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Certified 3d6 in Order: Rogues Gallery - Part One

The document provides character sheets for 10 adventurers of various classes and alignments for use in a roleplaying game set in the forest of Dolmenwood. The characters include clerics, magic-users, fighters, thieves, elves, hunters, and a moss dwarf. Each character sheet provides the character's abilities, equipment, and special abilities relevant to their class. Additional information is provided on sourcebooks for some of the less common classes.

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jvmarron
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© © All Rights Reserved
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0% found this document useful (0 votes)
755 views11 pages

Certified 3d6 in Order: Rogues Gallery - Part One

The document provides character sheets for 10 adventurers of various classes and alignments for use in a roleplaying game set in the forest of Dolmenwood. The characters include clerics, magic-users, fighters, thieves, elves, hunters, and a moss dwarf. Each character sheet provides the character's abilities, equipment, and special abilities relevant to their class. Additional information is provided on sourcebooks for some of the less common classes.

Uploaded by

jvmarron
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
Download as pdf or txt
Download as pdf or txt
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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.)

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necroticgnome.com
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.

Ability Scores Saving Throws


(1d20; roll under or equal to pass check) (1d20; roll over or equal to save)

Strength 7 -1 melee attacks/damage Death, Poison 11


Dexterity 10 Magic Wands 12
Constitution 15 +1 hit point per level Paralysis, Petrify 14
Intelligence 14 +1 language Wyrm Breath 16
Wisdom 15 +1 to saves against magic Spells, Rods, Staves 15
Charisma 12

Combat Exploration
Armour Class 2 Find Traps 1 on 1d6
Hit Points 11 Listening 1 on 1d6
Movement 20’ per round Movement 60’ per turn

Attack Rolls Your roll 19 18 17 16 15 14 13 12 11 10


(1d20 + Strength & Dexterity modifiers) Hit AC 0 1 2 3 4 5 6 7 8 9

Abilities Equipment
Holy spells: Each morning, you pray to God and Armour: Plate mail, shield
are blessed with holy spells. You can cast two Weapons:
spells per day. Choose two: •  Sword (1d8 damage)
•  Cure light wounds: Heals 1d6+1 hit points. •  2 daggers (1d4 damage, throw: 10’ / 20’ / 30’)
•  Detect magic: Magic within 60’ glows. Lasts Backpack:
20 minutes.
•  Tinder box
•  Light: In a 15’ radius. Lasts 2 hours.
•  Silver crucifix
•  Protection from evil: +1 bonus to Armour
•  Lantern + 3 flasks of oil (burn
Class and saving throws when attacked by
for 3 hours)
creatures of another alignment. Enchanted
•  1 vial of holy water (1d8
creatures cannot attack you in melee (unless
damage to undead monsters)
you attack them). Lasts 2 hours.
•  Sledge hammer
Languages: Woldish, Liturgic Belt:
Turning the undead: You can invoke the name •  Pouch of 40gp
of God to repel undead monsters. •  Pouch of healing herbs (1d4
hit points, one dose) necroticgnome.com
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.

Ability Scores Saving Throws


(1d20; roll under or equal to pass check) (1d20; roll over or equal to save)

Strength 10 Death, Poison 13


Dexterity 8 -1 AC, -1 missile attacks Magic Wands 14
Constitution 9 Paralysis, Petrify 13
Intelligence 13 +1 language Wyrm Breath 16
Wisdom 12 Spells, Rods, Staves 15
Charisma 13 +1 reaction adjustment

Combat Exploration
Armour Class 10 Find Traps 1 on 1d6
Hit Points 8 Listening 1 on 1d6
Movement 40’ per round Movement 120’ per turn

Attack Rolls Your roll 19 18 17 16 15 14 13 12 11 10


(1d20 + Strength & Dexterity modifiers) Hit AC 0 1 2 3 4 5 6 7 8 9

Abilities Equipment
Magic spells: Each morning, you study your Armour: None
spell book to memorize spells. You can cast the Weapons:
following spells once per day each: •  Silver dagger (1d4 damage, throw: 10’ / 20’ /
•  Charm person: A single person within 120’ 30’)
is beguiled to view you as a trusted friend. Backpack:
Lasts for one day or longer.
•  Spell book
•  Magic missile: Conjures a glowing missile
•  Tinder box
of magical energy. Lasts for 10 minutes. You
•  Lantern + 3 flasks of oil (burn
can fire it once at an enemy, dealing 1d6+1
for 3 hours)
damage (automatic hit!).
•  A silver ring that allows you
•  Web: Creates a 10’ cube web, 10’ away. Lasts
to shrink to 6” tall once a day.
for 8 hours, unless burned. Human-strength
Belt:
creatures get stuck inside.
•  Pouch of 30gp
Languages: Woldish, Old Woldish

necroticgnome.com
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).

Ability Scores Saving Throws


(1d20; roll under or equal to pass check) (1d20; roll over or equal to save)

Strength 13 +1 melee attacks/damage Death, Poison 11


Dexterity 11 Magic Wands 12
Constitution 8 -1 hit point per level Paralysis, Petrify 14
Intelligence 9 Wyrm Breath 16
Wisdom 11 Spells, Rods, Staves 15
Charisma 10

Combat Exploration
Armour Class 3 Find Traps 1 on 1d6
Hit Points 8 Listening 1 on 1d6
Movement 20’ per round Movement 60’ per turn

Attack Rolls Your roll 19 18 17 16 15 14 13 12 11 10


(1d20 + Strength & Dexterity modifiers) Hit AC 0 1 2 3 4 5 6 7 8 9

Abilities Equipment
Holy spells: Each morning, you pray to God and Armour: Plate mail
are blessed with holy spells. You can cast two Weapons:
spells per day. Choose two: •  Two-handed sword (1d10 damage; attack
•  Cure light wounds: Heals 1d6+1 hit points. last in round)
•  Detect magic: Magic within 60’ glows. Lasts •  Dagger (1d4 damage, throw: 10’ / 20’ / 30’)
20 minutes. Backpack:
•  Light: In a 15’ radius. Lasts 2 hours.
•  Tinder box
•  Protection from evil: +1 bonus to Armour
•  Gold crucifix
Class and saving throws when attacked by
•  Silver mirror
creatures of another alignment. Enchanted
•  10 torches (burn for 1 hour)
creatures cannot attack you in melee (unless
•  10’ pole
you attack them). Lasts 2 hours.
•  Tome of holy scriptures
Languages: Woldish Belt:
Turning the undead: You can invoke the name •  Pouch of 25gp
of God to repel undead monsters.
necroticgnome.com
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.

Ability Scores Saving Throws


(1d20; roll under or equal to pass check) (1d20; roll over or equal to save)

Strength 5 -2 melee attacks/damage Death, Poison 13


Dexterity 13 +1 AC, +1 missile attacks Magic Wands 12
Constitution 12 Paralysis, Petrify 14
Intelligence 6 Basic reading/writing Wyrm Breath 16
Wisdom 9 Spells, Rods, Staves 14
Charisma 12

Combat Exploration
Armour Class 6 Find Traps 1 on 1d6
Hit Points 16 Listening 1-2 on 1d6
Movement 30’ per round Movement 90’ per turn

Attack Rolls Your roll 19 18 17 16 15 14 13 12 11 10


(1d20 + Strength & Dexterity modifiers) Hit AC 0 1 2 3 4 5 6 7 8 9

Abilities Equipment
Dark vision: You see as if in faint moonlight. Armour: Leather
Hiding: 3-in-6 chance of hiding in woods or Weapons:
shadows. •  Club (1d4 damage)
Languages: Woldish, Sylvan •  Sling (1d4 damage, range: 40’ / 80’ / 160’)
Mad revelry: Three times a day, you can play •  20 sling stones
one of the following magical tunes. All who hear Backpack:
are affected as long as you play (save vs spells): •  Tinder box
•  Imbibe! Subjects consume drink or drugs. •  Hammer + 10 iron spikes
•  Jubilate! Subjects burts into laughter. •  Wineskin (half full)
•  Mount! Subjects ride each other piggyback. •  10 torches (burn for 1 hour)
•  Strip! Subjects remove their clothing. •  2 bottles of cheap wine.
•  A brass gnome that reappears
Weaknesses under your pillow at dawn.
Belt:
Cold iron: You suffer double damage from iron.
•  Gnarled, willow flute
Jubilation: You cannot resist a party or feast.
•  Pouch of 23gp necroticgnome.com
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.

Ability Scores Saving Throws


(1d20; roll under or equal to pass check) (1d20; roll over or equal to save)

Strength 12 Death, Poison 13


Dexterity 10 Magic Wands 14
Constitution 13 +1 hit point per level Paralysis, Petrify 13
Intelligence 13 +1 language Wyrm Breath 16
Wisdom 8 -1 to saves against magic Spells, Rods, Staves 15
Charisma 9

Combat Exploration
Armour Class 9 Find Traps 1 on 1d6
Hit Points 12 Listening 1 on 1d6
Movement 40’ per round Movement 120’ per turn

Attack Rolls Your roll 19 18 17 16 15 14 13 12 11 10


(1d20 + Strength & Dexterity modifiers) Hit AC 0 1 2 3 4 5 6 7 8 9

Abilities Equipment
Magic spells: Each morning, you study your Armour: None
spell book to memorize spells. You can cast the Weapons:
following spells once per day each: •  Dagger (1d4 damage, throw: 10’ / 20’ / 30’)
•  Command undead: 2d6 Hit Dice of undead Backpack:
obey your commands for 1d4 rounds.
•  Spell book
•  Rigor mortis: A single creature you touch is
•  Tinder box
paralysed for 2d4 turns. (Creatures of more
•  10 black candles (burn for 4 hours)
than 4 Hit Dice are not affected.)
•  Sledge hammer
•  Unseen servant: You summon an invisible
•  Black opal (worth 100gp)
spirit to aid you. It can push or carry small
•  Human skull with crystal
objects, and remains for 1 hour.
eyes. It can see and whisper
Languages: Woldish, Old Woldish to you of what it observes.
Belt:
•  Pouch of 10pp

necroticgnome.com
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.

Ability Scores Saving Throws


(1d20; roll under or equal to pass check) (1d20; roll over or equal to save)

Strength 13 +1 melee attacks/damage Death, Poison 12


Dexterity 11 Magic Wands 13
Constitution 9 Paralysis, Petrify 14
Intelligence 10 Wyrm Breath 15
Wisdom 12 Spells, Rods, Staves 16
Charisma 11

Combat Exploration
Armour Class 2 Find Traps 1 on 1d6
Hit Points 21 Listening 1 on 1d6
Movement 20’ per round Movement 60’ per turn

Attack Rolls Your roll 19 18 17 16 15 14 13 12 11 10


(1d20 + Strength & Dexterity modifiers) Hit AC 0 1 2 3 4 5 6 7 8 9

Abilities Equipment
Languages: Woldish 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 necroticgnome.com
“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.

Ability Scores Saving Throws


(1d20; roll under or equal to pass check) (1d20; roll over or equal to save)

Strength 5 -2 melee attacks/damage Death, Poison 13


Dexterity 14 +1 AC, +1 missile attacks Magic Wands 14
Constitution 12 Paralysis, Petrify 13
Intelligence 10 Wyrm Breath 16
Wisdom 13 +1 to saves against magic Spells, Rods, Staves 15
Charisma 13 +1 reaction adjustment

Combat Exploration
Armour Class 6 Find Traps 20%
Hit Points 5 Listening 1-3 on 1d6
Movement 30’ per round Movement 90’ per turn

Attack Rolls Your roll 19 18 17 16 15 14 13 12 11 10


(1d20 + Strength & Dexterity modifiers) Hit AC 0 1 2 3 4 5 6 7 8 9

Abilities Equipment
Languages: Woldish Armour: Leather
Thief skills: Weapons:
•  Climb sheer surfaces: 89% •  Sword (1d8 damage)
•  Find/remove traps: 20% •  Shortbow (1d6 damage, range: 50’ / 100’ /
•  Hide in shadows: 20% 150’)
•  Move silently: 30% •  20 arrows
•  Pick locks: 25% •  2 daggers (1d4 damage, throw: 10’ / 20’ / 30’)
•  Pick pockets: 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
necroticgnome.com
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.

Ability Scores Saving Throws


(1d20; roll under or equal to pass check) (1d20; roll over or equal to save)

Strength 14 +1 melee attacks/damage Death, Poison 12


Dexterity 9 Magic Wands 13
Constitution 16 +2 hit points per level Paralysis, Petrify 13
Intelligence 15 +1 language Wyrm Breath 15
Wisdom 7 -1 to saves against magic Spells, Rods, Staves 12
Charisma 9 (14 in terms of beauty)

Combat Exploration
Armour Class 4 Find Traps 1 on 1d6
Hit Points 19 Listening 1 on 1d6
Movement 20’ per round Movement 60’ per turn

Attack Rolls Your roll 19 18 17 16 15 14 13 12 11 10


(1d20 + Strength & Dexterity modifiers) Hit AC 0 1 2 3 4 5 6 7 8 9

Abilities Equipment
Beguilement: You can beguile a mortal to be- Armour: Fairy chainmail (+1)
lieve your words. If they fail a save vs spells, they Weapons:
believe whatever you say, for a moment. After- •  Sword (1d8 damage)
wards, the trick is obvious. •  Crossbow (1d6 damage, range: 80’ / 160’ /
Languages: Woldish, Sylvan, High Elfish 240’)
Magic resistance: +2 vs charms and illusions. •  20 crossbow bolts
Seeming: You may make your clothing appear Backpack:
however you wish. •  Tinder box
Subtle sight: You notice passages to Fairy 3-in-6. •  50’ rope
Vanishing: You can disappear from a creature’s •  Lantern + 3 flasks of oil (burn
sight for one round. (Once per day per target.) for 3 hours)
•  Pouch of sleep dust (affects
one mortal for 2 hours)
Weaknesses Belt:
Cold iron: You suffer double damage from iron. •  Pouch of 40gp
Godless: Beneficial cleric spells fail 2-in-6. •  Posy of eternal violets necroticgnome.com
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.

Ability Scores Saving Throws


(1d20; roll under or equal to pass check) (1d20; roll over or equal to save)

Strength 9 Death, Poison 12


Dexterity 13 +1 AC, +1 missile attacks Magic Wands 13
Constitution 13 +1 hit point per level Paralysis, Petrify 14
Intelligence 6 Basic reading/writing Wyrm Breath 15
Wisdom 10 Spells, Rods, Staves 16
Charisma 6 -1 reaction adjustment

Combat Exploration
Armour Class 6 Find Traps 1 on 1d6
Hit Points 11 Listening 1 on 1d6
Movement 30’ per round Movement 90’ per turn

Attack Rolls Your roll 19 18 17 16 15 14 13 12 11 10


(1d20 + Strength & Dexterity modifiers) Hit AC 0 1 2 3 4 5 6 7 8 9

Abilities Equipment
Faithful hound: Your constant companion, a Armour: Leather
fine, red-haired hunting hound named Ger- Weapons:
trude. 9 hit points, AC 8, bite does 1d4 damage, •  Sword (1d8 damage)
never checks morale. •  Longbow (1d6 damage, range: 70’ / 140’ /
Foraging and hunting: 2-in-6 chance of finding 210’)
food when foraging; 5-in-6 chance of finding •  20 arrows
prey when hunting. •  Silver dagger (1d4 damage, throw: 10’ / 20’ /
Hiding: 5-in-6 chance of hiding in the wilder- 30’)
ness. Moving while remaining hidden requires a Backpack:
Dexterity check. •  Tinder box
Languages: Woldish •  Lantern + 3 flasks of oil (burn
Tracking: You can follow tracks. Difficult condi- for 3 hours)
tions require an Intelligence check. •  Bedroll + blanket
•  Mouldy old prayer book
Belt:
•  Pouch of 27gp necroticgnome.com
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.

Ability Scores Saving Throws


(1d20; roll under or equal to pass check) (1d20; roll over or equal to save)

Strength 7 -1 melee attacks/damage Death, Poison 8


Dexterity 11 Magic Wands 9
Constitution 14 +1 hit point per level Paralysis, Petrify 10
Intelligence 10 Wyrm Breath 13
Wisdom 11 Spells, Rods, Staves 12
Charisma 8 -1 reaction adjustment

Combat Exploration
Armour Class 6 Find Traps 1 on 1d6
Hit Points 15 Listening 1-2 on 1d6
Movement 30’ per round Movement 90’ per turn

Attack Rolls Your roll 19 18 17 16 15 14 13 12 11 10


(1d20 + Strength & Dexterity modifiers) Hit AC 0 1 2 3 4 5 6 7 8 9

Abilities Equipment
Fertile flesh: Your ears are made of jelly fungus, Armour: Pinecone mail, wooden shield
your chest is covered in parsley, and your hair is Weapons:
full of tasty mushrooms. •  Shortsword (1d6 damage)
Fungal immunity: Unharmed by fungal poisons •  Shortbow (1d6 damage, range: 50’ / 100’ /
or spores. 150’)
Languages: Woldish, Moss dwarf, the secret •  20 arrows
tongue of squeaking mammals •  2 hand axes (1d4 damage, throw: 10’ / 20’ /
Plant speech: You can ask a question of a plant, 30’)
mushroom, or mould colony (once a day per Backpack:
plant). It responds with a single word. •  Tinder box
Yeast master: Your touch can cause sweet liq- •  10 torches (burn for 1 hour)
uids to ferment (1 pint in 10 minutes) into a •  Large sack
frothy brew (2-in-6 chance of it being palatable •  Bottle of dark ale
to non-moss dwarfs). You can also commune Belt:
with the yeasts in a drink, asking the name of •  Pouch of 25gp and soporific,
the person who has supped from it. dried mushrooms (1 dose) necroticgnome.com

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