B/X Essentials: Monsters -- Introductory Text

Close-up of the cyclops from the cover, by Andrew Walter

A major milestone has been reached: thanks to the assistance of my wonderful wife, Rachel, the layout of B/X Essentials: Monsters is complete! The next step is that I'll be commissioning illustrations from the usual rogues' gallery of artistic ne'er-do-wells. Publication is planned for mid to late July.

As a little taster of the book, I thought it'd be nice to present the introductory text, which provides a glimpse into the ideas behind my retelling of the classic B/X monsters. So, here you go:

This book contains all the standard Basic/Expert monsters, retold in a new format. As with all of the other books in the B/X Essentials line, the focus of the writing and layout is on ease of use at the table. This principle, when applied to monster descriptions, led to a format that is rather different to the standard. The main points of note are:

  • The basic description of a monster (what it looks like, how big it is, where it lives, etc.) is separated from other elements.
  • Other abilities and points of note are broken out in a series of bullet points, for easy reference. (Compare to the standard “wall of text” monster presentation in the original Basic/Expert books.)
  • Beyond the definition of the basic stat block (see adjacent), everything the referee needs to run a monster is gathered together in one place. There are no “see page X” references and no mentions of abilities that are described elsewhere.
  • In the stat blocks, the need to look up information in other places is also virtually removed: the full saving throw values for each monster are listed (instead of just the class and level of the chart to be consulted), and the attack roll needed to hit AC 0 is provided, allowing referees who are not averse to a little mental arithmetic to do away with the monster attack chart.

As always, I hope that this book plays a part in the furtherance of this timeless and beloved game and prove useful as a reference for those already familiar with its charms.

Gavin Norman, Spring 2018, Berlin.

All non-human monsters have 60’ infravision. (See B/X Essentials: Core Rules, p16.)

Spells such as charm person, hold person, etc. only affect humanoids (including humans and demihumans) of up to 4+1HD. Monsters in this book that are affected by these spells are: acolyte, bandit, berserker, brigand, buccaneer, bugbear, dervish, dwarf, elf, gnoll, gnome, goblin, halfling, hobgoblin, kobold, lizard man, medium, merchant, neanderthal, nixie, noble, normal human, ogre, orc, pirate, pixie, sprite, trader, troglodyte, veteran. Other monsters may be affected at the referee’s judgement.

Saving Throws Above 14th Level
Some powerful monsters save as a fighter of greater than 14th level. In these cases, the monster’s save values have been calculated by extrapolating the progression of the fighter saving throw chart to higher levels.

XP Value of NPCs
Some monster entries make reference to NPCs with levels in a specific character class. The XP values for such characters are not precalculated, as the exact value depends on several variable factors.
When awarding XP for defeated NPCs, the referee may use the following guidelines:

  • The Hit Dice of the character are equal to his or her experience level.
  • Spell casters are treated as having one special ability per two levels of spells they can cast (rounded up). For example, a character able to cast 1st, 2nd, and 3rd level spells would count as having two special abilities.
  • Magic items in the possession of the character may be counted as special abilities, if they play a direct role in combat.

Stat Block Format
AC: Armour Class.

HD: Hit Dice. Roll this number of d8s to determine each individual’s hit points. Followed by the average hit point value, in parentheses.
  • Asterisks after the HD number indicate that the monster has special abilities, for the purpose of XP calculation.
  • Modifiers to the HD (e.g. +3, -1) are applied to the hit point total, after rolling the appropriate number of d8s.
  • Some monsters are listed as having less than one HD, either as ½ (roll 1d4) or as a fixed number of hit points.
Att: Attacks usable each round. Square brackets are used to distinguish between alternative attack routines that a monster may choose from.

SV: The monster’s saving throw values. The equivalent character class and level are listed in parentheses afterwards (C=Cleric, D=Dwarf, E=Elf, F=Fighter, H=Halfling, MU=Magic-User, NH=Normal Human, T=Thief).

THAC0: Value required “to hit AC0”. This value may optionally be used to resolve the monster’s attack rolls, instead of referring to the attack chart based on its HD. To calculate the AC hit by an attack, subtract the result of the attack roll from the THAC0 score. For example, if a monster with THAC0 12 makes an attack roll of 9, it hits AC 3 (12 - 9).

MV: Base movement rate; encounter movement rate in parentheses. If the monster has multiple modes of movement, they are listed individually, separated by slashes.

ML: Morale rating.

AL: Alignment. If “any” is listed, the referee may roll randomly or choose the creature’s alignment.

XP: Precalculated XP award for defeating the monster.

NA: Number appearing. Two values are listed, the second in parentheses. These values are used as follows:
  • Wandering (dungeon): The first value indicates the number of monsters encountered roaming in a dungeon level equal to their HD. If the listed value is zero, these monsters are not usually encountered in dungeons. If the monster is encountered on a level greater than its HD, the number appearing may be increased; if encountered on a level less than its HD, the number appearing should be reduced.
  • Lair (dungeon): The second value lists the number of monsters found in a lair in a dungeon. If the listed value is zero, these monsters do not usually have lairs.
  • Wandering (wilderness): The second value indicates the number of monsters encountered roaming in the wilderness. If the listed value is zero, these monsters are not usually encountered in the wilderness.
  • Lair (wilderness): The second value multiplied by 5 indicates the number of monsters found in a lair in the wilderness. If the listed value is zero, these monsters are not usually encountered in the wilderness.
TT: Treasure type. The letter code used to determine the amount and type of treasure possessed by the monster(s) (see B/X Essentials: Adventures and Treasures). The letters listed are used as follows:
  • A to O: Indicate a hoard: the sum wealth of a large monster or a community of smaller monsters. Such hoards are usually hidden in the lair. For monsters with a lair encounter size (see NA, above) of greater than 1d4, the amount of treasure in the hoard may be reduced, if the number of monsters is below average.
  • P to V: If listed for an intelligent monster, indicate treasure carried by individuals. If listed for an unintelligent monster, indicates treasure from the bodies of its former victims.

Dolmenwood Campaign Book: Progress Report

Image by Orioto

I made a short post about the Dolmenwood Campaign Book last year. Several months have passed since then, and work has continued. Some info:

  • The draft text now stands at just over 50,000 words.
  • Of the 184 hexes to be detailed on the campaign map, 90 have now been written up. This means we're almost exactly at the 50% mark, in terms of the hex descriptions.
  • I've been working with a group of writers who have trodden the paths of Dolmenwood: Brian Richmond (of the superb Goatman's Goblet blog), Andrew Walter (Wormskin illustrator supremo), Glynn Seal (author of the Midderlands campaign setting), and Kyle Hettinger (author of one of the Dolmenwood adventures-in-the-works).
  • I'm in contact with a few more writers, who will hopefully also be contributing some hex descriptions to the setting.
  • The book currently comes in at 128 pages. This is in a single-column, dumb layout, of course. But this indicates that it's going to be a very nice, chunky book when it's all finished! I'd anticipate a final page count of 190-256 pages.
  • A bit more info on my ideas for the physical book: hardcover, full size, full colour, lavishly illustrated, professionally edited, traditional print run (i.e. not print-on-demand), fancy production (sturdy binding, ribbons, etc). All to be determined, of course, but I want to go all out on making this a beautiful book.

And an update on the table of contents:

Part 1: Dolmenwood

  • Introduction
  • Themes
  • Sentient folk
    • Mortals
    • Fairies
    • Demi-Fey
  • Regions of Dolmenwood
  • The Otherwold
    • Fairy Dominions
    • Paths and Doors to Fairy
    • Ley Lines
    • The Witching Ring
  • History
  • The Brackenwold Calendar
  • Languages
  • Religion
  • Magic
    • Geomancy
    • Magic Items
  • Commerce
    • Banking
    • Merchants
    • Peddlers
    • The River Trade
  • Ecology
    • Flora
    • Fauna
    • Fungi
  • Comestibles
    • Food
    • Drink
    • Pipeweed
    • Psychedelics
  • Factions and Powers
  • Faction Relationships
  • Campaigns
  • Rumours and Quests
Part 2: Hex Descriptions

  1. Monsters of Dolmenwood
  2. New Spells
  3. Gunpowder Weapons

B/X Essentials: Monsters: Cover!

Hot off Andrew Walter's trans-dimensional press -- the cover of the upcoming B/X Essentials book!

Dolmenwood: Trolls and Ogres

I've known for a long time that both trolls and ogres lurk in the Dolmenwood. I've also known that these beasts are somewhat different to their standard D&D cousins. New research has now revealed the following details about them -- adventurers beware! (Stats to be determined some time in the future.)

A race of hulking, obese monstrosities native to Fairy. In height, they are two to three times as large as a human, and many times greater in bulk. Their flesh is like clay and utterly hairless. If a limb is severed, it can be reattached without harm. The teeth in their great maws are flat, grinding molars. They do not eat flesh, but subsist solely on mosses. The profusion of moss in Dolmenwood -- and especially the prevalence of varieties infused with arcane energies -- attracts them to graze in the mortal world. Their most favourite delicacy is the flavour of moss that has grown on the corpses of sentient beings. This leads them to murder. The mere touch of a troll causes moss to take root and sprout in mortal flesh. Trolls are creatures of the dank and dark. Their greatest weakness, in the mortal world, is direct exposure to daylight, which turns them into stone within 3 rounds. Trolls are thus found lurking in shaded regions of the wood, often taking shelter in caves or beneath bridges during the daytime. They are slow-witted but devious creatures, whose voices carry the power of suggestion.

Likewise, are hulking and obese, similar in size to trolls. Ogres, however, are a twisted race of mortals. They are grotesquely hairy and exceedingly ugly. Fangs jut higgeldy-piggeldy from their wide mouths. Their heads are adorned with horns that vary from individual to individual: they may number one, two, three, or four, and may be stunted, twisted, or curled like rams'. Ogres are carnivores specialising in the digestion of humanoid flesh. They hunt mercilessly, delighting in rending sentients of lesser stature limb from limb, or in capturing them alive, to be later roasted over bonfires or boiled in great cauldrons. Their hateful and wicked nature makes them favoured servants of the Nag-Lord, in Dolmenwood.

B/X Essentials: Monsters -- Writing Complete!

It's been a long, hard haul, but I'm delighted to announce that my completely fresh Open Game Content rendition of the classic Basic / Expert monsters is complete!

The complete text is online here.

What's new about this?
Haven't there been a zillion rewrites of these monsters for all different editions of D&D since the dawn of time? Indeed there have! But my new rendition is a bit different. The major focus is on usability as a reference during play:
  • Bullet points formatting: The original B/X monsters are written up in a "wall of text" style, making it rather difficult to pick out all the pertinent information quickly during play. My new write-ups break down each monster's description into a set of bullet points, making it much simpler to get an overview of the creature's abilities, at a glance, and much quicker to jump to the text for the appropriate ability, as needed.
  • Everything in one place: There are no "see X" references to be seen. Everything you need to run each monster is right there in one place. This means that you never need to flip back and forth between pages to look up rules for monsters' abilities. (For example, the description of the rules for monsters' swallow whole ability is repeated in the description of each monster that has that ability.)
  • Terse writing: Phrasing is kept minimal, for rapid reading during play.
  • Full detail: And yet these are full write-ups, not merely super minimal stat blocks. The full information is presented, including descriptions of the monsters' appearance, habitat, behaviour, and so on.

So what's next?
Proofreading is beginning, then it'll be onto layout, illustration, and then publication as the fourth book in the B/X Essentials product line. (More information on B/X Essentials.)

Necrotic Gnome One Page Dungeon Contest Prizes

Necrotic Gnome Productions is proud to sponsor the esteemed One Page Dungeon Contest in its tenth year!

Necrotic prizes in the treasure hoard:

  • 1 print-on-demand collection of B/X Essentials. (Core Rules, Classes and Equipment, Cleric and Magic-User Spells.)
  • 5 PDF collections of B/X Essentials.

Forthcoming Adventures in Dolmenwood

As I mentioned last year, there are several new adventures set in Dolmenwood in the works. My own adventure (the one about a fairy banquet, market, and ball) has unfortunately fallen by the wayside, as I've had to focus on other things. However, two other cats have come up with the goods. Here's what we have in the works.

(Both adventures are suitable for 1st - 2nd level adventurers, and are expected to come in at around 40-45 pages. To be published in digest-size print and PDF.)

The Fungus That Came To Blackeswell
By Yves Geens

What's that you say? Doesn't an adventure with that name already exist? Didn't Bryce Lynch write a glowing review of it and include it in his "the best" category? Why yes, you are correct! This adventure was published some years back as part of the Psychedelic Fantasies line. I read it at the time and it immediately shouted "this could be set in Dolmenwood!" to me. I suggested this to the author, Yves Geens, and he obliged by coming up with a new edition of the adventure, specifically set in Dolmenwood.

Check out Bryce's review of the original version of this adventure here.

Synopsis: An isolated village in the sodden lowlands of Dolmenwood is overrun by fungus of a wildly varied and nefarious nature. The inhabitants are reduced to either vicious fungal drones or cowering shut-ins. Can YOU save the day (should you care to)? How can YOU profit from the unfortunate situation (should this be your thing)?

Status: Draft layout almost finished. Play testing to begin soon.

The Wicked Child of Swynethorp
By Kyle Hettinger

Synopsis: A young lad, the son of a minor lord, has gone insane, running amok in the local village. Rewards are offered, doctors and priests are consulted, but none can figure out what ails the boy. The sinister truth will take adventurers into a strange mirror world, ruled by a fairy lordling dubbed The Prince of Looking Glasses. Can YOU restore the lad to sanity and claim the reward (should you care to)? How can YOU profit from the unfortunate situation (should this be your thing)?

Status: Draft layout in progress. Play testing to begin semi-soon.

Looking for Dolmenwood Play Testers!

Edit: I also posted this on google+, and the response has been swift and vigorous! The need for play testers has now been met :)

Looking for play testers!

There are two Dolmenwood adventures in the works, and both are nearing the stage where they'll be in need of some play testing. I'm looking for a few DMs who would like to run these adventures and give feedback. I'm looking for detailed feedback (on how the adventures work in play, along with any suggestions for things that could be tweaked), more than just a simple "it was fun".

In return for your help, you'll be credited in the module and will get a free PDF copy and at-cost print-on-demand copy of the finished thing.

If you're interested, send me a line (comment here, email, g+).

B/X Essentials: Monsters -- 70% of the way!

I've not written an update on the next B/X Essentials book (the book of monsters) in a while, but it's progressing slowly in the background. I've created a list of all the B/X monsters now, including sub-types: it comes in at 207 monsters. I've currently finished write-ups for 148 of them, so am around 70% of the way through.

The end is now coming vaguely into sight!

The work-in-progress document is shared online here.

B/X Essentials Compatibility License

I've been asked several times, recently, about some kind of licensing for others to publish products compatible with B/X Essentials. Thus...

B/X Essentials Compatibility License and Logo

The full text of the license follows. Please get in touch if you want to use it and have any questions!

This license allows unaffiliated, third-party publishers to release products declared as compatible with and for use with B/X Essentials. The following terms apply:

1. Your product's title cannot include the name "B/X Essentials" or the acronym "BXE".
2. You must include the compatibility logo somewhere on your product's cover (front or back).
3. You may use any of the compatibility logos included in the zip file along with this license (the standard logo, the inverted logo, the greyscale logo, or the inverted greyscale logo), whichever suits the visual needs of your cover best.
4. You may, optionally, place a plain box behind the compatibility logo, for clarity.
5. The compatibility logo must not be displayed so as to form part of your product's title.
6. The compatibility logo must be displayed smaller in size than your product's title.
7. The compatibility logo may not be colourised, made transparent, or have its aspect ratio (width vs height) altered.
8. Your product may not use the B/X Essentials trade dress.
9. You must not in any way state or imply that your product is an official B/X Essentials release.
10. Your product's legal text must contain the following: "B/X Essentials is a trademark of Gavin Norman. The trademark and compatibility logo are used with permission of Necrotic Gnome Productions, under license."
11. You must make an effort to ensure that all rules mechanics used in your product are compatible with the Basic / Expert rules, as presented in the B/X Essentials series.
12. You agree to take legal responsibility for your product, including copyright or trademark infringement claims.
13. Use of the license is free of charge.
14. After publication, you must provide a copy (PDF or print) of your product to Necrotic Gnome Productions.

B/X Essentials Print Bundle

As you've probably noticed, there's a big sale on at RPGNow right now.

In addition to all the Dolmenwood and B/X Essentials PDFs being 33% off, I thought I'd add an additional special deal:

Get all three B/X Essentials books in premium print at $2 off each.

That's $7.99 each, $23.97 for the set.

Wormskin issue eight out now in PDF!

  • The secrets of the witches of Dolmenwood -- The Sisters of the Chalice and the Moon.
  • Guidelines and charts for camping wild in the woods.
  • d30 generator for strange waters.
  • Monsters of the Wood: brainconk, jack-o'-lantern, ochre slime-hulk, pook morel, wronguncle.

If you just want the PDF, get it now at RPGNow! (Print + PDF bundle coming soon!)

Wormskin Issue Eight Art Preview

Progress report on Wormskin 8:

  • All art is in.
  • Layout is almost finalised.
  • Should be going into print setup soon!
Now a little art teaser. A grimalkin collecting firewood, by Thomas Novosel. I love blue cats.

B/X Essentials: Editable Text Editions

The plain text edition of B/X Essentials: Cleric and Magic-User Spells is now online and available for use in your own house rules docs and retro clones!

RTF docs at RPGNow:

  1. Core Rules.
  2. Classes and Equipment.
  3. Cleric and Magic-User Spells.

There are also Google docs of all finished B/X Essentials books.

B/X Essentials: Cleric and Magic-User Spells: Out Now!

I am proud to announce the publication of the third B/X Essentials book: Cleric and Magic-User Spells!

What is this?

  • A retelling of the classic Basic / Expert spells from 1981, presented in a swanky new format.
  • All the cleric and magic-user spells in a slim 34-page booklet.
  • Designed with one thing in mind: use at the table. No important mechanical info hidden away in blocks of text. No spells spanning pages (no page flipping while reading a description!).
  • Delightfully illustrated by a bevvy of old-school art-vagabonds.
  • Available as a fully linked PDF or a print/PDF combo (with saddle-stitched option for that "lays flat on the table" goodness).

Where is it available?
Why, here! http://www.rpgnow.com/product/231649/B-X-Essentials-Cleric-and-MagicUser-Spells

Here ends the player-oriented section of B/X Essentials. The next two books (Monsters and Adventures and Treasures) will complete the game with the referee's rules.

B/X Essentials: Cleric and Magic-User Spells: Cover!

(C) Illustration Andrew Walter
What can I say? The full, psychedelic majesty of Andrew Walter, unleashed.

B/X Essentials: Cleric and Magic-User Spells: Almost Done!

The last few illustrations for the book are coming in! Pieces from Kyle Latino and Sean Poppe can be seen in the layout preview above.

This is always the most exciting part of a project for me, seeing it finally all coming together. The green squares that I use as image placeholders during layout being replaced with actual artwork.

This is going to be a really nice looking book. And a book that I've always wanted myself for use at the table. A 34 page, digest-size booklet containing just the B/X cleric and magic-user spells. And loads of artwork.

Publication planned for early February.

Dolmenwood: Where Can PCs Get What They Want?

Following on from my recent world-building article, which posed a series of questions on where different items and services can be acquired in a campaign setting, this post provides answers (or at least hints of answers) to those questions in the Dolmenwood setting.

Many of these things will be elaborated upon in future issues of Wormskin or in the in-development Dolmenwood Campaign Book.

People / beasts for hire:

  1. Hirelings: Castle Brackenwold, Prigwort, and Lankshorn are the most likely places.
  2. Torch-bearers / porters: Villagers in any settlement marked on the map may be willing.
  3. Mercenaries: Serious military hirelings can only be located in Castle Brackenwold.
  4. Sailors: River sailors congregate in Dreg and the docks at Fort Vulgar.
  5. Dogs (war / guard / hunting / etc): Castle Brackenwold or Prigwort.
  6. Mounts: Castle Brackenwold. There are no serious horse markets within Dolmenwood. (Farm animals and ponies are sold at the market in Prigwort.)
  7. Guides: Villagers in any settlement marked on the map may act as guides in their local area. Guides with a wider knowledge of the forest are best found in Prigwort or Castle Brackenwold.
  8. Other specialists (assassins, spies, blacksmiths, alchemists, etc): Generally, Castle Brackenwold is the place to look for such people. The most famed alchemist in Dolmenwood is the enigmatic Madame Thornwaif.
  9. Engineers and building crew: Castle Brackenwold or larger cities to the south.


  1. Gambling dens: The infamous gambling halls of Chateau Shantywood are supposedly the finest in Dolmenwood. Nearby Dreg also has all manner of gambling possibilities.
  2. Bars / pubs: Any settlement, but Prigwort is most renowned.
  3. Exclusive clubs: One establishment that is open to non-nobles (indeed, anyone who can pay the exorbitant membership fee) is the Sardineers Club, a heavily fortified and ensorcelled pleasure barge that plies the dubious waters of Lake Longmere.
  4. Ball rooms: Outside of village barn dances and private functions of the nobility, nothing is really found within Dolmenwood.
  5. Bath houses: The fairy bath house of the Hag-Queen Thorn-Rosy is the most fabled location. Otherwise, the Oaf in the Oast, in Prigwort, is popular.
  6. Brothels: Chateau Shantywood and Dreg offer all manner of possibilities.
  7. Guilds / orders / colleges / secret societies to join: The Thieves’ Guild of Castle Brackenwold (said to be somewhere in the catacombs beneath the city). The witches are open to accepting women of the right kind to their sect. The Church of the One True God is always open to those of a pious nature. The Royal College of Sorcery has a minor presence in Castle Brackenwold. (It is not normally possible for a PC to join the Drune, as membership is hereditary.)


  1. Herbs (wolfsbane, garlic): The Man of Gold apothecary in Lankshorn and Wyrmspittle the Herbalist in Prigwort sell all manner of common herbs.
  2. Potions: Both the Man of Gold apothecary in Lankshorn and Wyrmspittle the Herbalist in Prigwort both sell magical healing salves of minor degree. Madame Thornwaif may have such items for sale, if she can be located. Otherwise, consultation with a witch is your best bet.
  3. Items that grant bonuses against special attacks (poison, disease, paralysis, energy drain, etc): Both the Man of Gold apothecary in Lankshorn and Wyrmspittle the Herbalist in Prigwort both sell a small selection of such items.
  4. Alchemical / lab equipment for magic item creation: Some items could be bought or commissioned in Castle Brackenwold, but much would need to be imported from the south.
  5. Enchanted armour or weapons: Truly enchanted items are not commonly for sale.
  6. Fancy clothing: Brandybiles, in Prigwort, tailors the most fashionable attire in the region.
  7. Gems / jewellery: For high-end pieces, Spathewhat’s, in Castle Brackenwold, is the top choice. The Sea of Stars jeweller’s shop in Prigwort trades in les expensive items, especially unset gems.
  8. Customised clothes (sigils, insignias, etc): Brandybiles in Prigwort is the best bet for customised items.
  9. Weapons and armour sized for small characters: Armourers in Prigwort and Castle Brackenwold can be commissioned for such work. Specialist moss dwarf armour types can only be bought in (or ordered from) Orbswallow.
  10. Weapons and armour of exceptional make (that grant bonuses): The bladesmith in Lankshorn is said to craft the finest swords in the region.
  11. Customised weapons and armour (engraved, insignias, etc): Blacksmiths in any settlement could take on such work, but the bladesmith in Lankshorn is renowned as the finest choice.
  12. Land for sale: The whole forest of Dolmenwood is the property of the Duke. Leaseholds on plots in the vicinity of Prigwort, Odd, Dreg, and Meagre’s Reach can be bought from the Ducal Surveyors’ Guild in Castle Brackenwold. Land in the debated lands to the north of the forest can be acquired on a freehold basis.
  13. Booze / pipeweed / drugs: Prigwort is top choice for all kinds of alcohol. Pipeweed of average quality can be bought in most taverns throughout the wood (it is all imported from the south). Various psychedelics (including fungi) are sold by peddlers, witches, and (notoriously) the Man of Gold, in Lankshorn. The moss dwarf village of Orbswallow is renowned as producing the finest pipes in the region.
  14. Unusual equipment (telescopic poles, repeating crossbows, caltrops, etc): Military suppliers in Castle Brackenwold may be able to order specialist items of this kind. There is no “one stop shop” for this kind of stuff.
  15. Alchemical items (smoke bombs, acid, etc): The enigmatic Madame Thornwaif may be able to manufacture such items, if her laboratory deep in the woods can be located.
  16. Poisons: Dolmenwood is rife with poisonous fungi, which are sometimes sold on the black market. Wyrmspittle the Herbalist, in Prigwort, sometimes has such items. Witches are another possible source.


  1. Teachers / trainers: The most renowned members of various classes are as follows. They may be willing to teach PCs:
    • Warriors: Lord Borrid the Huntmaster (his lodge is in the south-west of the forest). Sir Waverly the Orange (unbested in any jousting tourney; dwells between Castle Brackenwold and Fort Vulgar).
    • Thieves: The Masterful Shydewicke (aka “the Shade”) is without a doubt the most famed thief in Dolmenwood, though his whereabouts is a mystery. The infamous undead highwayman Dewidort of Smerne could also be included in this category.
    • Magic-Users: Mostlemyre of Prigwort (specialist in meta-magic and dweomer-raveling), Merridwyn Scymes (vivimancer), the Lady Ygraine (illusion and fairy magic), Paronax the Enwisened of Blackeswell (dimensionalist). Professor Woglemain of the Royal College of Sorcery office in Castle Brackenwold. The High Priestesses of the witches and the Drune Aegis could also be included here, though they seldom have dealings with those outside of their respective sects.
    • Clerics: The Bishop of Brackenwold is the religious authority in the region. The famed Friar Baldry the Nonchalant wanders the paths of Dolmenwood. The Venerable Laurenne (a living saint) is known to come to Dolmenwood for special quests.
  2. Patrons / quest givers: The Bishop of Brackenwold may sponsor expeditions to rediscover or restore lost shrines. Mostlemyre of Prigwort may hire people to gather odd components for magical procedures. If one can get in the good books of a witch, she might pay for psychedelics or other magical components.
  3. New spells to learn: Most wizards undertake research on their own; spells are not commonly bought and sold. The wizards mentioned above in teachers/trainers may be open to swapping spells or scrolls.
  4. Magic item identification: Mostlemyre of Prigwort offers this service.
  5. Deciphering unknown languages: Philontimus the Wizened, resident in Odd, is a sage specialising in dead languages and ancient religion. Lord Malbleat is a recognised authority on foreign tongues.
  6. Maps: Overviews of the main roads, settlements, and geographical features can be bought in Castle Brackenwold. Detailed maps of Dolmenwood as a whole are not commonly available. Detailed maps of specific areas exist in libraries (Castle Brackenwold, Harrowmoor Keep).
  7. Knowledge about history: The libraries of Harrowmoor Keep are famed repositories of lore, and the Lady Harrowmoor a renowned expert. Philontimus the Wizened, of Odd, is famed for his knowledge of ancient religious practices.
  8. How to overcome unusual effects: Consultation with a witch or with Mostlemyre of Prigwort are the best options.
  9. Plant / fungus / monster identification: Madame Thornwaif is a renowned expert on the flora and fauna of Dolmenwood, along with their uses in alchemical brewing. The location of her residence is not common knowledge, however.
  10. Rumours: Any tavern in any settlement.
  11. True names: The Lords and Ladies of Fairy may possess such secrets, but would only betray them to mortals in exchange for outrageous gifts (or in times of extreme need). The Lady Ygraine is said to have the deepest knowledge among mortals of fairy-kind.


  1. Get a curse removed: Witches are famed for their powers to curse and uncurse.
  2. Get wounds healed: Witches are rumoured to possess arts of healing. Also see Potions, above. There are said to be a number of lost shrines in the forest with healing powers. (Clergy of the One True God are not generally clerics, and thus have no miraculous powers.)
  3. Specialised healing (diseases, blindness, etc): Witches are rumoured to possess arts of healing. There are also said to be a number of lost shrines in the forest with healing powers. (Clergy of the One True God are not generally clerics, and thus have no miraculous powers.)
  4. Resurrection: Is only known in religious mythology. It is not a service that one can buy.
  5. Auguries and divination: Witches.
  6. Get armour / weapons / other gear repaired: A blacksmith in any settlement can perform basic repairs.
  7. Sell valuable items at a good price: Castle Brackenwold and Prigwort are the best places to sell items, due to the number of potential buyers (merchants and/or specialist establishments).
  8. Sell highly unusual items: Shadwell and Furrougby Esquire, in Castle Brackenwold (specialist in art, antiquities, and curiosities), is a popular location among treasure hunters.
  9. Sell magic items: Selling items is difficult. One of the wizards of renown (see teachers, above) may be interested in specific items. Witches sometimes exchange magic items for services.
  10. Sell questionable loot without any questions asked: On a small scale, the taverns of Dreg are likely places to find fences. For larger items, the Thieves’ Guild in Castle Brackenwold is the best bet (if one can find them).
  11. Safely store money / treasure: Branches of the Emeraude Bank exist in Prigwort and Castle Brackenwold. For storage in personal property, the services of Greydobe, master locksmith and safesmith (Castle Brackenwold) may be acquired.
  12. Money changing: The Emeraude Bank provides this service (see safe money storage, above).
  13. Get tattoos: The Roost, in Dreg, is a seedy establishment, but has a talented tattooist.
  14. Teleportation: Not a commonly available service, but Mostlemyre of Prigwort would be a good starting point to ask.
  15. Magical warding of a building / location: A Guild of Enchanters operates in the region, providing such services. Their guildhouse in Castle Brackenwold can advise on the costs and contractuals.
  16. Raise attributes / recover lost attribute points: A witch may be able to heal lost points or provide a charm to temporarily increase attributes. Fairy magic is said to be able to permanently increase one’s natural aptitudes.