Table of Contents
Creating a Character
When creating a character, you need a character sheet—pictured to the right. The Dolmenwood character sheet is available online at https://dolmenwood.com as a PDF to download and print.
A note on randomness: Many character statistics are determined by rolling dice. You are encouraged to savour the fun, unexpected character concepts that emerge from interpreting these random results.
1. Roll Ability Scores
Roll 3d6 for each of your character’s Ability Scores in turn: Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. See Ability Scores.
Sub-Par Characters (Optional Rule)
If you roll a character with an 8 or less in every Ability Score or a 6 or lower in more than one Ability Score, you may choose to discard the character and start again.
2. Choose a Kindred
Select one of the available Kindreds.
New players: The human Kindred is recommended, as it has the least special traits.
Class restrictions: Elves, grimalkins, and woodgrues cannot be clerics or friars as they have no spiritual connection with the deities of mortals.
3. Choose a Class
Select one of the available Classes, bearing in mind the Prime Abilities of each Class (see the Summary of Classes table).
New players: The fighter Class is recommended, as it has the least special traits.
Summary of Classes
Class | Prime Abilities | Hit Points | Combat Aptitude | Main Class Capabilities |
---|---|---|---|---|
Bard | Charisma and Dexterity | 1d6 | Semi-martial | Counter charm, enchantment, decipher script, folklore |
Cleric | Wisdom | 1d6 | Semi-martial | Holy magic (from Level 2), holy order, turn undead |
Enchanter | Charisma and Intelligence | 1d6 | Semi-martial | Glamours, fairy runes, detect magic, use arcane items |
Fighter | Strength | 1d8 | Martial | Combat talents |
Friar | Intelligence and Wisdom | 1d4 | Non-martial | Herbalism, holy magic (from Level 1), turn undead |
Hunter | Constitution and Dexterity | 1d8 | Martial | Animal companion, alertness, tracking, missile attacks |
Knight | Charisma and Strength | 1d8 | Martial | Horsemanship, monster slayer, strength of will |
Magician | Intelligence | 1d4 | Non-martial | Arcane magic, detect magic |
Thief | Dexterity | 1d4 | Semi-martial | Back-stab, climb, decipher script, disarm traps, pick locks |
4. Adjust Ability Scores
If you wish, you may raise your character’s Prime Abilities by lowering other (non-Prime) Ability Scores. For every 2 points by which an Ability Score is lowered, 1 point may be added to a Prime Ability. No Ability Score may be lowered below 9, and no Prime Ability may be raised above 13 by adjustment.
5. Note Ability Modifiers
Now that your character’s Ability Scores have been determined, make a note of any associated bonuses or penalties. See Ability Scores.
6. Note Kindred and Class Traits
Record any special traits possessed by your character as a result of their Kindred and Class, including the following.
Attack: The advancement table for your character’s Class lists your Attack. This value indicates your character’s chance of hitting opponents in combat.
Save Targets: The advancement table for your character’s Class lists your Save Targets. These are the target numbers used when making Saving Throws to avoid different kinds of dangerous or detrimental effects.
Skill Targets: Note your character’s target numbers for Listen, Search, and Survival Skill Checks. All skills default to a target number of 6, unless your character’s Kindred or Class specifies a lower target number.
Languages: Your character’s native languages are listed in the Kindred description. This always includes the Woldish tongue spoken by all folk in Dolmenwood. Characters with high Intelligence (see Ability Scores) may also choose additional languages from the list under Languages.
7. Roll Hit Points
Determine your character’s Hit Points by rolling the die for the chosen Class and adding the Constitution Modifier (see Ability Scores).
Minimum 1 HP: Your character always starts with at least 1 Hit Point, regardless of Constitution Modifier.
Re-Rolling 1s and 2s (Optional Rule)
If your roll for Hit Points comes up 1 or 2 (before applying the Constitution Modifier), the Referee may allow you to re-roll HP.
8. Roll Equipment
Your character’s starting equipment is determined by a few die rolls. Characters start play with the following.
General items: Common clothes. A backpack containing 2 preserved rations, a waterskin, and a tinder box. A belt pouch containing 3d6 gold pieces.
Class items: Weapons, armour, and special items as noted in your character’s Class.
Adventuring items: Choose or roll up to 4 items from the Adventuring Items table.
Trinket: An odd, possibly slightly magical item, rolled on the trinkets table for your character’s Kindred.
Adventuring Items
d20 | Item |
---|---|
1 | Bedroll |
2 | Chalk (10 sticks) |
3 | Chisel |
4 | Cooking pots |
5 | Crowbar |
6 | Firewood (bundle) |
7 | Grappling hook |
8 | Ink, quill, 5 sheets paper |
9 | Iron spikes (12) |
10 | Lantern (hooded) |
11 | Marbles (bag of 20) |
12 | Oil flask |
13 | Rope (50′) |
14 | Sack |
15 | Shovel |
16 | Sledgehammer |
17 | Small hammer |
18 | Tent |
19 | Torches (3) |
20 | Twine (100′ ball) |
Buying Equipment (Optional Rule)
If you prefer to customise your character’s equipment, you may roll for gold (3d6 × 10gp) and purchase armour, weapons, and equipment as desired.
9. Note Armour Class
Your character’s Armour Class is determined by their armour (see Armour and Weapons) plus their Dexterity Modifier (see Ability Scores). Some Kindreds and Classes also grant a bonus to AC.
Unarmoured AC: If your character has no armour, their AC is 10 plus their Dexterity Modifier.
10. Note Speed
Determine your character’s Speed based on the amount of equipment carried (see Encumbrance).
Unencumbered Speed: Unencumbered characters have Speed 40, an exploration rate of 120′ per Turn, and 8 Travel Points per day when travelling overland (see Travel).
11. Choose Alignment
Decide whether your character is Lawful, Neutral, or Chaotic (see Alignment) and note this on your character sheet.
Class restrictions: Clerics and friars may not be Chaotic.
12. Note Level and XP
Your character begins play at Level 1 with 0 XP.
13. Name and Details
Referring to the tables listed under your character’s Kindred, choose a name for your character. Optionally, select a background and any extra details. You are now ready for adventure.