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OSE RPG Equipment & Services Cheat Sheet (DRAFT) by

Cheat Sheet for Equipment in the Old School Essentials RPG (also applicable to 1st Edition Basic Dungeons & Dragons)

This is a draft cheat sheet. It is a work in progress and is not finished yet.

Advent­uring Gear

Item
Cost (gp)
Descri­ption
Backpack
5
A leather bag that can be strapped over the shoulders, requiring no hands. Holds up to 400 coins.
Crowbar
10
An iron bar, 2–3’ long. Used for prying open doors, chest lids, etc.
Garlic
5
Grappling Hook
25
Made of iron, with 3–4 hooks and a ring to attach a rope.
Hammer (small)
2
Useful for hammering in iron spikes or tapping stonework.
Holy Symbol
25
Divine spell casters must carry a holy symbol of their deity, often in the form of a pendant around the neck. Each deity has their own holy symbol.
Holy Water (vial)
25
Water blessed by a holy person, stored in a special vial for use in religious rituals. Holy water inflicts damage on undead monsters (see Weapon Combat Stats). Loses its power if transf­erred from the blessed vials it is stored in.
Iron Spikes (12)
1
May be used for wedging doors open or shut (see Dungeon Advent­uring), as an anchor to attach a rope to, and many other purposes.
Lantern
10
Shutters allow the light to be hidden and the flame protected. Burns one oil flask every four hours (24 turns). Casts light in a 30’ radius.
Mirror (hand-­sized, steel)
5
Useful for looking around corners or for reflecting a gaze attack.
Oil (1 flask)
2
A flask of oil fuels a lantern for four hours (24 turns). Burning oil can also be used as a weapon.
Pole (10' long, wooden)
1
A 2” thick wooden pole useful for poking and prodding suspicious items in a dungeon.
Rations (iron, 7 days)
15
Preserved food for long journeys.
Rations (standard, 7 days)
5
Fresh, unpres­erved food.
Rope (50')
1
Strong enough to hold the weight of three people and their equipment.
Sack (large)
2
Can hold up to 600 coins.
Sack (small)
1
Can hold up to 200 coins.
Stakes (3) & Mallet
3
A wooden mallet and three 18” long stakes. Valuable when confro­nting vampires.
Thieves' Tools
25
A set of lock picking tools in a small case.
Tinder Box (flint & steel)
3
Used to light fires, including torches. Using a tinder box takes one round. There is a 2-in-6 chance of success per round.
Torches (6)
1
When lit, casts light in a 30’ radius and burns for 1 hour (6 turns). Torches may also be used in combat
Waterskin
1
A leather container that holds up to 2 pints (1 quart) of liquid.
Wine (2 pints)
1
Wolfsbane (1 bunch)
10
This herb can be used to repel lycant­hropes. The creature must be hit with the herb in melee combat.

Weapons

Weapon
Cost (gp)
Weight (coins)
Damage
Qualities
Battle Axe
7
50
1d8
Melee, Slow, Two-handed
Club
3
50
1d4
Blunt, Melee
Crossbow
30
50
1d6
Missile (5’–80’ / 81’–160’ / 161’–2­40’), Reload, Slow, Two-handed
Dagger
3
10
1d4
Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
Hand Axe
4
30
1d6
Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
Holy Water (vial)
25
-
1d8
Missile (5’–10’ / 11’–30’ / 31’–50’), Splash weapon
Javelin
1
20
1d4
Missile (5’–30’ / 31’–60’ / 61’–90’)
Lance
5
120
1d6
Charge, Melee
Long Bow
40
30
1d6
Missile (5’–70’ / 71’–140’ / 141’–2­10’), Two-handed
Mace
5
30
1d6
Blunt, Melee
Oil (flask), burning
2
-
1d8
Missile (5’–10’ / 11’–30’ / 31’–50’), Splash weapon
Pole Arm
7
150
1d10
Brace, Melee, Slow, Two-handed
Short Bow
25
30
1d6
Missile (5’–50’ / 51’–100’ / 101’–1­50’), Two-handed
Short Sword
7
30
1d6
Melee
Silver Dagger
30
10
1d4
Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
Sling
2
20
1d4
Blunt, Missile (5’–40’ / 41’–80’ / 81’–160’)
Spear
3
30
1d6
Brace, Melee, Missile (5’–20’ / 21’–40’ / 41’–60’)
Staff
2
40
1d4
Blunt, Melee, Slow, Two-handed
Sword
10
60
1d8
Melee
Torch
1 (for 6)
-
1d4
Melee
Two-Handed Sword
15
150
1d10
Melee, Slow, Two-handed
War Hammer
5
30
1d6
Blunt, Melee

Animals of Burden

   
{---
Unencu­mbered
---}
{---
Encumbered
---}
Animal
Cost (gp)
Miles per Day
Movement Rate
Max Load (coins)
Miles per Day
Movement Rate
Max Load (coins)
Camel
100
30
150’ (50’)
3,000
15
75’ (25’)
6,000
Horse (draft)
40
18
90’ (30’)
4,500
9
45’ (15’)
9,000
Horse (riding)
75
48
240’ (80’)
3,000
24
120’ (40’)
6,000
Horse (war)
250
24
120’ (40’)
4,000
12
60’ (20’)
8,000
Mule
30
24
120’ (40’)
2,000
12
60’ (20’)
4,000

Land Vehicles

Vehicle
Cost (gp)
Miles per Day
Movement Rate
Minimum Animals
Max Load (coins)
Extra Animals
Max Load (coins)
Cart
100
12
60' (20')
1 Draft Horse or 2 Mules
4,000
2 Draft Horses or 4 Mules
8,000
Wagon
200
12
60' (20')
2 Draft Horses or 4 Mules
15,000
4 Draft Horses or 8 Mules
25,000

Seaworthy Vessels

Vessel
Cost (gp)
Cargo Capacity (Coins)
Usage
Length
Beam
Draft
Descri­ption
Lifeboat
1,000
15,000
Any
20’
4’–5’
1’–2’
A small boat with a mast that collapses down for storage. A lifeboat weighs 5,000 coins and reduces the cargo capacity of the ship on which it is carried by this much. 1–2 lifeboats are usually purchased for small ships, 3–4 for larger ships. A lifeboat is usually stocked with a week’s rations for ten human-­sized charac­ters.
Longship
15,000
40,000
Any
60’–80’
10’–15’
2’–3’
A narrow ship which may be used in rivers, coastal waters, or the open seas. A longship may be rowed or sailed, depending on the condit­ions. The crew typically fill the role of oarsmen, sailors, and fighters, as needed.
Sailing ship (large)
20,000
300,000
Coastal waters, open Seas
100’–150’
25’–30’
10’–12’
A large, seaworthy vessel with up to three masts. Usually has multiple decks and raised “castles” at the bow and stern, providing a good vantage point for archers.
Sailing ship (small)
5,000
100,000
Coastal waters, open Seas
60’–80’
20’–30’
5’–8’
A small, seaworthy vessel with a single mast.
Troop transport (large)
26,600
300,000
Coastal waters, open Seas
100’–150’
25’–30’
10’–12’
Vessels similar to normal sailing ships, but adapted for the mass transp­ort­ation of troops and mounts. Often include large hatches allowing horses to board.
Troop transport (small)
6,600
100,000
Coastal waters, open Seas
60’–80’
20’–30’
5’–8’
Vessels similar to normal sailing ships, but adapted for the mass transp­ort­ation of troops and mounts. Often include large hatches allowing horses to board.
Warship (large)
26,600
300,000
Coastal waters, open Seas
100’–150’
25’–30’
10’–12’
Vessels similar to normal sailing ships, but adapted for warfare, with space for mercen­aries and catapults.
Warship (small)
6,600
100,000
Coastal waters, open Seas
60’–80’
20’–30’
5’–8’
Vessels similar to normal sailing ships, but adapted for warfare, with space for mercen­aries and catapults.

Weapons Qualities

Blunt
May be used by clerics.
Brace
Bracing against the ground doubles damage against charging monsters.
Charge
On horseback, moving at least 60’ in a round and attacking doubles any damage done with a successful hit.
Melee
Close quarters weapon (5’ or less).
Missile
Thrown or fired weapon (greater than 5’ distance). The distances for short (+1 to hit), medium, and long (-1 to hit) range are shown in parent­heses.
Reload (optional rule)
Requires a round to reload between shots; can only be fired every second round.
Slow
The character acts last in each combat round
Splash Weapon
On a successful attack, the container smashes and douses the target with the liquid. The listed damage is inflicted for two rounds, as the liquid drips off.
Two-Handed
Requires both hands; the character cannot use a shield.
 

Currency Unit Conversion

 
1pp
1gp
1ep
1sp
1cp
Value in pp
1
1/5
1/10
1/50
1/500
Value in gp
5
1
1/2
1/10
1/100
Value in ep
10
2
1
1/5
1/50
Value in sp
50
10
5
1
1/10
Value in cp
500
100
50
10
1

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 bonus
10
100
 

Tack & Harness

Item
Cost (gp)
Barding
150
Saddle & Bridle
25
Saddle Bags
5