TEXT: necroticgnome.com
  Rogues Gallery — Part One
  Being a collection of do-gooders, ne’er-do-wells, and hangers-on for use in adventure games in the 
  forest of Dolmenood using the B/X rules. All characters are 3rd level.
  • Brother Guillem, Cleric of the One True God (Lawful)
  • Lynne Caltrope, Magic-User (Neutral)
  • Bertha the Brazen, Cleric of the One True God (Lawful)
  • Shankley Hortleswoop, Woodgrue (Chaotic)
  • Dobrus the Veiled, Magic-User (Chaotic)
  • Gretchen Underwood, Fighter (Lawful)
  • “Viscount” Maslow Grimsby, Thief (Chaotic)
  • Shadow-of-Sorrow’s-Lament, Elf (Chaotic)
  • Rodger Dredge, Hunter (Neutral)
  • Klimbim Oddpolyp, Moss Dwarf (Neutral)
  The characters are formatted as single-sided sheets for home printing. Each character sheet includes 
  the basic rules required for the class (the most important abilities, basic spell selection, simplified 
  spell descriptions, etc). This makes them especially suitable for use in one-shots or drop-in games.
  The moss dwarf class is detailed in Wormskin issue one.
  The spells of Dobrus the Veiled are drawn from Theorems & Thaumaturgy’s necromancer spell list.
  The elf, hunter, and woodgrue classes are detailed in Wormskin issue nine.
  (These books are available at www.rpgnow.com/browse/pub/5606/Necrotic-Gnome.)
  Certified
  3d6 in order
  
  necroticgnome.com
  Death, Poison
  11
  Magic Wands
  12
  Paralysis, Petrify
  14
  Wyrm Breath
  16
  Spells, Rods, Staves
  15
  Saving Throws
  (1d20; roll over or equal to save)
  Strength
  7
  Dexterity
  10
  Constitution
  15
  Intelligence
  14
  Wisdom
  15
  Ability Scores
  (1d20; roll under or equal to pass check)
  Charisma
  12
  -1 melee attacks/damage
  +1 hit point per level
  +1 language
  +1 to saves against magic
  Combat
  Armour Class
  2
  Hit Points
  11
  Movement
  20’ per round
  Exploration
  Find Traps
  1 on 1d6
  Listening
  1 on 1d6
  Movement
  60’ per turn
  Abilities
  Holy spells: Each morning, you pray to God and 
  are blessed with holy spells. You can cast two 
  spells per day. Choose two:
  • Cure light wounds: Heals 1d6+1 hit points.
  • Detect magic: Magic within 60’ glows. Lasts 
  20 minutes.
  • Light: In a 15’ radius. Lasts 2 hours.
  • Protection from evil: +1 bonus to Armour 
  Class and saving throws when attacked by 
  creatures of another alignment. Enchanted 
  creatures cannot attack you in melee (unless 
  you attack them). Lasts 2 hours.
  Languages: Woldish, Liturgic
  Turning the undead: You can invoke the name 
  of God to repel undead monsters.
  Equipment
  Armour: Plate mail, shield
  Weapons:
  • Sword (1d8 damage)
  • 2 daggers (1d4 damage, throw: 10’ / 20’ / 30’)
  Backpack:
  • Tinder box
  • Silver crucifix
  • Lantern + 3 flasks of oil (burn 
  for 3 hours)
  • 1 vial of holy water (1d8 
  damage to undead monsters)
  • Sledge hammer
  Belt:
  • Pouch of 40gp
  • Pouch of healing herbs (1d4 
  hit points, one dose)
  Brother Guillem, Cleric of the One True God
  Level: 3
  Alignment: Lawful
  Sex: Male
  Age: 17
  Orphaned at a young age, you grew up in the Refuge of St Hardwych, in the city of Loom. At age 16, you swore yourself to 
  the life of a crusader, travelling north to the accursed forest of Dolmenwood, your mind bent on monster-slaying.
  Attack Rolls
  (1d20 + Strength & Dexterity modifiers)
  Your roll
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  Hit AC
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  
  necroticgnome.com
  Death, Poison
  13
  Magic Wands
  14
  Paralysis, Petrify
  13
  Wyrm Breath
  16
  Spells, Rods, Staves
  15
  Saving Throws
  (1d20; roll over or equal to save)
  Strength
  10
  Dexterity
  8
  Constitution
  9
  Intelligence
  13
  Wisdom
  12
  Ability Scores
  (1d20; roll under or equal to pass check)
  Charisma
  13
  -1 AC, -1 missile attacks
  +1 language
  +1 reaction adjustment
  Combat
  Armour Class
  10
  Hit Points
  8
  Movement
  40’ per round
  Exploration
  Find Traps
  1 on 1d6
  Listening
  1 on 1d6
  Movement
  120’ per turn
  Abilities
  Magic spells: Each morning, you study your 
  spell book to memorize spells. You can cast the 
  following spells once per day each:
  • Charm person: A single person within 120’ 
  is beguiled to view you as a trusted friend. 
  Lasts for one day or longer.
  • Magic missile: Conjures a glowing missile 
  of magical energy. Lasts for 10 minutes. You 
  can fire it once at an enemy, dealing 1d6+1 
  damage (automatic hit!).
  • Web: Creates a 10’ cube web, 10’ away. Lasts 
  for 8 hours, unless burned. Human-strength 
  creatures get stuck inside.
  Languages: Woldish, Old Woldish
  Equipment
  Armour: None
  Weapons:
  • Silver dagger (1d4 damage, throw: 10’ / 20’ / 
  30’)
  Backpack:
  • Spell book 
  • Tinder box
  • Lantern + 3 flasks of oil (burn 
  for 3 hours)
  • A silver ring that allows you 
  to shrink to 6” tall once a day.
  Belt:
  • Pouch of 30gp
  Lynne Caltrope, Magic-User
  Level: 3
  Alignment: Neutral
  Sex: Female
  Age: 32
  Mother of six, your husband and children were beguiled by a fairy wizard. You followed them into Fairy, killed the wizard, 
  and stole his spell book for your own. You seek a way to release your family from the charms that trap them still in Fairy.
  Attack Rolls
  (1d20 + Strength & Dexterity modifiers)
  Your roll
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  Hit AC
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  
  necroticgnome.com
  Death, Poison
  11
  Magic Wands
  12
  Paralysis, Petrify
  14
  Wyrm Breath
  16
  Spells, Rods, Staves
  15
  Saving Throws
  (1d20; roll over or equal to save)
  Strength
  13
  Dexterity
  11
  Constitution
  8
  Intelligence
  9
  Wisdom
  11
  Ability Scores
  (1d20; roll under or equal to pass check)
  Charisma
  10
  +1 melee attacks/damage
  -1 hit point per level
  Combat
  Armour Class
  3
  Hit Points
  8
  Movement
  20’ per round
  Exploration
  Find Traps
  1 on 1d6
  Listening
  1 on 1d6
  Movement
  60’ per turn
  Abilities
  Holy spells: Each morning, you pray to God and 
  are blessed with holy spells. You can cast two 
  spells per day. Choose two:
  • Cure light wounds: Heals 1d6+1 hit points.
  • Detect magic: Magic within 60’ glows. Lasts 
  20 minutes.
  • Light: In a 15’ radius. Lasts 2 hours.
  • Protection from evil: +1 bonus to Armour 
  Class and saving throws when attacked by 
  creatures of another alignment. Enchanted 
  creatures cannot attack you in melee (unless 
  you attack them). Lasts 2 hours.
  Languages: Woldish
  Turning the undead: You can invoke the name 
  of God to repel undead monsters.
  Equipment
  Armour: Plate mail
  Weapons:
  • Two-handed sword (1d10 damage; attack 
  last in round)
  • Dagger (1d4 damage, throw: 10’ / 20’ / 30’)
  Backpack:
  • Tinder box
  • Gold crucifix
  • Silver mirror
  • 10 torches (burn for 1 hour)
  • 10’ pole
  • Tome of holy scriptures
  Belt:
  • Pouch of 25gp
  Bertha the Brazen, Cleric of the One True God
  Level: 3
  Alignment: Lawful
  Sex: Female
  Age: 25
  Daughter of a great and evil knight, you betrayed your father to join the Holy Order of St Faxis. You now travel lawless 
  lands, bringing sinners to righteous justice (and sampling the local ales, while you’re at it).
  Attack Rolls
  (1d20 + Strength & Dexterity modifiers)
  Your roll
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  Hit AC
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  
  necroticgnome.com
  Death, Poison
  13
  Magic Wands
  12
  Paralysis, Petrify
  14
  Wyrm Breath
  16
  Spells, Rods, Staves
  14
  Saving Throws
  (1d20; roll over or equal to save)
  Strength
  5
  Dexterity
  13
  Constitution
  12
  Intelligence
  6
  Wisdom
  9
  Ability Scores
  (1d20; roll under or equal to pass check)
  Charisma
  12
  -2 melee attacks/damage
  +1 AC, +1 missile attacks
  Basic reading/writing
  Combat
  Armour Class
  6
  Hit Points
  16
  Movement
  30’ per round
  Exploration
  Find Traps
  1 on 1d6
  Listening
  1-2 on 1d6
  Movement
  90’ per turn
  Abilities
  Dark vision: You see as if in faint moonlight.
  Hiding: 3-in-6 chance of hiding in woods or 
  shadows.
  Languages: Woldish, Sylvan
  Mad revelry: Three times a day, you can play 
  one of the following magical tunes. All who hear 
  are affected as long as you play (save vs spells):
  • Imbibe! Subjects consume drink or drugs.
  • Jubilate! Subjects burts into laughter.
  • Mount! Subjects ride each other piggyback.
  • Strip! Subjects remove their clothing.
  Weaknesses
  Cold iron: You suffer double damage from iron.
  Jubilation: You cannot resist a party or feast.
  Equipment
  Armour: Leather
  Weapons:
  • Club (1d4 damage)
  • Sling (1d4 damage, range: 40’ / 80’ / 160’)
  • 20 sling stones
  Backpack:
  • Tinder box
  • Hammer + 10 iron spikes
  • Wineskin (half full)
  • 10 torches (burn for 1 hour)
  • 2 bottles of cheap wine.
  • A brass gnome that reappears 
  under your pillow at dawn.
  Belt:
  • Gnarled, willow flute
  • Pouch of 23gp
  Shankley Hortleswoop, Woodgrue (Demi-Fey)
  Level: 3
  Alignment: Chaotic
  Sex: Male
  Age: 198
  (Woodgrue are a race of bat-faced goblins who love pranks, crazy music, and setting stuff on fire.) Spent the first 190 years 
  of your life in the charmed service of a witch who took a liking to you. You were set free when she was slain by holy types.
  Attack Rolls
  (1d20 + Strength & Dexterity modifiers)
  Your roll
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  Hit AC
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  
  necroticgnome.com
  Death, Poison
  13
  Magic Wands
  14
  Paralysis, Petrify
  13
  Wyrm Breath
  16
  Spells, Rods, Staves
  15
  Saving Throws
  (1d20; roll over or equal to save)
  Strength
  12
  Dexterity
  10
  Constitution
  13
  Intelligence
  13
  Wisdom
  8
  Ability Scores
  (1d20; roll under or equal to pass check)
  Charisma
  9
  +1 hit point per level
  +1 language
  -1 to saves against magic
  Combat
  Armour Class
  9
  Hit Points
  12
  Movement
  40’ per round
  Exploration
  Find Traps
  1 on 1d6
  Listening
  1 on 1d6
  Movement
  120’ per turn
  Abilities
  Magic spells: Each morning, you study your 
  spell book to memorize spells. You can cast the 
  following spells once per day each:
  • Command undead: 2d6 Hit Dice of undead 
  obey your commands for 1d4 rounds.
  • Rigor mortis: A single creature you touch is 
  paralysed for 2d4 turns. (Creatures of more 
  than 4 Hit Dice are not affected.)
  • Unseen servant: You summon an invisible 
  spirit to aid you. It can push or carry small 
  objects, and remains for 1 hour.
  Languages: Woldish, Old Woldish
  Equipment
  Armour: None
  Weapons:
  • Dagger (1d4 damage, throw: 10’ / 20’ / 30’)
  Backpack:
  • Spell book
  • Tinder box
  • 10 black candles (burn for 4 hours)
  • Sledge hammer
  • Black opal (worth 100gp)
  • Human skull with crystal 
  eyes. It can see and whisper 
  to you of what it observes.
  Belt:
  • Pouch of 10pp
  Dobrus the Veiled, Magic-User
  Level: 3
  Alignment: Chaotic
  Sex: Male
  Age: 61
  You died in a plague, but Death spared you on one condition: that you search for passageways between the mortal world 
  and the realm of the dead. Your skin still bears the sores of the plague, which you cover with a veil.
  Attack Rolls
  (1d20 + Strength & Dexterity modifiers)
  Your roll
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  Hit AC
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  
  necroticgnome.com
  Death, Poison
  12
  Magic Wands
  13
  Paralysis, Petrify
  14
  Wyrm Breath
  15
  Spells, Rods, Staves
  16
  Saving Throws
  (1d20; roll over or equal to save)
  Strength
  13
  Dexterity
  11
  Constitution
  9
  Intelligence
  10
  Wisdom
  12
  Ability Scores
  (1d20; roll under or equal to pass check)
  Charisma
  11
  +1 melee attacks/damage
  Combat
  Armour Class
  2
  Hit Points
  21
  Movement
  20’ per round
  Exploration
  Find Traps
  1 on 1d6
  Listening
  1 on 1d6
  Movement
  60’ per turn
  Abilities
  Languages: Woldish
  Equipment
  Armour: Plate mail, shield
  Weapons:
  • Sword (1d8 damage)
  • Crossbow (1d6 damage, range: 80’ / 160’ / 
  240’)
  • 20 crossbow bolts
  • 2 iron daggers (1d4 damage, throw: 10’ / 20’ 
  / 30’)
  Backpack:
  • Tinder box
  • 10 torches (burn for 1 hour)
  • Sledge hammer
  • Willow pipe and a pouch of 
  really good pipeweed
  Belt:
  • Pouch of 37gp
  Gretchen Underwood, Fighter
  Level: 3
  Alignment: Lawful
  Sex: Female
  Age: 32
  Raised in the village of Dreg (a den of thieves and ill-repute), your father was slain by goatmen while hunting. You took his 
  sword and swore to wreak vengeance upon their master—the wicked Lord Malbleat.
  Attack Rolls
  (1d20 + Strength & Dexterity modifiers)
  Your roll
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  Hit AC
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  
  necroticgnome.com
  Death, Poison
  13
  Magic Wands
  14
  Paralysis, Petrify
  13
  Wyrm Breath
  16
  Spells, Rods, Staves
  15
  Saving Throws
  (1d20; roll over or equal to save)
  Strength
  5
  Dexterity
  14
  Constitution
  12
  Intelligence
  10
  Wisdom
  13
  Ability Scores
  (1d20; roll under or equal to pass check)
  Charisma
  13
  -2 melee attacks/damage
  +1 AC, +1 missile attacks
  +1 to saves against magic
  +1 reaction adjustment
  Combat
  Armour Class
  6
  Hit Points
  5
  Movement
  30’ per round
  Exploration
  Find Traps
  20%
  Listening
  1-3 on 1d6
  Movement
  90’ per turn
  Abilities
  Languages: Woldish
  Thief skills: 
  • Climb sheer surfaces: 89%
  • Find/remove traps: 20%
  • Hide in shadows: 20%
  • Move silently: 30%
  • Pick locks: 25%
  • Pick pockets: 30%
  Equipment
  Armour: Leather
  Weapons:
  • Sword (1d8 damage)
  • Shortbow (1d6 damage, range: 50’ / 100’ / 
  150’)
  • 20 arrows
  • 2 daggers (1d4 damage, throw: 10’ / 20’ / 30’)
  Backpack:
  • Tinder box
  • Lock picks + thief’s tools
  • 10 torches (burn for 1 hour)
  • 50’ rope with grappling hook
  • Crowbar + sledge hammer
  Belt:
  • Pouch of 52gp
  “Viscount” Maslow Grimsby, Thief
  Level: 3
  Alignment: Chaotic
  Sex: Male
  Age: 20
  Son of a petty noble, you spent your youth in the courts of Castle Brackenwold. At 18, you stole a baron’s ring and found 
  the way out of apathy—the thrill of crime! The money from selling the ring has dwindled, and you now turn to adventure.
  Attack Rolls
  (1d20 + Strength & Dexterity modifiers)
  Your roll
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  Hit AC
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  
  necroticgnome.com
  Death, Poison
  12
  Magic Wands
  13
  Paralysis, Petrify
  13
  Wyrm Breath
  15
  Spells, Rods, Staves
  12
  Saving Throws
  (1d20; roll over or equal to save)
  Strength
  14
  Dexterity
  9
  Constitution
  16
  Intelligence
  15
  Wisdom
  7
  Ability Scores
  (1d20; roll under or equal to pass check)
  Charisma
  9
  +1 melee attacks/damage
  +2 hit points per level
  +1 language
  -1 to saves against magic
  (14 in terms of beauty)
  Combat
  Armour Class
  4
  Hit Points
  19
  Movement
  20’ per round
  Exploration
  Find Traps
  1 in 1d6
  Listening
  1 on 1d6
  Movement
  60’ per turn
  Abilities
  Beguilement: You can beguile a mortal to be-
  lieve your words. If they fail a save vs spells, they 
  believe whatever you say, for a moment. After-
  wards, the trick is obvious.
  Languages: Woldish, Sylvan, High Elfish
  Magic resistance: +2 vs charms and illusions.
  Seeming: You may make your clothing appear 
  however you wish.
  Subtle sight: You notice passages to Fairy 3-in-6.
  Vanishing: You can disappear from a creature’s 
  sight for one round. (Once per day per target.)
  Weaknesses
  Cold iron: You suffer double damage from iron.
  Godless: Beneficial cleric spells fail 2-in-6.
  Equipment
  Armour: Fairy chainmail (+1)
  Weapons:
  • Sword (1d8 damage)
  • Crossbow (1d6 damage, range: 80’ / 160’ / 
  240’)
  • 20 crossbow bolts
  Backpack:
  • Tinder box
  • 50’ rope
  • Lantern + 3 flasks of oil (burn 
  for 3 hours)
  • Pouch of sleep dust (affects 
  one mortal for 2 hours)
  Belt:
  • Pouch of 40gp
  • Posy of eternal violets
  Shadow-of-Sorrow’s-Lament, Elf (Fairy)
  Level: 3
  Alignment: Chaotic
  Sex: Female
  Age: Immortal
  (The elves of Dolmenwood are denizens of the parallel realm of Fairy.) Exiled from your native realm for betraying your 
  liege—the twisted Prince Mallowheart. You have discovered one pleasure in the mortal world: breaking mortals’ hearts.
  Attack Rolls
  (1d20 + Strength & Dexterity modifiers)
  Your roll
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  Hit AC
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  
  necroticgnome.com
  Death, Poison
  12
  Magic Wands
  13
  Paralysis, Petrify
  14
  Wyrm Breath
  15
  Spells, Rods, Staves
  16
  Saving Throws
  (1d20; roll over or equal to save)
  Strength
  9
  Dexterity
  13
  Constitution
  13
  Intelligence
  6
  Wisdom
  10
  Ability Scores
  (1d20; roll under or equal to pass check)
  Charisma
  6
  +1 melee attacks/damage
  +1 AC, +1 missile attacks
  +1 hit point per level
  Basic reading/writing
  -1 reaction adjustment
  Combat
  Armour Class
  6
  Hit Points
  11
  Movement
  30’ per round
  Exploration
  Find Traps
  1 on 1d6
  Listening
  1 on 1d6
  Movement
  90’ per turn
  Abilities
  Faithful hound: Your constant companion, a 
  fine, red-haired hunting hound named Ger-
  trude. 9 hit points, AC 8, bite does 1d4 damage, 
  never checks morale.
  Foraging and hunting: 2-in-6 chance of finding 
  food when foraging; 5-in-6 chance of finding 
  prey when hunting.
  Hiding: 5-in-6 chance of hiding in the wilder-
  ness. Moving while remaining hidden requires a 
  Dexterity check.
  Languages: Woldish
  Tracking: You can follow tracks. Difficult condi-
  tions require an Intelligence check.
  Equipment
  Armour: Leather
  Weapons:
  • Sword (1d8 damage)
  • Longbow (1d6 damage, range: 70’ / 140’ / 
  210’)
  • 20 arrows
  • Silver dagger (1d4 damage, throw: 10’ / 20’ / 
  30’)
  Backpack:
  • Tinder box
  • Lantern + 3 flasks of oil (burn 
  for 3 hours)
  • Bedroll + blanket
  • Mouldy old prayer book
  Belt:
  • Pouch of 27gp
  Rodger Dredge, Hunter
  Level: 3
  Alignment: Neutral
  Sex: Male
  Age: 35
  You spent ten years as a hermit in a cave, struggling over an old prayer book, before concluding that you didn’t really be-
  lieve in God. Returning to your family, you found your village razed and took up the life of a wandering woodsman.
  Attack Rolls
  (1d20 + Strength & Dexterity modifiers)
  Your roll
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  Hit AC
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  
  necroticgnome.com
  Death, Poison
  8
  Magic Wands
  9
  Paralysis, Petrify
  10
  Wyrm Breath
  13
  Spells, Rods, Staves
  12
  Saving Throws
  (1d20; roll over or equal to save)
  Strength
  7
  Dexterity
  11
  Constitution
  14
  Intelligence
  10
  Wisdom
  11
  Ability Scores
  (1d20; roll under or equal to pass check)
  Charisma
  8
  -1 melee attacks/damage
  +1 hit point per level
  -1 reaction adjustment
  Combat
  Armour Class
  6
  Hit Points
  15
  Movement
  30’ per round
  Exploration
  Find Traps
  1 on 1d6
  Listening
  1-2 on 1d6
  Movement
  90’ per turn
  Abilities
  Fertile flesh: Your ears are made of jelly fungus, 
  your chest is covered in parsley, and your hair is 
  full of tasty mushrooms.
  Fungal immunity: Unharmed by fungal poisons 
  or spores.
  Languages: Woldish, Moss dwarf, the secret 
  tongue of squeaking mammals
  Plant speech: You can ask a question of a plant, 
  mushroom, or mould colony (once a day per 
  plant). It responds with a single word.
  Yeast master: Your touch can cause sweet liq-
  uids to ferment (1 pint in 10 minutes) into a 
  frothy brew (2-in-6 chance of it being palatable 
  to non-moss dwarfs). You can also commune 
  with the yeasts in a drink, asking the name of 
  the person who has supped from it.
  Equipment
  Armour: Pinecone mail, wooden shield
  Weapons:
  • Shortsword (1d6 damage)
  • Shortbow (1d6 damage, range: 50’ / 100’ / 
  150’)
  • 20 arrows
  • 2 hand axes (1d4 damage, throw: 10’ / 20’ / 
  30’)
  Backpack:
  • Tinder box
  • 10 torches (burn for 1 hour)
  • Large sack
  • Bottle of dark ale
  Belt:
  • Pouch of 25gp and soporific, 
  dried mushrooms (1 dose)
  Klimbim Oddpolyp, Moss Dwarf
  Level: 3
  Alignment: Neutral
  Sex: Female
  Age: 99
  (Moss dwarfs are a race of stunted, fungal-infested dwarfs.) You were raised by puffball farmers in the sodden reaches of 
  Mulchgrove. Visiting a mould-oracle, you had a vision of becoming a rich tavern landlady, and left your village to wander.
  Attack Rolls
  (1d20 + Strength & Dexterity modifiers)
  Your roll
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  Hit AC
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  
SOURCE: textdata/thevault/OSR(ic)/Old-School Essentials; BX Essentials/BX Essentials Adventures & Settings/Dolmenwood; Wormskin (BXE)/Dolmenwood Rogues Gallery Part 1 (Basic,BX).pdf