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Reference Booklet

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70% found this document useful (10 votes)
3K views

Reference Booklet

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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You are on page 1/ 35

A DVA N C E D FA N T A S Y

Reference Booklet
Reference Booklet v1.0
1st Printing—November 2020

Writing, editing, layout: Gavin Norman


Cover art: Rachel Quinlan
Interior art: Michael Clarke, Mark Lyons, William McAusland, Stefan Poag, Matthew
Ray, Luka Rejec, Frank Scacalossi
Text and design © Gavin Norman 2020. Cover illustration © Rachel Quinlan 2019. Illustrations on p. 20 ©
Michael Clarke 2020; on p. 1, 32 © Mark Lyons 2020; on p. 17 William McAusland 2020 (© Necrotic Gnome);
on p. 22–23 © Stefan Poag 2020; on p. 3 © Matthew Ray 2020; on p. 25 © Luka Rejec 2020; on p. 2, 13 © Frank
Scacalossi 2020. Dimitri © Fontalicious – Derivative Versions © Font Bros. – www.fontbros.com. Economica ©
TipoType – Derivative Versions © Font Bros. – www.fontbros.com.
Table of Contents
Introduction3
Game Procedures 4
Hazards and Challenges 4
Encumbrance4
Dungeons5
Wilderness5
Waterborne6
Evasion and Pursuit 7
Encounters8
Combat8
Monsters10
Monsters by Hit Dice 10
Dungeon Encounters 14
Player Characters 16
Ability Scores 16
Racial Modifiers and Limits 18
Saving Throws 19
Class Skills 20
Turning the Undead 21
Spell Progression 22
Languages24
Weapon Proficiency 25
Secondary Skills 25
Downtime and Equipment 26
Downtime26
Animals and Land Transport 27
Adventuring Gear 28
Weapons & Armour 28
Open Game License 30

Old-School Essentials is a trademark of Necrotic Gnome. This product is released under the terms of
2 the Open Game License Version 1.0a, Copyright 2000, Wizards of the Coast, Inc.
Introduction
In This Book Rules Summaries
The rules listed in this book are summa-
This book contains a quick reference for ries of the full rules presented in Old-
the rules and procedures of Old-School School Essentials Advanced Fantasy. The
Essentials Advanced Fantasy: intention of these summaries is as a quick
reference and memory jog, not as a re-
▶  Game procedures: Summaries of the
placement for the main game rule books.
core rules of the game, including the
For a complete understanding of the finer
procedures for dungeon, wilderness, and
nuances of the rules, it is always worth
waterborne adventuring, evasion, pursuit,
consulting the main rule books.
encounters, and combat.
▶  Monsters: The complete dungeon en-
counter tables and a list of all Old-School
Essentials Advanced Fantasy monsters Further Reference
ordered by Hit Dice.
▶  Player characters: All tables per-
taining to PCs, including ability score
Materials
modifiers, saving throws, class skills, spell More play-aids and reference documents
progression, and native languages. are available from necroticgnome.com.
▶  Downtime and equipment: A sum- These can be downloaded and printed at
mary of the most common PC activities home.
between adventures, plus full equipment
lists, including mounts, dogs, and vehicles.

3
Game Procedures
Hazards and Encumbrance
Challenges Basic: Movement rate based on armour
worn and whether a significant amount
of treasure is carried. Max 1,600 coins of
Ability Checks: Roll 1d20 treasure can be carried.
Detailed: Movement rate based on weight
Result: Lower or equal = success.
of armour, weapons, and treasure. Max
Difficulty: –4 (easy) to +4 (very difficult). 1,600 coins total weight can be carried.
1s and 20s: 1s always pass, 20s always fail.
Treasure Encumbrance in Coins
Climbing Treasure Weight in Coins
Dexterity check: May be required when Coin (any type) 1
climbing in a difficult or tense situation. Gem 1
Sheer surfaces: Can only be climbed with Jewellery (1 piece) 10
specialist gear or class ability. Potion 10
Rod 20
Falling Scroll 1
Falling from a height onto a hard surface Staff 40
inflicts 1d6 damage per 10’ fallen. Wand 10
Saving Throws: Roll 1d20 Basic Encumbrance
Result: Higher or equal = save succeeds. Movement Rate
Without Carrying
Swimming Armour Worn Treasure Treasure
Movement rate: Half normal speed. Unarmoured 120’ (40’) 90’ (30’)
Drowning: Chance determined by the Light armour 90’ (30’) 60’ (20’)
referee, based on circumstances. Heavy armour 60’ (20’) 30’ (10’)

Detailed Encumbrance
Encumbrance Movement Rate
Up to 400 coins 120’ (40’)
Up to 600 coins 90’ (30’)
Up to 800 coins 60’ (20’)
Up to 1,600 coins 30’ (10’)
4
Dungeons Wilderness
Sequence Per Dungeon Turn (10m) Sequence Per Wilderness Day
1. Wandering monsters 1. Party decides course of travel
2. Party decides course of actions 2. Losing direction
3. Description: The referee describes 3. Wandering monsters
what happens. 4. Description: The referee describes
4. End of turn: Update time records, the regions passed through and any
checking light sources, spell dura- sites of interest, asking players for
tions, rest. their actions as required.
5. End of day: Update time records,
checking rations, spell durations, rest.
Wandering Monsters
Chance: Typically 1-in-6 every 2 turns.
Losing Direction: Roll 1d6
Doors Clear, grasslands: 1-in-6.
Listening: Base 1-in-6 chance of success. Barren, hills, mountains, woods: 2-in-6.
Shutting: Doors may close after PCs pass. Desert, jungle, swamp: 3-in-6.
Stuck: Chance of forcing depends on
STR. Failed attempt alerts monsters. Wandering Monsters
Frequency: Typically rolled once per day.
Movement City, clear, grasslands, settled: 1-in-6.
Exploring the unknown: Characters Air, barren, desert, forest, hills: 2-in-6.
move their movement rate per turn. Jungle, mountains, swamp: 3-in-6.
In familiar areas: Referee may allow a
faster movement rate. Finding Food
Foraging: Performed alongside travel.
Resting 1-in-6 chance of food for 1d6 humans.
Frequency of rest: One turn every hour. Hunting: Sole activity of day. 1-in-6
Penalty: –1 to hit and damage rolls. chance of encountering animals.

Searching: 1-in-6 Chance Movement


Area: Particular 10’ × 10’ area. Miles/day: Base movement rate ÷ 5.
Time: Searching takes one turn. Broken, desert, forest, hills: 33% slower.
Jungle, mountains, swamp: 50% slower.
Traps Maintained roads: 50% faster.
Chance of triggering: 2-in-6 chance Forced march: 50% faster, rest 1 day after.
when PC makes action that could trigger.
Types: Room trap, treasure trap. PCs can Resting
find room traps by searching. Frequency of rest: One day out of seven.
Penalty: –1 to hit and damage rolls.
5
Waterborne Surprise
Aquatic monsters: Not surprised by
ships, except in special circumstances
Sequence Per Waterborne Day (e.g. thick fog).
1. Party decides course of travel
2. Losing direction Visibility
3. Weather
4. Wandering monsters Spotting land: 24 miles on a clear day.
5. Description: The referee describes Sighting ships: 300 yards on a clear day.
the regions passed through and any 40 yards in dense fog.
sites of interest, asking players for
their actions as required. Wind Conditions: Roll 2d6
6. End of day: Update time records, ▶  2: No wind; sailing is not possible.
checking rations, spell durations, rest. ▶  3–11: Normal sailing is possible.
▶  12: Gale or storm; sailing vessels’
Losing Direction: Roll 1d6 speed tripled.
With navigator: 2-in-6. (Or see Variable Wind Conditions.)
Without navigator: 2-in-6 within sight
Near Gales
of land. 100% on open seas.
Risk of taking on water: Seaworthy ves-
sels 10%, unseaworthy vessels 20%.
Wandering Monsters
Effects: Movement rate reduced by 1/3.
Frequency: Typically rolled once per day.
Ocean, river: 2-in-6. Gales and Storms
Seaworthy vessels: May attempt to move
Swamp: 3-in-6.
with the wind: 3 times normal movement
Movement rate in random direction. If land encoun-
tered, 75% chance of wrecking.
Rivers: Upstream: –1d6+6 miles/day. Unseaworthy vessels: 80% chance of
Downstream: +1d6+6 miles/day. sinking. In sight of land, may beach (2-
Sailing: Depends on wind conditions. in-6 chance of success if shore not clear).

Variable Wind Conditions


2d6 Wind Effect
2 No wind Sailing impossible. Movement by oar at 1/3 rate (due to fatigue).
3 Faint breeze Sailing movement rate reduced to 1/3 normal.
4 Gentle breeze Sailing movement rate reduced to 1/2 normal.
5 Moderate breeze Sailing movement rate reduced to 2/3 normal.
6–8 Fresh breeze Normal sailing movement rate.
9 Strong breeze Sailing movement rate increased by 1/3.
10 High wind Sailing movement rate increased by 1/2.
11 Near gale Sailing movement rate doubled. See Near Gales.
12 Gale or storm Sailing movement rate tripled. See Gales and Storms.

6
Evasion and Pursuit Pursuit in the Wilderness
The following procedure is followed, day
by day, until the pursuit is over:
1. Fleeing side moves in a random direc-
Dungeon tion (no mapping is possible).
2. If pursuing side is faster, 50% chance
Evading Dungeon Encounters of catching up (pursuit ends).
Succeeds if fleeing side is faster. Other- 3. If fleeing side wishes to continue flee-
wise a pursuit occurs. ing, make an evasion check (Wilder-
Pursuit in Dungeons ness Evasion Chance). If the roll fails,
Running: Full movement rate in feet per return to step 1.
round. Mapping not possible.
Waterborne
Exhaustion: After 30 rounds. –2 to AC,
attacks, and damage. Evading Waterborne Encounters
Line of sight: Most monsters will not Chance: Based on relative movement rate
pursue if they lose sight of the party. of fleeing and pursuing sides:
Dropping lures: (e.g. food, treasure.)
Waterborne Evasion Chance
3-in-6 chance of monsters stopping.
Fleeing Side’s Movement Rate Chance of
Obstacles: Burning oil or other obstacles
(Compared with Pursuer’s) Evasion
may also slow or stop a pursuit.
Faster than pursuer 80%
Wilderness 0’–30’ per round slower 50%
31’–60’ per round slower 40%
Evading Wilderness Encounters 61’–90’ per round slower 35%
No surprise: See the Wilderness Evasion 91’–120’ per round slower 25%
Chance table, below.
121’+ per round slower 10%
Surprise: Surprised side cannot evade.
Surprising side may automatically evade. Pursuit on the Water
Initial distance: 4d6 × 10 yards (1d4 × 10
yards with surprise).
Closing in: Distance decreases each round
by the difference between sides’ move-
ment rates (minimum 30’ per round).

Wilderness Evasion Chance


Fleeing Group Size Chance of Evasion by Number of Pursuers
1–4 1 pursuer: 50% 2–3 pursuers: 70% 4+ pursuers: 90%
5–12 1–3 pursuers: 35% 4–8 pursuers: 50% 9+ pursuers: 70%
13–24 1–6 pursuers: 25% 7–16 pursuers: 35% 17+ pursuers: 50%
25+ 1–10 pursuers: 10% 11–30 pursuers: 25% 31+ pursuers: 35%
Minimum chance: The chance of escape Pursuing side twice as fast: –25%.
is always at least 5%. Fleeing side twice as fast: +25%.
Environmental modifiers: Referee may
apply modifiers for conditions / terrain. 7
Encounters Combat
Encounter Sequence Sequence Per Combat Round (10s)
1. Surprise 1. Declare spells and melee movement
2. Determine encounter distance 2. Initiative: Each side rolls 1d6.
3. Initiative: Unsurprised sides only. 3. Winning side acts:
4. Actions: Any sides that are not sur- a. Monster morale
prised decide how they will respond b. Movement
to the encounter. The encounter is c. Missile attacks
played out accordingly. d. Spell casting
5. Conclusion: One turn has passed. e. Melee attacks
4. Other sides act: In initiative order.
Surprise: Each Side Rolls 1d6
Result: 1 or 2 = surprised. Morale: Roll 2d6
Result: Higher than morale score: mon-
Encounter Distance ster surrenders or flees.
Dungeon: 2d6 × 10 feet. When to check: First death on side; side
Wilderness or waterborne: 4d6 × 10 half incapacitated.
yards (1d4 × 10 yards with surprise). Morale scores of 2 or 12: Score of 2:
Never fights (unless cornered). Score of
Initiative: Each Side Rolls 1d6 12: Never checks morale.
Result: Highest acts first.
Movement in Melee
Ties: Either roll again or resolve actions
on both sides simultaneously. Fighting withdrawal: Move backwards at
Slow weapons: Always act last in round. up to half encounter movement rate.
Retreat: Flee at full encounter movement
Monster Reactions: Roll 2d6 rate. Cannot attack, opponent gains +2
bonus to hit, ignoring shield bonus to AC.
CHA modifier: Of interacting PC applies.

Monster Reaction Roll Missile Attacks (>5’ Away)


2d6 Result Range: Short: +1 to hit; Long: –1 to hit.
2 or less Hostile, attacks Partial cover: –1 to –4 to hit.
3–5 Unfriendly, may attack
Spell Casting
6–8 Neutral, uncertain
9–11 Indifferent, uninterested Sole action: No move or other action.
12 or more Friendly, helpful Disrupting: If caster is hit or fails a save,
the spell being cast is lost.

Attacking: Roll 1d20


Modifiers: Melee: STR modifies attack
and damage. Missile: DEX modifies attack.
8 1s and 20s: 1s always miss, 20s always hit.
Attack Matrix
Attack Roll to Hit AC
Monster HD THAC0 –3 –2 –1 0 1 2 3 4 5 6 7 8 9
Normal H 20 [–1] 20 20 20 20 19 18 17 16 15 14 13 12 11
Up to 1 19 [0] 20 20 20 19 18 17 16 15 14 13 12 11 10
1+ to 2 18 [+1] 20 20 19 18 17 16 15 14 13 12 11 10 9
2+ to 3 17 [+2] 20 19 18 17 16 15 14 13 12 11 10 9 8
3+ to 4 16 [+3] 19 18 17 16 15 14 13 12 11 10 9 8 7
4+ to 5 15 [+4] 18 17 16 15 14 13 12 11 10 9 8 7 6
5+ to 6 14 [+5] 17 16 15 14 13 12 11 10 9 8 7 6 5
6+ to 7 13 [+6] 16 15 14 13 12 11 10 9 8 7 6 5 4
7+ to 9 12 [+7] 15 14 13 12 11 10 9 8 7 6 5 4 3
9+ to 11 11 [+8] 14 13 12 11 10 9 8 7 6 5 4 3 2
11+ to 13 10 [+9] 13 12 11 10 9 8 7 6 5 4 3 2 2
13+ to 15 9 [+10] 12 11 10 9 8 7 6 5 4 3 2 2 2
15+ to 17 8 [+11] 11 10 9 8 7 6 5 4 3 2 2 2 2
17+ to 19 7 [+12] 10 9 8 7 6 5 4 3 2 2 2 2 2
19+ to 21 6 [+13] 9 8 7 6 5 4 3 2 2 2 2 2 2
21+ or > 5 [+14] 8 7 6 5 4 3 2 2 2 2 2 2 2

Monster Saving Throws


Hit Dice Death Wands Paralysis Breath Spells
Normal Human 14 15 16 17 18
1–3 12 13 14 15 16
4–6 10 11 12 13 14
7–9 8 9 10 10 12
10–12 6 7 8 8 10
13–15 4 5 6 5 8
16–18 2 3 4 3 6
19–21 2 2 2 2 4
22 or more 2 2 2 2 2

Damage Common Combat Situations


PCs: 1d6 (optional rule: by weapon). Attacks from behind: Ignore shield AC.
Melee: STR modifies damage. Blind characters: Cannot attack.
Monsters: Indicated in description. Paralysed characters: Can be automati-
Minimum damage: At least 1. cally hit (just roll damage).
Death: At 0 hit points or less. Unarmed attacks: 1d2 damage, modified
by STR.

9
Monsters
Monsters by Hit Dice
Gas spore Killer bee Rat
Below 1 HD Goblin Kobold Rat, giant
Bat, normal Halfling Leprechaun Rot grub
Brownie Hawk Normal human Sprite
Centipede, giant

Drow Medium Pixie


1 HD Duergar Merchant Pterodactyl
Acolyte Dwarf Mermen Shrew, giant
Bandit Elf Mutoid Skeleton
Beetle, giant fire Ferret, giant Mycelian Snake,
Berserker Frog, giant mutant Nixie spitting cobra
Brigand Frog, giant Nomad Stirge
Buccaneer poisonous Orc Svirfneblin
Dark creeper Gnome Piercer Termite, swamp
Dervish Gullygug Pirate Trader
Dog, hunting Hobgoblin Veteran

Fish, giant bass Locathah Shark, bull


2 HD Fish, giant Mule Snake, pit viper
Bat, giant electric eel Neanderthal Spider, giant crab
Bat, giant vampire Ghoul Necrophidius Termite,
Beetle, giant oil Gnoll Pegasus freshwater
Brown mould* Golem, wood* Piercer Toad, giant
Camel Green slime* Poltergeist* Toad, giant
Cave locust Herd animal, Pseudo-dragon poisonous
Coffer corpse* small Robber fly Troglodyte
Crocodile Homunculus Rock baboon Veteran
Dog, war Horse, riding Sahuagin Wolf
Dog, wild Insect swarm Shadow* Yellow mould*
Dryad Lizard man Zombie

10
Monsters in italics are from Old-School * Monster cannot be harmed by mundane
Essentials Advanced Fantasy. Others weapons. Magic or silver required.
are from Old-School Essentials Classic
Fantasy.

Fish, giant Insect swarm Spider, giant


3 HD swordfish Living statue, aquatic
Ankheg Grey ooze crystal Spider, giant
Beetle, giant tiger Hag, sea Lizard, giant aranea
Boar Harpy gecko Spider, giant
Bugbear Hawk, giant Lycanthrope, black widow
Carcass crawler Hellhound wererat* Strangle weed
Cat, mountain Herd animal, Noble Thoul
lion medium Piercer Triton
Crab, giant Hippogriff Seahorse, giant Veteran
Deep one Horse, draft Shrieker Violet fungus
Fish, giant Horse, war Snake, sea snake Water fiend
piranha Wight*

Gelatinous cube Lycanthrope, Snake, giant


4 HD Ghast wereboar* rattler
Ankheg Gibbering mouther Lycanthrope, Spawn of the
Ape, white Gorilla werewolf* worm
Bear, black Hellhound Medusa Spider, giant
Blink dog Merrow tarantella
Hippocampus
Cat, panther Ogre Termite, sea
Insect swarm
Centaur Peryton* Unicorn
Jackalwere*
Doppelgänger Piercer Wasp, giant
Jellyfish, giant
Driver ant Rhagodessa Weasel, giant
Living statue, iron
Fish, giant pike Scorpion, giant Wolf, dire
Lizard, giant
Flail snail draco Shark, mako Wraith*
Gargoyle* Yeti

Fish, giant rock- Living statue, rock Pteranodon


5 HD fish Lizard, giant Rust monster*
Ankheg Hellhound horned Satyr
Bear, grizzly Hook beast chameleon Slithering tracker
Caryatid column Hydra Lycanthrope, Snake, rock
Cat, lion Hydra, sea weretiger* python
Cockatrice Krell Mummy* Spider, giant phase
Disenchanter* Lamprey, giant Ochre jelly* Toad, giant
Owl bear frost 11
Drider Lycanthrope, Sea serpent
6 HD Hellhound werebear* (lesser)
Amphisbaena Hydra Manticore Snake person
Ankheg Hydra, sea Mantid Spectre*
Basilisk Leech, giant Minotaur Squid, giant
Bear, polar Leucrocotta Nightmare Troll
Caecilia Lizard, giant Otyugh Warp beast
Cat, tiger subterranean Rhinoceros, Whale, killer
Crocodile, large Lizard, giant normal Will-o’-the-wisp*
Dragon, white tuatara Roc, small Winter wolf

Djinni (lesser)* Hydra Rakshasa*


7 HD Dragon, black Hydra, sea Remorhaz
Ankheg Dragon, brass Lizard, giant Vampire*
Banshee* Griffon flame Wyvern
Bear, cave Hellhound Otyugh Xorn
Catoblepas

Elemental, Hippopotamus, Remorhaz


8 HD earth (lesser)* normal Revenant*
Ankheg Elemental, Hydra Rhinoceros,
Cat, sabre- fire (lesser)* Hydra, sea woolly
toothed tiger Elemental, Invisible stalker Salamander,
Dragon, copper water (lesser)* Lizard, giant flame*
Dragon, green Fish, giant catfish monitor Scorpionoid
Dragon, sea Giant, hill Mind lasher Shark, great white
Dragonne Golem, bone* Octopus, giant Treant
Elemental, Gorgon Otyugh Vampire*
air (lesser)* Hag, black

Dragon, blue Hydra Malfyr*


9 HD Dragon, bronze Hydra, sea Mimic
Bulette Elephant Lamia Remorhaz
Chimera Giant, stone Lycanthrope, Shambling mound
Couatl Golem, flesh* devil swine* Vampire*

12
Efreeti (lesser)* Golem, amber* Lurker above
10 HD Ettin Hippopotamus, Mantis, giant
Black pudding* Fish, giant behemoth Remorhaz
Demonic knight sturgeon Hulker Turtle, giant
Dragon, red Ghost* Hydra snapping
Dragon, silver Giant, frost Hydra, sea

Hydra Remorhaz
11 HD Hydra, sea
12 HD Roc, large
Dragon, gold Lich* Elemental, air* Roper*
Eye of terror Remorhaz Elemental, earth* Salamander, frost*
Giant, fire Stegosaurus Elemental, fire* Slug, giant
Golem, clay* Triceratops Elemental, water* Sphinx*
Giant, cloud Titanothere
Hydra Trapper
Hydra, sea Whale, narwhal

13 HD 15 HD 16 HD 18 HD
Cyclops Crocodile, giant Dragon, multi- Golem, iron*
Eye of the deep Djinni (greater)* chromatic
Remorhaz Giant, storm Elemental, 20 HD
Mastodon air (greater)* Efreeti (greater)*
14 HD Purple worm Elemental, Golem, bronze*
Golem, stone* earth (greater)* Phoenix*
Turtle, giant sea
Remorhaz Elemental, Titan
fire (greater)*
Sea serpent Tyrannosaurus rex
(greater) Elemental,
water (greater)* 30 HD
Dragon turtle

36 HD
Roc, giant
Tarrasque*
Whale, sperm

13
Dungeon Encounters
Dungeon Encounter By Level: 1–3
d4/d10 Level 1 Level 2 Level 3
1/0 Acolyte (1d8) Ankheg 3 HD (1d2) Ankheg 3 HD (1d6)
1/1 Bandit (1d8) Beetle, Oil (1d8) Ape, White (1d6)
1/2 Beetle, Fire (1d8) Berserker (1d6) Basic Adv. (1d4+4)
1/3 Beetle, Oil (1d3) Brown Mould (1d8) Beetle, Tiger (1d6)
1/4 Berserker (1d4) Cat, Mntn. Lion (1d4) Brown Mould (1d10)
1/5 Brown Mould (1d3) Coffer Corpse (1) Bugbear (2d4)
1/6 Brownie (3d6) Dark Creeper (1) Carcass Crawler (1d3)
1/7 Dark Creeper (1) Dog, Wild (2d6) Coffer Corpse (1d3)
1/8 Dog, Wild (2d6) Elf (1d4) Dark Creeper (1d4)
1/9 Dwarf (1d6) Frog, Poisonous (1d6) Deep One (2d12)
2/0 Frog, Mutant (3d6) Gas Spore (1d3) Doppelgänger (1d6)
2/1 Gas Spore (1d3) Ghoul (1d6) Driver Ant (2d4)
2/2 Gnome (1d6) Gnoll (1d6) Drow (2d4)
2/3 Goblin (2d4) Grey Ooze (1) Duergar (2d6)
2/4 Green Slime (1d4) Gullygug (2d6) Flail Snail (1)
2/5 Gullygug (2d6) Hobgoblin (1d6) Gargoyle (1d6)
2/6 Halfling (3d6) Homunculus (1) Gas Spore (1d3)
2/7 Homunculus (1) Lizard Man (2d4) Gelatinous Cube (1)
2/8 Killer Bee (1d10) Lizard, Draco (1d4) Ghast (1)
2/9 Kobold (4d4) Lycan., Wererat (1d4) Harpy (1d6)
3/0 Leprechaun (1) Mutoid (2d6) Lvng. Stat., Crystal (1d6)
3/1 Lizard, Gecko (1d3) Mycelian (1d12) Lycan., Wererat (1d8)
3/2 Mutoid (1d8) Neanderthal (1d10) Medium (1d4)
3/3 Necrophidius (1) Necrophidius (1) Medusa (1d3)
3/4 Orc (2d4) Noble (2d6) Mutoid (2d8)
3/5 Piercer 1 HD (3d6) Piercer 2 HD (3d8) Mycelian (2d8)
3/6 Poltergeist (1d3) Pixie (2d4) Necrophidius (1d3)
3/7 Robber Fly (1d3) Poltergeist (1d8) Ochre Jelly (1)
3/8 Rot Grub (5d4) Pseudo-Dragon (1) Ogre (1d6)
3/9 Shrew, Giant (1d10) Robber Fly (1d6) Piercer 3 HD (4d6)
4/0 Skeleton (3d4) Rock Baboon (2d6) Poltergeist (2d6)
4/1 Snake, Cobra (1d6) Rot Grub (5d6) Rot Grub (5d6)
4/2 Spider, Crab (1d4) Snake, Pit Viper (1d8) Shadow (1d8)
4/3 Sprite (3d6) Spider, Bl. Widow (1d3) Spider, Tarantella (1d3)
4/4 Stirge (1d10) Toad, Poisonous (1d8) Svirfneblin (2d8)
4/5 Toad, Poisonous (1d4) Troglodyte (1d8) Thoul (1d6)
4/6 Trader (1d8) Veteran (2d4) Toad, Poisonous (2d6)
4/7 Troglodyte (1d4) Violet Fungus (1d2) Violet Fungus (1d4)
4/8 Wolf (2d6) Water Fiend (1) Water Fiend (1d3)
4/9 Zombie (1d4) Zombie (2d4) Wight (1d6)

14
Monsters in italics are from Old-School Monsters not in italics are from Old-
Essentials Advanced Fantasy. School Essentials Classic Fantasy.

Dungeon Encounter By Level: 4+


d4/d10 Level 4–5 Level 6–7 Level 8+
1/0 Ankheg 5 HD (1d6) Amphisbaena (1d3) Black Pudding (1)
1/1 Bear, Cave (1d2) Banshee (1) Chimera (1d2)
1/2 Blink Dog (1d6) Basilisk (1d6) Dragon, Black (1d4)
1/3 Caecilia (1d3) Bear, Cave (1d2) Dragon, Blue (1d4)
1/4 Caryatid Column (1d12) Black Pudding (1) Dragon, Brass (1d4)
1/5 Cockatrice (1d4) Caecilia (1d3) Dragon, Bronze (1d4)
1/6 Deep One (3d12) Caryatid Column (3d6) Dragon, Copper (1d4)
1/7 Disenchanter (1d2) Dragon, White (1d4) Dragon, Gold (1d4)
1/8 Doppelgänger (1d6) Drider (1d4) Dragon, Green (1d4)
1/9 Drow (3d6) Expert Adv. (1d6+3) Dragon, Red (1d4)
2/0 Duergar (3d6) Flail Snail (1d4) Dragon, Silver (1d4)
2/1 Expert Adv. (1d6+3) Ghast (2d4) Dragonne (1)
2/2 Flail Snail (1) Gibbering Mouther (1d3) Expert Adv. (1d6+3)
2/3 Ghast (1d3) Gorgon (1d2) Eye of Terror (1)
2/4 Gibbering Mouther (1) Hellhound (2d4) Ghost (1)
2/5 Grey Ooze (1) Hook Beast (3d6) Giant, Hill (1d4)
2/6 Hellhound (2d4) Hydra, 1d4+4HD (1) Giant, Stone (1d2)
2/7 Hook Beast (2d6) Krell (1d3) Golem, Amber (1)
2/8 Krell (1) Lizard, Flame (1d4) Golem, Bone (1)
2/9 Lizard, Tuatara (1d2) Lizard, Subterr. (1d6) Golem, Iron (1)
3/0 Lycan., Wereboar (1d4) Lycan., Weretiger (1d4) Golem, Stone (1)
3/1 Lycan., Werewolf (1d6) Mind Lasher (1d4) Hag, Black (1)
3/2 Minotaur (1d6) Minotaur (1d6) Hulker (1d4)
3/3 Ochre Jelly (1) Mummy (1d4) Hydra, 1d4+8HD (1)
3/4 Otyugh 6 HD (1) Ochre Jelly (1) Lamia (1)
3/5 Owl Bear (1d4) Otyugh 6 HD (1d3) Lurker Above (1)
3/6 Rhagodessa (1d4) Owl Bear (1d4) Lycan., Devil Swine (1d3)
3/7 Rust Monster (1d4) Rakshasa (1d4) Lycan., Werebear (1d4)
3/8 Slithering Tracker (1) Remorhaz 7 HD (1) Manticore (1d2)
3/9 Snake Person (1d3) Revenant (1) Mimic (1)
4/0 Sp. of the Worm (1d3) Rust Monster (1d4) Mind Lasher (1d8)
4/1 Spectre (1d4) Salam., Flame (1d4+1) Purple Worm (1d2)
4/2 Spider, Phase (1d4) Scorpion, Giant (1d6) Revenant (1)
4/3 Toad, Frost (1d4) Slithering Tracker (1) Roper (1d2)
4/4 Troll (1d8) Snake Person (1d6) Salam., Flame (1d4+1)
4/5 Violet Fungus (2d4) Spectre (1d4) Salamander, Frost (1d3)
4/6 Water Fiend (1d4) Troll (1d8) Shambling Mound (1d3)
4/7 Weasel, Giant (1d4) Warp Beast (1d4) Slug, Giant (1)
4/8 Will-o’-the-Wisp (1) Will-o’-the-Wisp (1d3) Trapper (1)
4/9 Wraith (1d4) Xorn (1d4) Vampire (1d4)

15
Player Characters
Ability Scores
Strength Modifiers STR Melee: Applies to attack and
damage rolls.
STR Melee Open Doors
DEX Missile: Applies to attack
3 –3 1-in-6
rolls only.
4–5 –2 1-in-6
DEX Initiative: Only applies if us-
6–8 –1 1-in-6 ing the optional rule for individu-
9–12 None 2-in-6 al initiative.
13–15 +1 3-in-6 WIS Magic Saves: Applies to
16–17 +2 4-in-6 saving throws (of any category)
18 +3 5-in-6 against magical effects.

Intelligence Modifiers Wisdom Modifiers


INT Spoken Languages Literacy WIS Magic Saves
3 Native (broken speech) Illiterate 3 –3
4–5 Native Illiterate 4–5 –2
6–8 Native Basic 6–8 –1
9–12 Native Literate 9–12 None
13–15 Native + 1 additional Literate 13–15 +1
16–17 Native + 2 additional Literate 16–17 +2
18 Native + 3 additional Literate 18 +3

Dexterity Modifiers Constitution Modifiers


DEX AC Missile Initiative CON Hit Points
3 –3 –3 –2 3 –3
4–5 –2 –2 –1 4–5 –2
6–8 –1 –1 –1 6–8 –1
9–12 None None None 9–12 None
13–15 +1 +1 +1 13–15 +1
16–17 +2 +2 +1 16–17 +2
18 +3 +3 +2 18 +3

16
Charisma Modifiers Prime Requisite Modifiers
Retainers Prime
CHA NPC Reactions Max # Loyalty Requisite XP Modifier
3 –2 1 4 3–5 –20%
4–5 –1 2 5 6–8 –10%
6–8 –1 3 6 9–12 None
9–12 None 4 7 13–15 +5%
13–15 +1 5 8 16–18 +10%
16–17 +1 6 9
18 +2 7 10

Returning from Death


(Optional Rule)
Maximum times: CON score at
character creation determines
maximum number of times a
character can be returned from
the dead by magic.
Survival chance: Based on CON.
CON loss: CON reduced by 1
Advanced Spell Books (Optional Rule) each time a character is raised.
Starting spells in book: Determined by INT. Chance of Raising the Dead
Adding spells: Spells can be copied from CON Survival Chance
another source (e.g. scroll, spell book) with
3 40%
chance of success determined by INT. Spells
can also be added by magical research. 4 45%
5 50%
Maximum spells in book: No maximum.
6 55%
Spell Books and Learning Spells 7 60%
Chance of 8 65%
INT Beginning Spells Copying 9 70%
3 1 20% 10 75%
4–5 1 30% 11 80%
6–7 2 35% 12 85%
8–9 2 40% 13 90%
10–12 3 50% 14 92%
13–14 3 70% 15 94%
15–16 4 75% 16 96%
17 4 85% 17 98%
18 5 90% 18 100%
17
Racial Modifiers and Limits
Racial Ability Score Requirements and Modifiers
Race STR INT WIS DEX CON CHA
Drow – Min 9 – +1 –1 –
Duergar – Min 9 – – Min 9, +1 –1
Dwarf – – – – Min 9, +1 –1
Elf – Min 9 – +1 –1 –
Gnome – Min 9 – – Min 9 –
Half-elf – – – – Min 9 Min 9
Halfling –1 – – Min 9, +1 Min 9 –
Half-orc +1 – – – +1 –2
Human – – – – (+1)* (+1)*
Svirfneblin – – – – Min 9 –
* If using the optional rule for lifting
demihuman class and level restrictions.

Class Level Limits by Race


Race Ac As Bb Bd Cl Dr Fi Il Kn MU Pa Ra Th
Drow 10 10 – – 11* – 7 – 9 9 – 9 11
Duergar – 9 – – 8* – 10 – – – – – 9
Dwarf – 9 – – 8* – 10 – – – – – 9
Elf 10 10 – – 7* 8* 7 – 11 11 – 11 10
Gnome – 6 – – 7* – 6 7 – – – – 8
Half-elf 12 11 – 12 5 12 8 – 12 8 12 8 12
Halfling – – – – – 6* 6 – – – – – 8
Half-orc 8 8 – – 4 – 10 – – – – – 8
Human 14 14 14 14 14 14 14 14 14 14 14 14 14
Svirfneblin – 8 – – 7* – 6 7 – – – – 8
* At the referee’s option, this class/race
combination may only exist as NPCs.

Demihuman Racial Resilience Applicable Saving Throws


CON Modifier Race Poison Paral. Spells RSW
6 or lower – Duergar Yes Yes Yes Yes
7–10 +2 Dwarf Yes No Yes Yes
11–14 +3 Gnome No No Yes Yes
15–17 +4 Halfling Yes No Yes Yes
18 +5 RSW: Saves versus magic rods, staves,
18 and wands.
Saving Throws Fighter/Knight/Ranger Saves
Level D
1–3 12
W
13
P
14
B
15
S
16
Acrobat/Assassin/Bard/Thief Saves 4–6 10 11 12 13 14
7–9 8 9 10 10 12
Level D W P B S 10–12 6 7 8 8 10
1–4 13 14 13 16 15 13–14 4 5 6 5 8
5–8 12 13 11 14 13
9–12 10 11 9 12 10 Gnome Saves
13–14 8 9 7 10 8
Level D W P B S
Barbarian Saves 1–5 8 9 10 14 11
6–8 6 7 8 11 9
Level D W P B S
1–3 10 13 12 15 16 Half-Elf Saves
4–6 8 11 10 13 13
7–9 6 9 8 10 10 Level D W P B S
10–12 4 7 6 8 7 1–3 12 13 13 15 15
13–14 3 5 4 5 5 4–6 10 11 11 13 12
7–9 8 9 9 10 10
Cleric/Druid Saves 10–12 6 7 8 8 8
Level D W P B S Half-Orc Saves
1–4 11 12 14 16 15
5–8 9 10 12 14 12 Level D W P B S
9–12 6 7 9 11 9 1–4 13 14 13 16 15
13–14 3 5 7 8 7 5–8 12 13 11 14 13

Drow Saves Illusionist/Magic-User Saves


Level D W P B S Level D W P B S
1–3 12 13 13 15 12 1–5 13 14 13 16 15
4–6 10 11 11 13 10 6–10 11 12 11 14 12
7–9 8 9 9 10 8 11–14 8 9 8 11 8
10 6 7 8 8 6
Paladin Saves
Duergar/Dwarf/Halfling Saves Level D W P B S
Level D W P B S 1–3 10 11 12 13 14
1–3 8 9 10 13 12 4–6 8 9 10 11 12
4–6 6 7 8 10 10 7–9 6 7 8 8 10
7–9 4 5 6 7 8 10–12 4 5 6 6 8
10–12 2 3 4 4 6 13–14 2 3 4 3 6

Elf Saves Svirfneblin Saving Throws


Level D W P B S Level D W P B S
1–3 12 13 13 15 15 1–3 8 9 10 14 11
4–6 10 11 11 13 12 4–6 6 7 8 11 9
7–9 8 9 9 10 10 7–8 4 5 6 9 7
10 6 7 8 8 8
19
Assassin Skills Chance of Success
Level AS CS HN HS MS
1 0 87 1–2 10 20
2 0 88 1–2 15 25
3 0 89 1–3 20 30
4 –1 90 1–3 25 35
5 –1 91 1–3 30 40
6 –2 92 1–3 33 43
7 –2 93 1–4 36 46
8 –3 94 1–4 40 50
9 –3 95 1–4 43 53
10 –4 96 1–4 46 56
11 –4 97 1–5 50 60

Class Skills 12
13
14
–5
–5
–6
98
99
99
1–5
1–5
1–5
53
56
60
63
66
70
Rolling skill checks: Assassination and
falling are not rolled. Hear noise is rolled
on 1d6. All other skills are rolled on d%. Barbarian Skills Chance of Success
Player knowledge: The referee should Level CS HD MS
roll for HN, HS, and MS, as the character 1 87 10 20
does not know if the attempt succeeds. If 2 88 15 25
an HS or MS roll fails, the referee knows 3 89 20 30
the character has been noticed.
4 90 25 35
Acrobat Skills Chance of Success 5 91 30 37
Level CS FA HS MS TW 6 92 33 40
1 87 25 10 20 60 7 93 36 42
2 88 25 15 25 65 8 94 40 44
3 89 25 20 30 70 9 95 43 46
4 90 33 25 35 75 10 96 46 48
5 91 33 30 40 80 11 97 50 50
6 92 33 33 43 85 12 98 53 50
7 93 33 36 46 90 13 99 56 50
8 94 50 40 50 95 14 99 60 50
9 95 50 43 53 100 CS: Climb sheer surfaces. FA: Falling.
10 96 50 46 56 100 HS: Hide in shadows. MS: Move silently.
11 97 50 50 60 100 TW: Tightrope walking. AS: Assassina-
12 98 66 53 63 100 tion. HN: Hear noise. HD: Hide in un-
13 99 66 56 66 100 dergrowth. PP: Pick pockets. TR: Find or
remove treasure traps. OL: Open locks.
14 99 75 60 70 100

20
Half-Orc Thieving Skills Chance of Success
Level
1
HS
10
MS
20
PP
20
Turning the Undead
2 15 25 25 Clerics Turning the Undead
3 20 30 30 Monster Hit Dice
4 25 35 35 Level 1 2 2* 3 4 5 6 7-9
5 30 40 40 1 7 9 11 – – – – –
6 36 45 45
2 T 7 9 11 – – – –
7 45 55 55
3 T T 7 9 11 – – –
8 55 65 65
4 D T T 7 9 11 – –
Ranger Tracking Chance of Success 5 D D T T 7 9 11 –
6 D D D T T 7 9 11
Level Tracking Level Tracking
7 D D D D T T 7 9
1 20% 6 70%
8 D D D D D T T 7
2 30% 7 80%
9 D D D D D D T T
3 40% 8 90%
10 D D D D D D D T
4 50% 9 100%
11+ D D D D D D D D
5 60% 10+ 110%
▶  Soft/hard ground: +20% to –50%. Paladins Turning the Undead
▶  Groups: +2% per creature beyond 1st. Monster Hit Dice
▶  Other tracks mingle: –50%. Level 1 2 2* 3 4 5 6 7-9
▶  Age of tracks: –5% per 12 hours.
3 7 9 11 – – – – –
▶  Rainfall: –25% per hour.
4 T 7 9 11 – – – –
▶  Efforts made to hide tracks: –25%.
5 T T 7 9 11 – – –
Thief Skills Chance of Success 6 D T T 7 9 11 – –
Level CS TR HN HS MS OL PP 7 D D T T 7 9 11 –
1 87 10 1–2 10 20 15 20 8 D D D T T 7 9 11
2 88 15 1–2 15 25 20 25 9 D D D D T T 7 9
3 89 20 1–3 20 30 25 30 10 D D D D D T T 7
4 90 25 1–3 25 35 30 35 11 D D D D D D T T
5 91 30 1–3 30 40 35 40 12 D D D D D D D T
6 92 40 1–3 36 45 45 45 13+ D D D D D D D D
7 93 50 1–4 45 55 55 55 –: The turning fails.
8 94 60 1–4 55 65 65 65 Number: If the 2d6 turning roll is higher
9 95 70 1–4 65 75 75 75 or equal, the turning attempt succeeds.
10 96 80 1–4 75 85 85 85 T: The turning succeeds.
11 97 90 1–5 85 95 95 95 D: The turning succeeds; the monsters
12 98 95 1–5 90 96 96 105 are destroyed, not simply caused to flee.
13 99 97 1–5 95 98 97 115 Successful turning: 2d6 HD of undead
14 99 99 1–5 99 99 99 125
are affected. At least one monster is always
affected. Excess HD are wasted.
21
Spell Progression
Bard Spells
Level 1 2 3 4
1 – – – –
2 1 – – –
3 2 – – –
4 3 – – –
5 3 1 – –
6 3 2 – – Drow Spells
7 3 3 – – Level 1 2 3 4 5
8 3 3 1 – 1 1† – – – –
9 3 3 2 – 2 2 – – – –
10 3 3 3 – 3 2 1 – – –
11 3 3 3 1 4 2 2 – – –
12 3 3 3 2 5 2 2 1 – –
13 3 3 3 3 6 2 2 2 1 –
14 4 4 3 3 7 3 3 2 2 1
8 3 3 3 2 2
Cleric Spells 9 4 4 3 3 2
Level 1 2 3 4 5 10 4 4 4 3 3
1 – – – – – † At 1st level, a drow may only pray for
2 1 – – – – the light (darkness) spell.
3 2 – – – –
4 2 1 – – –
Druid Spells
5 2 2 – – – Level 1 2 3 4 5
6 2 2 1 1 – 1 1 – – – –
7 2 2 2 1 1 2 2 – – – –
8 3 3 2 2 1 3 2 1 – – –
9 3 3 3 2 2 4 2 2 – – –
10 4 4 3 3 2 5 2 2 1 1 –
11 4 4 4 3 3 6 2 2 2 1 1
12 5 5 4 4 3 7 3 3 2 2 1
13 5 5 5 4 4 8 3 3 3 2 2
14 6 5 5 5 4 9 4 4 3 3 2
10 4 4 4 3 3
11 5 5 4 4 3
12 5 5 5 4 4
13 6 5 5 5 4
14 6 6 5 5 5
22
Elf, Gnome, Illusionist, Magic-User Spells Paladin Spells
Level 1 2 3 4 5 6 Level 1 2 3
1 1 – – – – – 1–8 – – –
2 2 – – – – – 9 1 – –
3 2 1 – – – – 10 2 – –
4 2 2 – – – – 11 2 1 –
5 2 2 1 – – – 12 2 2 –
6 2 2 2 – – – 13 2 2 1
7 3 2 2 1 – – 14 3 2 1
8 3 3 2 2 – –
9 3 3 3 2 1 – Ranger Spells
10 3 3 3 3 2 – Level 1 2 3
11 4 3 3 3 2 1 1–7 – – –
12 4 4 3 3 3 2 8 1 – –
13 4 4 4 3 3 3 9 2 – –
14 4 4 4 4 3 3 10 2 1 –
11 2 2 –
Half-Elf Spells 12 2 2 1
Level 1 2 3 4 13 3 2 1
1 – – – – 14 3 2 2
2 1 – – –
3 2 – – –
4 2 – – – Class Spells Lists
5 2 1 – – Cleric spells: Cleric, drow, paladin.
6 2 2 – – Druid spells: Bard, druid, ranger.
7 2 2 – – Illusionist spells: Gnome, illusionist.
8 2 2 1 –
Magic-user spells: Elf, half-elf, mag-
9 3 2 1 – ic-user.
10 3 2 2 –
11 3 2 2 1
12 3 3 2 1
23
Languages Other Languages
Characters with above average INT may
speak extra languages from the following
Native Languages list (at the referee’s discretion).
All characters have Common and their Other Languages
alignment tongue as native languages. d20 Language
Some characters have additional native
languages, as indicated in the table below. 1 Bugbear
2 Doppelgänger
Secret Languages 3 Dragon
4 Dwarvish
The following types of character speak a 5 Elvish
special additional language not shown in
6 Gargoyle
the table below:
7 Gnoll
▶  Drow: The secret language of spiders.
8 Gnomish
Note that only characters of the drow
9 Goblin
class (i.e. created with the basic character
creation method) speak this language. 10 Halfling
11 Harpy
▶  Druids: The secret druidic tongue.
12 Hobgoblin
▶  Gnomes: The secret language of bur-
13 Kobold
rowing mammals.
14 Lizard man
▶  Svirfneblin: The language of earth 15 Medusa
elementals.
16 Minotaur
17 Ogre
18 Orcish
19 Pixie
20 Human dialect

Native Languages by Character Race


Class Al Co De Dw El Gl Gn Go Ha Ho Ko Or
Drow Yes Yes Yes Yes Yes
Duergar Yes Yes Yes Yes Yes Yes Yes
Dwarf Yes Yes Yes Yes Yes Yes
Elf Yes Yes Yes Yes Yes Yes
Gnome Yes Yes Yes Yes Yes
Half-elf Yes Yes Yes
Halfling Yes Yes Yes
Half-orc Yes Yes Yes
Human Yes Yes
Svirfneblin Yes Yes Yes
Al: Alignment language. Co: Common. De: Deepcommon. Dw: Dwarvish. El: Elvish.
Gl: Gnoll. Gn: Gnomish. Go: Goblin. Ha: Halfling. Ho: Hobgoblin. Ko: Kobold.
24 Or: Orcish.
Weapon Proficiency
Semi-martial classes: Acrobat, assassin,
bard, cleric, druid, half-orc, thief.
Martial classes: Barbarian, drow, duer-
Non-martial classes: Gnome, illusionist, gar, dwarf, elf, half-elf, halfling, knight,
magic-user. paladin, ranger, svirfneblin.

Weapon Proficiency by Class Type


Class Type Initial Proficiencies New Proficiency Non-Proficiency Penalty
Non-martial 1 Every 5 levels –5
Semi-martial 3 Every 4 levels –3
Martial 4 Every 3 levels –2

Secondary Skills
Secondary Skills
d100 Secondary Skill d100 Secondary Skill
01–03 Animal trainer 56–59 Huntsman
04–05 Armourer 60–62 Lapidary / jeweller
06–09 Baker 63–66 Lorimer
10–12 Blacksmith 67 Mapmaker
13 Bookbinder 68–69 Mason
14–16 Bowyer / fletcher 70–73 Miner
17–20 Brewer 74–76 Potter
21–23 Butcher 77–78 Roper
24–26 Carpenter 79–81 Seafarer
27–28 Chandler 82–84 Shipwright
29–33 Cooper 85–87 Tailor
34–35 Coppersmith 88–90 Tanner
36–46 Farmer 91–93 Thatcher / roofer
47–50 Fisher 94–96 Woodcutter
51–54 Furrier 97–98 Vintner
55 Glassblower 99–00 Roll for two skills
25
Downtime and Equipment
Downtime Learning Spells from a Mentor
When: If using the standard spell book
rules, an arcane spell caster may learn
Buying Equipment new spells from a mentor upon gaining
a level.
Availability: Depends on location.
Number of spells: Spells in spell book
increased to match the number that can
Hiring Retainers: Roll 2d6 be memorized per day.
Locating: Taverns or posting notices. Time: About one week.
CHA modifier: Of hiring PC applies.
Generosity: –2 to +2, based on offer. Magical Research
Bad reputation: –1 or –2. Spells: Per spell level: 2 weeks + 1,000gp.
Retainer Hiring Reactions Items duplicating spells: Per spell level
per charge: 1 week + 500gp.
2d6 Result Other items: Ref. decides time/cost.
2 or less Ill will (–1 to further rolls)
Misc. research: Ref. decides time/cost.
3–5 Offer refused
Chance of failure: 15% or higher.
6–8 Roll again
9–11 Offer accepted Resting
12 or more Offer accepted, +1 loyalty
Healing: 1d3hp per day of complete rest.

Hiring Specialists or Mercenaries


Locating: Taverns or posting notices.
Availability: Depends on residents in area.
Pay rate: Depends on type.

Coin Conversion Rates


1 pp 1 gp 1 ep 1 sp 1 cp
Value in pp 1 1/5 1/10 1/50 1/500
Value in gp 5 1 1/2 1/10 1/100
Value in ep 10 2 1 1/5 1/50
Value in sp 50 10 5 1 1/10
Value in cp 500 100 50 10 1

26
Animals and Land Transport
Animals of Burden
Unencumbered Encumbered
Cost Miles Movement Max Load Miles Movement Max Load
Animal (gp) per Day Rate (Coins) per Day Rate (Coins)
Camel 100 30 150’ (50’) 3,000 15 75’ (25’) 6,000
Horse (draft) 40 18 90’ (30’) 4,500 9 45’ (15’) 9,000
Horse (riding) 75 48 240’ (80’) 3,000 24 120’ (40’) 6,000
Horse (war) 250 24 120’ (40’) 4,000 12 60’ (20’) 8,000
Mule 30 24 120’ (40’) 2,000 12 60’ (20’) 4,000
Encumbrance: Unencumbered at up to Mule: AC 7 [12], HD 2, Att 1 × kick
half maximum load. When encumbered, (1d4) or 1 × bite (1d3), SV (NH), ML 8.
move at half normal movement rate. Riding horse: AC 7 [12], HD 2, Att 2 ×
Camel: AC 7 [12], HD 2, Att 1 × bite (1), hoof (1d4), SV (1), ML 7.
1 × hoof (1d4), SV (1), ML 7. War horse: AC 7 [12], HD 3, Att 2 ×
Draft horse: AC 7 [12], HD 3 Att None, hoof (1d6), SV (2), ML 9.
SV (2), ML 6.

Dogs Tack and Harness


Cost Miles Movement Item Cost (gp)
Dog Type (gp) per Day Rate Dog armour (AC 6 [13]) 25
Hunting 17 36 180’ (60’) Horse barding (AC 5 [14]) 150
War 25 24 120’ (40’) Saddle and bridle 25
Hunting dog: AC 7 [12], HD 1+2, Att 1 Saddle bags 5
× bite (1d6), SV (1), ML 10. Dog armour: Usable by war dogs only.
War dog: AC 8 [11], HD 2+2, Att 1 × Horse barding: Weighs 600 coins.
bite (2d4), SV (1), ML 11.
Saddle bags: 300 coin capacity.

Land Vehicles
Cost Miles Movement Minimum Max Load Extra Max Load
Vehicle (gp) per Day Rate Animals (Coins) Animals (Coins)
Cart 100 12 60’ (20’) 1 draft horse 4,000 2 draft horses 8,000
or 2 mules or 4 mules
Wagon 200 12 60’ (20’) 2 draft horses 15,000 4 draft horses 25,000
or 4 mules or 8 mules
Cart: 2 wheels, AC 9 [10], 1d4 hp. Difficult terrain: Can only travel on
Wagon: 4 wheels, AC 9 [10], 2d4 hp. maintained roads in desert, forest,
swamp, etc.
27
Adventuring Gear Weapons & Armour
Adventuring Gear Weapons
Item Cost (gp) Weight
Backpack 5 Weapon Cost (gp) (Coins)
Crowbar 10 Battle axe 7 50
Garlic 5 Club 3 50
Grappling hook 25 Crossbow 30 50
Hammer (small) 2 Dagger 3 10
Holy symbol 25 Hand axe 4 30
Holy water (vial) 25 Javelin 1 20
Iron spikes (12) 1 Lance 5 120
Lantern 10 Long bow 40 30
Mirror (hand-sized, steel) 5 Mace 5 30
Oil (1 flask) 2 Polearm 7 150
Pole (10’ long, wooden) 1 Short bow 25 30
Rations (iron, 7 days) 15 Short sword 7 30
Rations (standard, 7 days) 5 Silver dagger 30 10
Rope (50’) 1
Sling 2 20
Sack (large) 2
Spear 4 30
Sack (small) 1
Staff 2 40
Stakes (3) and mallet 3
Sword 10 60
Thieves’ tools 25
Two-handed sword 15 150
Tinder box (flint & steel) 3
War hammer 5 30
Torches (6) 1
Waterskin 1
Ammunition
Wine (2 pints) 1
Wolfsbane (1 bunch) 10
Ammunition Cost (gp)
Arrows (quiver of 20) 5
Backpack: 400 coin capacity.
Crossbow bolts (case of 30) 10
Lantern: Burns 1 oil flask per 4 hours. 30’
Silver tipped arrow (1) 5
radius light.
Sling stones Free
Oil: Pools burn for 1 turn, 3’ diameter.
1d8 damage on passing.
Armour
Rope: Supports the weight of 3 humans.
Cost Weight
Sack (large): 600 coin capacity. Armour AC (gp) (Coins)
Sack (small): 200 coin capacity. None 9 [10] – –
Tinder box: 2-in-6 success per round. Leather 7 [12] 20 200
Torch: Burns for 1 hour. 30’ radius light. Chainmail 5 [14] 40 400
Waterskin: Holds 2 pints. Plate mail 3 [16] 60 500
Wolfsbane: Repels lycanthropes hit with Shield +1 10 100
the herb in melee.
28
Weapon Combat Stats
Weapon Damage Qualities
Battle axe 1d8 Melee, Slow, Two-handed
Club 1d4 Blunt, Melee
Crossbow 1d6 Missile (5’–80’ / 81’–160’ / 161’–240’), Reload, Slow, 2H
Dagger 1d4 Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
Hand axe 1d6 Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
Holy water vial 1d8 Missile (5’–10’ / 11’–30’ / 31’–50’), Splash weapon
Javelin 1d4 Missile (5’–30’ / 31’–60’ / 61’–90’)
Lance 1d6 Charge, Melee
Long bow 1d6 Missile (5’–70’ / 71’–140’ / 141’–210’), Two-handed
Mace 1d6 Blunt, Melee
Oil flask, burning 1d8 Missile (5’–10’ / 11’–30’ / 31’–50’), Splash weapon
Polearm 1d10 Brace, Melee, Slow, Two-handed
Short bow 1d6 Missile (5’–50’ / 51’–100’ / 101’–150’), Two-handed
Short sword 1d6 Melee
Silver dagger 1d4 Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
Sling 1d4 Blunt, Missile (5’–40’ / 41’–80’ / 81’–160’)
Spear 1d6 Brace, Melee, Missile (5’–20’ / 21’–40’ / 41’–60’)
Staff 1d4 Blunt, Melee, Slow, Two-handed
Sword 1d8 Melee
Torch 1d4 Melee
2-handed sword 1d10 Melee, Slow, Two-handed
War hammer 1d6 Blunt, Melee
Damage: Die rolled when using the op-
tional rule for variable weapon damage.

Reload (optional rule): Requires a round


Weapon Qualities to reload between shots; can only be fired
Blunt: May be used by clerics. every second round.
Brace: Bracing against the ground dou- Slow: The character acts last in each
bles damage against charging monsters. combat round.
Charge: On horseback, moving at least Splash weapon: On a successful attack,
60’ in a round and attacking doubles any the container smashes and douses the
damage done with a successful hit. target with the liquid. The listed damage
Melee: Close quarters weapon (5’ or less). is inflicted over two rounds, as the liquid
Missile: Thrown or fired weapon (greater drips off.
than 5’ distance). The distances for short Two-handed: Requires both hands; the
(+1 to hit), medium, and long (–1 to hit) character cannot use a shield.
range are shown in parentheses.

29
Open Game License
DESIGNATION OF PRODUCT IDENTITY other terms or conditions may be applied to any Open Game Content
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OPEN GAME LICENSE Version 1.0a indicate which portions of the work that you are distributing are Open Game
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or supernatural abilities or effects, logos, symbols, or graphic designs; and System Reference Document Copyright 2000, Wizards of the Coast, Inc.;
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from this License except as described by the License itself. No
30 Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games;
Authors Davis Chenault and Mac Golden. material by Gary Gygax.
Cave Cricket from the Tome of Horrors, copyright 2002, Necromancer Jackalwere from the Tome of Horrors, copyright 2002, Necromancer Games,
Games, Inc.; Authors Scott Greene and Clark Peterson, based on original Inc.; author Scott Greene based, on original material by Gary Gygax.
material by Gary Gygax. Leprechaun from the Tome of Horrors, copyright 2002, Necromancer Games,
Crab, Monstrous from the Tome of Horrors, copyright 2002, Necromancer Inc.; author Scott Greene based on original material by Gary Gygax.
Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Lurker Above from the Tome of Horrors, copyright 2002, Necromancer
Fly, Giant from the Tome of Horrors, copyright 2002, Necromancer Games, Games, Inc.; author Scott Greene, based on original material by Gary Gygax.
Inc.; Author Scott Greene, based on original material by Gary Gygax. Piercer from the Tome of Horrors, copyright 2002, Necromancer Games,
Golem, Wood from the Tome of Horrors, copyright 2002, Necromancer Inc.; authors Scott Greene and Clark Peterson, based on original material
Games, Inc.; Authors Scott Greene and Patrick Lawinger. by Gary Gygax.
Kamadan from the Tome of Horrors, copyright 2002, Necromancer Games, Slithering Tracker from the Tome of Horrors, copyright 2002, Necromancer
Inc.; Author Scott Greene, based on original material by Nick Louth. Games, Inc.; author Scott Greene, based on original material by Gary Gygax,
Rot Grub from the Tome of Horrors, Copyright 2002, Necromancer Games, Slug, Giant from the Tome of Horrors, copyright 2002, Necromancer Games,
Inc.; Authors Scott Greene and Clark Peterson, based on original material Inc.; author Scott Greene, based on original material by Gary Gygax.
by Gary Gygax Strangle Weed from the Tome of Horrors, copyright 2002, Necromancer
Labyrinth Lord™ Copyright 2007-2009, Daniel Proctor. Author Daniel Games, Inc.; author Scott Greene, based on original material by Gary Gygax.
Proctor. Tick, Giant from the Tome of Horrors, copyright 2002, Necromancer Games,
Darwin’s World Copyright 2002, RPGObjects; Authors Dominic Covey and Inc.; author Scott Greene, based on original material by Gary Gygax.
Chris Davis. Trapper from the Tome of Horrors, copyright 2002, Necromancer Games,
Mutant Future™ Copyright 2008, Daniel Proctor and Ryan Denison. Authors Inc.; author Scott Greene, based on original material by Gary Gygax,
Daniel Proctor and Ryan Denison. Turtle, Giant Snapping from the Tome of Horrors, copyright 2002,
Aerial Servant from the Tome of Horrors, copyright 2002, Necromancer Necromancer Games, Inc.; author Scott Green, based on original material
Games, Inc.; authors Scott Greene and Clark Peterson, based on original by Gary Gygax.
material by Gary Gygax. Wind Walker from the Tome of Horrors, copyright 2002, Necromancer
Axe Beak from the Tome of Horrors, copyright 2002, Necromancer Games, Games, Inc.; author Scott Greene, based on original material by Gary Gygax,
Inc.; author Scott Greene, based on original material by Gary Gygax. Yeti from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.;
Beetle, Giant Boring from the Tome of Horrors, copyright 2002, author Scott Green, based on original material by Gary Gygax.
Necromancer Games, Inc.; author Scott Greene, based on original material Advanced Edition Companion, Copyright 2009-2010, Daniel Proctor. Author
by Gary Gygax. Daniel Proctor.
Beetle, Giant Rhinoceros from the Tome of Horrors, copyright 2002, Caryatid Column from the Tome of Horrors, Copyright 2002, Necromancer
Necromancer Games, Inc.; author Scott Greene, based on original material Games, Inc.; Author Scott Greene, based on original material by Jean Wells.
by Gary Gygax. Coffer Corpse from the Tome of Horrors, Copyright 2002, Necromancer
Brownie from the Tome of Horrors, copyright 2002, Necromancer Games, Games, Inc.; Author Scott Greene, based on original material by Simon
Inc.; author Scott Greene, based on original material by Gary Gygax. Eaton.
Crayfish, Monstrous from the Tome of Horrors, copyright 2002, Dark Creeper from the Tome of Horrors, Copyright 2002, Necromancer
Necromancer Games, Inc.; author Scott Greene, based on original material Games, Inc.; Author Scott Greene, based on original material by Rik Shepard.
by Gary Gygax. Disenchanter from the Tome of Horrors, Copyright 2002, Necromancer
Demon: Juiblex “The Faceless Lord” (Demon Lord) from the Tome of Games, Inc.; Author Scott Greene, based on original material by Roger
Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, Musson.
based on original material by Gary Gygax. Flail Snail from the Tome of Horrors, Copyright 2002, Necromancer Games,
Demon: Orcus (Demon Prince of Undead) from the Tome of Horrors, Inc.; Author Scott Greene, based on original material by Simon Tilbrook.
copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Clark Necrophidius from the Tome of Horrors, Copyright 2002, Necromancer
Peterson, based on original material by Gary Gygax. Games, Inc.; Author Scott Greene, based on original material by Simon
Devil: Amon (Duke of Hell) from the Tome of Horrors, copyright 2002, Tilbrook.
Necromancer Games, Inc.; author Scott Greene, based on original material B/X Essentials: Core Rules © 2017 Gavin Norman. Author Gavin Norman.
by Gary Gygax.
B/X Essentials: Classes and Equipment © 2017 Gavin Norman. Author Gavin
Devil: Bael (Duke of Hell) from the Tome of Horrors, copyright 2002, Norman.
Necromancer Games, Inc.; author Scott Greene, based on original material
B/X Essentials: Cleric and Magic-User Spells © 2017 Gavin Norman. Author
by Gary Gygax.
Gavin Norman.
Devil: Geryon (Arch-Devil) from the Tome of Horrors, copyright 2002,
B/X Essentials: Monsters © 2017 Gavin Norman. Author Gavin Norman.
Necromancer Games, Inc.; author Scott Greene, based on original material
by Gary Gygax. B/X Essentials: Adventures and Treasures © 2018 Gavin Norman. Author
Gavin Norman.
Ear Seeker from the Tome of Horrors, copyright 2002, Necromancer Games,
Inc.; authors Scott Greene and Erica Balsley, based on original material by Old-School Essentials Core Rules © 2018 Gavin Norman.
Gary Gygax. Old-School Essentials Classic Fantasy: Genre Rules © 2018 Gavin Norman.
Eel, Electric from the Tome of Horrors, copyright 2002, Necromancer Old-School Essentials Classic Fantasy: Cleric and Magic-User Spells © 2018
Games, Inc.; author Scott Greene. Gavin Norman.
Eye of the Deep from the Tome of Horrors, copyright 2002, Necromancer Old-School Essentials Classic Fantasy: Monsters © 2018 Gavin Norman.
Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Old-School Essentials Classic Fantasy: Treasures © 2018 Gavin Norman.
Floating Eye from the Tome of Horrors, copyright 2002, Necromancer Old-School Essentials Classic Fantasy: Rules Tome © 2019 Gavin Norman.
Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Old-School Essentials Advanced Fantasy: Druid and Illusionist Spells © 2018
Frog, Monstrous from the Tome of Horrors, copyright 2002, Necromancer Gavin Norman.
Games, Inc.; authors Scott Greene and Clark Peterson, based on original Old-School Essentials Advanced Fantasy: Genre Rules © 2018 Gavin
material by Gary Gygax. Norman.
Frog, Monstrous Killer from the Tome of Horrors, copyright 2002, Old-School Essentials Advanced Fantasy: Monsters © 2020 Gavin Norman.
Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, based Old-School Essentials Advanced Fantasy: Treasures © 2020 Gavin Norman.
on original material by Gary Gygax. Old-School Essentials Advanced Fantasy: Player's Tome © 2020 Gavin
Frog, Monstrous Poisonous from the Tome of Horrors, copyright 2002, Norman.
Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, based Old-School Essentials Advanced Fantasy: Referee's Tome © 2020 Gavin
on original material by Gary Gygax. Norman.
Gas Spore from the Tome of Horrors, copyright 2002, Necromancer Games, Old-School Essentials Advanced Fantasy: Reference Booklet © 2020 Gavin
Inc.; authors Scott Greene and Clark Peterson, based on original material Norman.
by Gary Gygax.
END OF LICENSE
Gorbel from the Tome of Horrors, copyright 2002, Necromancer Games,
Inc.; author Scott Greene, based on original material by Andrew Key.
Groaning Spirit from the Tome of Horrors, copyright 2002, Necromancer
Games, Inc.; authors Scott Greene and Clark Peterson, based on original
material by Gary Gygax.
Hippocampus from the Tome of Horrors, copyright 2002, Necromancer
Games, Inc.; authors Scott Greene and Erica Balsley, based on original
31
32
A DVA N C E D FA N T A S Y

Reference Booklet
Requires Old-School Essentials
Advanced Fantasy

Quick reference for Old-School Essentials Advanced


Fantasy rules and procedures:
▶  Game procedures: Summaries of the core rules
of the game, including the procedures for dungeon,
wilderness, and waterborne adventuring, and combat.
▶  Monsters: Complete dungeon encounter tables and
monsters listed by Hit Dice.
▶  Player characters: All tables pertaining to PCs,
including ability score modifiers, saving throws, class
skills, spell progression, and native languages.
▶  Downtime and equipment: Common PC activities
between adventures, plus full equipment lists, including
mounts, dogs, and vehicles.

ISBN 978-3-96657-045-9

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