TEXT: Part Three
  Character Classes
  
  This section presents eight new classes of adventurer representing 
  common character archetypes in the Dolmenwood setting. Four 
  of these are human classes: the jolly friar, the stealthy hunter, the 
  haughty knight, and the charming minstrel. The remaining four 
  are demihuman race-classes: the wilful elf, the mercurial grimalkin, 
  the sagacious moss dwarf, and the reckless woodgrue.
  Guidelines for using standard Old-School Essentials classes in 
  Dolmenwood are also provided.
  
  38
  Character Classes
  Standard Classes
  The role of standard Old-School Essentials classes in Dolmenwood.
  AcrobAt
  Acrobatic performers frequent the markets and plazas of 
  Castle Brackenwold, Prigwort, and Lankshorn. Those of a 
  larcenous or adventurous persuasion may venture deeper 
  into Dolmenwood as members of adventuring parties.
  AssAssin
  The services of trained assassins are seldom called for in a 
  region such as Dolmenwood, situated on the edge of the 
  wilds. Assassins whose main livelihood is from adventur-
  ing may be found in the region, however.
  The Assassins’ Guild: Organised guilds of assassins tend to 
  exist only where there are enough clients for them to make 
  a living. In Dolmenwood, only Castle Brackenwold—with 
  its profusion of backbiting nobles—is of sufficient size and 
  may support a small assassins’ guild if the referee wishes it.
  bArbAriAn
  No barbarian cultures exist within Dolmenwood, but char-
  acters of this class may be travellers from distant realms.
  bArd
  The druid cult with which bards are allied has no presence 
  in Dolmenwood. Characters of this class may be outsiders 
  attempting to reclaim Dolmenwood from the clutches of 
  the Drune.
  Minstrels: The minstrel class on p50 is a Dolmenwood 
  variant of the bard, tailored to the setting.
  cleric
  Clerics in Dolmenwood are representatives of the Church 
  and the divine might of the One True God. Some are 
  granted a writ of self-determination, allowing them to 
  roam freely and carry out the will of God as they see fit.
  Alignment: As servants of the Church, clerics may only be 
  lawful or neutral.
  Reversed spells: As followers of a lawful religion, clerics’ 
  use of reversed spells is regarded as heretical.
  Arms: Clerics of the One True God may use all types of 
  weapons (including blades), but may only use magic weap-
  ons, shields, and armour that are of holy origin (e.g. blessed 
  in sacred springs, possessed by a saint, etc.). 1-in-3 magic 
  weapons, shields, and suits of armour are of holy origin.
  demihumAns
  The standard demihumans (elves, halflings, gnomes, etc.) 
  described in Old-School Essentials do not dwell within 
  Dolmenwood and their absence in the region is an impor-
  tant aspect of the setting’s special atmosphere. Standard 
  demihuman races encountered in Dolmenwood may be 
  travellers from distant lands.
  Dolmenwood demihumans: Four demihuman classes—
  the Dolmenwood elf, grimalkin, moss dwarf, and wood-
  grue—are presented in the following pages. These demi-
  humans are tailored to the Dolmenwood setting and are 
  commonly encountered therein.
  clericAl orders 
  [optionAl rule]
  Cleric characters may be allowed to join one of the 
  following holy orders which operate within Dol-
  menwood, gaining an additional class ability.
  The Order of St Faxis
  The order of witch-hunters and inquisitors. Clerics 
  of St Faxis follow an edict to root out and bring to 
  justice unsanctioned practitioners of the occult in all 
  their forms. A cleric of the order of St Faxis gains a 
  +2 bonus to saving throws against magic.
  The Order of St Sedge
  The order of crusaders; those who make holy war 
  in lands where the law of the Church is contended. 
  Once per day, a cleric of the order of St Sedge can 
  heal 1 hit point per level by laying their hands on 
  wounded characters.
  The Order of St Signis
  The order of Lichwards; those who watch over the 
  dead and hunt those who—in defiance of God—rise 
  from the grave. A cleric of the order of St Signis gains 
  a +1 bonus to attack rolls against undead monsters 
  and is able to hit undead monsters that can normally 
  only be harmed by magical or silver weapons, even 
  when not wielding a weapon of the appropriate type.
  
  39
  Character Classes
  druid
  The druid cult has no presence in Dolmenwood. Charac-
  ters of this class may be outsiders attempting to reclaim 
  Dolmenwood from the clutches of the Drune.
  Fighter
  As in all cultures, people who make a living by strength of 
  arm and skill at battle are common in Dolmenwood.
  illusionist
  Wizards of all stripes are drawn to Dolmenwood by the 
  profusion of arcane energies which permeate the place. 
  Illusionists are therefore more commonly encountered in 
  Dolmenwood than in the regions beyond.
  The Enchanters’ Guild: A number of illusionists are affli-
  ated with the guild of enchanters, whose wards and charms 
  guard the premises of those who can afford their exhor-
  bitant fee. The guild is based in Castle Brackenwold.
  Knight
  Knights serve the noble houses of Dolmenwood, uphold-
  ing the honour of their lords and ladies. The knight class 
  from Old-School Essentials Advanced Fantasy has features 
  which make it not entirely suited to Dolmenwood, but the 
  class could be used for knightly characters hailing from 
  beyond the Wood.
  Dolmenwood knights: The Dolmenwood knight class on 
  p42 is a Dolmenwood variant of the knight, tailored to 
  the setting.
  mAgic-user
  Wizards of all stripes are drawn to Dolmenwood by the 
  profusion of arcane energies which permeate the place.
  The Enchanters’ Guild: A number of magic-users are 
  affiliated with the guild of enchanters, whose wards and 
  charms guard the premises of those who can afford their 
  exhorbitant fee. The guild is based in Castle Brackenwold.
  The Royal Institute of Physicks and Sorcerers: The Col-
  lege of the Royal Institute in Castle Brackenwold is the 
  respectful face of arcane magic in the Dolmenwood region. 
  Where the activities of other sorcerous cults (e.g. the 
  Drune, the witches) are frowned upon by the Church, the 
  Royal Institute is sanctioned as its ally.
  pAlAdin
  Paladins may be servants of the One True God or of other 
  religions from beyond Dolmenwood. Those who serve the 
  One True God are most likely members of the Order of St 
  Sedge (see opposite), though they do not gain the extra 
  ability that clerics of that order possess. (The paladin class 
  already has the ability to heal by laying on hands.)
  rAnger
  The secret society of rangers is not prevalent in Dolmen-
  wood. Characters of this class may be outsiders attempting 
  to make inroads into Dolmenwood, possibly contesting the 
  forces of Chaos which throng around the Nag Lord in the 
  north of the Wood.
  Hunters: The hunter class on p48 is a non-magical Dol-
  menwood variant of the ranger, tailored to the setting.
  thieF
  As in all cultures, people who live by their skills of subter-
  fuge and stealth are common in Dolmenwood.
  The Thieves’ Guild: Organised thieves’ guilds have some 
  presence in all larger settlements in Dolmenwood and may 
  be sought out by those who wish to join their ranks or 
  solicit their services.
  
  40
  Character Classes
  Dolmenwood Elf
  Ageless fairies who have crossed over into the mortal world for reasons that they 
  seldom reveal.
  Requirements
  Minimum DEX 9, minimum INT 9
  Prime requisite
  CHA
  Hit Dice
  1d6
  Maximum level
  10
  Armour
  Any, including shields
  Weapons
  Any
  Languages
  Alignment language, Woldish, 
  Sylvan, High Elfish
  Elf adventurers are masters of both sword and spell, capa-
  ble of using all weapons and armour and wielding the 
  power of the secret magical runes of elfkind. Addition-
  ally, they have a number of innate abilities which mortals 
  regard as magical.
  See Elves, p18 for more details on the characteristics of 
  elves.
  combAt
  Elves are naturally talented fighters and may use any weap-
  ons and armour.
  glAmours
  Elves are able to make use of a number of minor magical 
  abilities known as glamours (see p72). The number of 
  glamours known is determined by the character’s level as 
  shown in the table opposite. Known glamours are deter-
  mined randomly. Glamours may be used any number of 
  times per day. (Though mortals regard these abilities as 
  “magic”, elves do not view them as such.)
  immortAlity
  Elves can be killed but do not die naturally. They are 
  immune to the mundane illnesses of mortal-kind, but are 
  affected by diseases of magical origin. Elves also cannot die 
  of thirst or starvation, though a lack of sustenance drives 
  them insane and sadistic.
  listening At doors
  Elves have a 2-in-6 chance of hearing noises (see Dungeon 
  Adventuring in Old-School Essentials).
  locAte secret doors
  Elves have keen eyes that allow them, when actively search-
  ing, to detect hidden and secret doors with a 2-in-6 chance 
  (see Dungeon Adventuring in Old-School Essentials).
  mAgic items
  Elves have a natural affinity for the arcane and are able 
  to use any magic item usable by arcane spell casters. This 
  includes casting spells from scrolls (with the use of their 
  read magic ability—see below).
  mAgic resistAnce
  As beings of Fairy, where magic is in the very fabric 
  of things, elves are highly resistant to magic. They are 
  immune to sleep spells, gain a +2 bonus to saving throws 
  against charms and illusions, and are unaffected by the 
  paralysing touch of ghouls.
  reAd mAgic
  Given an hour of solitude, an elf may read magical scripts 
  and runes, as follows:
   
  ▶ Scrolls: The magical script of a scroll of arcane spells 
  can be understood. The elf is then able to activate the scroll 
  at any time in the future.
   
  ▶ Spell books: A spell book written by an arcane spell 
  caster can be deciphered.
   
  ▶ Inscriptions: Runes or magical words inscribed on an 
  object or surface can be understood.
   
  ▶ Reading again: Once the elf has read a magical inscrip-
  tion using this ability, they are thereafter able to read that 
  particular text without using this ability again.
  resistAnce to divine Aid
  There are no gods in Elfland and the gods of mortals are 
  loath to aid its folk. If an elf is the subject of a beneficial 
  divine spell, there is a 2-in-6 chance of it having no effect 
  on the elf.
  
  41
  Character Classes
  runes
  Elves may be granted the use elf runes—the secret, magical 
  sigils guarded by the lords of Elfland. See Elf Runes, p68 
  for details on the elf runes.
  At 1st level: An elf knows one randomly selected rune of 
  lesser magnitude.
  Subsequent levels: Upon gaining an experience level, an 
  elf may journey into Fairy to treat with a fairy lord or lady, 
  in order to be granted a new rune. Note that the exact rune 
  granted cannot be selected by the petitioning character and 
  there are occasions when the fairy lord or lady will refuse 
  to grant any rune at all—an elf is not guaranteed to receive 
  a new rune each level. While the elf journeys in Fairy, 2d20 
  days pass in the mortal world. At the referee’s option, the 
  fairy noble may require the character to perform some 
  deed or quest in return for the granting of the rune.
  susceptibility to cold iron
  As fairies, elves are vulnerable to iron weapons, suffering 
  double damage on a successful hit.
  uneArthly beAuty
  Elves—both benevolent and wicked—are beautiful, by 
  mortal standards. When interacting with mortals, an elf is 
  treated as having a CHA score of at least 14 for any CHA 
  check that are based purely on physical attractiveness.
  AFter reAching 9th level
  An elf may establish a stronghold and domain in either the 
  mortal world or Fairy. Elves and other fairies in the region 
  may come to live under the character’s rule.
  Elf lEvEl ProgrEssion
  Saving Throws
  Level
  XP
  Hit Dice
  THAC0
  Glamours
  D
  W
  P
  B
  S
  1
  0
  1d6
  19 [0]
  1
  12
  13
  13
  15
  12
  2
  4,000
  2d6
  19 [0]
  2
  12
  13
  13
  15
  12
  3
  8,000
  3d6
  19 [0]
  3
  12
  13
  13
  15
  12
  4
  16,000
  4d6
  17 [+2]
  3
  10
  11
  11
  13
  10
  5
  32,000
  5d6
  17 [+2]
  4
  10
  11
  11
  13
  10
  6
  64,000
  6d6
  17 [+2]
  5
  10
  11
  11
  13
  10
  7
  120,000
  7d6
  14 [+5]
  6
  8
  9
  9
  10
  8
  8
  250,000
  8d6
  14 [+5]
  6
  8
  9
  9
  10
  8
  9
  400,000
  9d6
  14 [+5]
  7
  8
  9
  9
  10
  8
  10
  600,000
  9d6+1*
  12 [+7]
  8
  6
  7
  8
  8
  6
  * Modifiers from CON no longer apply. 
  THAC0: Indicates attack matrix row to use.
  D: Death / poison; W: Wands; P: Paralysis / petrify; 
  B: Breath attacks; S: Spells / rods / staves.
  DWD86 TODO
  
  42
  Character Classes
  Dolmenwood Knight
  Warriors who serve a noble, doing their bidding and upholding their honour.
  Requirements
  Minimum CON 9, minimum DEX 9
  Prime requisite
  STR
  Hit Dice
  1d8
  Maximum level
  14
  Armour
  Chainmail, plate mail, shields
  Weapons
  Melee weapons
  Languages
  Alignment language, Woldish
  Knights have a special rank in society, as vassals of a noble 
  house (see The Noble Houses of Dolmenwood, p96). 
  They receive great respect from common folk and are 
  expected to exemplify the qualities of nobility, honour, and 
  decency in all their deeds.
  Player character knights are typically knights-errant—those 
  who wander the land in pursuit of adventure to prove their 
  chivalric virtues.
  Social class: Knights are often members of the noble 
  classes, but a person of lowlier origin may be initiated as a 
  knight as a reward for noble deeds.
  Knighthood: Knights of 1st and 2nd level are known as 
  “squires” and are not yet regarded as true knights. Upon 
  reaching 3rd level, the character is knighted by their liege 
  and gains the right to bear a coat of arms (typically embla-
  zoned upon the knight’s shield).
  Alignment: A knight must have the same alignment as 
  their liege.
  Disfavour: A knight who displeases or dishonours their 
  liege (this may include by changing alignment) may have 
  their knighthood revoked. In this case, the character 
  becomes a fighter of equivalent level. It may be possible 
  to regain the liege’s favour (and thus the status of knight-
  hood) by performing a special quest.
  chivAlric code
  Knights are bound by a stringent code of honour, which 
  they strive to uphold in all their deeds. The fundamentals 
  principles of this code are listed above.
  The repercussions for performing deeds at odds with the 
  code of chivalry depend on the alignment of the knight 
  and their liege:
  Lawful or neutral: The knight brings dishonour upon 
  their liege, thus risking disfavour (see above).
  Chaotic: The knight’s deeds are unlikely to bring dishon-
  our upon their liege, whose reputation is already villainous. 
  The knight’s deeds will, however, be perceived as besmirch-
  ing the institution of knighthood. Other knights will hunt 
  the chaotic knight and attempt to bring them to justice.
  combAt
  Knights are masters of heavily armoured, mounted com-
  bat, preferring the lance above all other weapons. They 
  can use all melee weapons but cannot use missile weapons 
  (they regard these as dishonourable). They can wear any 
  metal armour but scorn non-metal armour as only suitable 
  for peasants and villains.
  Prowess of arms: Knights regard armour as a symbol of 
  prowess and status, always favouring the most impressive 
  and impervious-looking armour available.
  horsemAnship
  Mounted combat: Knights gain a +1 bonus to attack rolls 
  when mounted.
  Assessing steeds: Knights are expert riders and can assess 
  the worth of any steed.  This allows a knight to determine 
  whether an animal has low, average, or high hit points for 
  its type.
  Urging great speed: From 5th level, a knight can urge 
  their steed to great speed, increasing its movement rate by 
  30’ (10’) for up to 6 turns, once per day.
  hospitAlity
  A knight of 3rd level or higher can expect hospitality and 
  aid from nobles and other knights of the same alignment 
  or social affiliation (e.g. order, religion, noble house, etc.). 
  A knight is expected to extend such hospitality in kind.
  the code oF chivAlry
   
  ▶ A knight must behave honourably in all deeds.
   
  ▶ A knight’s honour is of utmost importance. Death 
  is preferable to dishonour.
   
  ▶ Loyal service of one’s liege is the greatest honour.
   
  ▶ A knight must seek out glory in battle—especially 
  in single combat.
   
  ▶ Any in the knight’s charge must be defended to 
  the death.
   
  ▶ The hierarchy that binds society must be upheld. 
  Superiors should be honoured, equals respected, 
  inferiors commanded, and the ignoble scorned.
  
  43
  Character Classes
  monster slAyer
  From 5th level, a knight gains a +2 bonus to attack and 
  damage rolls against monsters of greater than human size.
  strength oF Will
  Knights gain a +2 bonus to saving throws against magic of 
  fairy origin.
  stronghold
  Any time a knight of 3rd level or higher wishes (and has 
  sufficient money), they can build a castle or stronghold 
  and control the surrounding lands. The permission of the 
  knight’s liege is always required.
  AFter reAching 9th level
  A knight may be granted a title such as Baron or Baron-
  ess. The land under the knight’s control is then known as 
  a Barony.
  Knight lEvEl ProgrEssion
  Saving Throws
  Level
  XP
  Hit Dice
  THAC0
  D
  W
  P
  B
  S
  1
  0
  1d8
  19 [0]
  12
  13
  14
  15
  16
  2
  2,500
  2d8
  19 [0]
  12
  13
  14
  15
  16
  3
  5,000
  3d8
  19 [0]
  12
  13
  14
  15
  16
  4
  10,000
  4d8
  17 [+2]
  10
  11
  12
  13
  14
  5
  18,500
  5d8
  17 [+2]
  10
  11
  12
  13
  14
  6
  37,000
  6d8
  17 [+2]
  10
  11
  12
  13
  14
  7
  85,000
  7d8
  14 [+5]
  8
  9
  10
  10
  12
  8
  140,000
  8d8
  14 [+5]
  8
  9
  10
  10
  12
  9
  270,000
  9d8
  14 [+5]
  8
  9
  10
  10
  12
  10
  400,000
  9d8+2*
  12 [+7]
  6
  7
  8
  8
  10
  11
  530,000
  9d8+4*
  12 [+7]
  6
  7
  8
  8
  10
  12
  660,000
  9d8+6*
  12 [+7]
  6
  7
  8
  8
  10
  13
  790,000
  9d8+8*
  10 [+9]
  4
  5
  6
  5
  8
  14
  920,000
  9d8+10*
  10 [+9]
  4
  5
  6
  5
  8
  * Modifiers from CON no longer apply. 
  THAC0: Indicates attack matrix row to use.
  D: Death / poison; W: Wands; P: Paralysis / petrify; 
  B: Breath attacks; S: Spells / rods / staves.
  the noble houses oF dolmenWood
  2. Brackenwold [L]
  10. Ramius [C]
  3. Guillefer [N]
  1. Baldrick [L]
  4. Harrowmoor [L]
  7. Mulbreck [L]
  8. Murkin [N]
  9. Nodlock [L]
  TODO
  5. Malbleat [C]
  TODO
  6. Mordlin [N]
  
  44
  Character Classes
  Friar
  Wandering monastics who spread the gospel of the One True God.
  Requirements
  None
  Prime requisite
  WIS
  Hit Dice
  1d4
  Maximum level
  14
  Armour
  None
  Weapons
  Club, dagger, staff, sling
  Languages
  Alignment language, Woldish, 
  Liturgic
  Friars are monks or nuns who have taken to a life of wan-
  dering, doing good wherever they can. They are only 
  loosely affiliated with the Church and are viewed as being 
  outside the strict religious hierarchy of the clergy. Friars 
  are thus beloved by the common folk, whom they often aid 
  where the Church does not.
  Alignment: As servants of the Church, friars may only be 
  lawful or neutral.
  Armour oF FAith
  Friars gain a +2 bonus to Armour Class, due to the divine 
  blessing of the One True God. At 4th level, the bonus 
  increases to +3 and at 8th level to +4.
  combAt
  Friars may only use simple weapons (club, dagger, staff, 
  sling) and may not wear armour or use shields.
  Culinary Implements
  A friar can employ a frying pan, cured sausage, or even a 
  ham shank as an improvised club (1d4 damage).
  divine mAgic
  See Old-School Essentials for full details on divine magic.
  Holy symbol: A friar must carry a holy symbol (see Adven-
  turing Gear in Old-School Essentials and New Equipment, 
  p78).
  Deity disfavour: Friars must be faithful to the tenets of 
  their alignment and religion. Friars who fall from favour 
  with their deity may incur penalties.
  Magical research: A friar of any level may spend time and 
  money on magical research. This allows them to create 
  new spells or other magical effects associated with their 
  deity. When a friar reaches 9th level, they are also able to 
  create magic items.
  Spell casting: A friar may pray to receive spells. The power 
  and number of spells available to a friar are determined by 
  the character’s experience level. The list of spells available 
  to friars is found in Old-School Essentials (friars have the 
  same spell selection as clerics).
  Reversed spells: As followers of a lawful religion, friars’ 
  use of reversed spells is regarded as heretical.
  Using magic items: As spell casters, friars can use magic 
  scrolls of spells on their spell list. They can also use items 
  that may only be used by divine spell casters (e.g. some 
  magic staves).
  ForAging
  A party with a friar has a 2-in-6 chance of successfully 
  finding edible plants or fungi while travelling. (See Wilder-
  ness Adventuring in Old-School Essentials.)
  herbAlism
  In the hands of a friar, a single dose of a herb (see Mush-
  rooms and Herbs, p88) is sufficient for 2 subjects. (This 
  does not apply to herbs used to combat monsters, such as 
  wolfsbane.)
  turning the undeAd
  A friar can invoke the power of the One True God to repel 
  undead monsters. To turn the undead, the player rolls 2d6. 
  The referee then consults the table opposite, comparing the 
  roll against the Hit Dice of the undead monsters targeted.
  Successful Turning
  If the turning succeeds, the player must roll 2d6 again 
  to determine the number of HD affected (turned or 
  destroyed).
  Turned undead: Will leave the area, if possible, and will 
  not harm or make contact with the friar.
  Destroyed undead (result of D): Are instantly and perma-
  nently annihilated.
  Excess: Rolled Hit Dice that are not sufficient to affect a 
  creature are wasted. However, at least one undead creature 
  will always be affected on a successful turning.
  Mixed groups: If turn undead is used against a mixed 
  group of undead monsters of different types, those with the 
  lowest HD are affected first.
  
  45
  Character Classes
  voW oF poverty
  A friar may only keep wealth and possessions that can be 
  kept on their person or mount. Excess must be donated to 
  worthy causes (not other PCs!).
  Furthermore, a friar must dress in a simple monastic’s 
  habit and must cut their hair in a traditional tonsure.
  AFter reAching 9th level
  A friar may establish a monastery. So long as the friar is 
  currently in favour with the Church, construction will be 
  funded from the Church’s coffers.
  Once a monastery is established, 1d6 × 10 friars of level 
  1–2 will come to live in the monastery under the tutelage 
  of the character. The friar is then granted the title of abbot 
  (abbess).
  turning thE undEad
  Monster Hit Dice†
  Level
  1
  2
  2*
  3
  4
  5
  6
  7–9
  1
  7
  9
  11
  –
  –
  –
  –
  –
  2
  T
  7
  9
  11
  –
  –
  –
  –
  3
  T
  T
  7
  9
  11
  –
  –
  –
  4
  D
  T
  T
  7
  9
  11
  –
  –
  5
  D
  D
  T
  T
  7
  9
  11
  –
  6
  D
  D
  D
  T
  T
  7
  9
  11
  7
  D
  D
  D
  D
  T
  T
  7
  9
  8
  D
  D
  D
  D
  D
  T
  T
  7
  9
  D
  D
  D
  D
  D
  D
  T
  T
  10
  D
  D
  D
  D
  D
  D
  D
  T
  11+
  D
  D
  D
  D
  D
  D
  D
  D
  * 2 HD monsters with a special ability (i.e. with an asterisk 
  next to their HD rating, in the monster description).
  † At the referee’s option, the table may be expanded to 
  include more powerful types of undead monsters.
  Turning Table Results
  –: The turning fails.
  Number: If the 2d6 turning roll is higher or equal, the 
  turning attempt succeeds.
  T: The turning succeeds.
  D: The turning succeeds; the monsters are destroyed, not 
  simply caused to flee.
  friar lEvEl ProgrEssion
  Saving Throws
  Spells
  Level
  XP
  Hit Dice
  THAC0
  D
  W
  P
  B
  S
  1
  2
  3
  4
  5
  1
  0
  1d4
  19 [0]
  11
  12
  14
  16
  15
  1
  –
  –
  –
  –
  2
  1,750
  2d4
  19 [0]
  11
  12
  14
  16
  15
  2
  –
  –
  –
  –
  3
  3,500
  3d4
  19 [0]
  11
  12
  14
  16
  15
  2
  1
  –
  –
  –
  4
  7,000
  4d4
  19 [0]
  11
  12
  14
  16
  15
  2
  2
  –
  –
  –
  5
  15,000
  5d4
  17 [+2]
  9
  10
  12
  14
  12
  2
  2
  1
  1
  –
  6
  30,000
  6d4
  17 [+2]
  9
  10
  12
  14
  12
  2
  2
  2
  1
  1
  7
  60,000
  7d4
  17 [+2]
  9
  10
  12
  14
  12
  3
  3
  2
  2
  1
  8
  120,000
  8d4
  17 [+2]
  9
  10
  12
  14
  12
  3
  3
  3
  2
  2
  9
  240,000
  9d4
  14 [+5]
  6
  7
  9
  11
  9
  4
  4
  3
  3
  2
  10
  360,000
  9d4+1*
  14 [+5]
  6
  7
  9
  11
  9
  4
  4
  4
  3
  3
  11
  480,000
  9d4+2*
  14 [+5]
  6
  7
  9
  11
  9
  5
  5
  4
  4
  3
  12
  600,000
  9d4+3*
  14 [+5]
  6
  7
  9
  11
  9
  5
  5
  5
  4
  4
  13
  720,000
  9d4+4*
  12 [+7]
  3
  5
  7
  8
  7
  6
  5
  5
  5
  4
  14
  840,000
  9d4+5*
  12 [+7]
  3
  5
  7
  8
  7
  6
  6
  5
  5
  5
  * Modifiers from CON no longer apply. 
  THAC0: Indicates attack matrix row to use.
  D: Death / poison; W: Wands; P: Paralysis / petrify; 
  B: Breath attacks; S: Spells / rods / staves.
  
  46
  Character Classes
  Grimalkin
  Mercurial feline fairies who shift between three different forms.
  Requirements
  Minimum INT 9
  Prime requisite
  DEX
  Hit Dice
  1d6
  Maximum level
  10
  Armour
  Humanoid form: any appropriate 
  to size, including shields; otherwise 
  none
  Weapons
  Humanoid form: any appropriate to 
  size; otherwise none
  Languages
  Alignment language, Woldish, Mewl
  Grimalkin adventurers are capable warriors, often under-
  estimated due to their small size. They also have a num-
  ber of innate abilities which mortals regard as magical, 
  including the powers of shape-shifting for which they are 
  renowned.
  See Grimalkin, p20 for more details on the characteris-
  tics of grimalkin.
  chester
  A grimalkin can transform into a fat domestic cat, known 
  as its chester form. This transformation takes 1d6 rounds. 
  The following applies when in chester:
  Dull-witted: The character’s Intelligence score is halved. 
  They can understand language, but can only respond in 
  yowls and meows.
  Combat: The character has AC 7 [12], a movement rate of 
  90’ (30’), and may make a bite and two claw attacks each 
  round. Each attack inflicts 1 point of damage.
  Class abilities: In chester, a grimalkin cannot wield weap-
  ons, pick locks, or use glamours.
  Equipment: All equipment carried is transformed with the 
  character, effectively vanishing, but reappearing upon the 
  character’s return to their humanoid form.
  Changing back: The character changes back at dawn.
  combAt
  Grimalkin can use shields and all types of armour, but it 
  must be tailored to their small size. They may wield small 
  weapons (they cannot use two-handed swords or long-
  bows).
  deFensive bonus
  In combat with larger-than-human creatures, grimalkin 
  gain a +2 AC bonus, due to their small size.
  glAmours
  Grimalkin are able to make use of a number of minor mag-
  ical abilities known as glamours (see p72). The number 
  of glamours known is determined by the character’s level 
  as shown in the table opposite. Known glamours are deter-
  mined randomly. Glamours may be used any number of 
  times per day. (Though mortals regard these abilities as 
  “magic”, grimalkin do not view them as such.)
  immortAlity
  Grimalkin can be killed but do not die naturally. They are 
  immune to the mundane illnesses of mortal-kind, but are 
  affected by magical diseases. Grimalkin also cannot die 
  of thirst or starvation, though a lack of sustenance drives 
  them insane and sadistic.
  picK locKs
  A grimalkin’s dexterous hands and affinity for puzzles lend 
  it some ability at picking locks (using thieves’ tools, see 
  Adventuring Gear in Old-School Essentials). The chance 
  of success is indicated in the table opposite. If the roll fails, 
  the grimalkin must gain an experience level before trying 
  the same lock again.
  rAt-cAtching
  Like all of cat-kind, grimalkin delight in the catching and 
  consuming rodents. If grimalkin consumes a freshly killed 
  giant rodent (this takes 1 turn), their current hit points are 
  increased by the rodent’s Hit Dice. It is even possible for 
  the grimalkin’s hit points to go above their normal maxi-
  mum by up to 4 points. If the grimalkin is in their human-
  oid form, there is a 1-in-8 chance of entering chester.
  Fur Balls
  When a grimalkin has gained hit points above their nor-
  mal maximum by consuming rodents, they may choose 
  to sacrifice one or more of the extra hit points to spew up 
  a violent stream of congealed fur, spittle, and bones. This 
  takes one round of retching, after which all creatures in a 
  30’ line are bombarded by the noisome fur balls and suffer 
  1d6 damage per sacrificed hit point. A save versus breath 
  attacks is allowed for half damage.
  susceptibility to cold iron
  Grimalkin suffer double damage from iron weapons.
  
  47
  Character Classes
  Wilder
  A grimalkin who is in battle and near death (less than 
  one-third hit points) may transform into a near-invisible, 
  primal fey form, known as wilder. The transformation 
  requires one round. The following applies when in wilder:
  Fey chaos: The character’s memories are suppressed and 
  they cannot distinguish friend from foe, indiscriminately 
  attacking all nearby living creatures until combat is over.
  Primal strength: The character gains 2d6 hit points and a 
  +2 bonus to attack rolls.
  Veiled in darkness: Only the grimalkin’s deranged, preda-
  tory eyes are visible in wilder. Those who can perceive the 
  invisible or see in darkness discern a stocky feline form, 3’ 
  high at the shoulder, with a bulky head, a leering mouth, 
  and fur standing on end, as if electrified. Opponents who 
  cannot perceive the invisible or see in darkness have a –2 
  penalty to attacks against the character.
  Combat: The character has AC 6 [13], a movement rate of 
  90’ (30’), and may make a bite and two claw attacks each 
  round. Each inflicts 1d4 damage.
  Class abilities: In wilder, the character cannot wield weap-
  ons, pick locks, or use glamours.
  Equipment: All equipment carried is transformed with the 
  grimalkin, effectively vanishing, but reappearing upon the 
  character’s return to their humanoid form.
  When combat ends: The character disappears into Fairy, 
  coming under the referee’s control. After a period of time 
  (determined by the referee) spent wandering strange paths 
  in Fairy, the grimalkin spontaneously reappears in their 
  humanoid form, in the presence of their companions.
  AFter reAching 8th level
  A grimalkin may construct a manse or secret lair in the 
  mortal world or Fairy. 2d6 apprentice grimalkin of 1st level 
  will apply to train under the PC.
  grimalKin lEvEl ProgrEssion
  Saving Throws
  Level
  XP
  Hit Dice
  THAC0
  Glamours Pick Locks
  D
  W
  P
  B
  S
  1
  0
  1d6
  19 [+0]
  1
  20%
  11
  12
  14
  16
  15
  2
  2,750
  2d6
  19 [+0]
  2
  25%
  11
  12
  14
  16
  15
  3
  5,500
  3d6
  19 [+0]
  3
  30%
  11
  12
  14
  16
  15
  4
  11,000
  4d6
  19 [+0]
  3
  35%
  11
  12
  14
  16
  15
  5
  22,000
  5d6
  17 [+2]
  4
  40%
  9
  10
  12
  14
  12
  6
  44,000
  6d6
  17 [+2]
  5
  45%
  9
  10
  12
  14
  12
  7
  90,000
  7d6
  17 [+2]
  6
  50%
  9
  10
  12
  14
  12
  8
  180,000
  8d6
  17 [+2]
  6
  60%
  9
  10
  12
  14
  12
  9
  360,000
  9d6
  14 [+5]
  7
  70%
  7
  8
  10
  12
  10
  10
  510,000
  9d6+1*
  14 [+5]
  7
  80%
  7
  8
  10
  12
  10
  * Modifiers from CON no longer apply. 
  THAC0: Indicates attack matrix row to use.
  D: Death / poison; W: Wands; P: Paralysis / petrify; 
  B: Breath attacks; S: Spells / rods / staves.
  DWD87 TODO
  
  48
  Character Classes
  Hunter
  Adventurers who are at home in the wilds of the forest, hunting for food or 
  trophies. Expert trackers, stalkers, and killers.
  Requirements
  Minimum CON 9, minimum WIS 9
  Prime requisite
  DEX
  Hit Dice
  1d8
  Maximum level
  14
  Armour
  Leather, shields
  Weapons
  Any
  Languages
  Alignment language, Woldish
  A hunter is an invaluable member of any party which trav-
  els deep into Dolmenwood due to their knowledge of life 
  in the wilds.
  AnimAl compAnion
  A hunter may attempt to forge a bond with an animal. If 
  the bond is successfully established, the animal becomes 
  the hunter’s loyal companion.
  Requirements
  One companion: A hunter may have but a single animal 
  companion. If a companion dies or is dismissed, the hunter 
  may attempt to forge a connection with a new animal.
  Type of animal: Both wild and domestic animals may 
  be companions. Giant or magical animals may become a 
  hunter’s companion at the referee’s discretion. Animal spe-
  cies of human level intelligence are not suitable.
  Hit Dice: An animal companion may not have higher Hit 
  Dice than the hunter’s level.
  Establishing a Connection
  The hunter must approach the animal in a peaceful man-
  ner. The referee makes a reaction roll (with a +1 bonus and 
  the character’s normal CHA modifier). If the result is 8 or 
  greater, the animal becomes the hunter’s companion.
  Companion’s Behaviour
  Once a connection is successfully established, the animal 
  companion will follow the hunter everywhere. It under-
  stands basic commands from the hunter (even if its species 
  would not normally do so). The companion will fight to 
  defend the hunter, never checking morale.
  AWAreness
  Hunters are only surprised on a roll of 1. This may mean 
  that a hunter is able to act in the surprise round while their 
  companions are surprised.
  combAt
  Hunters can use any type of weapon, but may only wear 
  leather armour, due to their need for stealth. They may use 
  shields.
  hunting
  A party that includes a hunter has a 5-in-6 chance of 
  encountering prey when hunting. (See Wilderness Adven-
  turing in Old-School Essentials.)
  surprise AttAcK
  In the wilderness, a hunter has a 3-in-6 chance of going 
  unnoticed when sneaking up on a target. If the hunter goes 
  unnoticed, the target may be surprised (see Encounters in 
  Old-School Essentials).
  TODO: Illustration
  
  49
  Character Classes
  huntEr lEvEl ProgrEssion
  Saving Throws
  Level
  XP
  Hit Dice
  THAC0
  D
  W
  P
  B
  S
  1
  0
  1d8
  19 [0]
  12
  13
  14
  15
  16
  2
  2,250
  2d8
  19 [0]
  12
  13
  14
  15
  16
  3
  4,500
  3d8
  19 [0]
  12
  13
  14
  15
  16
  4
  10,000
  4d8
  17 [+2]
  10
  11
  12
  13
  14
  5
  18,500
  5d8
  17 [+2]
  10
  11
  12
  13
  14
  6
  37,000
  6d8
  17 [+2]
  10
  11
  12
  13
  14
  7
  85,000
  7d8
  14 [+5]
  8
  9
  10
  10
  12
  8
  140,000
  8d8
  14 [+5]
  8
  9
  10
  10
  12
  9
  270,000
  9d8
  14 [+5]
  8
  9
  10
  10
  12
  10
  400,000
  9d8+2*
  12 [+7]
  6
  7
  8
  8
  10
  11
  530,000
  9d8+4*
  12 [+7]
  6
  7
  8
  8
  10
  12
  660,000
  9d8+6*
  12 [+7]
  6
  7
  8
  8
  10
  13
  790,000
  9d8+8*
  10 [+9]
  4
  5
  6
  5
  8
  14
  920,000
  9d8+10*
  10 [+9]
  4
  5
  6
  5
  8
  * Modifiers from CON no longer apply. 
  THAC0: Indicates attack matrix row to use.
  D: Death / poison; W: Wands; P: Paralysis / petrify; 
  B: Breath attacks; S: Spells / rods / staves.
  trAcKing
  Hunters know how to read the subtle signs left by a crea-
  ture’s passage through the natural environment and are 
  able to identify and follow tracks. The chance of success 
  depends on the conditions and the character’s level, as 
  shown to the right.
  trophies
  After hunting down (i.e. tracking, ambushing, or chasing) 
  and slaying a creature, a hunter may take a trophy from it 
  (e.g. a stag’s antlers, the tooth of a wyrm, etc.). As long as 
  the trophy is either on the hunter’s person or mounted in 
  their home, it acts as a charm: the hunter gains a +1 bonus 
  to attack rolls against other creatures of the same type and 
  a +1 bonus to saving throws against their special attacks.
  WAyFinding
  A party that includes a hunter has a reduced chance of get-
  ting lost in forests, mountains, or marshes. Instead of roll-
  ing a d6 to check whether the party gets lost each day, the 
  referee should roll a d12. (The range of results on which 
  the party gets lost remains the same, e.g. a 2-in-12 chance 
  in forests.)
  AFter reAching 9th level
  A hunter may establish a lodge in the wilderness. 2d4 
  hunters of 1st level will find their way to the lodge to serve 
  the character.
  huntEr tracKing chancE of succEss
  Level
  Tracking
  1
  50%
  2
  60%
  3
  70%
  4
  75%
  5
  80%
  6
  85%
  7
  90%
  8
  95%
  9
  100%
  10+
  110%
  Tracking Success Modifiers
  Success may be modified by the following factors:
   
  ▶ Soft/hard ground: +20% to –50%.
   
  ▶ Size of group being tracked: +2% per creature beyond 
  the first.
   
  ▶ Passing through an area where other tracks mingle: 
  –50%.
   
  ▶ Age of tracks: –5% per 12 hours.
   
  ▶ Rainfall: –25% per hour.
   
  ▶ Efforts made to hide tracks: –25%.
  
  50
  Character Classes
  Minstrel
  Musicians and poets drawn to a life of wandering and adventure.
  Requirements
  Minimum INT 9
  Prime requisite
  CHA, DEX
  Hit Dice
  1d6
  Maximum level
  14
  Armour
  Leather, chainmail, no shields
  Weapons
  Club, crossbow, dagger, short bow, 
  short sword, sling, staff, sword
  Languages
  Alignment language, Woldish
  Worldly and well-travelled, minstrels are storehouses of 
  folklore and hearsay. Their music and songs are woven 
  with magic, which can both protect and beguile.
  Prime requisites: A minstrel with at least 13 CHA and 
  DEX gains a 5% bonus to experience. A minstrel with a 
  score of 16 or higher in one prime requisite and a 13 or 
  higher in the other gains a 10% bonus.
  Anti-chArm
  While the minstrel plays music and sings, allies within 30’ 
  are immune to song-based magical effects and the beguil-
  ing powers of fairies. Allies already under the effect of such 
  magic gain another saving throw with a +4 bonus.
  combAt
  Minstrels can use leather armour or chainmail but do not 
  have the training required to use plate mail or shields. They 
  can use a range of simpler weapons (club, crossbow, dag-
  ger, short bow, short sword, sling, staff, sword).
  enchAntment
  By playing music and singing, the minstrel can fascinate 
  subjects in a 30’ radius. This ability does not function in 
  combat.
  Number of subjects: Up to 2 HD of creatures per level of 
  the minstrel are affected. The minstrel may choose to target 
  a specific individual or a group (in which case, the affected 
  individuals are determined randomly).
  Types of subjects: At 1st level, the minstrel can fascinate 
  mortal persons. At 4th level, animals may also be affected. 
  At 7th level, monsters and fairies may be affected.
  Effect: Each subject must save versus spells or be fasci-
  nated, as follows:
   
  ▶ Rapt: Fascinated subjects’ attention is fully bent on the 
  minstrel’s performance, as long as it continues.
   
  ▶ Follow: The minstrel may walk while playing. Fasci-
  nated subjects will follow.
   
  ▶ Interruptions: If the performance is interrupted (e.g. by 
  loud noise or violence), the fascination ends immediately.
  Charming Fascinated Subjects
  If the minstrel performs for at least one turn and the per-
  formance ends without interruption, fascinated subjects 
  may be placed under a deeper charm. Each subject must 
  make another save versus spells (with a +2 bonus) or be 
  charmed for one turn per level of the minstrel:
  Friendship: Charmed subjects regard the minstrel as a 
  trusted friend and ally and will come to the minstrel’s 
  defence.
  Commands: If they share a language, charmed subjects 
  will obey the minstrel’s commands.
  Alignment: Commands that contradict the charmed crea-
  ture’s nature or alignment may be ignored.
  Suicidal commands: Charmed subjects never obey sui-
  cidal or obviously harmful orders.
  lore
  From 2nd level, a minstrel has a 2-in-6 chance of know-
  ing lore pertaining to monsters, magic items, or heroes of 
  folktale or legend. This ability may be used to identify the 
  nature and powers of magic items.
  TODO: Illustration
  
  51
  Character Classes
  minstrEl lEvEl ProgrEssion
  Saving Throws
  Level
  XP
  Hit Dice
  THAC0
  D
  W
  P
  B
  S
  1
  0
  1d6
  19 [0]
  13
  14
  13
  16
  15
  2
  1,700
  2d6
  19 [0]
  13
  14
  13
  16
  15
  3
  3,500
  3d6
  19 [0]
  13
  14
  13
  16
  15
  4
  7,000
  4d6
  19 [0]
  13
  14
  13
  16
  15
  5
  14,000
  5d6
  17 [+2]
  12
  13
  11
  14
  13
  6
  28,000
  6d6
  17 [+2]
  12
  13
  11
  14
  13
  7
  60,000
  7d6
  17 [+2]
  12
  13
  11
  14
  13
  8
  120,000
  8d6
  17 [+2]
  12
  13
  11
  14
  13
  9
  240,000
  9d6
  14 [+5]
  10
  11
  9
  12
  10
  10
  320,000
  9d6+1*
  14 [+5]
  10
  11
  9
  12
  10
  11
  440,000
  9d6+2*
  14 [+5]
  10
  11
  9
  12
  10
  12
  560,000
  9d6+3*
  14 [+5]
  10
  11
  9
  12
  10
  13
  680,000
  9d6+4*
  12 [+7]
  8
  9
  7
  10
  8
  14
  800,000
  9d6+5*
  12 [+7]
  8
  9
  7
  10
  8
  minstrel sKills
  Minstrels can use the following skills, with the chance of 
  success shown opposite:
  Hear noise (HN): In a quiet environment (e.g. not in 
  combat), a minstrel may attempt to listen at a door or to 
  hear the sounds of something (e.g. a wandering monster) 
  approaching.
  Pick pockets (PP): If the victim is above 5th level, the 
  minstrel’s roll is penalised by 5% for every level above 5th. 
  There is always at least a 1% chance of failure. A roll of 
  more than twice the percentage required for success means 
  that the attempted theft is noticed. The referee should 
  determine the reaction of the victim (possibly using the 
  reaction table under Encounters, in Old-School Essentials).
  Read languages (RL): A minstrel can read non-magical 
  texts in unknown languages (including dead languages and 
  basic codes). If the roll does not succeed, the minstrel may 
  not try to read that particular text again until they reach a 
  higher level of experience.
  scroll use
  A minstrel of 6th level or higher can cast arcane spells from 
  scrolls. There is a 10% chance of error: the spell does not 
  function as expected and creates an unusual or deleterious 
  effect.
  AFter reAching 11th level
  A minstrel can establish a manor. 2d6 apprentice minstrels 
  of 1st level will come to study under the character.
  minstrEl sKills chancE of succEss
  Level
  HN
  PP
  RL
  1
  1–2
  20
  40
  2
  1–2
  25
  50
  3
  1–3
  30
  60
  4
  1–3
  35
  70
  5
  1–3
  40
  80
  6
  1–3
  45
  82
  7
  1–4
  55
  84
  8
  1–4
  65
  86
  9
  1–4
  75
  88
  10
  1–4
  85
  90
  11
  1–5
  95
  90
  12
  1–5
  105
  90
  13
  1–5
  115
  90
  14
  1–5
  125
  90
  rolling sKill checKs
  Hear noise: Is rolled on 1d6. If the roll is within the listed 
  range of numbers, the skill succeeds.
  Other skills: All skills except hear noise are rolled on d%, 
  with a result of less than or equal to the listed percentage 
  indicating success.
  Player Knowledge
  The referee should roll for hear noise on the player’s behalf, 
  as the misntrel does not immediately know if the attempt 
  was successful.
  * Modifiers from CON no longer apply. 
  THAC0: Indicates attack matrix row to use.
  D: Death / poison; W: Wands; P: Paralysis / petrify; 
  B: Breath attacks; S: Spells / rods / staves.
  
  52
  Character Classes
  Moss Dwarf
  Stocky demihumans who dwell in the dank reaches of the Wood. As moss dwarfs 
  age, their flesh becomes overrun with plants, moulds, and fungi.
  Requirements
  Minimum STR 9
  Prime requisite
  CON and WIS
  Hit Dice
  1d6
  Maximum level
  8
  Armour
  Leather, cork, pinecone, coat of 
  rings, shields
  Weapons
  Small or normal sized
  Languages
  Alignment language, Woldish, 
  Mulch, the secret tongue of squeak-
  ing mammals
  Moss dwarf adventurers have a number of useful abilities 
  related to plants and fungi. They also possess minor magi-
  cal abilities known as knacks.
  See Moss Dwarfs, p24 for more details on the character-
  istics of moss dwarfs.
  Prime requisites: A moss dwarf with at least 13 in one 
  prime requisite gets +5% to XP. If both CON and WIS are 
  16 or higher, the character gets a +10% bonus.
  combAt
  Moss dwarfs may wear any non-metal armour (they find 
  cladding themselves in metal distasteful) or a coat of rings 
  (see New Equipment, p78—the only metal armour they 
  will wear). Due to their short height, moss dwarfs can only 
  use small or normal sized weapons. They cannot use long-
  bows or two-handed swords.
  Fertile Flesh
  As a moss dwarfs advances in level, their dank, fertile flesh  
  picks up seeds and spores which germinate into symbiotic 
  plants and fungi. At each experience level (including 1st), 
  the character acquires a random trait from the fertile flesh 
  table (see opposite). Duplicates may be re-rolled or taken 
  to indicate an amplification of the trait.
  ForAging
  A party with a moss dwarf has a 2-in-6 chance of success-
  fully finding edible plants or fungi while travelling. (See 
  Wilderness Adventuring in Old-School Essentials.)
  FungAl immunity
  Moss dwarfs are unaffected by the harmful effects of fungal 
  poisons or spores.
  FungAl symbiosis
  A moss dwarf of 4th level or higher may spend one turn to 
  attempt to enter into a symbiotic agreement with a mon-
  strous fungus:
   
  ▶ Hit Dice limit: The fungus must be non-hostile and be 
  of Hit Dice no higher than the moss dwarf’s level minus 
  3 (e.g. a 4th level moss dwarf is limited to symbiosis with 
  fungi of 1HD or less).
   
  ▶ Once per fungus: Entering into a symbiotic agreement 
  may be attempted only once per fungus.
   
  ▶ Chance of success: To determine whether the symbiosis 
  is successful, the player must roll a save versus spells. If the 
  save succeeds the symbiotic pact is agreed.
   
  ▶ Successful symbiosis: Spores from the fungus become 
  integrated into the dwarf’s body, blooming after 1d4 days 
  into fungal growths throughout the skin and organs. A 
  dwarf in this state may activate any special attack forms 
  of the mushroom, including magical abilities. The dwarf 
  is immune to any harmful effects, but suffers 1d6 damage 
  due to the great effort expended.
   
  ▶ One symbiosis only: It is not possible to initiate simul-
  taneous symbiosis with multiple fungi, and the only way 
  to reverse or cancel a symbiosis is by use of magic which 
  destroys fungus (e.g. cure disease) or cancels mutation.
  KnAcKs
  Moss dwarfs practice carefully guarded, quasi-magi-
  cal disciplines known as knacks. Each moss dwarf knows 
  one knack, determined at character creation. The abilities 
  granted by the knacks are described on p74, along with 
  a table to randomly determine which knack an individ-
  ual moss dwarf possesses. (At the referee’s discretion, the 
  player may be allowed choose, instead of rolling.) 
  listening At doors
  Moss dwarfs have a 2-in-6 chance of hearing noises (see 
  Dungeon Adventuring in Old-School Essentials).
  plAnt speech
  At 3rd level, a moss dwarf is able to ask questions of plants 
  and fungi. Each individual plant, mushroom, or colony of 
  mould may be asked a single question each day and may 
  respond with one word.
  
  53
  Character Classes
  reAching 8th level
  Upon reaching 8th level, a moss dwarf may construct a 
  stronghold as the foundation of a new moss dwarf com-
  munity. The stronghold must either be delved into the 
  earth or be constructed of plant or fungal matter. Once the 
  stronghold is complete, moss dwarfs will come from the 
  surrounding area to live under the leadership of the PC.
  fErtilE flEsh
  d20 Infestation
  1
  Outer parts of ears replaced by jelly fungus
  2
  Patches of lichen
  3
  Dainty flowers bloom in the beard in springtime
  4
  Yeast infections in moist places
  5
  Toadstools growing from joints
  6
  Covered in slimy, green jelly
  7
  Miniature tree growing from ear
  8
  Skin riddled with mycelia
  9
  Eyes fur over with transparent, yellow mould
  10
  Edible toe cheese
  11
  Growths of woody, bracket fungus in the armpits
  12
  Mossy feet
  13
  Climbing vines wrapped around limbs and torso
  14
  Radical fern growth around groin
  15
  Mossy biceps
  16
  Puffball growths around the buttocks and knees
  17
  Parsley chest hair
  18
  Blackberry brambles tangled in the hair
  19
  Edible mushrooms growing in hair
  20
  Partially sentient mushroom growing from the 
  crown of the head
  moss dwarf lEvEl ProgrEssion
  Saving Throws
  Level
  XP
  Hit Dice
  THAC0
  D
  W
  P
  B
  S
  1
  0
  1d6
  19 [0]
  8
  9
  10
  13
  12
  2
  2,200
  2d6
  19 [0]
  8
  9
  10
  13
  12
  3
  4,400
  3d6
  19 [0]
  8
  9
  10
  13
  12
  4
  8,800
  4d6
  17 [+2]
  6
  7
  8
  10
  10
  5
  17,000
  5d6
  17 [+2]
  6
  7
  8
  10
  10
  6
  35,000
  6d6
  17 [+2]
  6
  7
  8
  10
  10
  7
  70,000
  7d6
  14 [+5]
  4
  5
  6
  7
  8
  8
  140,000
  8d6
  14 [+5]
  4
  5
  6
  7
  8
  THAC0: Indicates attack matrix row to use.
  D: Death / poison; W: Wands; P: Paralysis / petrify; 
  B: Breath attacks; S: Spells / rods / staves.
  TODO: Illustration
  
  54
  Character Classes
  Woodgrue
  Bat-faced demi-fey goblins, known for their love of music, revelry, and arson.
  Requirements
  Minimum DEX 9
  Prime requisite
  CHA
  Hit Dice
  1d6
  Maximum level
  10
  Armour
  Any appropriate to size, 
  including shields
  Weapons
  Club, dagger, hand axe, short bow, 
  short sword, sling
  Languages
  Alignment language, Woldish, 
  Sylvan
  Woodgrues’ excellent hearing, skill at hiding, and ability to 
  see in darkness make them excellent scouts and lookouts. 
  Additionally, their capricious enchanted songs bring an 
  element of anarchic humour into any adventuring group.
  See Woodgrues, p26 for more details on the characteris-
  tics of woodgrues.
  code oF hospitAlity
  Like other goblins, woodgrues are bound to ancient rites 
  of hospitality and charity. If a woodgrue is invited into a 
  place by way of handwritten invitation or swearing an oath 
  of good behaviour, they are unable to use their mad revelry 
  abilities while within the place.
  combAt
  Woodgrues can use all types of armour, but it must be tai-
  lored to their small size. They may only use simple weap-
  ons of small size (see list above).
  Musical Instruments
  A woodgrue can employ a musical instrument as an impro-
  vised club (1d4 damage).
  compulsive JubilAtion
  A woodgrue who witnesses a party, feast, celebration, or 
  festival must partake; they are utterly compelled with every 
  fibre of their being. If, for some reason, a woodgrue wishes 
  to resist this compulsion, they may save versus paralysis 
  (but will feel drained and downtrodden for the length of 
  the engagement).
  dArK vision
  A woodgrue can see normally in darkness, viewing the 
  world as though it glows in faint moonlight.
  deFensive bonus
  Due to their small size, woodgrues gain a +2 AC bonus 
  when attacked by large opponents (greater than human- 
  sized).
  hiding
  A woodgrue who hides in the woods or in shadows has a 
  3-in-6 chance of going unnoticed.
  Hiding Objects
  Given a minute, a woodgrue may hide a small object (1’ 
  around or smaller) in a cunning location. The rules for 
  finding secret doors apply to attempts to locate the item 
  (see Dungeon Adventuring in Old-School Essentials).
  listening At doors
  Woodgrues have a 3-in-6 chance of hearing noises (see 
  Dungeon Adventuring in Old-School Essentials).
  TODO: Illustration
  
  55
  Character Classes
  mAd revelry
  Once per day per level of experience, a woodgrue may play 
  one of the following enchanted melodies on a woodwind 
  instrument, while dancing terribly and hooting like an 
  insane barn animal being skinned alive. Any creature hear-
  ing the tune must save versus spells or be afflicted. (Fairies 
  and demi-fey gain a +2 bonus to the save.) The effects last 
  as long as the woodgrue keeps playing.
   
  ▶ Confide: Subjects speak in a slurred voice, confessing a 
  sin or secret about one of their allies or about some deeply 
  hidden emotion.
   
  ▶ Dance: Subjects begin dancing terribly, their footwork 
  following a profane jig that doesn’t make any sense. Those 
  affected cannot move from the spot where they dance, but 
  gain a +1 bonus to AC.
   
  ▶ Imbibe: Subjects ravenously consume any liquids (pota-
  ble or not), herbs, mushrooms, and such like that are avail-
  able. Even if no mind-altering substances are consumed 
  as a result, subjects will act as though drunk, suffering –2 
  to-hit until the revelry ends.
   
  ▶ Jape: Subjects mock the immediately preceding occur-
  rence, be it a deed of words or acts.
   
  ▶ Jubilate: Subjects burst into irrepressible laughter, pre-
  venting them from speech. There is a 1-in-6 chance each 
  round of falling prone in a laughing fit.
   
  ▶ Mount: Subjects attempt to mount an adjacent crea-
  ture—be it friend or foe—and ride it piggyback. If the 
  mounted creature is unwilling, it can buck the rider off, 
  dealing 1d4 damage.
   
  ▶ Revel: Subjects cannot speak; instead they bark out 
  terrible scats of sound, in an attempt to keep up with the 
  woodgrue’s maddening melodies. Movement speed is 
  halved if subjects are not headed in the direction of the 
  woodgrue.
   
  ▶ Strip: Subjects remove clothing and armour.
  susceptibility to cold iron
  Woodgrues suffer 1 extra point of damage when hit with 
  iron weapons (e.g. an iron short sword would inflict 1d6+1 
  damage on a woodgrue, rather than the standard 1d6).
  WoodWinding
  Woodgrues can communicate on the winds by blowing a 
  tune upon a woodwind instrument. Such communications 
  can be heard by all other woodgrues (as well as retainers 
  of the woodgrue piping the message) within a number of 
  miles equal to the woodgrue’s level.
  reAching 9th level
  Upon reaching 9th level, a woodgrue may construct a 
  manse or secret lair. 2d6 1st level woodgrues from the sur-
  rounding region will congregate around the PC, accepting 
  them as their master.
  woodgruE lEvEl ProgrEssion
  Saving Throws
  Level
  XP
  Hit Dice
  THAC0
  D
  W
  P
  B
  S
  1
  0
  1d6
  19 [0]
  13
  12
  14
  16
  14
  2
  2,000
  2d6
  19 [0]
  13
  12
  14
  16
  14
  3
  4,000
  3d6
  19 [0]
  13
  12
  14
  16
  14
  4
  8,000
  4d6
  19 [0]
  13
  12
  14
  16
  14
  5
  16,000
  5d6
  17 [+2]
  11
  10
  11
  14
  11
  6
  32,500
  6d6
   17 [+2]
  11
  10
  11
  14
  11
  7
  65,000
  7d6
  17 [+2]
  11
  10
  11
  14
  11
  8
  130,000
  8d6
  17 [+2]
  11
  10
  11
  14
  11
  9
  250,000
  9d6
  14 [+5]
  8
  7
  9
  11
  9
  10
  400,000
  9d6+1*
  14 [+5]
  8
  7
  9
  11
  9
  * Modifiers from CON no longer apply. 
  THAC0: Indicates attack matrix row to use.
  D: Death / poison; W: Wands; P: Paralysis / petrify; 
  B: Breath attacks; S: Spells / rods / staves.
  
SOURCE: textdata/thevault/Old-School Essentials BX Essentials/OSE-BXE Dolmenwood Wormskin/Dolmenwood Preview (OSE)/Dolmenwood Player's Book Part 3 Character Classes (OSE).pdf