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Old-School Essentials Classic Fantasy Referee's Screen (1.1)
Old-School Essentials Classic Fantasy Referee's Screen (1.1)
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
Old-School Essentials referee’s screen v1.1 © Gavin Norman 2019 — art © Peter Mullen 2019