Reference Booklet
Reference Booklet
Reference Booklet
Reference Booklet v1.0
1st Printing—November 2020
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.
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).
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
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.
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.
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.
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
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
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.
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.
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.
29
Open Game License
DESIGNATION OF PRODUCT IDENTITY other terms or conditions may be applied to any Open Game Content
All artwork, logos, and presentation are product identity. The names distributed using this License.
“Necrotic Gnome” and “Old-School Essentials” are product identity. All text 3.Offer and Acceptance: By Using the Open Game Content You indicate Your
and tables not declared as Open Game Content are product identity. acceptance of the terms of this License.
DESIGNATION OF OPEN GAME CONTENT 4. Grant and Consideration: In consideration for agreeing to use this
All text and tables in the following sections are Open Game Content: Game License, the Contributors grant You a perpetual, worldwide, royalty-free,
Procedures; Monsters. non-exclusive license with the exact terms of this License to Use, the Open
All text and tables in the Ability Scores subsection of the Player Characters Game Content.
section (excluding the Advanced Spell Book Rules and Returning from Death 5.Representation of Authority to Contribute: If You are contributing original
sections) are Open Game Content. material as Open Game Content, You represent that Your Contributions are
The following tables in the Saving Throws subsection of the Player Characters Your original creation and/or You have sufficient rights to grant the rights
section are Open Game Content: Acrobat/Assassin/Bard/Thief Saves; Cleric/ conveyed by this License.
Druid Saves; Duergar/Dwarf/Halfling Saves; Elf Saves; Fighter/Knight/ 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE
Ranger Saves; Illusionist/Magic-User Saves. portion of this License to include the exact text of the COPYRIGHT
The following text and tables in the Class Skills subsection of the Player NOTICE of any Open Game Content You are copying, modifying or
Characters section are Open Game Content: Rolling skill checks; Player distributing, and You must add the title, the copyright date, and the copyright
knowledge; Thief Skills Chance of Success. holder’s name to the COPYRIGHT NOTICE of any original Open Game
Content you Distribute.
All text and tables in the Turning the Undead subsection of the Player
Characters section (excluding the Paladins Turning the Undead section) are 7. Use of Product Identity: You agree not to Use any Product Identity,
Open Game Content. including as an indication as to compatibility, except as expressly licensed
in another, independent Agreement with the owner of each element of that
The following tables in the Spell Progression subsection of the Player
Product Identity. You agree not to indicate compatibility or co-adaptability
Characters section are Open Game Content: Cleric Spells; Elf, Gnome,
with any Trademark or Registered Trademark in conjunction with a work
Illusionist, Magic-User Spells.
containing Open Game Content except as expressly licensed in another,
The following tables in the Languages subsection of the Player Characters independent Agreement with the owner of such Trademark or Registered
section are Open Game Content: Other Languages. Trademark. The use of any Product Identity in Open Game Content does not
All text and tables in the Secondary Skills subsection of the Player Characters constitute a challenge to the ownership of that Product Identity. The owner of
section are Open Game Content. any Product Identity used in Open Game Content shall retain all rights, title
All text and tables in the Downtime and Equipment section (excluding the and interest in and to that Product Identity.
Dogs section) are Open Game Content. 8. Identification: If you distribute Open Game Content You must clearly
OPEN GAME LICENSE Version 1.0a indicate which portions of the work that you are distributing are Open Game
The following text is the property of Wizards of the Coast, Inc. and is Content.
Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 9. Updating the License: Wizards or its designated Agents may publish
1. Definitions: (a)”Contributors” means the copyright and/or trademark updated versions of this License. You may use any authorized version of this
owners who have contributed Open Game Content; (b)”Derivative Material” License to copy, modify and distribute any Open Game Content originally
means copyrighted material including derivative works and translations distributed under any version of this License.
(including into other computer languages), potation, modification, 10 Copy of this License: You MUST include a copy of this License with every
correction, addition, extension, upgrade, improvement, compilation, copy of the Open Game Content You Distribute.
abridgment or other form in which an existing work may be recast, 11. Use of Contributor Credits: You may not market or advertise the Open
transformed or adapted; (c) “Distribute” means to reproduce, license, rent, Game Content using the name of any Contributor unless You have written
lease, sell, broadcast, publicly display, transmit or otherwise distribute; permission from the Contributor to do so.
(d)”Open Game Content” means the game mechanic and includes the 12 Inability to Comply: If it is impossible for You to comply with any of the
methods, procedures, processes and routines to the extent such content terms of this License with respect to some or all of the Open Game Content
does not embody the Product Identity and is an enhancement over the prior due to statute, judicial order, or governmental regulation then You may not
art and any additional content clearly identified as Open Game Content by Use any Open Game Material so affected.
the Contributor, and means any work covered by this License, including
13 Termination: This License will terminate automatically if You fail to
translations and derivative works under copyright law, but specifically
comply with all terms herein and fail to cure such breach within 30 days of
excludes Product Identity. (e) “Product Identity” means product and product
becoming aware of the breach. All sublicenses shall survive the termination
line names, logos and identifying marks including trade dress; artifacts;
of this License.
creatures characters; stories, storylines, plots, thematic elements, dialogue,
incidents, language, artwork, symbols, designs, depictions, likenesses, 14 Reformation: If any provision of this License is held to be unenforceable,
formats, poses, concepts, themes and graphic, photographic and other such provision shall be reformed only to the extent necessary to make it
visual or audio representations; names and descriptions of characters, enforceable.
spells, enchantments, personalities, teams, personas, likenesses and special 15 COPYRIGHT NOTICE
abilities; places, locations, environments, creatures, equipment, magical Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
or supernatural abilities or effects, logos, symbols, or graphic designs; and System Reference Document Copyright 2000, Wizards of the Coast, Inc.;
any other trademark or registered trademark clearly identified as Product Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original
identity by the owner of the Product Identity, and which specifically excludes material by E. Gary Gygax and Dave Arneson.
the Open Game Content; (f) “Trademark” means the logos, names, mark, System Reference Document Copyright 2000-2003, Wizards of the Coast,
sign, motto, designs that are used by a Contributor to identify itself or its Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy
products or the associated products contributed to the Open Game License Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff,
by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and
copy, edit, format, modify, translate and otherwise create Derivative Material Dave Arneson.
of Open Game Content. (h) “You” or “Your” means the licensee in terms of
Modern System Reference Document Copyright 2002-2004, Wizards of the
this agreement.
Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan,
2. The License: This License applies to any Open Game Content that contains Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson,
a notice indicating that the Open Game Content may only be Used under and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip
and in terms of this License. You must affix such a notice to any Open Game Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy
Content that you Use. No terms may be added to or subtracted Collins, and JD Wiker.
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
ISBN 978-3-96657-045-9