Download as pdf or txt
Download as pdf or txt
You are on page 1of 10

Referee’s Screen

Combat Monster Attacks

Hit Dice THAC0 –3 –2 –1 0


Attack Roll to Hit AC
1 2 3 4 5 6 7 8 9
Checks and Saves
Sequence Per Combat Round (10s) NH 20 [–1] 20 20 20 20 19 18 17 16 15 14 13 12 11 Ability Checks: Roll 1d20
1. Declare spells and melee movement Up to 1 19 [0] 20 20 20 19 18 17 16 15 14 13 12 11 10 Result: Lower or equal = success.
2. Initiative: Each side rolls 1d6. 1+ to 2 18 [+1] 20 20 19 18 17 16 15 14 13 12 11 10 9
Difficulty: –4 (easy) to +4 (very difficult).
3. Winning side acts: 2+ to 3 17 [+2] 20 19 18 17 16 15 14 13 12 11 10 9 8
a. Monster morale 1s and 20s: 1s always pass, 20s always fail.
3+ to 4 16 [+3] 19 18 17 16 15 14 13 12 11 10 9 8 7
b. Movement
c. Missile attacks
4+ to 5 15 [+4] 18 17 16 15 14 13 12 11 10 9 8 7 6 Saving Throws: Roll 1d20
d. Spell casting 5+ to 6 14 [+5] 17 16 15 14 13 12 11 10 9 8 7 6 5 Result: Higher or equal = save succeeds.
e. Melee attacks 6+ to 7 13 [+6] 16 15 14 13 12 11 10 9 8 7 6 5 4
4. Other sides act: In initiative order. 7+ to 9 12 [+7] 15 14 13 12 11 10 9 8 7 6 5 4 3 Monster Saving Throws
9+ to 11 11 [+8] 14 13 12 11 10 9 8 7 6 5 4 3 2 HD D W P B S
11+ to 13 10 [+9] 13 12 11 10 9 8 7 6 5 4 3 2 2 NH 14 15 16 17 18
Initiative: Each Side Rolls 1d6 13+ to 15 9 [+10] 12 11 10 9 8 7 6 5 4 3 2 2 2 1–3 12 13 14 15 16
Result: Highest acts first. 15+ to 17 8 [+11] 11 10 9 8 7 6 5 4 3 2 2 2 2 4–6 10 11 12 13 14
Ties: Either roll again or resolve actions on 17+ to 19 7 [+12] 10 9 8 7 6 5 4 3 2 2 2 2 2 7–9 8 9 10 10 12
both sides simultaneously. 19+ to 21 6 [+13] 9 8 7 6 5 4 3 2 2 2 2 2 2 10–12 6 7 8 8 10
Slow weapons: Always act last in round. 21+ or more 5 [+14] 8 7 6 5 4 3 2 2 2 2 2 2 2 13–15 4 5 6 5 8
16–18 2 3 4 3 6
Morale and Loyalty: Roll 2d6
19–21 2 2 2 2 4
Monsters: Check morale when the first Attack Rolls: Roll 1d20 Situational Modifiers 22 or more 2 2 2 2 2
death occurs on their side or when half Ranges: Melee within 5’, missile beyond 5’. Attacks from behind: AC bonuses from
their side is killed/incapacitated. D: Death / poison; W: Wands;
Melee modifiers: STR modifies attack rolls. shields are negated.
Retainers: Check loyalty when confronted P: Paralysis / petrify; B: Breath attacks;
Missile modifiers: DEX modifies attack Blind characters: Cannot attack. S: Spells / rods / staves.
with extraordinary danger.
rolls. +1 at short range, –1 at long range. Cover vs missiles: Total cover: impossible
Result: Higher than morale/loyalty score:

Movement
1s and 20s: 1s always miss, 20s always hit. to hit. Partial cover: –1 to –4 penalty to hit.
monster/retainer surrenders or flees.
Invulnerable monsters: May optionally
Two successes: If two morale checks suc- Damage be hit by other invulnerable monsters or
ceed, the monster makes no more checks. monsters with 5 HD or greater.
PC attacks: 1d6 (optional rule: by weapon).
Morale 2: Never fights (unless cornered). Paralysed characters: Can be automatical- Movement Rates
STR modifies damage of melee attacks.
Morale 12: Never checks morale.
Monster attacks: Indicated in description. ly hit (just roll damage). Base Encounter Overland
Spacing: Normally at most 2–3 characters 240’ 80’ 48 miles
Movement in Combat Minimum 1 damage: A successful attack
can fight side-by-side in a 10’ wide passage. 180’ 60’ 36 miles
always deals at least 1 damage, irrespective
Outside of melee: Move up to encounter of modifiers. Subduing intelligent foes: Using blunt 150’ 50’ 30 miles
movement rate (1/3 of base movement rate). blows. Subdual damage noted separately. If 120’ 40’ 24 miles
Death: At 0 hit points or less.
Fighting withdrawal: Move backwards reduced to 0 hp, foe surrenders. 90’ 30’ 18 miles
from melee at up to half encounter move. Spell Casting Unarmed attacks: Handled as melee at- 60’ 20’ 12 miles
Retreat: Flee from melee at full encounter tacks. 1d2 damage, modified by STR.
Sole action: No move or other action. 30’ 10’ 6 miles
move. Cannot attack, opponent gains +2 Unstable surfaces: Spells cannot be cast.
bonus to hit and ignores shield AC bonus. Disrupting: If caster is hit or fails a save, –4 penalty to missile attacks. Climbing: DEX check in difficult or tense
the spell being cast is lost. situations. 1d6 damage per 10’ fallen.
Spell casting: No movement allowed. Water: Attack and damage penalty. Most
Concentration: Broken by performing oth- missile weapons do not work underwater. Swimming: Half normal speed. Chance of
Moving and attacking: May be combined in
er action or being distracted (e.g. attacked). drowning determined by referee.
a single round.
Old-School Essentials referee’s screen v1.1 © Gavin Norman 2019 — art © Peter Mullen 2019
Dungeons Wilderness Encounters Downtime
Sequence Per Dungeon Turn (10min) Sequence Per Wilderness Day Encounter Sequence Buying Equipment
1. Wandering monsters 1. Party decide course of travel 1. Surprise Availability: Depends on location.
2. Party decides course of actions 2. Losing direction 2. Determine encounter distance
3. Description: The referee describes 3. Weather: When waterborne. 3. Initiative: Unsurprised sides only. Hiring Retainers: Roll 2d6
what happens. 4. Wandering monsters 4. Actions: Any sides that are not sur-
4. End of turn: Update time records, 5. Description: The referee describes prised decide how they will respond to Locating: Taverns or posting notices.
checking light, spell durations, rest. regions passed through and sites of in- the encounter. The encounter is played CHA: Apply hiring PC’s modifier to roll.
terest, asking players for their actions. out accordingly. Generosity: –2 to +2, based on offer.
6. End of day: Update time records, 5. Conclusion: One turn has passed. Bad reputation: –1 or –2.
Darkness checking rations, spell durations, rest.
Torches and lanterns: 30’ radius light. Retainer Hiring Reactions
Infravision: Non-human monsters: 60’.
Surprise: Each Side Rolls 1d6 2d6 Result
Finding Food Result: 1 or 2 = surprised.
Surprise: Light sources negate surprise. 2 or less Ill will (–1 to further rolls)
Foraging: Performed alongside travel. 3–5 Offer refused
Doors 1-in-6 chance of food for 1d6 humans. Encounter Distance 6–8 Roll again
Hunting: Sole activity of day. 1-in-6 chance Dungeon: 2d6 × 10 feet.
Listening: Base 1-in-6 chance of success. 9–11 Offer accepted
of encountering animals. Wilderness or waterborne: 4d6 × 10 yards
Shutting: Doors may close after PCs pass. 12 or more Offer accepted, +1 loyalty
(1d4 × 10 yards with surprise).
Stuck: Chance of forcing depends on STR. Losing Direction: Roll 1d6
Failed attempt alerts monsters.
Clear, grasslands: 1-in-6. Initiative: Each Side Rolls 1d6 Hiring Specialists or Mercenaries
Movement Barren, hills, mountains, woods: 2-in-6. Result: Highest acts first. Locating: Taverns or posting notices.
Desert, jungle, swamp: 3-in-6. Ties: Either roll again or resolve actions on Availability: Depends on residents in area.
Exploring the unknown: Characters move
their base movement rate per turn. Coastal waters: 2-in-6. both sides simultaneously. Pay rate: Depends on type.
In familiar areas: Referee may allow a Sea: 2-in-6 with navigator, 6-in-6 without. Slow weapons: Always act last in round.
faster movement rate. Learning Arcane Spells from a Mentor
Movement Monster Reactions: Roll 2d6 When: Upon gaining a level.
Resting Miles/day: 1/5 of base movement rate. CHA: Apply interacting PC’s mod. to roll. Number of spells: Spells in spell book
Frequency of rest: One turn every hour. Broken, desert, forest, hills: 33% slower. increased to match the number that can be
Jungle, mountains, swamp: 50% slower.
Monster Reaction Roll memorized per day.
Penalty: –1 to hit and damage rolls.
Maintained roads: 50% faster. 2d6 Result Time: About one week.
Searching: 1-in-6 Chance Forced march: 50% faster, rest 1 day after. 2 or less Hostile, attacks
Area: Particular 10’ × 10’ area.
3–5 Unfriendly, may attack Magical Research
Time: Searching takes one turn. Resting 6–8 Neutral, uncertain Spells: Per spell level: 2 weeks + 1,000gp.
Frequency of rest: One day out of seven. 9–11 Indifferent, uninterested Items duplicating spells: Per spell level per
Traps Penalty: –1 to hit and damage rolls. 12 or more Friendly, helpful charge: 1 week + 500gp.
Chance of triggering: 2-in-6 chance when Other items: Referee decides time and cost.
PC makes action that could trigger. Wandering Monsters Conclusion Other research: Ref. decides time and cost.
Types: Room trap, treasure trap. PCs can Frequency: Typically rolled once per day. Chance of failure: 15% or higher.
1 turn passes: Rest, regroup, bind wounds.
find room traps by searching. City, clear, grasslands, settled: 1-in-6.
Barren, desert, forest, hills: 2-in-6.
Resting
Wandering Monsters Jungle, mountains, swamp: 3-in-6. Healing: 1d3hp per day of complete rest.
Chance: Typically 1-in-6 every 2 turns.
Old-School Essentials referee’s screen v1.1 © Gavin Norman 2019 — art © Peter Mullen 2019
Class Abilities Cleric Spell Progression
Level 1
1 –
2

3

4

5

Clerics Turning the Undead: Roll 2d6

Level 1
Hit Dice of Monster Type
2 2* 3 4 5 6 7-9
Cleric Saving Throws
Level
1–4
D
11
W
12
P
14
B
16
S
15
Cleric 2 1 – – – – 1 7 9 11 – – – – – 5–8 9 10 12 14 12
3 2 – – – – 2 T 7 9 11 – – – – 9–12 6 7 9 11 9
Combat: Blunt weapons, all armour, shields.
4 2 1 – – – 3 T T 7 9 11 – – – 13–14 3 5 7 8 7
Divine magic: Pray for spells.
Turning the undead: See table to the right. 5 2 2 – – – 4 D T T 7 9 11 – –
6 2 2 1 1 – 5 D D T T 7 9 11 – Dwarf and Halfling Saving Throws
Dwarf 7 2 2 2 1 1 6 D D D T T 7 9 11 Level D W P B S
Combat: Small/normal-sized weapons, all 8 3 3 2 2 1 7 D D D D T T 7 9 1–3 8 9 10 13 12
armour, shields. 9 3 3 3 2 2 8 D D D D D T T 7 4–6 6 7 8 10 10
Detect construction tricks: 2-in-6. 10 4 4 3 3 2 9 D D D D D D T T 7–9 4 5 6 7 8
Detect room traps: 2-in-6. 11 4 4 4 3 3 10 D D D D D D D T 10–12 2 3 4 4 6
Infravision: 60’. 12 5 5 4 4 3 11+ D D D D D D D D
Listening at doors: 2-in-6. 13 5 5 5 4 4
Elf Saving Throws
–: Unaffected; Number: Turned if roll is Level D W P B S
14 6 5 5 5 4 higher or equal; T: Turned; D: Destroyed.
Elf 1–3 12 13 13 15 15
Successful turning: 2d6 HD of undead (at
Arcane magic: Memorize from spell book. Magic-User and Elf Spell Progression least 1 monster) are affected. 4–6 10 11 11 13 12
Combat: All weapons, all armour, shields. Level 1 2 3 4 5 6 7–9 8 9 9 10 10
Detect secret doors: 2-in-6. 1 1 – – – – – Thief Skills Chance of Success 10 6 7 8 8 8
Immune to ghoul paralysis. 2 2 – – – – – Level CS TR HN HS MS OL PP
Infravision: 60’. 3 2 1 – – – – 1 87 10 1–2 10 20 15 20 Fighter Saving Throws
Listening at doors: 2-in-6.
4 2 2 – – – – 2 88 15 1–2 15 25 20 25 Level D W P B S
3 89 20 1–3 20 30 25 30 1–3 12 13 14 15 16
Fighter 5 2 2 1 – – –
4–6 10 11 12 13 14
6 2 2 2 – – – 4 90 25 1–3 25 35 30 35
Combat: All weapons, all armour, shields. 5 91 30 1–3 30 40 35 40 7–9 8 9 10 10 12
7 3 2 2 1 – –
6 92 40 1–3 36 45 45 45 10–12 6 7 8 8 10
Halfling 8 3 3 2 2 – –
9 3 3 3 2 1 – 7 93 50 1–4 45 55 55 55 13–14 4 5 6 5 8
Combat: Weapons appropriate to size, all 8 94 60 1–4 55 65 65 65
armour (tailored to size), shields. 10 3 3 3 3 2 –
9 95 70 1–4 65 75 75 75 Magic-User Saving Throws
Defensive bonus: +2 AC vs large creatures. 11 4 3 3 3 2 1
10 96 80 1–4 75 85 85 85 Level D W P B S
Hiding: 90% in woods, 2-in-6 in dungeons. 12 4 4 3 3 3 2
11 97 90 1–5 85 95 95 95 1–5 13 14 13 16 15
Listening at doors: 2-in-6. 13 4 4 4 3 3 3
12 98 95 1–5 90 96 96 105 6–10 11 12 11 14 12
Missile weapons: +1 bonus to attack. 14 4 4 4 4 3 3
13 99 97 1–5 95 98 97 115 11–14 8 9 8 11 8
Magic-User THAC0 by Class and Level 14 99 99 1–5 99 99 99 125
Thief Saving Throws
Arcane magic: Memorize from spell book. Demi-H Cleric Magic- Rolling skill checks: Hear noise is rolled
Fighter Thief User THAC0 Level D W P B S
Combat: Dagger, no armour. on 1d6. All other skills are rolled on d%. 1–4 13 14 13 16 15
1–3 1–4 1–5 19 [0] Player knowledge: The referee should roll
Thief 4–6 5–8 6–10 17 [+2] for hide in shadows and move silently, as
5–8 12 13 11 14 13
Back-stab: +4 to attack and 2 × damage. 7–9 9–12 11–14 14 [+5] the thief always believes the attempt to 9–12 10 11 9 12 10
Combat: All weapons, leather armour. 10–12 13–14 – 12 [+7] be successful. If the roll fails, the referee 13–14 8 9 7 10 8
Read languages: 80% chance from 4th level. 13–14 – – 10 [+9] knows the thief has been noticed. D: Death / poison; W: Wands;
Scroll use: 90% chance from 10th level. P: Paralysis / petrify; B: Breath attacks;
Thief skills: See table to the right. S: Spells / rods / staves.
Old-School Essentials referee’s screen v1.1 © Gavin Norman 2019 — art © Peter Mullen 2019
Equipment Weapons

Weapon Cost (gp)


Weight
(Coins)
Melee Weapon Combat Stats
Weapon
Battle axe
Dmg Qualities
1d8 Slow, 2-handed
Land Transport
Adventuring Gear Battle axe 7 50 Club 1d4 Blunt Animals of Burden
Item Cost (gp) Club 3 50 Dagger 1d4 Cost Max Load Move
Backpack 5 Crossbow 30 50 Hand axe 1d6 Animal (gp) (Coins) Rate
Crowbar 10 Dagger 3 10 Lance 1d6 Charge Camel 100 6,000 150’ (50’)
Garlic 5 Hand axe 4 30 Mace 1d6 Blunt Horse (draft) 40 9,000 90’ (30’)
Grappling hook 25 Javelin 1 20 Polearm 1d10 Brace, Slow, 2-hand. Horse (riding) 75 6,000 240’ (80’)
Hammer (small) 2 Lance 5 120 Short sword 1d6 Horse (war) 250 8,000 120’ (40’)
Holy symbol 25 Long bow 40 30 Spear 1d6 Brace Mule 30 4,000 120’ (40’)
Holy water (vial) 25 Mace 5 30 Staff 1d4 Blunt, Slow, 2-hand. Encumbrance: Unencumbered at up to
Iron spikes (12) 1 Polearm 7 150 Sword 1d8 half maximum load. When encumbered,
Lantern 10 Short bow 25 30 Torch 1d4 move at half normal movement rate.
Mirror (hand-sized, steel) 5 Short sword 7 30 2-h sword 1d10 Slow, 2-handed Camel: AC 7 [12], HD 2, Att 1 × bite (1), 1
Silver dagger 30 10 Warhammer 1d6 Blunt × hoof (1d4), SV (1), ML 7.
Oil (1 flask) 2
Sling 2 20 Blunt: May be used by clerics. Draft horse: AC 7 [12], HD 3 Att None,
Pole (10’ long, wooden) 1
Spear 4 30 SV (2), ML 6.
Rations (iron, 7 days) 15 Brace: 2 × damage vs charging monsters.
Staff 2 40 Mule: AC 7 [12], HD 2, Att 1 × kick (1d4)
Rations (standard, 7 days) 5 Charge: 60’ on horseback for 2 × damage.
Sword 10 60 or 1 × bite (1d3), SV (NH), ML 8.
Rope (50’) 1 Slow: Always loses initiative.
Two-handed sword 15 150 Riding horse: AC 7 [12], HD 2, Att 2 ×
Sack (small) 1 2-handed: Character cannot use a shield. hoof (1d4), SV (1), ML 7.
Sack (large) 2 War hammer 5 30
Missile Weapon Combat Stats War horse: AC 7 [12], HD 3, Att 2 × hoof
Stakes (3) and mallet 3 (1d6), SV (2), ML 9.
Ammunition Weapon Dmg S (+1) M L (–1)
Thieves’ tools 25
Ammunition Cost (gp) Crossbow† 1d6 80’ 160’ 240’ Tack and Harness
Tinder box (flint & steel) 3
Torches (6) 1
Arrows (quiver of 20) 5 Dagger 1d4 10’ 20’ 30’ Item Cost (gp)
Crossbow bolts (case of 30) 10 Hand axe 1d6 10’ 20’ 30’ Barding (AC 5 [14]) 150
Waterskin 1
Silver tipped arrow (1) 5 Holy water* 1d8 10’ 30’ 50’ Saddle and bridle 25
Wine (2 pints) 1
Sling stones Free Javelin 1d4 30’ 60’ 90’ Saddle bags 5
Wolfsbane (1 bunch) 10
Long bow 1d6 70’ 140’ 210’ Saddle bags: 300 coin capacity.
Backpack: 400 coin capacity. Armour Oil flask* 1d8 10’ 30’ 50’
Iron spikes: May be used to wedge doors. Cost Weight Vehicles
Short bow 1d6 50’ 100’ 150’
Lantern: Burns 1 oil flask per 4 hours. Armour AC (gp) (Coins) Sling 1d4 40’ 80’ 160’ Cost Max Load
Oil: Can be pooled and ignited. Burns for 1 Leather 7 [12] 20 200 Spear 1d6 20’ 40’ 60’ Vehicle (gp) (Coins) Move Rate
turn, 3’ diameter. 1d8 damage on passing. Chainmail 5 [14] 40 400 Cart 100 4,000 60’ (20’)
† Always loses initiative; optionally re-
Rope: Supports the weight of 3 humans. Plate mail 3 [16] 60 500 Wagon 200 15,000 60’ (20’)
quires a round to reload.
Sack (large): 600 coin capacity. Shield +1 10 100 * Liquid deals damage over 2 rounds. Cart: Requires 1 draft horse or 2 mules.
Sack (small): 200 coin capacity. Unarmoured: AC 9 [11], movement rate Carries up to 8,000 coins with 2 draft hors-
Tinder box: 2-in-6 success per round. 120’ (40’), with treasure 90’ (30’). es or 4 mules.
Torch: Burns for 1 hour.
Coin Conversion Rates
Leather: Light armour: movement rate 90’ Wagon: Requires 2 draft horses or 4 mules.
Waterskin: Holds 2 pints. (30’), with treasure 60’ (20’). 1pp = 5gp 1gp = 2ep Carries up to 25,000 coins with 4 draft
1gp = 10sp 1gp = 100cp horses or 8 mules.
Wolfsbane: Repels lycanthropes hit with Chainmail, plate: Heavy armour: move-
the herb in melee. ment rate 60’ (20’), with treasure 30’ (10’). Difficult terrain: Can only travel on main-
tained roads in desert, forest, swamp, etc.
Old-School Essentials referee’s screen v1.1 © Gavin Norman 2019 — art © Peter Mullen 2019
Old-School Essentials referee’s screen v1.1 © Gavin Norman 2019 — art © Peter Mullen 2019
Old-School Essentials referee’s screen v1.1 © Gavin Norman 2019 — art © Peter Mullen 2019
Old-School Essentials referee’s screen v1.1 © Gavin Norman 2019 — art © Peter Mullen 2019
Old-School Essentials referee’s screen v1.1 © Gavin Norman 2019 — art © Peter Mullen 2019
Open Game License
DESIGNATION OF PRODUCT IDENTITY this License except as described by the License itself. No or governmental regulation then You may not Use any Open Playing Deluxe Edition, © 2010, LotFP. Author James Edward
All artwork, logos, and presentation are product identity. The other terms or conditions may be applied to any Open Game Game Material so affected. Raggi IV.
names “Necrotic Gnome” and “Old-School Essentials” are Content distributed using this License. 13 Termination: This License will terminate automatically if First Level Magic-User Spells Grindhouse Edition Spell
product identity. 3.Offer and Acceptance: By Using the Open Game Content You fail to comply with all terms herein and fail to cure such Contest: Bookspeak, © 2011 Daniel Smith.
DESIGNATION OF OPEN GAME CONTENT You indicate Your acceptance of the terms of this License. breach within 30 days of becoming aware of the breach. All First Level Magic-User Spells Grindhouse Edition Spell
4. Grant and Consideration: In consideration for agreeing sublicenses shall survive the termination of this License. Contest: Howl of the Moon, © 2011 Joel Rojas).
All text and tables are Open Game Content.
to use this License, the Contributors grant You a perpetual, 14 Reformation: If any provision of this License is held to be Lamentations of the Flame Princess: Weird Fantasy Role-
OPEN GAME LICENSE Version 1.0a
worldwide, royalty-free, non-exclusive license with the exact unenforceable, such provision shall be reformed only to the Playing Grindhouse Edition, © 2011, LotFP, Author James
The following text is the property of Wizards of the Coast, Inc. terms of this License to Use, the Open Game Content. extent necessary to make it enforceable. Edward Raggi IV.
and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”).
5.Representation of Authority to Contribute: If You are 15 COPYRIGHT NOTICE Lamentations of the Flame Princess: Weird Fantasy Role-
All Rights Reserved.
contributing original material as Open Game Content, You Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. Playing Player Core Book: Rules & Magic © 2013 LotFP,
1. Definitions: (a)”Contributors” means the copyright and/ represent that Your Contributions are Your original creation
System Reference Document © 2000, Wizards of the Coast, author James Edward Raggi IV.
or trademark owners who have contributed Open Game and/or You have sufficient rights to grant the rights conveyed
Content; (b)”Derivative Material” means copyrighted material Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Cave Cricket from the Tome of Horrors, © 2002,
by this License.
including derivative works and translations (including based on original material by E. Gary Gygax and Dave Necromancer Games, Inc.; Authors Scott Greene and Clark
6.Notice of License Copyright: You must update the Arneson. Peterson, based on original material by Gary Gygax.
into other computer languages), potation, modification,
COPYRIGHT NOTICE portion of this License to include the
correction, addition, extension, upgrade, improvement, System Reference Document © 2000–2003, Wizards of the Crab, Monstrous from the Tome of Horrors, © 2002,
exact text of the COPYRIGHT NOTICE of any Open Game
compilation, abridgment or other form in which an existing Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Necromancer Games, Inc.; Author Scott Greene, based on
Content You are copying, modifying or distributing, and
work may be recast, transformed or adapted; (c) “Distribute” Williams, Rich Baker, Andy Collins, David Noonan, Rich original material by Gary Gygax.
You must add the title, the copyright date, and the copyright
means to reproduce, license, rent, lease, sell, broadcast, Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, Fly, Giant from the Tome of Horrors, © 2002, Necromancer
holder’s name to the COPYRIGHT NOTICE of any original
publicly display, transmit or otherwise distribute; (d)”Open James Wyatt, based on original material by E. Gary Gygax and Games, Inc.; Author Scott Greene, based on original material
Open Game Content you Distribute.
Game Content” means the game mechanic and includes the Dave Arneson. by Gary Gygax.
methods, procedures, processes and routines to the extent 7. Use of Product Identity: You agree not to Use any Product
Modern System Reference Document © 2002–2004, Wizards Golem, Wood from the Tome of Horrors, © 2002,
such content does not embody the Product Identity and is an Identity, including as an indication as to compatibility, except
of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Necromancer Games, Inc.; Authors Scott Greene and Patrick
enhancement over the prior art and any additional content as expressly licensed in another, independent Agreement
Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Lawinger.
clearly identified as Open Game Content by the Contributor, with the owner of each element of that Product Identity. You
Christopher Perkins, Rodney Thompson, and JD Wiker, based
and means any work covered by this License, including agree not to indicate compatibility or co-adaptability with Kamadan from the Tome of Horrors, © 2002, Necromancer
on material by Jonathan Tweet, Monte Cook, Skip Williams,
translations and derivative works under copyright law, but any Trademark or Registered Trademark in conjunction with Games, Inc.; Author Scott Greene, based on original material
Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes,
specifically excludes Product Identity. (e) “Product Identity” a work containing Open Game Content except as expressly by Nick Louth.
Andy Collins, and JD Wiker.
means product and product line names, logos and identifying licensed in another, independent Agreement with the owner Rot Grub from the Tome of Horrors, © 2002, Necromancer
of such Trademark or Registered Trademark. The use of any Castles & Crusades: Players Handbook, © 2004, Troll Lord
marks including trade dress; artifacts; creatures characters; Games, Inc.; Authors Scott Greene and Clark Peterson, based
Product Identity in Open Game Content does not constitute Games; Authors Davis Chenault and Mac Golden.
stories, storylines, plots, thematic elements, dialogue, on original material by Gary Gygax.
incidents, language, artwork, symbols, designs, depictions, a challenge to the ownership of that Product Identity. The Castles & Crusades: Monsters Product Support, © 2005, Troll
Labyrinth Lord™ © 2007–2009, Daniel Proctor. Author Daniel
likenesses, formats, poses, concepts, themes and graphic, owner of any Product Identity used in Open Game Content Lord Games.
Proctor.
photographic and other visual or audio representations; shall retain all rights, title and interest in and to that Product Basic Fantasy Role-Playing Game © 2006–2008 Chris
Identity. B/X Essentials: Core Rules © 2017 Gavin Norman. Author
names and descriptions of characters, spells, enchantments, Gonnerman.
Gavin Norman.
personalities, teams, personas, likenesses and special abilities; 8. Identification: If you distribute Open Game Content You New Spells: A Basic Fantasy Supplement © 2007 Chris
places, locations, environments, creatures, equipment, magical must clearly indicate which portions of the work that you are B/X Essentials: Classes and Equipment © 2017 Gavin
Gonnerman, Ola Berg, Angelo Bertolli, Jeff Querner, Everett
or supernatural abilities or effects, logos, symbols, or graphic distributing are Open Game Content. Norman. Author Gavin Norman.
Bradshaw, Emiliano Marchetti, Ethan Moore, Jim Bobb, and
designs; and any other trademark or registered trademark 9. Updating the License: Wizards or its designated Agents Scott Abraham. B/X Essentials: Cleric and Magic-User Spells © 2017 Gavin
clearly identified as Product identity by the owner of the may publish updated versions of this License. You may use Norman. Author Gavin Norman.
OSRIC™ © 2006, Stuart Marshall, adapting material prepared
Product Identity, and which specifically excludes the Open any authorized version of this License to copy, modify and B/X Essentials: Monsters © 2018 Gavin Norman. Author
by Matthew J. Finch, based upon the System Reference
Game Content; (f) “Trademark” means the logos, names, distribute any Open Game Content originally distributed Gavin Norman.
Document, and inspired by the works of E. Gary Gygax, Dave
mark, sign, motto, designs that are used by a Contributor under any version of this License. B/X Essentials: Adventures and Treasures © 2018 Gavin
Arneson, and many others.
to identify itself or its products or the associated products Norman. Author Gavin Norman.
10 Copy of this License: You MUST include a copy of this Swords & Wizardry Core Rules, © 2008, Matthew J. Finch.
contributed to the Open Game License by the Contributor
License with every copy of the Open Game Content You Old-School Essentials Core Rules © 2018 Gavin Norman.
(g) “Use”, “Used” or “Using” means to use, Distribute, copy, Eldritch Weirdness, Book One, © 2008, Matthew J. Finch.
Distribute. Old-School Essentials Classic Fantasy: Genre Rules © 2018
edit, format, modify, translate and otherwise create Derivative Darwin’s World © 2002, RPGObjects; Authors Dominic
Material of Open Game Content. (h) “You” or “Your” means 11. Use of Contributor Credits: You may not market or Gavin Norman.
Covey and Chris Davis.
the licensee in terms of this agreement. advertise the Open Game Content using the name of any Old-School Essentials Classic Fantasy Referee's Screen © 2019
Contributor unless You have written permission from the Mutant Future™ © 2008, Daniel Proctor and Ryan Denison.
2. The License: This License applies to any Open Game Authors Daniel Proctor and Ryan Denison. Gavin Norman.
Contributor to do so.
Content that contains a notice indicating that the Open Game Advanced Edition Companion, © 2009–2010, Daniel Proctor. END OF LICENSE
Content may only be Used under and in terms of this License. 12 Inability to Comply: If it is impossible for You to comply
with any of the terms of this License with respect to some or Author Daniel Proctor.
You must affix such a notice to any Open Game Content
that you Use. No terms may be added to or subtracted from all of the Open Game Content due to statute, judicial order, Lamentations of the Flame Princess: Weird Fantasy Role-

Old-School Essentials referee’s screen v1.1 © Gavin Norman 2019 — art © Peter Mullen 2019

You might also like