witch may curl into a ball and descend,
seed-like, into the earth. This process takes one turn. In this state, the
witch needs no physical sustenance and is in a form of stasis, though she
retains an awareness of events on the ground above her. She can remain in
this state for up to a month.
Clay doppelgänger: The witch can craft a clay double of any mortal whom
she has set eyes upon. The crafting takes one full day and may only be done
one time in a month. The doppelgänger is finished at dusk, coming to life
and taking on the outward appearance of the person it mimics (though it
must be clothed by the witch). It lives until dawn. The witch may give the
construct whatever task she wishes. To a casual observer, it looks exactly
like the person copied. Close contact reveals a slick wetness about its skin.
It cannot speak but may moan and shout. The doppelgänger has 1HD.
Rejuvenating immolation: Once per week, the witch may build a pyre
and ritually immolate herself. When the fire dies down, the witch, whose
skin is now charred and ashen, rises from the embers. She is healed of
all damage, disease, and poison. Her skin returns to its normal state the
following morn.

The witches and their patrons will be discussed in greater depth in a future issue
of Wormskin.

63
Woodgrue (DF)
HD: 1* Alignment: N
AC: 8 (fur) Intelligence: Tricksy
Attacks: 1 × club or throwing Size: M (3-4’)
dagger (1d4) or 1 × unarmed (1d2) XP: 13
Move: 90’ (30’) Languages: Woldish, Sylvan,
Morale: 8 Woodgrue
Number Appearing: 1-4: abroad Possessions: Trinkets (fairy)
(1d6), 5-6: lair (3d6) Hoard: C/XX (fairy)

Woodgrues are demi-fey, bat-faced goblins,


fond of darkness and revelry. Their heads and Traits
chests are covered in soft, downy fur, though 1. Twitchy, wobbly ears
the rest of the body resembles that of a little 2. Purple nose and lips
man or child. Skilled with all manner of 3. Wiry mohawk
woodwind instruments, woodgrues tend to 4. Dressed in dapper
be frivolous creatures who find humour in the tweed, with a monocle
darkest of places and subject matters. 5. Chitters with
excitement and mirth
Woodgrues have an inescapable reputation as
pranksters and trouble-makers. When house 6. Frilly bonnet
fires occur, it is common to blame a woodgrue,
even when no culprit or evidence can be found. Despite this, woodgrues
are (cautuiously) welcome in the towns of Men, though rarely seen outside
the bounds of the Wood. They live in family groups of 5-15 members,
preferring to sleep in trees and gather their food from the forest (they are
excellent foragers). They hide their hoards in cunning locations, under
rocks or high in tree branches.
Dark vision: Can see normally in all but absolute darkness.
Hiding: When hiding in the woods or in shadows, there is a 3-in-6 chance
of a woodgrue going unnoticed. They also have an aptitude for hiding
objects in infuriatingly tricky places. Given a minute, a woodgrue can hide
a small object (1’ around or smaller) in a cunning location. The rules for
searching for secret doors apply when searching for an item thus hidden.

64
{ Drigbolton
& Surrounds

East of
Prigwort

{ From Lankshorn
to Dreg

66

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