Carcass Crawler Issue 1 - v1-0
Carcass Crawler Issue 1 - v1-0
Carcass Crawler Issue 1 - v1-0
Old-School Essentials is a trademark of Necrotic Gnome. This product is released under the terms of the Open
Game License Version 1.0a, Copyright 2000, Wizards of the Coast, Inc.
2
Introduction
Welcome! In This Issue
Welcome to the first issue of Carcass This issue focuses on expanded character
Crawler—the official Old-School Essen- options, with the following articles:
tials zine! ▶ New classes: Six new character classes!
Each issue of Carcass Crawler is packed The acolyte, the gargantua, the goblin, the
with new material for your games, hephaestan, the kineticist, and the mage.
including new character classes and ▶ New races: Three new character races
races, new spells and magic items, new for Advanced Fantasy games! The gargan-
monsters, optional and expanded rules, tua, the goblin, and the hephaestan.
previews of in-development products, ▶ Black powder weapons: Complete
short adventures, and more! rules for introducing renaissance-style
black powder firearms into your game!
▶ Fighter combat talents: Optional
rules to give fighters a little extra me-
chanical perk.
▶ d6 thief skills: An optional alternative
system for thief skills.
▶ Adjudicating thief skills: Optional
guidelines for adjudicating the use of
thief skills and attempts by other charac-
ters to perform similar tasks.
Compatibility
Content in Carcass Crawler is compatible
with all flavours of Old-School Essentials
(e.g. Classic Fantasy, Advanced Fantasy).
By extension, this means that the content
is also compatible with the classic Basic/
Expert game and with other games that
are based on the Basic/Expert rules.
necroticgnome.com
3
Character Classes
By James Maliszewski and Gavin Norman
This article presents six brand new
character classes for your Old-School Acolyte
Essentials games. The new classes range This class is the result of a thought exper-
from new fantasy demihumans, through iment: what would a priestly class look
alternatives to existing classes, to sci- like if based on the percentile thief skills
ence-fiction archetypes to add a fresh mechanic, instead of the standard spell
new twist to your games. memorization mechanism? Thus, the
Introduce them as NPCs for player char- magic wielded by acolytes is not bound
acters to encounter or add them to the by memorization.
roster of classes players may choose from In campaigns where the acolyte is used in
when creating a character! place of the standard cleric class, divine
magic (cast spontaneously, using a skill
check mechanic) and arcane magic (cast
Too Many Classes? by memorizing from spell books) would
The new classes presented in this article be strongly differentiated.
are entirely optional. Some groups love
to have as many classes as possible, rel- Gargantua
ishing the variety that a wide selection The standard roster of Old-School Essen-
of character types offers. Other groups tials demihumans is profuse with “little
prefer to stick with a limited selection people” of various kinds (e.g. dwarves,
of character classes. As always: do what gnomes, halflings, etc.). Larger-than-hu-
brings your group the most enjoyment man species are for the most part relegat-
in your games. ed to the monster listings. The gargantua
One approach that works well is for the class changes this, presenting a playable
referee to select a limited set of classes demihuman race of “big people”.
(say between 7–10 in number) that are The gargantua is also presented as a race,
available in the campaign. For example, for those using the Old-School Essentials
in one campaign, the acolyte class may Advanced Fantasy option for selecting a
replace the cleric. character’s class and race separately. See
In this way, the number of choices avail- Character Races, p20.
able to players when creating characters
is kept within reasonable bounds, while
the hand-picked set of allowed classes
can heavily reinforce the flavour of the
specific campaign.
4
Goblin Kineticist
A classic monster species now presented Inspired by the mystical warrior sects of
as a playable demihuman class for Old- popular science-fiction, kineticists are
School Essentials! unarmoured warriors who practice the
The goblin is also presented as a race, for art of mind over matter by manipulation
those using the Old-School Essentials of kinetic force.
Advanced Fantasy option for selecting a The class comes complete with a set of
character’s class and race separately. See nine mental powers to choose from.
Character Races, p20.
Mage
Hephaestan A companion to the acolyte, this class is
Inspired by popular science-fiction spins the result of a thought experiment: what
on elves, hephaestans are a race of elf-like would a wizardly class look like if based
demihumans who practice the arts of on the percentile thief skills mechanic,
telepathy and mind control. instead of the standard spell memo-
The hephaestan is also presented as a rization mechanism? Thus, the magic
race, for those using the Old-School possessed by mages is not bound by spell
Essentials Advanced Fantasy option for books or memorization.
selecting a character’s class and race sepa- The specific abilities of the class are heavi-
rately. See Character Races, p20. ly inspired by a certain wizard of great
repute in J.R.R. Tolkien’s Lord of the Rings
trilogy.
Due to the class’ lack of flashy combat
magic, it could be used as a wholesale
replacement of the standard magic-user
class in low-magic campaigns.
5
Acolyte By Gavin
Norman
Combat
Acolytes can use any armour. Strict holy
Requirements: None doctrine prevents acolytes’ use of weapons
Prime requisite: WIS that have a sharp, cutting edge or stabbing
Hit Dice: 1d6 point. They may use the following weap-
Maximum level: 14 ons: club, mace, sling, staff, war hammer.
Armour: Any, including shields
Weapons: Any blunt weapons Divine Magic
Languages: Alignment, Common Acolytes cannot memorize spells, but can
Acolytes are adventurers who have sworn cast clerical spells from scrolls. See Magic
to serve a deity. They are trained for battle in Old-School Essentials for full details
and can channel the power of their deity. on divine magic.
Holy symbol: An acolyte must carry a
Acolyte Skills holy symbol (see Old-School Essentials).
Acolytes can use the following skills with Deity disfavour: Acolytes must be faith-
a range of 30’, with the chance of success ful to the tenets of their alignment, clergy,
shown opposite: and religion. Those who fall from favour
with their deity may incur penalties.
▶ Bless (BL): Allies gain +1 to attack and
damage rolls for one round per level of Magical research: An acolyte of any level
the acolyte. May be used once per turn. may spend time and money on magical
▶ Detect magic (DM): Requires 1 turn research. This allows them to research
of concentration on an object. Failed miscellaneous magical effects (see Other
checks may be re-attempted, if the acolyte Magical Research in Old-School Essen-
is willing to spend the additional time. tials). From 9th level, an acolyte may also
create magic items.
▶ Know alignment (KA): Grants imme-
diate knowledge of the alignment of one Using magic items: Acolytes can use mag-
character, monster, object, or location. ic scrolls of spells on the cleric spell list
May only be attempted once per subject. (see Old-School Essentials). They can also
use items that may only be used by divine
▶ Purify (PU): Makes rotten, poisonous,
spell casters (e.g. some magic staves).
or spoiled food and water pure and safe to
consume. Affects either 6 quarts of drink,
one ration (iron or standard), or unpre- Healing
served food sufficient for 12 humans. May From 2nd level, an acolyte has the power
only be attempted once per item. to heal by touch. This may be used once
▶ Rally (RA): Counters magical fear per day per level of the acolyte and either
effects. May be used once per turn. cures 1d3hp or allows another save vs a
▶ Turn undead (TU): Affects undead of negative effect (e.g. a curse or poison).
up to one HD greater than the acolyte’s
level. Penalised based on the type of After Reaching 9th Level
undead targeted (–5% per HD). If the roll An acolyte may establish or build a
succeeds, 2d6 HD of undead are forced stronghold. So long as the acolyte is cur-
to leave the area, if possible. They will not rently in favour with their god, a strong-
harm or make contact with the acolyte. hold may be bought or built at half the
May be used once per turn. normal price, due to divine intervention.
6
Acolyte Level Progression
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d6 19 [0] 11 12 14 16 15
2 1,500 2d6 19 [0] 11 12 14 16 15
3 3,000 3d6 19 [0] 11 12 14 16 15
4 6,000 4d6 19 [0] 11 12 14 16 15
5 12,000 5d6 17 [+2] 9 10 12 14 12
6 25,000 6d6 17 [+2] 9 10 12 14 12
7 50,000 7d6 17 [+2] 9 10 12 14 12
8 100,000 8d6 17 [+2] 9 10 12 14 12
9 200,000 9d6 14 [+5] 6 7 9 11 9
10 300,000 9d6+1* 14 [+5] 6 7 9 11 9
11 400,000 9d6+2* 14 [+5] 6 7 9 11 9
12 500,000 9d6+3* 14 [+5] 6 7 9 11 9
13 600,000 9d6+4* 12 [+7] 3 5 7 8 7
14 700,000 9d6+5* 12 [+7] 3 5 7 8 7
THAC0: Attack matrix row to use. D: Death / poison; W: Wands;
(Ascending AC attack bonus in [].) P: Paralysis / petrify; B: Breath attacks;
*: Modifiers from CON no longer apply. S: Spells / rods / staves.
7
Gargantua By James
Maliszewski
Demihuman Class
Requirements: Minimum CON 9,
minimum STR 9
Prime requisite: CON and STR
Hit Dice: 1d10
Maximum level: 10
Armour: Any appropriate to size,
including shields
Weapons: Any
Languages: Alignment, Common
8
Gargantua Level Progression
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d10 19 [0] 8 9 10 13 12
2 2,500 2d10 19 [0] 8 9 10 13 12
3 5,000 3d10 19 [0] 8 9 10 13 12
4 10,000 4d10 17 [+2] 6 7 8 10 10
5 20,000 5d10 17 [+2] 6 7 8 10 10
6 40,000 6d10 17 [+2] 6 7 8 10 10
7 80,000 7d10 14 [+5] 4 5 6 7 8
8 160,000 8d10 14 [+5] 4 5 6 7 8
9 300,000 9d10 14 [+5] 4 5 6 7 8
10 500,000 9d10+3* 12 [+7] 2 3 4 4 6
THAC0: Attack matrix row to use. D: Death / poison; W: Wands;
(Ascending AC attack bonus in [].) P: Paralysis / petrify; B: Breath attacks;
*: Modifiers from CON no longer apply. S: Spells / rods / staves.
9
Goblin By James
Maliszewski
Defensive Bonus
Due to their small size, goblins gain a +2
Demihuman Class bonus to Armour Class when attacked
by large opponents (greater than hu-
Requirements: Minimum DEX 9 man-sized).
Prime requisite: DEX and STR
Hit Dice: 1d6 Detect Construction Tricks
Maximum level: 8
Armour: Any appropriate to size, Goblins are fair miners and have a 2-in-
including shields 6 chance of being able to detect new
Weapons: Any appropriate to size construction, sliding walls, or sloping
Languages: Alignment, Common, passages when searching.
Goblin, the language of wolves
Infravision
Goblins are short demihumans standing
Goblins have infravision to 60’ (see
between 3’ and 3½’ tall. They possess skin
Darkness under Hazards and Challenges
ranging in colour from yellow to orange
in Old-School Essentials).
to red (and everything in between), while
their eyes are usually reddish in hue
and are visible even in the dark. Though Stealth
many goblins live underground, not all Underground, goblins have a 3-in-6
do so, especially those most likely to chance of moving silently.
interact with humans and join adven-
turing parties. Goblins can be somewhat Wolf Affinity
surly and resentful when interacting with
Goblins live alongside wolves, including
other beings, or even their own kin, like
dire wolves. They can speak to these
bugbears and hobgoblins. These attitudes
animals and gain a +1 bonus to reaction
are only heightened by the fact that many
rolls when encountering wolves. (See En-
goblins—though not all—are aligned
counters in Old-School Essentials.) If the
with Chaos.
result is 9 or greater, a wolf will consent
Prime requisites: A goblin with at least to being ridden as a mount by the goblin.
13 in one prime requisite gains a 5% bo-
nus to experience. If both DEX and STR After Reaching 8th Level
are 16 or higher, the goblin gets a +10%
bonus. A goblin can establish a stronghold,
whether above ground or beneath it,
Combat attracting 2d6 goblins from far and wide.
Goblins typically live in clans, so goblins
Goblins can use all types of armour, but it of the character’s clan will be attracted to
must be tailored to their small size. Simi- this stronghold. Goblins from other clans
larly, they can use any weapon appropri- will generally be friendly and clans may
ate to their stature (as determined by the collaborate in times of war or disaster.
referee). They cannot use longbows or
A goblin ruler may only hire goblin mer-
two-handed swords.
cenaries. Specialists and retainers of any
race may be hired, but this is uncommon.
10
Goblin Level Progression
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d6 19 [0] 8 9 10 13 12
2 2,000 2d6 19 [0] 8 9 10 13 12
3 4,000 3d6 19 [0] 8 9 10 13 12
4 8,000 4d6 17 [+2] 6 7 8 10 10
5 16,000 5d6 17 [+2] 6 7 8 10 10
6 32,000 6d6 17 [+2] 6 7 8 10 10
7 64,000 7d6 14 [+5] 4 5 6 7 8
8 120,000 8d6 14 [+5] 4 5 6 7 8
THAC0: Attack matrix row to use. D: Death / poison; W: Wands;
(Ascending AC attack bonus in [].) P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.
11
Hephaestan By James
Maliszewski
Mental Powers
Twice per day per level, a hephaestan
Demihuman Class may activate one of the following mental
powers:
Requirements: Minimum CHA 9,
▶ ESP: By concentrating for 1 round, the
minimum CON 9
hephaestan can read the thoughts of an
Prime requisite: INT and WIS
intelligent, living creature within 90’. An
Hit Dice: 1d6
unwilling target may save versus spells to
Maximum level: 10
resist. While reading thoughts, the hep-
Armour: Leather, chainmail, shields
haestan may move but cannot attack.
Weapons: Any
Languages: Alignment, Common, ▶ Gestalt: A hephaestan can read a
Hephaestan living creature’s memories and share their
own memories with the creature. To do
Hephaestans are a race of tall (6’), thin this, the hephaestan and the creature
demihumans with angular features and must be in physical contact. An unwilling
pointed ears. Some sages claim they are target may save versus spells to resist.
relatives of elves, hailing from a distant ▶ Healing trance: A hephaestan can en-
land or even another world. For their ter a meditative state that lasts for 1 turn,
part, hephaestans are tight lipped on the during which time they are completely
subject of their origins. Coldly rational unaware of their surroundings and can
and seemingly without emotion, the neither attack nor defend themselves.
hephaestans are highly skilled in the use The trance heals 1d6+1 hit points per use
of mental powers, which they employ (2d6+2 hit points per use at 6th level or
instead of magic. Despite their aloofness, higher).
hephaestans get along well with most ▶ Mind control: A hephaestan can alter
intelligent races. a creature’s perceptions to take control
Prime requisites: A hephaestan with at of their actions. A target within 30’ must
least 13 INT and WIS gains a 5% bonus save versus paralysis or come under
to experience. A hephaestan with an INT the hephaestan’s mental control for 1d6
of at least 16 and a WIS of at least 13 rounds. Acts that are self-destructive or
gains a 10% XP bonus. against the victim’s alignment allow an-
other save to break the mind control.
Combat ▶ Mind shield: A hephaestan can shield
Hephaestans can use leather armour or their mind for up to 2 turns, granting
chainmail, as well as shields. They can use them a +4 bonus to any saving throws to
all types of weapons. resist the effects of mental powers and
mind-affecting spells and magic items.
Listening at Doors ▶ Telepathy: A hephaestan can establish
bidirectional mental communication
Hephaestans have keen hearing, giving with one other living intelligent creature
them a 2-in-6 chance of hearing noises within sight for 1 turn. The creature need
(see Dungeon Adventuring in Old School not share a language with the hephaestan.
Essentials).
12
Hephaestan Level Progression
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d6 19 [0] 12 13 13 15 15
2 3,000 2d6 19 [0] 12 13 13 15 15
3 6,000 3d6 19 [0] 12 13 13 15 15
4 12,000 4d6 17 [+2] 10 11 11 12 12
5 25,000 5d6 17 [+2] 10 11 11 12 12
6 50,000 6d6 17 [+2] 10 11 11 12 12
7 100,000 7d6 14 [+5] 8 9 9 10 10
8 200,000 8d6 14 [+5] 8 9 9 10 10
9 300,000 9d6 14 [+5] 8 9 9 10 10
10 400,000 9d8+2* 12 [+7] 6 7 8 8 8
THAC0: Attack matrix row to use. D: Death / poison; W: Wands;
(Ascending AC attack bonus in [].) P: Paralysis / petrify; B: Breath attacks;
*: Modifiers from CON no longer apply. S: Spells / rods / staves.
Neuropressure
Hephaestans have developed a non-lethal
combat technique that applies pressure
to the nerves at the back of a creature’s
neck to induce temporary unconscious-
ness for 4d4 rounds. Neuropressure only
affects targets of 4+1 or lower Hit Dice
(see Game Statistics under Monsters in
Old-School Essentials) and is ineffective
against creatures larger than the hep-
haestan or lacking a discernible neck.
Furthermore, neuropressure requires a
successful attack roll against an unaware
Activating Mental Powers opponent to take effect. This ability is
A hephaestan must spend a round con- usable a number of times per day equal to
centrating in order to activate a mental the hephaestan’s level.
power. This precludes moving, attacking,
or taking any other actions. After Reaching 9th Level
Initiative: The use of mental powers must A hephaestan has the option of establish-
be declared before initiative is rolled. ing an academy devoted to the study of
Disruption: If the hephaestan loses mental powers, attracting 2d6 1st-level
initiative and is successfully attacked or hephaestans to study under the character.
fails a saving throw before their turn, the A hephaestan may only hire hephaestan
power is disrupted and fails. One “usage mercenaries. Specialists and retainers of
per day” is still consumed. any race may be hired.
13
Kineticist By Gavin
Norman
Mental Powers
Kineticists know a number of mental
Requirements: None powers depending on their level, as
Prime requisite: DEX and WIS indicated in the table opposite. Mental
Hit Dice: 1d6 powers are chosen by the referee, who
Maximum level: 14 may allow the player to choose.
Armour: None The list of mental powers usable by kinet-
Weapons: Any icists is found on p16.
Languages: Alignment, Common
Frequency of Use
Kineticists are masters of mind over mat- Twice per day per level, a kineticist may
ter, their rigorous physical and mental activate one of the mental powers they
training focusing on the manipulation of know. For example, a 2nd level kineticist
internal kinetic force. This force can be may activate four powers per day.
harnessed to accelerate motion and hone
reactions or can be projected outward to
Activating Mental Powers
affect distant objects. Kineticists’ mental powers take effect
instantly at the beginning of the charac-
The ability to manipulate kinetic force ter’s initiative. A kineticist may activate
may be awakened spontaneously or may a power and perform other actions (e.g.
be learned from a master. Either way, it moving, attacking, etc.) in the same
is often the case that this power runs in round.
families.
Combat sequence: Mental powers take
Prime requisites: A kineticist with at effect at the beginning of the combat
least 13 DEX and WIS gains a 5% bonus sequence, before movement.
to experience. A kineticist with at least
a 16 in both prime requisites receives a One power per round: A kineticist
+10% XP bonus. cannot activate more than one power in a
single round.
Armour Class
After Reaching 9th Level
As a kineticist advances in level, their
honed reactions and ability to deflect A kineticist may establish an academy
attacks grant them an improved Armour where they teach their skills to students.
Class, indicated in the table opposite. The kineticist will attract 1d6 apprentices,
who are of level 1d4.
Combat
Kineticists can use all weapons, but can-
not use armour or shields, instead relying
on their honed reactions and mental
powers for defence in battle.
Mental Defence
Kineticists gain a +2 bonus to all saving
throws against mental powers, including
the powers of other kineticists.
14
Kineticist Level Progression
Saving Throws Mental
Level XP HD THAC0 AC D W P B S Powers
1 0 1d6 19 [0] 9 [10] 13 14 13 16 15 3
2 2,000 2d6 19 [0] 8 [11] 13 14 13 16 15 3
3 4,000 3d6 19 [0] 7 [12] 13 14 13 16 15 4
4 8,000 4d6 19 [0] 6 [13] 13 14 13 16 15 4
5 16,000 5d6 17 [+2] 5 [14] 12 13 11 14 13 5
6 32,000 6d6 17 [+2] 4 [15] 12 13 11 14 13 5
7 64,000 7d6 17 [+2] 3 [16] 12 13 11 14 13 6
8 120,000 8d6 17 [+2] 2 [17] 12 13 11 14 13 6
9 240,000 9d6 14 [+5] 1 [18] 10 11 9 12 10 7
10 360,000 9d6+2* 14 [+5] 0 [19] 10 11 9 12 10 7
11 480,000 9d6+4* 14 [+5] –1 [20] 10 11 9 12 10 8
12 600,000 9d6+6* 14 [+5] –2 [21] 10 11 9 12 10 8
13 720,000 9d6+8* 12 [+7] –3 [22] 8 9 7 10 8 9
14 840,000 9d6+10* 12 [+7] –3 [22] 8 9 7 10 8 9
THAC0: Attack matrix row to use. D: Death / poison; W: Wands;
(Ascending AC attack bonus in [].) P: Paralysis / petrify; B: Breath attacks;
*: Modifiers from CON no longer apply. S: Spells / rods / staves.
15
Kineticist By Gavin
Norman
Crush Life
Duration: Concentration, up to 1 round
16
Kinetic Leap Telekinetic Attack
Duration: Instant Duration: Instant
Range: 10’ + 10’ per level Range: 10’ per level
The kineticist propels their own body The kineticist telekinetically lifts an ob-
with a surge of kinetic force, allowing ject within range and hurls it at a nearby
them to make a superhuman leap. opponent.
Leap: The kineticist can leap to any loca- Weight: Up to 200 coins of weight per
tion within range, including vertically. level of the kineticist may be lifted.
Range: The targeted creature must be
Kinetic Shield within 60’ of the object.
Duration: Concentration, up to 1 round Saving throw: The target must save ver-
per level sus wands or be hit by the hurled object,
Range: The kineticist suffering damage.
A shield of kinetic energy whirls around Damage: The damage inflicted depends
the kineticist’s body, deflecting attacks on the weight of the object hurled, as
against the kineticist. indicated in the table below.
Missiles: The kineticist is completely im- Telekinetic Attack: Damage
mune to small, non-magical missiles. No
protection is granted against, for exam- Object’s Weight (Coins) Damage
ple, hurled boulders or enchanted arrows. Up to 200 2d4
Melee attacks: Opponents suffer a –2 201–400 2d6
penalty to melee attack rolls against the 401–800 3d6
kineticist. 801–1,500 4d6
Energy attacks: The kineticist gains a 1,501 or more 5d6
+2 bonus to saving throws versus magic
wands, rods, and staves, breath weapons, Throw Weapon
and energy attacks.
Duration: Instant
Concentration: Performing any other
Range: 10’ per level
action (except moving) causes the power
to end. The kineticist throws a melee weapon
they are holding in a precise, arcing flight.
Kinetic Wave The weapon attacks a target within range
and then returns to the kineticist’s hand.
Duration: Instant
Range: 30’ Attack: The thrown weapon is handled as
a missile attack roll with a +4 bonus.
A wave of kinetic force surges from the
Damage: If the attack hits, any damage
kineticist’s hand at a single target in range.
dealt is doubled.
Push: The target must save vs paralysis
or be thrown back by the kinetic force.
If the save fails: The target suffers 1d6
damage and is thrown away from the
kineticist to a distance of 10’ per level of
the kineticist.
17
Mage By Gavin
Norman
Mage Armour
A mage’s connection with deep magic
Requirements: None grants them a +2 bonus to Armour Class.
Prime requisite: INT and WIS
Hit Dice: 1d6 Mage Skills
Maximum level: 14 Mages can use the following skills on tar-
Armour: None gets within 30', with the chance of success
Weapons: Dagger, short sword, staff, shown opposite:
sword ▶ Detect magic (DM): Requires 1 turn
Languages: Alignment, Common of concentration on an object. Failed
Mages are adventurers who study the checks may be re-attempted, if the mage is
secrets of deep magic, making them willing to spend the additional time.
powerful allies. ▶ Open/close (OC): Magically opens or
Prime requisites: A mage with at least 13 pushes closed an unlocked door, portal,
INT and WIS gains a 5% bonus to XP. A lid, etc. and holds it open/closed for 1
mage with an INT of at least 16 and a WIS round per level of the mage. May only be
of at least 13 receives a 10% XP bonus. attempted once per portal.
▶ Rally/fear (RF): Rally counters mag-
Arcane Magic ical fear effects. Fear forces enemies to
make a morale check. This skill may be
Mages cannot memorize spells, but can used once per turn.
cast arcane spells from scrolls. See Magic
▶ Read magic (RM): Allows the mage
in Old-School Essentials for full details
to decipher magical scripts and runes.
on arcane magic.
Failed attempts cannot be retried until
Magical research: A mage of any level the mage gains a level.
may spend time and money on magi-
▶ Suggestion (SU): On a successful
cal research. This allows them to scribe
check, the mage’s words take on a super-
scrolls of arcane spells (see Scribing
natural potency. Up to one HD of persons
Scrolls) or to research other magical
(see Persons in Old-School Essentials)
effects. From 9th level, a mage may also
per level of the mage must save versus
create magic items of other kinds.
spells or follow the mage’s suggestion
Using magic items: Mages are able to for 1 round per level of the mage. (If the
cast spells from arcane scrolls and use any suggestion would endanger a subject, that
items that may only be used by arcane subject automatically saves). Afterwards,
spell casters (e.g. magic wands). subjects realise they have been tricked.
This skill may be used once per turn.
Combat
Mages can use staves and one-handed Mage’s Staff
blades, but cannot wear armour.
Invulnerable monsters: In the hands of a
mage, a normal staff can harm creatures
Healing that are immune to mundane attacks.
Once per day, a mage may spend 1 turn
Light: Once per day, the mage may cause
to heal an ally. This either cures 1hp per
their staff to radiate light in a 30’ radius
level or allows another save against a neg-
for 1 turn per level.
ative effect (e.g. a curse or poison).
18
Mage Level Progression
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d6 19 [0] 12 13 12 15 14
2 2,800 2d6 19 [0] 12 13 12 15 14
3 5,600 3d6 19 [0] 12 13 12 15 14
4 12,000 4d6 19 [0] 12 13 12 15 14
5 24,000 5d6 19 [0] 12 13 12 15 14
6 48,000 6d6 17 [+2] 10 11 10 13 11
7 100,000 7d6 17 [+2] 10 11 10 13 11
8 200,000 8d6 17 [+2] 10 11 10 13 11
9 400,000 9d6 17 [+2] 10 11 10 13 11
10 560,000 9d6+1* 17 [+2] 10 11 10 13 11
11 720,000 9d6+2* 14 [+5] 7 8 7 10 7
12 980,000 9d6+3* 14 [+5] 7 8 7 10 7
13 1,140,000 9d6+4* 14 [+5] 7 8 7 10 7
14 1,300,000 9d6+5* 14 [+5] 7 8 7 10 7
THAC0: Attack matrix row to use. D: Death / poison; W: Wands;
(Ascending AC attack bonus in [].) P: Paralysis / petrify; B: Breath attacks;
*: Modifiers from CON no longer apply. S: Spells / rods / staves.
20
Gargantua
Requirements: Minimum CON 9,
minimum STR 9
Ability modifiers: –1 INT, +1 STR
Languages: Alignment, Common
21
Goblin Defensive Bonus
Due to their small size, goblins gain a +2
bonus to Armour Class when attacked
Requirements: Minimum DEX 9 by large opponents (greater than hu-
Ability modifiers: +1 DEX, –1 STR man-sized).
Languages: Alignment, Common, Gob-
lin, the language of wolves Detect Construction Tricks
Goblins are short demihumans standing Goblins are fair miners and have a 2-in-
between 3’ and 3½’ tall. They possess skin 6 chance of being able to detect new
ranging in colour from yellow to orange construction, sliding walls, or sloping
to red (and everything in between), while passages when searching.
their eyes are usually reddish in hue
and are visible even in the dark. Though Infravision
many goblins live underground, not all Goblins have infravision to 60’ (see
do so, especially those most likely to Darkness under Hazards and Challenges
interact with humans and join adven- in Old-School Essentials).
turing parties. Goblins can be somewhat
surly and resentful when interacting with
other beings, or even their own kin, like
Resilience
bugbears and hobgoblins. These attitudes Goblins’ natural constitution and re-
are only heightened by the fact that many sistance to magic grants them a bonus
goblins—though not all—are aligned to saving throws versus poison, spells,
with Chaos. and magic wands, rods, and staves. This
bonus depends on a goblin’s CON score,
Available Classes and Max Level as follows:
▶ Acrobat: 7th ▶ 6 or lower: No bonus
▶ Assassin: 8th ▶ 7–10: +2
▶ Cleric*: 6th ▶ 11–14: +3
▶ Fighter: 8th ▶ 15–17: +4
▶ Magic-user: 6th ▶ 18: +5
▶ Thief: 8th
Wolf Affinity
* At the referee’s option, goblin clerics
may only exist as NPCs. Goblins live alongside wolves, including
dire wolves. They can speak to these
Combat animals and gain a +1 bonus to reaction
rolls when encountering wolves. (See En-
Armour must be tailored to goblins’ counters in Old-School Essentials.) If the
small size. Likewise, goblins can only use result is 9 or greater, a wolf will consent
weapons appropriate to their stature (as to being ridden as a mount by the goblin.
determined by the referee). They cannot
use longbows or two-handed swords.
22
Hephaestan
Requirements: Minimum INT 9
Ability modifiers: –1 STR, +1 CHA
Languages: Alignment, Common,
Hephaestan
23
Black Powder Firearms
By Gavin Norman and Donn Stroud
Introduction
priming pan is also loaded with gunpow-
der and the weapon fired by applying a
spark to the pan, causing the powder to
This article presents rules for introducing burn, thus igniting the load in the barrel
black powder firearms of the types used and pushing the wad and ball out of the
in the Early Modern period of history gun at explosive speeds. The only thing
into your Old-School Essentials games. that changed over 3 to 4 hundred years
was the firing mechanism: the method of
Very early guns were essentially hand- causing the spark.
held cannons, but this article skips ahead
to the musket style guns from the 1400s Types of Firearms
onward. The term “musket” is used for
simplicity although there were many Three types of firing mechanisms
names applied to these early guns. (matchlock, wheellock, and flintlock) and
four types of firearms (blunderbusses,
The Basics muskets, heavy muskets, and pistols) are
described overleaf.
A gun is loaded through the muzzle, first
with gun powder, then with wad and Availability: Historically, different types
balls (or shot). A small tool is used to set of firing mechanisms were developed and
the ball and wad into the tip of the barrel, used at different points in history. The
and a longer ramrod is used to firmly referee should decide which types are
seat these against the gunpowder. The available in the campaign.
24
Usage Keeping Firearms Loaded
The major advantage of firearms, which Another advantage of firearms over bows
eventually made them dominant over is that they can be loaded in advance of
bows historically, is their relative ease of combat and easily carried in a ready-to-
use. Using a bow effectively takes exten- fire state.
sive training, whereas firearms can be Fire and falling: The referee may rule
mastered in a short time. that pre-loaded firearms may go off if a
Non-martial classes: May use a pistol but character falls or is subjected to fire. In
no other firearms. such cases, it is likely that the character
Semi-martial classes: May use a pistol, themselves may be damaged by the shot!
blunderbuss, or musket, but not a heavy
musket.
Martial classes: May use any firearm.
Clerics: The referee should decide wheth-
Specialists
er or not firearms are prohibited by the The following new types of specialists
religious doctrine of clerics. may be hired by characters.
Behavioural restrictions: Other classes Gunsmith
may have special restrictions that limit
their use of firearms, despite theoretical- Craftspeople who specialise in the manu-
ly being able to use them. For example, facture and maintenance of firearms.
the knight class in Old-School Essentials Wage per month: 100gp.
Advanced Fantasy is prohibited from us- Producing firearms: A gunsmith can
ing missile weapons. This also precludes make five matchlock firearms per month,
firearms. The referee should rule on such one wheellock firearm per month, or two
cases if they arise with other classes. flintlock firearms per month.
Maintaining mercenaries’ firearms: A
Martial, Semi-Martial, Non-Martial dedicated gunsmith is required per 50
For the sake of determining firearm troops.
usage, character classes are divided into Assistants: A gunsmith’s output (either
three categories: martial, semi-martial, in terms of firearms produced or troops
and non-martial. The category each maintained) may be doubled by hiring
class falls under is determined by the two assistant gunsmiths and one black-
rate at which its THAC0 and saving smith (see Old-School Essentials). If four
throw values improve, as follows: assistants and two blacksmiths are hired,
▶ Martial classes: Gain an improve- the gunsmith’s output may be quadru-
ment to their THAC0 and saves every 3 pled. A gunsmith cannot coordinate
levels (e.g. fighter). more assistants than this.
▶ Semi-martial classes: Gain an
improvement to their THAC0 and saves
Assistant Gunsmith
every 4 levels (e.g. thief). Apprentices who may work under a gun-
▶ Non-martial classes: Gain an im- smith to increase the rate of production.
provement to their THAC0 and saves See Gunsmith.
every 5 levels (e.g. magic-user). Wage per month: 15gp.
25
Equipment Firing Mechanisms
Matchlock guns: Lit with a slow burning
rope that pushes against the flash pan
Matchlock Firearms when the trigger is pulled. Loose histori-
Weight cal timeline: 1400s–1500s.
Weapon Cost (gp) (Coins) Wheellock guns: Lit with a spinning
Blunderbuss 25 45 wheel that is set by turning the mech-
anism with a wrench. Loose historical
Heavy musket 35 150
timeline: 1500s–1600s.
Musket 30 75
Flintlock guns: Sparked by a piece of
Pistol 20 20
flint striking against steel when the trig-
ger is pulled. Loose historical timeline:
Wheellock Firearms 1600s–1800s.
Weight
Weapon Cost (gp) (Coins) Gun Types
Blunderbuss 200 45 Pistol: A single-handed gun with a barrel
Heavy musket 300 150 length less than 16”. Unlike most missile
Musket 250 75 weapons, a pistol can be fired in melee.
Pistol 170 20 Blunderbuss: (Also known as a muske-
toon.) A two-handed gun with a barrel
Flintlock Firearms from 13–30” long. It is shot from the hip.
Weight Unlike most missile weapons, a blunder-
Weapon Cost (gp) (Coins) buss can be fired in melee. It uses shot
composed of many smaller balls, instead
Blunderbuss 100 45
of a single, large ball and, at longer rang-
Heavy musket 140 150 es, causes damage to targets in an area.
Musket 120 75 Musket: A two-handed gun with a barrel
Pistol 80 20 length of 40–60”.
Heavy musket: A two-handed gun with a
Accessories barrel length over 60”. It requires a forked
Item Cost (gp) prop to aim and fire. If fired without the
Ammunition pouch 5 prop, the attack roll is penalised by –2.
(Unlike the other firearms presented
here, heavy muskets are too large and
Encumbrance (Optional Rule) unwieldy to be used as a club in melee.)
If the optional rule for detailed encum-
brance is used (see Old-School Essen- Accessories
tials), the listed weight of weapons is
tracked. The listed weight of missile Ammunition pouch: Enough balls (or
weapons already includes the weight of shot), powder, wadding, and cord for 20
the ammunition and its container. shots.
26
Firearm Combat Stats
Weapon Damage Qualities
Blunderbuss 1d6 Club (1d4), Loud, Misfire, Missile (5’–10’ / 11’–25’ / 26’–40’),
Point blank, Reload, Spread, Two-handed
Heavy musket 1d10 Misfire, Loud, Missile (5’–70’ / 71’–140’ / 141’–210’), Reload,
Slow, Two-handed
Musket 1d10 Club (1d6), Loud, Misfire, Missile (5’–50’ / 51’–100’ /
101’–140’), Reload, Slow, Two-handed
Pistol 1d8 Club (1d4), Loud, Misfire, Missile (5’–25’ / 26’–50’ / 51’–90’),
Point blank, Reload
Damage: Die rolled when using the (see Combat in Old-School Essentials).
optional rule for variable weapon damage
28
D6 Thief Skills Modified Skills
When using d6-based thief skills, usage
An Alternative System for Thief Skills of the following skills is modified.
Expertise
Base chance of success: All skills begin
with a 1-in-6 chance of success.
Expertise points: Thieves gain expertise
points to improve their chance of success
with their skills. Each point allocated to
a skill improves the chance of success by
1-in-6. Multiple points may be allocated
to a skill, further increasing the chance
of success. For example, if 2 points are
allocated to a skill, the chance of success
Thief Skills is raised to 3-in-6 (from the base 1-in-6
chance of success).
Thieves have the following skills: climb
sheer surfaces, find or remove treasure At 1st level: At character creation, a thief
traps, hear noise, hide in shadows, move has 4 expertise points to allocate.
silently, open locks, pick pockets, read Gaining levels: A thief gains 2 additional
languages. These skills function as de- expertise points to allocate.
scribed in Old-School Essentials, except Maximum chance of success: No skill
that skill checks are rolled on a d6, rather may be raised above 5-in-6.
than with percentile dice. The chance
of success with skills is described under
Expertise.
29
Adjudicating Climbing
Thieves have the skill to climb sheer sur-
30
Repeating Checks (Optional Rule) Sneaking
Under the standard rules, checks to Thieves have the skill to move silently (i.e.
search for traps or secret doors, remove making absolutely no sound whatsoever).
treasure traps, and open locks may only
Silent environments: Moving silently is
be attempted once per character. The
required to sneak unnoticed in a com-
referee may allow repeated checks at the
pletely silent environment. e.g. if a guard
expense of time: one turn per attempt.
is standing quietly listening for intruders,
Spending extra time brings its own risks
a roll to move silently may be required.
in the form of wandering monsters and
diminishing resources (e.g. light). Noisy environments: Thieves can sneak
unnoticed without a roll in environments
with background noise (i.e. where mov-
Hiding ing absolutely silently is unnecessary).
Thieves have the skill to hide in shadows This includes combat.
(i.e. when no other cover is available). Failed rolls: A thief who fails their roll
Easier circumstances: Thieves can hide to move silently is still assumed to be
behind decent cover without a roll. moving quietly, thus the normal surprise
rules apply (see notes below).
Halflings and gnomes: Characters of
these classes have a similar hiding ability Other characters: When exploring (i.e.
to thieves which may be adjudicated not in combat or fleeing), it is assumed
using the same guidelines. that characters are attempting to move
around quietly. In environments with
Other characters: May be required to
some level of background noise, the
roll (e.g. a DEX check or 2-in-6 chance)
surprise roll (see notes below) covers
to successfully hide behind cover. Non-
characters’ chance of sneaking unnoticed.
thieves have no chance of hiding if the
Non-thieves cannot sneak unnoticed in
only cover available is shadows.
silent environments.
Reading Languages and Codes Surprise: If PCs’ presence is not other-
wise obvious (e.g. due to light sources or
Thieves’ expertise with maps and secret noisy actions), the standard surprise roll
messages allows them (from 4th level) to covers the chance of characters sneaking
read non-magical text in any language (in- unnoticed in a non-silent environment.
cluding dead languages and basic codes). See Encounters in Old-School Essentials.
Level of comprehension: The referee
should decide how much of a text the Opening Locks
thief comprehends. In the case of obscure
Thieves’ expertise with small, complex
languages, the thief may only under-
mechanisms allows them to pick locks.
stand the basic gist of a text, not the finer
details. Other characters: Do not have the exper-
tise to attempt this feat.
Other characters: Do not have the exper-
tise to attempt this feat.
Picking Pockets
Codes as puzzles: Adventures sometimes
contain puzzles involving simple codes Thieves are trained in the subtle art of
for players to unravel. The referee should picking pockets.
decide whether to allow thieves’ read lan- Other characters: Do not have the exper-
guages skill to aid in solving such puzzles. tise to attempt this feat.
31
Open Game License
DESIGNATION OF PRODUCT IDENTITY 6.Notice of License Copyright: You must update the COPYRIGHT
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14 Reformation: If any provision of this License is held to be
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15 COPYRIGHT NOTICE
notice to any Open Game Content that you Use. No terms may be
added to or subtracted from this License except as described by the Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
License itself. No other terms or conditions may be applied to any System Reference Document 5.1 Copyright 2016, Wizards of the
Open Game Content distributed using this License. Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
3.Offer and Acceptance: By Using the Open Game Content You Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb,
indicate Your acceptance of the terms of this License. Bruce R. Cordell, Chris Sims, and Steve Townshend, based on
original material by E. Gary Gygax and Dave Arneson.
4. Grant and Consideration: In consideration for agreeing to use this
License, the Contributors grant You a perpetual, worldwide, royalty- Carcass Crawler Issue #1 © 2020 Gavin Norman; gargantua and
free, non-exclusive license with the exact terms of this License to goblin classes © James Maliszewski 2020; gargantua and goblin races
Use, the Open Game Content. © James Maliszewski and Gavin Norman 2020.
5.Representation of Authority to Contribute: If You are contributing END OF LICENSE
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32
RETRO ADVENTURE GAME
Carcass Crawler
The official Old-School Essentials zine
Carcass Crawler is a zine devoted to Old-School Essentials
from Necrotic Gnome. Each issue is packed with new
material for your games, including new character classes
and races, new spells and magic items, new monsters,
optional and expanded rules, previews of in-development
products, short adventures, and more!
In this issue
ISBN 978-3-96657-062-6
RETRO ADVENTURE GAME
Carcass Crawler
The official Old-School Essentials zine
Carcass Crawler is a zine devoted to Old-School Essentials
from Necrotic Gnome. Each issue is packed with new
material for your games, including new character classes
and races, new spells and magic items, new monsters,
optional and expanded rules, previews of in-development
products, short adventures, and more!
In this issue