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Dolmenwood Players Book Flip Through
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Dolmenwood Players Book Flip Through

/ 29 min read

A comprehensive flip through of the Dolmenwood Players Book—covering races, classes, character creation, and what makes this TTRPG setting so special.

Setting Up for Character Creation

Hobby vlog day 92. Today we’re opening up the Dolmenwood Players Handbook. I’m going to run you through the races and classes so you can see them all, then build out one of the characters we made last night.

The cloth players map is very vibrant—the colors are awesome. It’s thicker than I thought from the unboxing. This thing is beautiful.

What is Dolmenwood?

If you don’t know anything about Dolmenwood: “Everything you ever heard about The Wood is true, and everything you ever heard is false. Dreams and fairies walk between standing stones and dancing trees, slipping in and out of the mortal world as easily as you or I slip through an open door.”

It’s heavily inspired by works like The Fellowship of the Ring, The Goblin Market, Gormenghast, Jonathan Strange & Mr Norrell, The King of Elfland’s Daughter, and films like The Green Knight, Princess Mononoke, Legend, Labyrinth, Spirited Away, and Twin Peaks. There’s intrigue, mystery, and horror mixed in.

The Rule System

This is essentially a rule set built upon OSE, which is built upon old school Dungeons & Dragons. At this point it’s a mix of the early editions—Beginner and Expert—with maybe a little Advanced creeping in.

The Kindreds (Races)

Folk Factions include:

  • Breles - Goat people divided into two castes: aristocratic long horns and commoner short horns. Not like the Beasts of Chaos you may be familiar with.
  • Mosslings - Little hobbits/gnome people, part mortal flesh and part plant or fungus
  • Fairies and Demi-Fay - Innately magical, with their own religions and mindsets
  • Grimalkin - Humanoid cats with different forms: normal humanoid, fat Chester form, and a fae predator Wilder form
  • Wood Grues - Capricious bat-faced goblins

This isn’t just a simple rule book—this is a whole campaign system, a whole living world hex map style. In my opinion, this will be what role-playing games are compared to going forward. This is setting the new bar.

The Classes

Here’s the summary of classes and their main capabilities:

  • Bard: Counter charm, enchantment, decipher script, folklore
  • Cleric: Holy magic from level 2, holy order, turn undead
  • Enchanter: Glamours, fairy runes (very powerful), detect magic, use arcane items
  • Fighter: Really cool combat talents—expanded beyond just swinging weapons
  • Friar: Herbalism with a robust alchemical system, holy magic, turn undead
  • Hunter: Animal companion, alertness, tracking, missile attacks
  • Knight: Horsemanship, monster slayer, strength of will, chivalric code
  • Magician: Arcane magic, detect magic
  • Thief: Actually useful! Backstab, climbing, disarming traps, picking locks, decipher script

Building Our Dwarf Cleric

Our character is Thoric Duskorn. Dwarves aren’t in Dolmenwood proper, so it’ll be interesting to see people’s reaction to seeing him in the game world.

His stats: 11 Strength (no modifier), 7 Intelligence (minus one—he’s a little dopey), 17 Wisdom (plus two), 13 Dexterity (plus one), 14 Constitution (plus one), 6 Charisma (minus one).

Rolling hit points with his d6 and constitution bonus—a five! So six HP. That’s a good roll. Maybe he’ll be our tank.

Equipment and Starting Gear

I like that equipment is rolled. Everybody gets common clothes, backpack, rations, water skin, tinder box, belt pouch with 3d6 gold pieces. Class items are determined on a class-by-class basis with some customization through adventuring items.

It limits you in meaningful ways but still has customization. There’s an optional rule for 3d6 × 10 gold if you want to purchase gear traditionally.

Moon Signs

Characters born in the mortal world come under the sway of the moon’s potent magical influences. Each moon of the year has different effects during waxing, full, and waning phases. We rolled for Thoric: The Witches, waning phase, giving him plus one AC.

The Magic System

Spells have ranks instead of levels. Holy magic has prayer names tied to associated saints—so it’s not just “I cast Detect Evil,” it’s “I say St. Wit’s Vision.” That’s really cool and flavorful.

Final Thoughts

If you’re interested in Dolmenwood, I think this is a pretty good glimpse into it. I’m not planning flip-throughs of the Campaign Book or Monster Book—you’ll see those as I play through the game. I don’t want to spoil that for myself.

Thank you for being here. See you tomorrow!

Transcript

Hey. Hi. Hobby vlog day 92. Today we’re going to open up the Dolmanwood players handbook. I’m going to run you through the races and the classes so you can see them all.

And then I’m going to build out one of the characters that we made last night. Uh this probably going to be a midnight upload, so I don’t think I’ll be able to do all of the party, but we’re at least going to get one in tonight. And I’m going to show you the book finally. Wood Players Mat. This is the cloth version.

It’s very vibrant. I hope it I’m doing a good job at capturing it. Uh the colors on this are awesome. It actually it’s thicker than I thought it was in the unboxing now that I finally have it out here. This thing is awesome.

It’s beautiful. So, I printed off some official sheets. Uh I think in retrospect I would have liked to have printed these smaller just because I kind of like a booklet style and uh I think I’ll probably in the future be binding my own character booklets. I can just see see that coming especially as time goes on. But there’s two two pretty cool sheets.

I love the the art in the margins. Um, those are our sheets. Uh, I’m going to be using D1 players book. Let me make sure I’ve got you in frame. I didn’t realize how terrible my camera angle was last night, but I have a new setup right now.

Uh, I built one out earlier today. I want to make sure we’re good. Hey, how about that? I think we’re in there. I think we’re in there.

How do we look? Okay, so Dolmanwood Players Book. Beautiful, amazing, lovely art. Uh, if you don’t know anything about Dolmanwood, let me tell you, everything you ever heard about The Wood is true, and everything you ever heard is false. Dreams and fairies walk between standing stones and dancing trees, slipping in and out of the mortal world as easily as you or I slip through an open door.

It’s pretty though, dare I say, beautiful even. All manner of enchantment lingers beneath its boughs. It’ll capture your heart if you let it. And that sounds as lovely as a song until you realize the wood will never ever give it back without paying the proper cost. Augum Tweed bartender.

So, a Dolman Wood is very heavily inspired. Uh, this is kind of like the appendix N for Dolmanwood right here. I’m not going to read everything to you, but things like The Fellowship of the Ring, The Goblin Market, Gorman Gast, Jonathan Strange, and Mr. Norl, The King of Elfin’s Daughter, one of the classics, any other cool ones film wise, The Green Knight. I might need to watch that.

I haven’t seen that. Uh, Princess Moninoi, Legend, Labyrinth, Spirited Away, the original Wicker Man, I believe. Uh, also Jonathan Strange and Mr. Nor, the television show, Over the Garden Wall. Such an awesome show.

and Twin Peaks. There’s a little bit of intrigue and mystery and then horror mixed in. So, here we go. The journey begins. This is from Gavin Norman.

This is essentially a rule set built upon OSE, which is built upon old school Dungeons and Dragons. At this point, it’s kind of a mix of the early editions, a little mix of beginner and expert. Uh, and I think maybe even a little bit of advanced creeping in at this point. So, there’s also the campaign book, the monster book, and adventure scenarios. And uh also, I got the character sheets for free from dolmanwood.

com. We’re going to get into it. We’ll see. We’ll make our our character. We’ve already rolled our stats last uh last video.

Actually, we rolled our stats on uh on our very first unboxing video. So, we’re going to roll up our cleric. The only thing weird is he is his Kindred is going to be a dwarf uh just because uh he’s a character that I love and I’ve been wanting to play that figure. But we will still I’ll still show you all the races and walk you through them. So folk factions, there’s breles.

These are goat men, goat women, goat people. They are not like the beasts of chaos that you may be familiar with. They’ve divided themselves into two casts distinguished by the lengths of their horns. Aristocratic long horns and commoner short horns. Mosslings.

These are uh little hobbits uh gnome people part mortal flesh and part plant or fungus. Very cool. There’s fairies and demay. I think those speak for themselves. And then there’s also other sentient beings and also other other playable races.

So there’s a ton of factions. Dolmanwood is extremely fleshed out in terms of the game world. Um, I don’t want to read all of these to you, but just know that when you’re when this is not like a simple just a simple rule book. This is a whole campaign system. This is a whole living world hex map style that you’re dropping into.

Uh, and in my opinion, this will be what role playing games are compared to going forward. This is the setting the new bar of what a tabletop role playing game is. uh what the world building is, what supplements are. Um this is truly a magnum opus, truly a masterpiece, truly a great work. So again, different uh different factions, different different areas starting play.

You start uh here’s a it comes with a basic play example. I always like in Roblox when they actually give you an idea of like what it looks like. They don’t take for granted that you’re already playing games like this and you just you just purchase this. I think that’s that’s really cool. I’m going to try to edit out all my stuffles fighting fighting and stuffy nose.

Again, um all the glossery um again, if you’re familiar with role playing games, you probably know this stuff, but it’s really cool to have this all up front. The pages are tabbed on the side so you can you can see it. There’s very very solid I was gonna say thick and solid at the same time. very very good ribbon bookmark. Any of these boxes are callouts for the rules.

This here, it walks you through the actual rules of playing the game. If you’ve played OSC, you know the rules. There’s experience points, there’s prime abilities, there’s hit points. I haven’t actually rolled hit points yet. Uh there’s damage, healing, gaining levels.

This uses um I think this uses ascending armor class. Uh, like I said, I’ve I’ve done my best to not spoil it, but I I should probably know that one. We’ll find out once we start building. And again, this explains us what all the attributes uh and all of the secondary attributes do. Here’s an example of monster statistics.

Anytime you see one of these boxes, you know that’s just going to be something helpful. All right, here we go. Creating a character. So, roll ability scores. Some of our characters were subpar, but we’re going to we’re going to let him ride.

One of them we fixed already cuz he was just so bad. But we’ve had to fix his intellect. I feel and I even feel bad about that. I almost didn’t do it. But I love that figure.

I’ve had that figure for 20 years that he’s not going to be a simpleton. Uh so we cheated for him, but that’s how it goes. All right, we rolled ability scores. 3d6 in turn, strength, intelligence, wisdom, dexterity, constitution, and charisma. That’s what we did.

We went 3d6 down the line because we’re not cowards. Choose a kindred. Uh we will choose we’ve already chosen those. So there are some class restrictions here. Elves, Grimmalkans, woodgrus cannot be clerics or friars because they have no spiritual connection to the deities of mortals.

There’s a very wellthoughtout uh religion spirituality system in this game. I do know that. So next we’ll choose our class. Um I should probably grab a pencil. All right.

I’m not I’m not usually a pencil guy, but when I am, a Graph Gear 500 is one of my favorites. So, here we go. Back in it using our handy dandy notebook. So, I’m going to fill out uh I fill out our name. This is Thoric Duskorn.

I guess I should move it to you. You You don’t really care about my character sheet. You probably care about the book more. So, Thor Duskorn. He and dwarfs are not in Dolmanwood.

So, it’s going to be very interesting people’s reaction to seeing him in the game world. He is going to be a dwarf cleric, but we’ll wait till we get there. So, then we adjust ability scores. You can lower non-prime ability score. So, every two points by which an ability score is lowered, one point can be added to a prime ability.

I did not know that. So, that’s cool. Um, that makes me feel better about being a little cheaty mcater face. So instead of we know that we rolled a four intelligence for our our soon tobe ranger. So I will make that up for by subtracting some stats elsewhere for sure.

So uh there’s ability modifiers, there’s kindred and class traits. You record all of those. You record languages, skill and save targets. Here’s a summary of classes. This is probably what you’re looking for.

Bards and cl bard prime abilities, charisma and dexterity. 26 hit points. He is semi-arshal combat aptitude. I really like how instead of saying specific weapons they can or can’t use. It’s it’s just group.

So your marshall, non-marshall, semarial. Very cool. Main class capabilities. I love this chart. You can just look in and see what it does.

So the bard has counter charm, enchantment, deciper script, folklore. A cleric gets holy magic from level two onward. A holy order can turn undead. Enchanters have glamours, fairy runes, which are very powerful. detect magic, use arcane items.

The fighter gets really cool combat talents. It’s really expanded upon just a dude who’s swings his weaponers around. The frier has herbalism. There is a very robust uh like herb and and fungus and like alchemical system to this. I believe that was one of the main poles for me personally.

They also learned holy magic. They learned turn undead. They’re non marshall. There’s the hunter. He gets the animal companion, alertness, tracking, missile attacks, the knight, horsemanship, monster slayer, strength of will, the magician, arcane magic, detect magic, and this is an actual useful thief class with the backstab, climbing, disarming traps, picking locks, oh, and deciper script.

I almost missed that one. So, for hit points, you uh you have a minimum of one regardless of your constitution, but you determine it by rolling your hit point die and adding your constitution modifier. There’s an optional rule of re-rolling ones or twos. Not going to do that. We’re going to take what we’re given because that’s how we like it.

So, uh one thing that I do think is really cool about this is you roll your equipment. So, uh, everybody kind of gets common clothes, a backpack containing rations, a water skin, a tinder box, a valvel pouch, getting 3d6 gold pieces. The class items are determined on a class byclass basis. And then there’s some adventuring items where you can either pick from this list here or you can roll them. There’s not it’s not like a super mid-maxy buying kind of thing.

It’s like set kits with a little bit of customization, which I like because I’m somebody who could spend all day trying to figure out what I’m going to buy, what I’m going to kit out. I just I like this because it limits me in meaningful ways, but also has that customization. There is an optional rule if you want to actually do that that thing. Each character gets 3d6* 10 gold pieces to purchase armor, weapons, and equipment. So, you don’t have to take the kits if you don’t want to go that route, which is also very cool.

Armor class. This is the question that I could not remember. Your character’s armor is determined by armor class or your character’s armor class is determined by their armor plus the Let me start this over. I can’t talk. It’s getting late, guys.

I’m sorry. Your character’s armor class is determined by their armor plus their dexterity modifier. Some kindreds and classes also grant a bonus to AC. Uh unarmored AC. If your character has no armor, their AC is 10 plus dexterity modifier.

Uh speed alignment. I thought it was going to tell us if we were echo or not. No unlevel on XP name and details. There we go. All right, we rolled.

This is shows an example of actually making a character, which is great. Just walking through. It’s always good to see real examples, especially if you don’t really know what’s going on. There’s some ability score. So, I’m going to write down any modifiers we have.

So, our our strength on this guy is 11. So, that’s uh no modifier. Uh intelligence of seven is minus one. He’s a little dopey, too. His wisdom is 17, so that’s plus two.

His dexterity is plus one. His constitution is 14, so plus one. His charisma is six, so he’s minus one there. I think maybe we’ll um maybe we’ll drop his dexterity down two to get his intelligence up to nine. Actually, no.

We we’ll leave him how he is. I don’t want I don’t want to do that too much. We’re not going to I’m resisting the urge to minmax. He’s got He’s got seven intelligence. A little bit dopey.

All right, ability checks. Prime abilities. Uh, these kind of work. If you if your prime ability is higher, you get XP modifiers, which I think is pretty cool. Um, and I need to know, do I need to write that down in my sheet somewhere?

Oh, yes, I do. Uh, so, um, when we get to the classes, I’ll record that. This is an explanation of all the stats here. Won’t get into those. And also I think I think most of this part I think the Dolmanwood getting started guide is free.

Okay. Yeah. So there is if you go to dolmanwood do or necronicome. com there is a welcome uh document called welcome to dolmanwood which I think does cover a lot of the character creation. And again I don’t want to I’m not going to read everything.

So here we start off with regles or no actually this is languages. So all the different languages. All right, here we go. The kindreds. So there is a couple of things.

There is mortality. Uh there’s aging. There there’s a calendar system to this game that is very important and plays a a rather large role. Uh there’s no innate magic except for a few individuals gifted with sensitivity. Mortal kindreds have no innate magic and the majority of mortal folk are mistrustful of magic.

Religion and worldview is rather large. Uh the mindset they’re governed by the laws of times and nature. Mortals tend to be social banding together for safety and cooperation. Towns and villages of mortal folk in Dolmanwood act as a rest fight from the dangers of the wild. So there the fairy there’s fairy classes.

Um they they are innately magic. There’s other worldliness. They have their own religions, their own mindsets. There’s the demi fay. I want to read don’t want to spill all the sauce here.

So we’re just going to get right into the classes. So these are the goat people. Uh they have their own religion. Um they normally adhere to the pluritine church which is the the main religious body in Dolmanwood. They have class suggestions.

They’re most commonly fighters, knights or magicians. And they seldom seek membership of the pluritine church as clerics or friars. And only rare individuals have enough of a connection with the ferry to become enchanters. So there’s this information about how they’ll look. Advancement.

There’s name generators. There’s bro backgrounds, trinkets. You can even generate a character’s appearance in these tables, which is very cool. So, the elf. We’re going to run an elf ourself.

They appear humanlike but otherworldly. I like that. Names, details. Uh, elves are commonly enchanters, fighters, hunters, or magicians. It’s rare for an elf to be accepted into the Dolmanwood nobility as a knife.

as a knight. Elves cannot be clerics or friars. Here’s all the same thing. Backgrounds, appearance generators, Grimalkan, the little cats. Uh, I think this it’s cool in that they’re there’s different appearances just like how the BLES are.

Uh, there’s cunning humanoid forms. A Gulcan’s normal form is that of a humanoid cat wearing clothing, speaking, and walking upright. uh is is by all all appearances a humanoid cat beautiful or ugly with fur covering their little body. They also have a fat mogi form called the chester and chester. A grimmalkin resembles a normal cat though perhaps fatter than the average mouser.

A grimmalkin and chester can understand language but can only respond in wordless yows and meows. They’re shape shifters. I missed that part at the beginning. So they can I believe they can choose between these forms as part of their rules. And then there’s a fa predator form.

A grimmoken is an uh in wilder, that’s the name of this form, is difficult to perceive clearly in the mortal world as more than a gleaming pair of deranged predatory eyes beyond the throw of the lantern’s light. Very cool. Very Alice in Wonderland vibes. Uh so shape-shifting. They can go into Chester unlimited usage where they can only pop into Wilder once a day.

Very cool. It’s going to be fun to paint up those kind of effects. And here’s a good representation of the three of them. The one hiding in the bushes. This one’s spinning his pocket watch.

Uh definitely going to be doing some more with them in the future. Humans. Um humans are humans. Wandering elves occasionally. Trist with humans.

Our our elf character’s name is Trist. It’s funny. Spelled differently though, of course, but still so still so cool. Here’s our human tables. Now moslings.

I love mosslings. I have mosslings queued up in the all and the true straight to Dolwood party that we do after this party. Uh I love these guys. Very interested and intrigued by the mosslings. Love this guy.

I think he’s the domewood fair figure. You get woods. I love these guys too. I have a not a bunch, but I have some wood grooves 3D printed. They do.

They have different Yeah, I have this specific guy 3D printed at that exact pose. So, they are capricious batfaced goblins. Very cool. Um, I forgot to read you guys the the classes. Don’t worry.

I’m still trying to still trying to learn how to be a good YouTuber. I did. Humans. Gromalkan. Adventurers are commonly bards, enchanters, hunters, or thieves.

It’s rare for them to be accepted into nobility as a knight, and they cannot be clerics or friars. Humans are commonly found in all classes except enchanters. Uh rare is a human with enough connection to fairy to become an enchanter. The mosslings are commonly fighters and hunters and they’re only occasionally accepted into the nobility as knights and they seldom seek membership of the pluritine church and rarely possess enough connection to ferry to become enchanters. They have their own kind of magic which is called knacks and mossling skills.

Very cool. Uh, wood grews are commonly bards, magicians or thieves. Rare to be a knight. Uh, cannot be clerics or friars. There’s a definitely a theme running there.

And of course, all those are if you don’t want to follow that, you don’t have to. Okay, here we go. This is what we’ve been looking for. The bard has a lot of cool skills. And again, I don’t want to I don’t want to spoil everything.

I don’t want to like give it all away. Definitely go buy wood. It’s awesome. But here we go. Here’s a cleric.

So, their prime ability is wisdom. So, I’m just gonna put a little star there. Um, his hit points is 1d6 per level. So, let’s roll roll those hit points. Uh, I’ll use our Dwood dice for this part, but if you watched our other video, you definitely could roll one of his planetary influences that we established, which I will mark on his character sheet a little bit later.

Okay, so my let me fill my scores in. I didn’t actually write them on the sheet. 11 0 7 - one, wisdom 17, dexterity 13, constitution is 14, and charisma is six. All right. So, we’re getting we’re rolling this constitution bonus with a plus one.

Let’s actually use a dice tray this time. Here we go. And it rolls out, but I’ll take a five. So, our hit points, we have six HP. Max HP is six.

That’s a good roll. Maybe he’ll be our tank because we know we’re going to need it based on everybody else’s stats. So, next uh his armor any including shields except arcane or fairy magic and weapons any except arcane. That’s another thing I like because our figure is modeled with a sword and shield uh which is sometimes a hard combination for a cleric to have. So, uh as servants of the church, they must be lawful or neutral.

He’s gonna come in neutral because again he’s not from Dolman Wood proper and maybe he’s gonna have to be initiated into the ways of Dolmanwood cuz right now he’s kind of an apostate. He’s turned his back on on the gods of his land and he’s walking around really trying to find the power within himself and he doesn’t really know what he’s doing. So maybe he comes into Dolmanwood and he learns about the powers and the the deities here. All right. Alignment falling from grace.

Uh they must be faithful to tenants of their order. A cleric who transgresses or becomes chaotic falls from grace and loses the ability to pray for spells. Uh only mortals are trained as clerics. Magical armoraments. Clerics are forbidden to use magic weapons, armors, and shields of arcane or fairy origin.

They may only use holy magic armoraments. very cool, flavorful. Uh, so this is the the equipment things I was talking about. Um, because we can roll 1d6, but we already know he’s gonna have uh chain mail and shield. We don’t want to cheat it too hard, but that’s just what the figure is modeled with.

So, he has chain mail and shield, which we’ll write down. And then he has a long sword as well. And he also he has a holy symbol. So, he can detect magic items. We’ll fill all this out on the sheet.

I won’t make you guys watch me do all that part. Uh, holy magic. Um, I don’t think he gets holy magic on level one. Yeah, spell casting once he’s proven their devotion, which happens on level two. So, as these, we’re going to we’re going to try to still follow as much of Dolmanwood lore as we can.

So, he’s not going to walk into Dolmen Wood with spells who won’t get them until level two. Uh, so we’re going to have to play through that first adventure to get anything. Holy Order again. We’ll pick the Holy Order upon reaching level two. It’s almost like it was meant for us to have a dwarf not from Dolmanwood so we can get him in there before we have to make all these decisions.

And I wonder what he’s going to run into to help him do that. Um there is turning undead. There’s different advancement tables per class right now. Um our prime our prime requisite is wisdom. So now we can turn back in to the character advancement table back here.

Prime XP, our score is a 17 and wisdom. So we’re actually going to get plus 10% uh ability or experience modifier. So he’s currently level one. His modifier is 10% and he needs 1,500 XP to get to the next level. That part I will write down.

Current XP is zero. That’s it. That’s his it’s all of the all the classes just are one page spread and then all the spells are so holy spells are in page 100 the back of the book. Um I’ll show you a couple of them. I don’t want to like again I don’t want to just give it all away.

I think you’re getting a pretty good idea of what you’re in for. Um there’s clerical tenants that that you’ll have to pick once we get to that point. Um the evangelism, hierarchy, monotheism, sanctity of life. Uh I think he’s probably going to go sanctity of life just because uh just other stuff he doesn’t really vibe with. Uh the enchanter, they use fairy runes uh to cast.

That’s kind of the form of magic here. fighters. Uh, the cool thing they get these combat talents. So, battle rage, cleave, defender, last stand. They get them at 2, six, 10, and 14.

You can roll or choose. There’s eight different ones. Very awesome art. It’s funny how like the fighters kind of paired down rules-wise. So, he gets this big two-page, two and a half or one and a half page spread of art.

The frier. Very cool. I love this art. This guy is also one of the Dolan wood figures. You get holy magic and herbalism.

The hunter. Hunter gets an animal companion. Gets missile attacks. There’s trophies. There’s wayfinding tracking.

The knight. He lives up to a shiver code. There’s horsemanship. There’s knighthood. There’s different houses that you’ll need to be pledged to.

Uh this is way more than just a guy in armor. There’s a lot of flavor, a lot of story here. The magician. So, the magician is a little bit different than the enchanter and where the enchanter uses those rune which are kind of items. They’re and they’re much more powerful from what I’ve understood of the game than some of the spells are.

But this is your traditional magician who’s going to have access to arcane magic than the thief. Uh the thief has different skills and I think there’s also common skills across all uh all characters. So there’s listen, search, and survival skills that all characters have and it’s that the d6 target. So a skill begins at six. Um and then I believe you try to roll under what your skill is or you have to roll over what your skill is to be successful.

Uh if I remember correctly. Yeah, those are skill targets. So, you got to hit hit your target to roll over. So, here’s the magic. Um, again, I I’ll briefly look through some of the magic so you can get an idea of the type of magic that you have, but I don’t want to um I don’t want to get too into the weeds.

So, there’s ranks instead of levels, which I think is cool. This makes it easier. Um, some example spells in rank one are uh, fairy servant, fire light, ignite, extinguish, vapors of a dream, ventriloquism. Uh, then uh, in rank two there’s dwrite, perceive the invisible. A lot I’m trying to see if I can find any.

A lot of spells are named like in lore titles. So, and here’s the actual spells and what they’re going to do. Let’s flip through these. I wanted to get to the holy spells because I think it’s here where there’s associated saints and there’s a name of prayer. So, it’s not just like I cast detect evil.

It’s I will say that St. Wit’s vision. All the spells have prayer names for the holy magic. So, it’s I I just think that’s really cool. It’s very flavorful to like actually have the benediction that you’re doing and it’s not just lightning bolt, lightning bolt, lightning bolt.

So, here’s all the spell descriptions. And then after we move from cell descriptions, it’s the equipment, services, and animals. Very cool. Lots of cool stuff in here to dig through. And I think after I make all my characters, I’ll I’ll come back in.

There’s lodging and food. There’s fungi and herbs. There’s tobacco. I I think it’s called maybe something different from tobacco. There’s this whole aspect.

Yeah, there’s alchemy, there’s animal trainers, there’s specialist services, retainers, going out and actually adventuring. There’s more examples of play. There’s more examples of prep. Uh, encumbrance is a important one. It uses slot encumbrance, but it also has rules for weight encumbrance.

I personally really like slot. I don’t want to have to mess around with weight. Uh, imitations of the flame princess really made me a huge fan of slot encumbrance. I guess I need to figure out look at the rules enough to see. And there’s camping rules.

Religion. There’s a bunch of religion. All right. Huge thanks to the patron back there. I almost forgot.

So, if you do want to just run the races as classes, they’re in the very back here. Uh, which is cool. Um, I like to have races and classes separate, but there’s also description of the mobile houses. So, I think uh this is a pretty good Oh, here’s example of combat. Let’s let’s see of the elf knight stat block.

They have an armor class of 17. The knight attempts to parry but is taken back and you slam into his side. Okay, so it is ascending armor class. Answers that question. All right.

Uh there we go. Thank you for watching. This is probably a long one, but if you’re interested in Dolmanwood, I think that’s a pretty good glimpse into it. Um, as we play, I don’t plan on doing fliproughs of the campaign book or the monster book. Um, you’ll see those as I’m playing through the game.

I don’t want to spoil that for myself. But again, thank you for being here. Thanks for being awesome. Thank you guys for the support. I’m going to wrap this up.

I’m going to edit it, get it published, and I’ll see you tomorrow.

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