TEXT: Referee’s Screen
  
  Old-School Essentials referee’s screen © Gavin Norman 2019 — art © Peter Mullen 2019
  Combat
  Initiative: Each Side Rolls 1d6
  Result: Highest acts first.
  Ties: Either roll again or resolve actions on 
  both sides simultaneously.
  Slow weapons: Always act last in round.
  Morale and Loyalty: Roll 2d6
  Result: Higher than morale score: monster 
  surrenders or flees.
  Two successes: If two morale checks suc-
  ceed, the monster makes no more checks.
  Morale scores of 2 or 12: Score of 2: Never 
  fights (unless cornered). Score of 12: Never 
  checks morale.
  Monsters: Check morale when first death 
  on their side or half of their side killed or 
  incapacitated.
  Retainers: Check loyalty when confronted 
  with extraordinary danger.
  Movement
  Outside of melee: Move up to encounter 
  movement rate.
  Fighting withdrawal: Move backwards 
  from melee at up to half encounter move.
  Retreat: Flee from melee at full encounter 
  move. Cannot attack, opponent gains +2 
  bonus to hit and ignores shield AC bonus.
  Spell casting: No movement allowed.
  Moving and attacking: May be combined 
  in a single round.
  Monster Attacks
  Attack Roll to Hit AC
  Hit Dice
  THAC0
  –3
  –2
  –1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  NH
  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 more
  5 [+14]
  8
  7
  6
  5
  4
  3
  2
  2
  2
  2
  2
  2
  2
  Sequence Per Combat Round (10s)
  1. Declare spells and melee movement
  2. Initiative: Each side rolls 1d6.
  3. Winning side acts:
  a. Monster morale
  b. Movement
  c. Missile attacks
  d. Spell casting
  e. Melee attacks
  4. Other sides act: In initiative order.
  Checks and Saves
  Ability Checks: Roll 1d20
  Result: Lower or equal = success.
  Difficulty: –4 (easy) to +4 (very difficult).
  1s and 20s: 1s always pass, 20s always fail.
  Saving Throws: Roll 1d20
  Result: Higher or equal = save succeeds.
  Monster Saving Throws
  HD
  D
  W
  P
  B
  S
  NH
  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
  D: Death / poison; W: Wands; 
  P: Paralysis / petrify; B: Breath attacks; 
  S: Spells / rods / staves.
  Movement
  Movement Rates
  Base
  Encounter
  Overland
  240’
  80’
  48 miles
  180’
  60’
  36 miles
  150’
  50’
  30 miles
  120’
  40’
  24 miles
  90’
  30’
  18 miles
  60’
  20’
  12 miles
  30’
  10’
  6 miles
  Climbing: DEX check in difficult or tense 
  situations. 1d6 damage per 10’ fallen.
  Swimming: Half normal speed. Chance of 
  drowning determined by referee.
  Attack Rolls: Roll 1d20
  Ranges: Melee within 5’, missile beyond 5’. 
  Melee modifiers: STR modifies attack rolls.
  Missile modifiers: DEX modifies attack 
  rolls. +1 at short range, –1 at long range.
  1s and 20s: 1s always miss, 20s always hit.
  Damage
  PC attacks: 1d6 (optional rule: by weapon). 
  STR modifies damage of melee attacks.
  Monster attacks: Indicated in description.
  Minimum damage: At least 1.
  Death: At 0 hit points or less.
  Spell Casting
  Sole action: No move or other action.
  Disrupting: If caster is hit or fails a save, 
  the spell being cast is lost.
  Concentration: Broken by performing oth-
  er action or being distracted (e.g. attacked).
  Situational Modifiers
  Attacks from behind: Ignore shield AC.
  Blind characters: Cannot attack.
  Cover vs missiles: Total cover: impossible 
  to hit. Partial cover: –1 to –4 penalty to hit.
  Invulnerable monsters: May optionally 
  be hit by other invulnerable monsters or 
  monsters with 5 HD or greater.
  Paralysed characters: Can be automatical-
  ly hit (just roll damage).
  Spacing: Normally at most 2–3 characters 
  can fight side-by-side in a 10’ wide passage.
  Subduing intelligent foes: Subdual dam-
  age noted separately. 0 hp = surrender.
  Unarmed attacks: 1d2 + STR damage.
  Unstable surfaces: Spells cannot be cast. 
  –4 penalty to missile attacks.
  Water: Attack and damage penalty. Most 
  missile weapons do not work underwater.
  
  Old-School Essentials referee’s screen © Gavin Norman 2019 — art © Peter Mullen 2019
  Dungeons
  Darkness
  Torches and lanterns: 30’ radius light.
  Infravision: Non-human monsters: 60’.
  Surprise: Light sources negate surprise.
  Doors
  Listening: Base 1-in-6 chance of success.
  Shutting: Doors may close after PCs pass.
  Stuck: Chance of forcing depends on STR. 
  Failed attempt alerts monsters.
  Movement
  Exploring the unknown: Characters move 
  their base movement rate per turn.
  In familiar areas: Referee may allow a 
  faster movement rate.
  Resting
  Frequency of rest: One turn every hour.
  Penalty: –1 to hit and damage rolls.
  Searching: 1-in-6 Chance
  Area: Particular 10’ × 10’ area.
  Time: Searching takes one turn.
  Traps
  Chance of triggering: 2-in-6 chance when 
  PC makes action that could trigger.
  Types: Room trap, treasure trap. PCs can 
  find room traps by searching.
  Wandering Monsters
  Chance: Typically 1-in-6 every 2 turns.
  Wilderness
  Finding Food
  Foraging: Performed alongside travel. 
  1-in-6 chance of food for 1d6 humans.
  Hunting: Sole activity of day. 1-in-6 chance 
  of encountering animals.
  Losing Direction: Roll 1d6
  Clear, grasslands: 1-in-6.
  Barren, hills, mountains, woods: 2-in-6.
  Desert, jungle, swamp: 3-in-6.
  Coastal waters: 2-in-6.
  Sea: 2-in-6 with navigator, 6-in-6 without.
  Movement
  Miles per day: Movement rate divided by 5.
  Broken, desert, forest, hills: 33% slower.
  Jungle, mountains, swamp: 50% slower.
  Maintained roads: 50% faster.
  Forced march: 50% faster, rest 1 day after.
  Resting
  Frequency of rest: One day out of seven.
  Penalty: –1 to hit and damage rolls.
  Wandering Monsters
  Frequency: Typically rolled once per day.
  City, clear, grasslands, settled: 1-in-6.
  Barren, desert, forest, hills: 2-in-6.
  Jungle, mountains, swamp: 3-in-6.
  Encounters
  Surprise: Each Side Rolls 1d6
  Result: 1 or 2 = surprised.
  Encounter Distance
  Dungeon: 2d6 × 10 feet.
  Wilderness or waterborne: 4d6 × 10 yards 
  (1d4 × 10 yards with surprise).
  Initiative: Each Side Rolls 1d6
  Result: Highest acts first.
  Ties: Either roll again or resolve actions on 
  both sides simultaneously.
  Slow weapons: Always act last in round.
  Monster Reactions: Roll 2d6
  CHA modifier: Of interacting PC applies.
  Monster Reaction Roll
  2d6
  Result
  2 or less
  Hostile, attacks
  3–5
  Unfriendly, may attack
  6–8
  Neutral, uncertain
  9–11
  Indifferent, uninterested
  12 or more
  Friendly, helpful
  Conclusion
  1 turn passes: Rest, regroup, bind wounds.
  Downtime
  Buying Equipment
  Availability: Depends on location.
  Magical Research
  Spells: Per spell level: 2 weeks + 1,000gp.
  Items duplicating spells: Per spell level per 
  charge: 1 week + 500gp.
  Other items: Referee decides time and cost.
  Other research: Ref. decides time and cost.
  Chance of failure: 15% or higher.
  Hiring Retainers: Roll 2d6
  Locating:  Taverns or posting notices.
  CHA modifier: Of hiring PC applies.
  Generosity: –2 to +2, based on offer.
  Bad reputation: –1 or –2.
  Retainer Hiring Reactions
  2d6
  Result
  2 or less
  Ill will (–1 to further rolls)
  3–5
  Offer refused
  6–8
  Roll again
  9–11
  Offer accepted
  12 or more Offer accepted, +1 loyalty
  Hiring Specialists or Mercenaries
  Locating:  Taverns or posting notices.
  Availability: Depends on residents in area.
  Pay rate: Depends on type.
  Learning Arcane Spells from a Mentor
  When: Upon gaining a level.
  Number of spells: Spells in spell book 
  increased to match the number that can be 
  memorized per day.
  Time: About one week.
  Resting
  Healing: 1d3hp per day of complete rest.
  Sequence Per Dungeon Turn (10min)
  1. Wandering monsters
  2. Party decides course of actions
  3. Description: The referee describes 
  what happens.
  4. End of turn: Update time records, 
  checking light, spell durations, rest.
  Sequence Per Wilderness Day
  1. Party decide course of travel
  2. Losing direction
  3. Weather: When waterborne.
  4. Wandering monsters
  5. Description: The referee describes 
  regions passed through and sites of in-
  terest, asking players for their actions.
  6. End of day: Update time records, 
  checking rations, spell durations, rest.
  Encounter Sequence
  1. Surprise
  2. Determine encounter distance
  3. Initiative: Unsurprised sides only.
  4. Actions: Any sides that are not sur-
  prised decide how they will respond to 
  the encounter. The encounter is played 
  out accordingly.
  5. Conclusion: One turn has passed.
  
  Old-School Essentials referee’s screen © Gavin Norman 2019 — art © Peter Mullen 2019
  Class Abilities
  Cleric
  Combat: Blunt weapons, all armour, shields.
  Divine magic: Pray for spells.
  Turning the undead: See table to the right.
  Dwarf
  Combat: Small/normal-sized weapons, all 
  armour, shields.
  Detect construction tricks: 2-in-6.
  Detect room traps: 2-in-6.
  Infravision: 60’.
  Listening at doors: 2-in-6.
  Elf
  Arcane magic: Memorize from spell book.
  Combat: All weapons, all armour, shields.
  Detect secret doors: 2-in-6.
  Immune to ghoul paralysis.
  Infravision: 60’.
  Listening at doors: 2-in-6.
  Fighter
  Combat: All weapons, all armour, shields.
  Halfling
  Combat: Weapons appropriate to size, all 
  armour (tailored to size), shields.
  Defensive bonus: +2 AC vs large creatures.
  Hiding: 90% in woods, 2-in-6 in dungeons.
  Listening at doors: 2-in-6.
  Missile weapons: +1 bonus to attack.
  Magic-User
  Arcane magic: Memorize from spell book.
  Combat: Dagger, no armour.
  Thief
  Back-stab: +4 to attack and 2 × damage.
  Combat: All weapons, leather armour.
  Read languages: 80% chance from 4th level.
  Scroll use: 90% chance from 10th level.
  Thief skills: See table to the right.
  Cleric Saving Throws
  Level
  D
  W
  P
  B
  S
  1–4
  11
  12
  14
  16
  15
  5–8
  9
  10
  12
  14
  12
  9–12
  6
  7
  9
  11
  9
  13–14
  3
  5
  7
  8
  7
  Dwarf and Halfling Saving Throws
  Level
  D
  W
  P
  B
  S
  1–3
  8
  9
  10
  13
  12
  4–6
  6
  7
  8
  10
  10
  7–9
  4
  5
  6
  7
  8
  10–12
  2
  3
  4
  4
  6
  Elf Saving Throws
  Level
  D
  W
  P
  B
  S
  1–3
  12
  13
  13
  15
  15
  4–6
  10
  11
  11
  13
  12
  7–9
  8
  9
  9
  10
  10
  10
  6
  7
  8
  8
  8
  Fighter Saving Throws
  Level
  D
  W
  P
  B
  S
  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
  13–14
  4
  5
  6
  5
  8
  Magic-User Saving Throws
  Level
  D
  W
  P
  B
  S
  1–5
  13
  14
  13
  16
  15
  6–10
  11
  12
  11
  14
  12
  11–14
  8
  9
  8
  11
  8
  Thief Saving Throws
  Level
  D
  W
  P
  B
  S
  1–4
  13
  14
  13
  16
  15
  5–8
  12
  13
  11
  14
  13
  9–12
  10
  11
  9
  12
  10
  13–14
  8
  9
  7
  10
  8
  D: Death / poison; W: Wands; 
  P: Paralysis / petrify; B: Breath attacks; 
  S: Spells / rods / staves.
  Cleric Spell Progression
  Level
  1
  2
  3
  4
  5
  1
  –
  –
  –
  –
  –
  2
  1
  –
  –
  –
  –
  3
  2
  –
  –
  –
  –
  4
  2
  1
  –
  –
  –
  5
  2
  2
  –
  –
  –
  6
  2
  2
  1
  1
  –
  7
  2
  2
  2
  1
  1
  8
  3
  3
  2
  2
  1
  9
  3
  3
  3
  2
  2
  10
  4
  4
  3
  3
  2
  11
  4
  4
  4
  3
  3
  12
  5
  5
  4
  4
  3
  13
  5
  5
  5
  4
  4
  14
  6
  5
  5
  5
  4
  Magic-User and Elf Spell Progression
  Level
  1
  2
  3
  4
  5
  6
  1
  1
  –
  –
  –
  –
  –
  2
  2
  –
  –
  –
  –
  –
  3
  2
  1
  –
  –
  –
  –
  4
  2
  2
  –
  –
  –
  –
  5
  2
  2
  1
  –
  –
  –
  6
  2
  2
  2
  –
  –
  –
  7
  3
  2
  2
  1
  –
  –
  8
  3
  3
  2
  2
  –
  –
  9
  3
  3
  3
  2
  1
  –
  10
  3
  3
  3
  3
  2
  –
  11
  4
  3
  3
  3
  2
  1
  12
  4
  4
  3
  3
  3
  2
  13
  4
  4
  4
  3
  3
  3
  14
  4
  4
  4
  4
  3
  3
  THAC0 by Class and Level
  Demi-H 
  Fighter
  Cleric 
  Thief
  Magic-
  User
  THAC0
  1–3
  1–4
  1–5
  19 [0]
  4–6
  5–8
  6–10
  17 [+2]
  7–9
  9–12
  11–14
  14 [+5]
  10–12
  13–14
  –
  12 [+7]
  13–14
  –
  –
  10 [+9]
  Clerics Turning the Undead: Roll 2d6
  Monster Hit Dice
  Level
  1
  2
  2*
  3
  4
  5
  6
  7-9
  1
  7
  9
  11
  –
  –
  –
  –
  –
  2
  T
  7
  9
  11
  –
  –
  –
  –
  3
  T
  T
  7
  9
  11
  –
  –
  –
  4
  D
  T
  T
  7
  9
  11
  –
  –
  5
  D
  D
  T
  T
  7
  9
  11
  –
  6
  D
  D
  D
  T
  T
  7
  9
  11
  7
  D
  D
  D
  D
  T
  T
  7
  9
  8
  D
  D
  D
  D
  D
  T
  T
  7
  9
  D
  D
  D
  D
  D
  D
  T
  T
  10
  D
  D
  D
  D
  D
  D
  D
  T
  11+
  D
  D
  D
  D
  D
  D
  D
  D
  –: Unaffected; Number: Turned if roll is 
  higher or equal; T: Turned; D: Destroyed.
  Successful turning: 2d6 HD of undead (at 
  least 1 monster) are affected.
  Thief Skills Chance of Success
  Level CS
  TR
  HN HS MS OL
  PP
  1
  87
  10
  1–2
  10
  20
  15
  20
  2
  88
  15
  1–2
  15
  25
  20
  25
  3
  89
  20
  1–3
  20
  30
  25
  30
  4
  90
  25
  1–3
  25
  35
  30
  35
  5
  91
  30
  1–3
  30
  40
  35
  40
  6
  92
  40
  1–3
  36
  45
  45
  45
  7
  93
  50
  1–4
  45
  55
  55
  55
  8
  94
  60
  1–4
  55
  65
  65
  65
  9
  95
  70
  1–4
  65
  75
  75
  75
  10
  96
  80
  1–4
  75
  85
  85
  85
  11
  97
  90
  1–5
  85
  95
  95
  95
  12
  98
  95
  1–5
  90
  96
  96
  105
  13
  99
  97
  1–5
  95
  98
  97
  115
  14
  99
  99
  1–5
  99
  99
  99
  125
  Rolling skill checks: Hear noise is rolled 
  on 1d6. All other skills are rolled on d%.
  Player knowledge: The referee should roll 
  for hide in shadows and move silently, as 
  the thief always believes the attempt to 
  be successful. If the roll fails, the referee 
  knows the thief has been noticed.
  
  Old-School Essentials referee’s screen © Gavin Norman 2019 — art © Peter Mullen 2019
  Equipment
  Adventuring Gear
  Item
  Cost (gp)
  Backpack
  5
  Crowbar
  10
  Garlic
  5
  Grappling hook
  25
  Hammer (small)
  2
  Holy symbol
  25
  Holy water (vial)
  25
  Iron spikes (12)
  1
  Lantern
  10
  Mirror (hand-sized, steel)
  5
  Oil (1 flask)
  2
  Pole (10’ long, wooden)
  1
  Rations (iron, 7 days)
  15
  Rations (standard, 7 days)
  5
  Rope (50’)
  1
  Sack (small)
  1
  Sack (large)
  2
  Stakes (3) and mallet
  3
  Thieves’ tools
  25
  Tinder box (flint & steel)
  3
  Torches (6)
  1
  Waterskin
  1
  Wine (2 pints)
  1
  Wolfsbane (1 bunch)
  10
  Backpack: 400 coin capacity.
  Iron spikes: May be used to wedge doors.
  Lantern: Burns 1 oil flask per 4 hours.
  Oil: Can be pooled and ignited. Burns for 1 
  turn, 3’ diameter. 1d8 damage on passing.
  Rope: Supports the weight of 3 humans.
  Sack (small): 200 coin capacity.
  Sack (large): 600 coin capacity.
  Tinder box: 2-in-6 success per round.
  Torch: Burns for 1 hour.
  Waterskin: Holds 2 pints.
  Weapons
  Weapon
  Cost (gp)
  Weight 
  (Coins)
  Battle axe
  7
  50
  Club
  3
  50
  Crossbow
  30
  50
  Dagger
  3
  10
  Hand axe
  4
  30
  Javelin
  1
  20
  Lance
  5
  120
  Long bow
  40
  30
  Mace
  5
  30
  Polearm
  7
  150
  Short bow
  25
  30
  Short sword
  7
  30
  Silver dagger
  30
  10
  Sling
  2
  20
  Spear
  4
  30
  Staff
  2
  40
  Sword
  10
  60
  Two-handed sword
  15
  150
  Warhammer
  5
  30
  Ammunition
  Ammunition
  Cost (gp)
  Arrows (quiver of 20)
  5
  Crossbow bolts (case of 30)
  10
  Silver tipped arrow (1)
  5
  Sling stones
  Free
  Armour
  Armour
  AC
  Cost 
  (gp)
  Weight 
  (Coins)
  Leather
  7 [12]
  20
  200
  Chainmail
  5 [14]
  40
  400
  Plate mail
  3 [16]
  60
  500
  Shield
  +1
  10
  100
  Unarmoured: AC 9 [11], movement rate 
  120’ (40’), with treasure 90’ (30’).
  Leather: Light armour: movement rate 90’ 
  (30’), with treasure 60’ (20’).
  Chainmail, plate: Heavy armour: move-
  ment rate 60’ (20’), with treasure 30’ (10’).
  Melee Weapon Combat Stats
  Weapon
  Dmg Qualities
  Battle axe
  1d8
  Slow, 2-handed
  Club
  1d4
  Blunt
  Dagger
  1d4
  Hand axe
  1d6
  Lance
  1d6
  Charge
  Mace
  1d6
  Blunt
  Polearm
  1d10
  Brace, Slow, 2-hand.
  Short sword
  1d6
  Spear
  1d6
  Brace
  Staff
  1d4
  Blunt, Slow, 2-hand.
  Sword
  1d8
  Torch
  1d4
  2-h sword
  1d10
  Slow, 2-handed
  Warhammer
  1d6
  Blunt
  Blunt: May be used by clerics.
  Brace: 2 × damage vs charging monsters.
  Charge: 60’ on horseback for 2 × damage.
  Slow: Always loses initiative.
  Missile Weapon Combat Stats
  Weapon
  Dmg S (+1)
  M
  L (–1)
  Crossbow†
  1d6
  80’
  160’
  240’
  Dagger
  1d4
  10’
  20’
  30’
  Hand axe
  1d6
  10’
  20’
  30’
  Holy water*
  1d8
  10’
  30’
  50’
  Javelin
  1d4
  30’
  60’
  90’
  Long bow
  1d6
  70’
  140’
  210’
  Oil flask*
  1d8
  10’
  30’
  50’
  Short bow
  1d6
  50’
  100’
  150’
  Sling
  1d4
  40’
  80’
  160’
  Spear
  1d6
  20’
  40’
  60’
  † Always loses initiative; optionally re-
  quires a round to reload.
  * Liquid deals damage over 2 rounds.
  Land Transport
  Animals of Burden
  Animal
  Cost 
  (gp)
  Max Load 
  (Coins)
  Move 
  Rate
  Camel
  100
  6,000
  150’ (50’)
  Horse (draft)
  40
  9,000
  90’ (30’)
  Horse (riding)
  75
  6,000
  240’ (80’)
  Horse (war)
  250
  8,000
  120’ (40’)
  Mule
  30
  4,000
  120’ (40’)
  Encumbrance: Unencumbered at up to 
  half maximum load. When encumbered, 
  move at half normal movement rate.
  Camel: AC 7 [12], HD 2, Att 1 × bite (1), 1 
  × hoof (1d4), SV (1), ML 7.
  Draft horse: AC 7 [12], HD 3 Att None, 
  SV (2), ML 6.
  Mule: AC 7 [12], HD 2, Att 1 × kick (1d4) 
  or 1 × bite (1d3), SV (NH), ML 8.
  Riding horse: AC 7 [12], HD 2, Att 2 × 
  hoof (1d4), SV (1), ML 7.
  War horse: AC 7 [12], HD 3, Att 2 × hoof 
  (1d6), SV (2), ML 9.
  Tack and Harness
  Item
  Cost (gp)
  Barding (AC 5 [14])
  150
  Saddle and bridle
  25
  Saddle bags
  5
  Saddle bags: 300 coin capacity.
  Vehicles
  Vehicle
  Cost 
  (gp)
  Max Load 
  (Coins)
  Move Rate
  Cart
  100
  4,000
  60’ (20’)
  Wagon
  200
  15,000
  60’ (20’)
  Cart: Requires 1 draft horse or 2 mules. 
  Carries up to 8,000 coins with 2 draft hors-
  es or 4 mules.
  Wagon: Requires 2 draft horses or 4 mules. 
  Carries up to 25,000 coins with 4 draft 
  horses or 8 mules.
  Difficult terrain: Can only travel on main-
  tained roads in desert, forest, swamp, etc.
  Coin Conversion Rates
  1pp = 5gp 
  1gp = 2ep 
  1gp = 10sp 
  1gp = 100cp
  
  Old-School Essentials referee’s screen © Gavin Norman 2019 — art © Peter Mullen 2019
  
  Old-School Essentials referee’s screen © Gavin Norman 2019 — art © Peter Mullen 2019
  
  Old-School Essentials referee’s screen © Gavin Norman 2019 — art © Peter Mullen 2019
  
  Old-School Essentials referee’s screen © Gavin Norman 2019 — art © Peter Mullen 2019
  
  Old-School Essentials referee’s screen © Gavin Norman 2019 — art © Peter Mullen 2019
  Open Game License
  DESIGNATION OF PRODUCT IDENTITY
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  names “Necrotic Gnome” and “Old-School Essentials” are 
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  DESIGNATION OF OPEN GAME CONTENT
  All text and tables are Open Game Content.
  OPEN GAME LICENSE Version 1.0a
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  and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). 
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  13 Termination: This License will terminate automatically if 
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  14 Reformation: If any provision of this License is held to be 
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  extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on original material by E. Gary Gygax and Dave 
  Arneson.
  System Reference Document © 2000–2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, Rich Baker, Andy Collins, David Noonan, Rich 
  Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James Wyatt, based on original material by E. Gary Gygax and 
  Dave Arneson.
  Modern System Reference Document © 2002–2004, Wizards 
  of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich 
  Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, 
  Christopher Perkins, Rodney Thompson, and JD Wiker, based 
  on material by Jonathan Tweet, Monte Cook, Skip Williams, 
  Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, 
  Andy Collins, and JD Wiker.
  Castles & Crusades: Players Handbook, © 2004, Troll Lord 
  Games; Authors Davis Chenault and Mac Golden.
  Castles & Crusades: Monsters Product Support, © 2005, Troll 
  Lord Games.
  Basic Fantasy Role-Playing Game © 2006–2008 Chris 
  Gonnerman.
  New Spells: A Basic Fantasy Supplement © 2007 Chris 
  Gonnerman, Ola Berg, Angelo Bertolli, Jeff Querner, Everett 
  Bradshaw, Emiliano Marchetti, Ethan Moore, Jim Bobb, and 
  Scott Abraham.
  OSRIC™ © 2006, Stuart Marshall, adapting material prepared 
  by Matthew J. Finch, based upon the System Reference 
  Document, and inspired by the works of E. Gary Gygax, Dave 
  Arneson, and many others.
  Swords & Wizardry Core Rules, © 2008, Matthew J. Finch.
  Eldritch Weirdness, Book One, © 2008, Matthew J. Finch.
  Darwin’s World © 2002, RPGObjects; Authors Dominic 
  Covey and Chris Davis.
  Mutant Future™ © 2008, Daniel Proctor and Ryan Denison. 
  Authors Daniel Proctor and Ryan Denison.
  Advanced Edition Companion, © 2009–2010, Daniel Proctor. 
  Author Daniel Proctor.
  Lamentations of the Flame Princess: Weird Fantasy Role-
  Playing Deluxe Edition, © 2010, LotFP. Author James Edward 
  Raggi IV.
  First Level Magic-User Spells Grindhouse Edition Spell 
  Contest: Bookspeak, © 2011 Daniel Smith.
  First Level Magic-User Spells Grindhouse Edition Spell 
  Contest: Howl of the Moon, © 2011 Joel Rojas).
  Lamentations of the Flame Princess: Weird Fantasy Role-
  Playing Grindhouse Edition, © 2011, LotFP, Author James 
  Edward Raggi IV.
  Lamentations of the Flame Princess: Weird Fantasy Role-
  Playing Player Core Book: Rules & Magic © 2013 LotFP, 
  author James Edward Raggi IV.
  Cave Cricket from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Authors Scott Greene and Clark 
  Peterson, based on original material by Gary Gygax.
  Crab, Monstrous from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Fly, Giant from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material 
  by Gary Gygax.
  Golem, Wood from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Authors Scott Greene and Patrick 
  Lawinger.
  Kamadan from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material 
  by Nick Louth.
  Rot Grub from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Authors Scott Greene and Clark Peterson, based 
  on original material by Gary Gygax.
  Labyrinth Lord™ © 2007–2009, Daniel Proctor. Author Daniel 
  Proctor.
  B/X Essentials: Core Rules © 2017 Gavin Norman. Author 
  Gavin Norman.
  B/X Essentials: Classes and Equipment © 2017 Gavin 
  Norman. Author Gavin Norman.
  B/X Essentials: Cleric and Magic-User Spells © 2017 Gavin 
  Norman. Author Gavin Norman.
  B/X Essentials: Monsters © 2018 Gavin Norman. Author 
  Gavin Norman.
  B/X Essentials: Adventures and Treasures © 2018 Gavin 
  Norman. Author Gavin Norman.
  Old-School Essentials Core Rules © 2018 Gavin Norman. 
  Author Gavin Norman.
  Old-School Essentials Classic Fantasy: Genre Rules © 2018 
  Gavin Norman. Author Gavin Norman.
  Old-School Essentials Classic Fantasy Referee's Screen © 2019 
  Gavin Norman. Author Gavin Norman.
  END OF LICENSE
  
SOURCE: textdata/thevault/Old-School Essentials BX Essentials/Old-School Essentials Classic Fantasy/Old-School Essentials Classic Fantasy Referee's Screen.pdf