HTML ADVANCED D&D (1st Edition)
Version 0.01

Here are the 2e core Table of Contents, linking back ONLY to the 1st Edition, with 1 exception.
Here's a challenge for you: what 1st Edition AD&D links did I miss?


1. Abilities
2. Races
3. Classes
4. Alignment
5. Proficiencies
6. Money and Equipment
7. Magic
8. Experience
9. Combat
10. Treasure
11. Encounters
12. NPCs
13. Vision and Light
14. Time and Movement
15. The Campaign
16. The Adventure
-
-
-
17. DM Advice

PREFACE (PH) (DMG)
CREDITS +

    Special Thanks:
    1. Gary Gygax (Monster Manual, Players Handbook, Dungeon Masters Guide, Unearthed Arcana)
    2. Dave Arneson (The Assassin, The Monk, Disease)
    3. David "Zeb" Cook
    4. Jeff Grubb
    5. Tracy Hickman
    6. Kim Mohan
    7. Douglas Niles
    8. Jim Ward
    9. Margaret Weis
    10. Mark Acres
    11. Peter Aronson
    12. Jim Bambra
    13. Brian Blume
    14. Mike Breault
    15. Mike Carr
    16. Sean Cleary
    17. Troy Denning
    18. Michael Dobson
    19. Jean-Louis Fiasson
    20. Joe Fischer
    21. Ed Greenwood
    22. Ernie The Barbarian (Ernie Gygax)
    23. Luke Gygax (Gary Con)
    24. Mary Gygax (Monster Manual)
    25. Allen Hammack
    26. Neal Healy
    27. Kevin Hendryx
    28. J. Eric Holmes (Neuroscience)
    29. Tom Holsinger
    30. Jake Jaquet (Dragon magazine)
    31. Harold Johnson
    32. Timothy Jones
    33. Tim Kask (Kaskoid) (The Curmudgeon in the Cellar) (The Dragon magazine)
    34. Jeff Key
    35. Tom Kirby
    36. Rick Krebs
    37. Rob Kuntz (Deities & Demigods)
    38. Terry Kuntz
    39. Dave LaForce
    40. Len Lakofka (Leomund's Tiny Hut)
    41. Duck (Jeff Leason)
    42. Alan Lucion
    43. Francois Marcela-Froideval (Monster Manual, Players Handbook, Dungeon Masters) (Gary's Intent: Oriental Adventures)
    44. Steve Marsh (Aquatic Monsters) (Gary's Intent: Manual of the Planes) (D&D, X, C)
    44. Dave Megarry
    45. Frank Mentzer (The Temple of Elemental Evil) (BECMI) (RPGA)
    46. Tom Moldvay (The 7 Magickal Planets) (D&D: B)
    47. Roger Moore (007) (The Cat Lord) (Dragon magazine) (Points of View) (Non-Human Deities) (Roger That)
    48. Mike Mornard
    49. Graeme Morris
    50. Bruce Nesmith (Australian) (The Smith)
    51. Schar Niebling
    52. Will Niebling
    53. Erol Otus (Anhkheg, Remorhaz) (Hackmaster, Gary Con, Deities & Demigods)
    54. Jeff Perrin
    55. Penny Petticord
    56. Jon Pickens
    57. Mike Price
    58. Pat Price
    59. Jean Rabe
    60. Paul Reiche III
    61. Gregory Rihn
    62. Tom Robertson
    63. Evan Robinson
    64. John Sapienza
    65. Lawrence Schick (S2)
    66. Doug Schwegman
    67. Carl Smith
    68. Curtis Smith
    69. Ed Sollers
    70. Steve Sullivan
    71. Dennis Sustare
    72. David Sutherland
    73. Dave Trampier
    74. Don Turnbull
    75. Jack Vance (Tales of the Dying Earth)
    76. Jean Wells (Giant Rat)
    77. Tom Wham (King of the Tabletop)
    78. Mike Williams
    79. Skip Williams (The Sage)
    80. Steve Winter
 
 

INTRODUCTION, by Gary Gygax (PH) (DMG)

THE GAME, by Gary Gygax (PH)
    APPROACHES TO PLAYING ADVANCED DUNGEONS & DRAGONS +
    DICE +
    USE OF MINIATURE FIGURES +
    AIDS TO PLAYING ADVANCED DUNGEONS & DRAGONS +

    D&D Relationships: The Parts And The Whole (Comments on the state of the Game, by Gary Gygax)
    D&D: What It Is And Where It Is Going (by Gary Gygax)
    D&D, AD&D And Gaming (by Gary Gygax)
-
WELCOME TO THE 2nd EDITION AD&D GAME (See the next line -- I have copied the Tables of Contents verbatim with expansion -- sorry for any confusion)
Why a Second Edition? (This isn't a 2nd Edition)
How the Rule Books are Organized + <This Game uses the 2nd Edition Core Tables of Contents for the Core structure>
    A Word About Organization + <For both the 1st and 2nd Edition, the chapter order of the PH and the DMG is the same>
Learning the Game + <2nd edition is better than 1st when it comes to teaching people about AD&D>
The Second Edition AD&D Game Line +
    <This is NOT 2nd Edition AD&D -- that has been done 3 times already!>
    <
Core
    PLAYERS HANDBOOK (1st Edtion)
    DUNGEON MASTERS GUIDE (1st Edition)
    PLAYERS HANDBOOK (2nd Edition)
    DUNGEON MASTERS GUIDE (2nd Edition)
    MONSTER MANUAL (1st Edition)
    MONSTROUS MANUAL (2nd Edition)
    DEITIES & DEMIGODS (1st Edition)
    LEGENDS & LORE (2nd Edition)
Optional
    UNEARTHED ARCANA +
    Non-Human PCs: PHBR10 THE COMPLETE HUMANOIDS HANDBOOK
    Specialty Priests: LEGENDS & LORE, PHBR3 THE COMPLETE PRIEST'S HANDBOOK, DMGR4 MONSTER MYTHOLOGY, FAITHS & AVATARS, POWERS & PANTHEONS, DEMI-HUMAN DEITIES
    Spell Research: WIZARD'S SPELL COMPENDIUM, PRIEST'S SPELL COMPENDIUM
    >
A Note About Pronouns +

CREATING THE PLAYER CHARACTER +
Creating the Character <disregard: use the Character Creation List (CCL) below>
Establishing the Character +
Generation of Ability Scores +
Characteristics for Player Characters +
Starting Level of Experience for Player Characters +
Social Class and Rank +
Circumstances of Birth +
Appendix P: Creating A Party On The Spur Of The Moment+
Starting Hit Points For Player Characters +

CHARACTER CREATION LIST
0. Choose Character Race and Class.
1. Roll for Ability Scores (Method I for non-humans -- DMG.11) (Method V for humans -- UA.). Disregard the PER column.
1a. Roll your scores again if you don't have at least two 15s.
2a. Height. (Male) (Female)  Disregard the footnotes.
2b. Weight. (Male) (Female) Disregard the footnotes.
2c. Detemine Age, Apply Modifiers.
3. Go to the next step.
4. Choose Deity. (Greyhawk) (Dwarf, Elf, Gnome, Halfling, Orc) (Deities & Demigods)
5. Backstory (only 5 rolls).
5a. Homeland. Barbarians choose, instead of rolling. (GH: Human, Dwarf, Elf, Gnome, Halfling)
5b. Choose Alignment.
5c. Social Class. If needed, raise your Social Class to the Class Minimum.
5d. Birth Rank.
5e. Legal Status of Parents.
5f. Choose Weapon and Nonweapon Proficiencies (Weapon Specialization) (Complete List of Proficiencies)
6. Roll for Starting Money.
6a. Special Items: Only check if you can use the item.
6a1. 10% chance for a dagger +1.
6a2. 10% chance for plate mail.
6a3. 10% chance for random potion.
6b. Check Appendix P for magic items.
6c. You begin with equipment needed for your class.
    6c1. Knights* and Warriors* may buy 1 armor item and 1 weapon item.
    6c2. Priests* may buy 1 holy symbol. Druids begin with oak leaves.
    6c2. Wizards* begin with a spellbook.
    6c3. Rogues* may buy thief tools (30 gp), if they are needed.
    6c4. * = Knight, Warrior, Priest, Wizard, Rogue are class groups, NOT individual classes.
6d. T1-4: Begin with a light riding horse and full tack. Assume large saddlebags. (Pony and small saddlebags for characters less than 5' tall).
6e. The rest of your equipment is bought in-game.
7. Determine initial spells.
    7a1. Magic-users: Determine initial spells. Read Magic is always known. No need to roll to see if initial spells can be learned.
    7a2. 1 bonus Miscellaneous spell is recommended for Magic-Users.
    7a3. Determine initial magic-user cantrips. <OR: have a 1st level Cantrip spell     that allows access to all cantrips>
    7a4. Buy the material components for the spells you have.
    7b1. Illusionists: Determine initial spells. Read Illusionist Magic is always known. No need to roll to see if initial spells can be learned.
    7b2. Recommended: Use Option #1.
    7b3. Determine initial illusionist cantrips. <OR: have a 1st level Cantrip spell that allows access to all cantrips>
    7b4. Buy the material components for the spells you have.
8. Experience. You begin at level 0 or 1 (ask your DM).
9a. Note present AC.
9b. Begin with Max HP.
9c. Note your base THACO.
9d. Note your saving throw.
10a. Check for psionics. 01-89 = no psionics. 90-100 = maybe psionics. Check the PH.
10b. Check to see if your character is keen-eared.
10c. Check for dreamer ability, if the optional Dreamer class is used in the campaign.
11. Name your character.

THE REAL BASICS
The Goal +
Required Materials +
An Example of Play +

GLOSSARY +
   Monster, The Term +

-
CHAPTER 1: PLAYER CHARACTER ABILITY SCORES +
Rolling Ability Scores +
    Alternative Dice-Rolling Methods (Method V)
The Ability Scores
    Strength +
    Intelligence (Monster Manual)
    Wisdom +
    Dexterity +
       Dexterity Armor Class Bonus +
    Constitution +
    Charisma +
    Comeliness +
What the Numbers Mean +

Giving Players What They Want ++ (Method V guarantees this for human characters)

Super Characters ++
    Identifying Too-Powerful Characters +
    Dealing with Too-Powerful Characters +

Hopeless Characters ++
    Dealing with Hopeless Characters ++
    Dealing with Dissatisfied Players ++

ABILITY SCORES / BACKSTORY
Character Background ++
    Letting Players Do the Work ++
    Problem Backgrounds ++
    Background as Background ++

ABILITY SCORES / 2nd EDITION METHODS
Choosing a Character Creation Method ++
    Method I (3d6 in order) ++
    Method II (3d6 twice, keep desired score) ++
    Method III (3d6, arranged to taste) ++
    Method IV (3d6 twice, arrange to taste) ++
    Method V (4d6, drop lowest, arrange as desired) ++
    Method VI (points plus dice) ++
    ^ Don't get these confused with the 1e AD&D Methods ^

Alteration by Bloated Blowfish

-
CHAPTER 2: PLAYER CHARACTER RACES +
    Minimum and Maximum Ability Scores (Human Female Strength Limits) +
    Racial Ability Adjustments (NPCs)
    Class Restrictions and Level Limts +
    Racial Level Restrictions ++
        Slow Advancement (Optional Rule) ++
        Standard Class and Level Limits ++
        Exceeding Level Limits (Optional Rule) ++
    Languages +
Dwarves (Hill/Mountain) (Grey)
Elves (High) (Dark, Grey, Sylvan, Valley, Wild)
Gnomes (Surface) (Deep)
Half-Elves +
Half-Orcs +
Hobbits +
Human +
Other Characteristics (Age) (Height & Weight: Male, Female)
    Aging +
       Unnatural Aging +

Racial Preferences +
-
A Non-Human World ++

RACES / RACE LIST
Creating New Player Character Races ++
    Humans and Hybrids (by Gary Gygax)
    The Monster as a Player Character +
    Lycanthropy +

Human.
Half-Dryad, Half-Elf (choose kind), Half-Ogre, Half-Satyr.
Aarakocra.
Blink Dog Pack (WD17)
Brownie (WD29)
Centaur.
Elemental Folk (DMDK).
Hill Dwarf, Mountain Dwarf, Gray Dwarf.
High Elf, Aquatic Elf, Dark Elf, Gray Elf, Snow Elf, Sylvan Elf, Valley Elf, Wild Elf.
Gnome, Deep Gnome, Uldra.
Hairfoot Halfling, Stout Halfling, Tallfellow Halfling, Mixed Halfling.
Kobold, Goblin, Xvart, Orc.
Lammasu (WD17)
Lizardman (WD26)
Stone Giant (WD17)
Werebear (WD17)
Winged Folk.

RACES / RACE LIST / 2nd EDITION
Alaghi (FR) ++
Beastman (GH) ++
Bugbear ++
Bullywug, Advanced ++
Fremlin ++
Giant-kin, Firbolg ++
Giant-kin, Voadkyn ++
Gnoll ++
Gnoll, Flind ++
Hobgoblin ++
Minotaur ++
Mongrelman ++
Ogre Mage ++
Pixie ++
Satyr ++
Saurial ++
Swanmay ++
Wemic ++

-
CHAPTER 3: PLAYER CHARACTER CLASSES +
   Class Ability Score Requirements +
Class Descriptions +
Knight +
   Cavalier +
      Money (for cavaliers)
      Followers for Cavaliers +
      Henchmen (Retainers) for Cavaliers +
   Paladin +
        Paladins and Society ++
     The Paladin's Warhorse ++
Warrior +
   Barbarian +
   Fighter +
        Fighters and Society ++
   Ranger +
        Rangers and Society ++
Wizard +
    Wizards and Society ++
   Mage +
    Schools of Magic +
        Specialist Wizards (Diviner, Necromancer)
    Illusionist +
Priest +
    Priests and Society ++
   Cleric +
    Priests of Specific Mythoi
        Requirements
        Weapons Allowed
        Spells Allowed (Spheres of Influence)
        Granted Powers
        Ethos
        Priest Titles
        Balancing It All
     Druid +
            Druid Organization
Rogue
   Thief +
        Thieves and Society ++
     Thief Abilities +
     Thieves and Assassins Setting Traps +
   Assassin +
     Spying +
     Assassination Experience Points +
     Assassin's Use of Poison +
   Bard (Bard Abilities) (Bard Race) (The Class) (Bards) +
        Bards and Society ++
    Thief-Acrobat +
Monk +
    Monks' Open Hand Melee +
Multi-Class and Dual-Class Characters +
   Multi-Class Combinations +
   Multi-Class Benefits and Restrictions +
   Dual-Class Benefits and Restrictions +

Class, Level, and the Common Man ++
0-Level Characters ++
Adventurers and Society ++
    Character Classes and Your Campaign ++

CLASSES / BEGINNING
Beginning Character Levels ++
    Mixing Old and New Characters ++
    Pre-Rolled Characters ++ (A, CB, D, DL, G)

CLASSES / HIGH-LEVEL CHARACTERS
High-Level Characters ++
    Defining "High Level" ++
    Changing Campaign Styles ++
    Above 20th Level ++ (H4, POOLS OF DARKNESS)

CLASSES / LIST
Creating a New Character Class (Optional Rule) ++
KNIGHT: Cavalier, Paladin (LG), Myrikhan (NG), Garath (CG), Lyan (LN), Paramander (N), Fantra (CN), Illrigger (LE), Arrikhan (NE), Anti-Paladin (CE).
ENTERTAINER: Entertainer (Juggler, Acrobat, Troubador), Bard, Jester.
PRIEST: Cleric, Barbarian Cleric, Druid, Mystic, Nun/Friar, Shaman, Priest (Specialty Priest).
WARRIOR: Fighter, Archer, Barbarian, Berserker, Battle Dancer, Duelist, Halfling Guardian, Hunter, Mariner, Ranger, Sentinel.
WIZARD: Magic-User, Alchemist, Conjurer, Demonist, Diviner, Elementalist, Evoker, Illusionist, Incantatrix, Necromancer, Scribe, Transmuter, Vivimancer.
ROGUE: Thief, Assassin, Bandit, Bounty Hunter, Charlatan (Mountebank), Scout.
SMITH: Smith, War Smith.
MISCELLANEOUS: Artificer, Beast Master, Detective, Dreamer, Houri, Merchant, Monk, Psionicist, Savant, Timelord, Witch.

CHAPTER 4: ALIGNMENT (PH) (DMG)
Law, Neutrality, and Chaos (Law and Chaos)
Good, Neutrality, and Evil (Good and Evil)
Evil: Law vs. Chaos (by Gary Gygax)
Good Isn't Stupid: Paladns and Rangers (by Gary Gygax)
Alignment Combinations (LG: PH/DMG) (LN: PH/DMG) (LE: PH/DMG) (NG: PH/DMG) (N: PH/DMG) (NE: PH/DMG) (CG: PH/DMG) (CN: PH/DMG) (CE: PH/DMG)
    Non-Aligned Creatures +
Playing the Character's Alignment +
Changing Alignment +
Changing Alignment ++
    Deliberate Change ++
    Unconscious Change ++
    Involuntary Change ++
    Effects of Changing Alignment ++

Character Alignment Graph +
    Charting the Changes ++
    Magical Alignment Changes ++

Player Character Alignment ++
    Role-Playing Alignment ++
NPC Alignment ++
    The Limits of NPC Alignment ++
Society Alignment ++
    Using Area Alignments ++
    Varying Social Alignment ++
    Alignment of Religions ++
Alignment of Magic Items ++
Alignment as a World View ++
    Alignments in Conflict ++
Alignment as a Tool ++
Detecting Alignment ++
    Asking ++
    Casting a Spell ++
    Class Abilities ++
    Keeping Players in the Dark ++

Alignment Language +


 

CHAPTER 5: PROFICIENCIES (Optional)
Acquiring Proficiencies +
Training +
Weapon Proficiencies +
    Effects of Weapon Proficiencies +
    Related Weapon Bonus +
    Weapon Specialization +
        Cost of Specialization +
        Effects of Specialization +
Nonweapon Proficiencies +
    Using What You Know +
    Secondary Skills +
    Nonweapon Proficiencies +
    Using Nonweapon Proficiencies +
    Nonweapon Proficiency Descriptions +

Weapon Proficiencies ++
Min/Maxing ++
NPC Proficiencies ++
Nonweapon Proficiencies ++
Adding New Proficiencies ++

Appendix J: Herbs, Spices and Medicinal Vegetables +

CHAPTER 6: MONEY AND EQUIPMENT +
Starting Money (PH) (DMG)

Equipment Lists +
    Clothing +
    Daily Food and Lodging +
    Household Provisioning +
    Tack and Harness +
       Warhorses and Barding +
    Transport +
    Miscellaneous Equipment +
    Animals +
    Services +
    Weapons (Weight and Damage by Weapon Type) (Weapon Factors) (Weapon Types, "To Hit" Adjustment Note)
    Armor +
    Poison (PH)
Equipment Descriptions +
    Tack and Harness +
    Transport +
    Miscellaneous Equipment +
    Weapons (Pole Arms)
    Armor (PH) (DMG) +
        Armor Sizes +
       Getting Into and Out of Armor +
        Creatures with Natural Armor Classes +

The Monetary System +
Money Changing, Banks, Loans and Jewelers +

Controlling the Money Supply ++
Monetary Systems ++
A Short History of Commerce ++
    Goods ++
    Letters of Credit ++
    Barter ++
Coins ++
    Types of Coins ++
Draining the Coffers ++
Expanding the Equipment Lists ++
Altering Prices ++
Equipment by Time Period ++
    The Ancient World ++
    The Dark Ages ++
    The Middle Ages ++
    The Renaissance ++
Adjusting Equipment Lists ++
Quality of Equipment ++
    Lock Quality ++
    Horse Quality ++
    Horse Traits (Optional Rule) ++
    Risks of Horse Buying ++
    Weapon Quality ++
    Ornamentation ++
    Armor Made of Unusual Metals (Optional Rule) ++
Damaging Equipment ++
    General Weapon Damage ++
    Attack Forms ++

Construction & Siege +
    Underground Construction +
    Construction Time +
    Siege Engines And Devices of War +
       Additional Attack Forms +
 
 

MONEY / ENCUMBRANCE
Encumbrance (PH)
    Basic Encumbrance (Tournament Rule)
    Specific Encumbrance (Optional Rule)
    Encumbrance and Mounts (Tournament Rule)
    Magical Armor and Encumbrance +
    Effects of Encumbrance (Special "To Hit" Bonus vs. Encumbered)
    Encumbrance of Standard Items +

MONEY / EXPENSES
Expenses +
    Squalid Conditions ++
    Poor Conditions ++
    Middle-Class Conditions ++
    Wealthy Conditions ++

CHAPTER 7: MAGIC +
Make-Believe Magic (by Gary Gygax)

Wizard Spells +
    Schools of Magic +
    Learning Spells (Aquisition of Magic-User Spells) +
    Illusions +
Priest Spells +
Casting Spells +
    Spell Components (Optional Rule)
Spell Descriptions +

CHARACTER SPELLS (PH) +
    Day-to-Day Acquisition of Cleric Spells +
    Acquisition of Magic-User Spells +
       Acquisition of Cantrips, Magic-Users +
    Recovery of Spells +
    Spell Casting (DMG)
    Tribal Spell Casters +

Initial Wizard Spells ++
    Player Choice ++
    Player/DM Collaboration ++
Acquisition of Spells Beyond 1st Level ++
    Going Up In Levels ++
    Copying from Spellbooks ++
    Scroll Research ++
    Study with a Mentor ++
DM Control of Spell Acquisition ++
-
MAGIC / ILLUSIONIST SPELLS
Acquisition of Illusionist Spells +
    Acquisition of Cantrips, Illusionist +

MAGIC / MAGICAL RESEARCH
Magical Research +
    Creation of Holy/Unholy Water +
    Fabrication of Magic Items, Including Potions and Scrolls +
    Non-Standard Magic Items +

MAGIC / MAGICAL RESEARCH / SPELL RESEARCH
Spell Research +
    Suggesting a New Spell ++
    Analyzing a Spell ++
    Solving the Problems of a New Spell ++
    Setting a Spell's Level ++
    Determining Spell Components (Optional Rule) ++
    Determining Research Time ++
    The Cost of Spell Research ++
    Adding a New Spell to the Spellbook ++
    Researching Extra Wizard Spells (Optional Rule) ++

MAGIC / MAGICAL RESEARCH / SPELL RESEARCH / SCHOOLS OF MAGIC
Expanding the Schools of Magic ++
    Adding New Spells ++
    Expansion Through Campaign Detail ++

MAGIC / SPELL BOOKS
Magic-User Spell Books +
Illusionist Spell Books +

Spell Books ++
    All Sizes and Shapes ++
    Spell Book Preparation ++
    Spell Book Cost ++
    How Many Pages in a Spell Book? ++

APPENDIX 1: SPELL LISTS
Spell Tables +

APPENDIX 2: NOTES ON SPELLS
Spell Explanations +

Appendix L: Conjured Animals +
Appendix M: Summoned Monsters +

APPENDIX 3: WIZARD SPELLS +
Magic-User Spells +
    Notes Regarding Magic-User Spells +
    1st Level Spells +
    2nd Level +
    3rd Level +
    4th Level +
    5th Level +
    6th Level +
    7th Level +
    8th Level +
    9th Level +
       The Effects of Wishes on Character Ability Scores +

Illusionist Spells +
    Notes Regarding Illusionist Spells +
    1st Level Illusionist Spells +
    2nd Level Illusionist Spells +
    3rd Level Illusionist Spells +
    4th Level Illusionist Spells +
    5th Level Illusionist Spells +
    6th Level Illusionist Spells +
    7th Level Illusionist Spells +

APPENDIX 4: PRIEST SPELLS
Cleric Spells +
    Notes Regarding Cleric Spells +
    1st Level Cleric Spells +
    2nd Level Cleric Spells +
    3rd Level Cleric Spells +
    4th Level Cleric Spells +
    5th Level Cleric Spells +
    6th Level Cleric Spells +
    7th Level Cleric Spells +

Druid Spells +
    Notes Regarding Druid Spells +
    1st Level Druid Spells +
    2nd Level Druid Spells +
    3rd Level Druid Spells +
    4th Level Druid Spells +
    5th Level Druid Spells +
    6th Level Druid Spells +
    7th Level Druid Spells +

APPENDIX 5: WIZARD SPELLS BY SCHOOL
Spell Summary +

APPENDIX 6: PRIEST SPELLS BY SPHERE

APPENDIX 7: SPELL INDEX

CHAPTER 8: EXPERIENCE (PH) (DMG) +

Group Experience Awards (Monsters, Treasure, Story Awards) +
Individual Experience Awards (Assassination, Being Raised from the Dead, Class Abilities, Intelligent Play, Magic Items, Spellcasting) +
Training +
Where's the Specific Info? (Click the links)

The Importance of Experience ++
Too Little or Too Much ++
Constant Goals ++
    Fun ++
    Character Survival ++
    Improvement ++
Variable Goals ++
    Story Goals ++
Experience Point Awards ++
    Group Awards ++
    Individual Experience Awards (Optional Rule) ++
When to Award Experience Points ++
Effects of Experience ++
Training (Optional Rule) ++
Rate of Advancement ++

Adjustment And Division Of Experience Points +
Experience Value of Treasure Taken +
Experience Points Value Of Monsters +
Special Bonus Award Of Experience Points +
Gaining Experience Levels +

CHAPTER 9: COMBAT (PH) (DMG)
Encounters, Combat and Initiative +

Creating Vivid Combat Scenes ++
    More Than Just Hack-and-Slash ++

Definitions ++
Combat Procedures +
Armor Class +
Character Hit Points +
    Hit Points +

Attack and Saving Throw Matrices +

Combat and Encounters ++
The Combat Round ++
    What You Can Do in One Round ++
    Actions During Combat And Other Time-Important Situations +
The Combat Sequence +

Magical Device Attacks (PH) (DMG)

Example of Combat +

Effects Of Alcohol And Drugs +
    Recovery From Intoxication +

Insanity +

COMBAT / TABLES
Combat Tables +
    Opponent Armor Type Description <update with UA>

Attack Matrices +
    Progression On The Attack Matrices +
    Assassin's Table For Assassinations +
    Attack Matrix For Monsters +

The Attack Roll ++
    Figuring the To-Hit Number ++
    Modifiers to the Attack Roll ++
Calculating THACO ++

COMBAT / CRITICAL HITS
Critical Hits ++
    Why No Critical Hit Tables? ++
    Two Workable Critical Hit Systems ++
    Critical Fumbles ++

COMBAT / DAMAGE
Damage +
Monster Attack Damage +

Injury and Death +
    Wounds +

Specific Injuries (Optional Rule)
    Is This Injury Necessary?

Special Damage +
    Falling +
    Paralysis +
    Energy Drain (Alternatives)
    Poison +
        Treating Poison Victims +

COMBAT / HEALING
Healing (PH) +
    Natural Healing +
    Magical Healing +
    Herbalism and Healing Proficiencies +

COMBAT / INITIATIVE
Initiative (PH) (DMG) (Gary)
    First Strike +
    Standard Initiative Procedure +
    Initiative Modifiers +
    Group Initiative (Optional Rule)
    Individual Initiative (Optional Rule)
    Multiple Attacks and Initiative +
    Spellcasting and Initiative +
    Weapon Speed and Initiative (Optional Rule)
        Magical Weapon Speeds +

COMBAT / FURTHER ACTIONS
Charge +
Weapon Speed Factor +
Special "To Hit" Bonuses +

COMBAT / MAGIC RESISTANCE
Magic Resistance +
    Effects of Magic Resistance +
    When Magic Resistance Applies +
    Successful Magic Resistance Rolls +

COMBAT / MELEE
Melee (PH) (DMG)

Much About Melee, by Gary Gygax
Example of Melee +

Special Types Of Attacks +
Important Note Regarding "To Hit" Adjustments +
Attacks with Two Weapons +

Attacking ++
    Number of Attackers ++
    Facing ++
    Weapon Length ++
    Position of Attackers and Attack Rolls ++

Pole Arms and Weapon Frontage (Optional Rule) ++
Shields and Weapon Frontage (Optional Rule) ++

Hitting a Specific Target ++
    Called Shots ++

Breaking Off From Melee +

COMBAT / MISSILE
Discharge Missiles +
Missile Weapons in Combat (PH) (DMG)
    Range +
    Rate of Fire +
    Ability Modifiers in Missile Combat +
    Firing into a Melee +
    Taking Cover Against Missile Fire +
    Grenade-Like Missiles +
       Holy/Unholy Water +
    Scatter Diagram ++
    Types of Grenade-Like Missiles +
    Boulders as Missile Weapons ++

COMBAT / MORALE
Morale (PH) (DMG)
    Morale Scores (DMG)
    The Role-Playing Solution ++
    Dicing for Morale ++
    How to Make a Morale Check ++
    Morale Failure (Failing a Morale Check)
-
COMBAT / MOVEMENT
Movement in Combat +
    Movement in Melee +
    Movement and Missile Combat +
    Charging an Opponent +

    Retreat (Breaking Off From Melee)
    Pursuit and Evasion of Pursuit (cf. DMDK)
       Pursuit and Evasion of Pursuit in Outdoor Settings +

COMBAT / NON-LETHAL
Attacking Without Killing +
    Punching and Wrestling +
    Overbearing +
    Weapons in Non-Lethal Combat (Subdual) (Vanquishing) (Disarming)
    Parrying (Optional Rule)
    Non-Lethal Combat and Creatures +

COMBAT / SAVING THROW
Saving Throw Matrices +

The Saving Throw (PH) (DMG)
    Rolling Saving Throws +
    Saving Throw Priority +
    Voluntarily Failing Saving Throws +
    Ability Checks as Saving Throws +
    Modifying Saving Throws +

Saving Throws +

Magic Armor And Saving Throws +

COMBAT / SPECIAL ATTACKS
    Magical Control (Monster Charm Power) (PH) (DMG)
        Attacking With Charmed Creatures ++

    Gaze Attacks ++
    Innate Abilities ++
    Breath Weapon Attacks +

COMBAT / SPECIAL DEFENSES / IMMUNITY TO WEAPONS
Creatures Struck Only By Magic Weapons +

Immunity to Weapons ++
    Effects of Weapon Hits ++
    Silver Weapons ++
    Creature vs. Creature ++
    Using Immune Monsters in a Campaign ++

COMBAT / SPELLCASTING (CAST)
Spell Casting During Melee +
    Effects Of Cover On Spells and Spell-like Powers +
    Touch Spells and Combat +

Spell Combat +

COMBAT / TURNING UNDEAD
Turning Undead (PH) (DMG)
    Evil Priests and Undead +
    Counter-Affecting +

Matrix For Clerics Affecting Undead +

COMBAT / UNUSUAL
Unusual Combat Situations ++
    Siege Damage ++
    Mounted Combat ++
    Aerial Combat (Tournament Rule) ++
    Aerial Combat (Optional Rule) ++
    Underwater Combat ++

COMBAT / WEAPON TYPE VS. ARMOR TYPE
Weapon Type vs. Armor Modifiers (Optional Rule)
    The Various Types of Weapons +
    Impossible To-Hit Numbers +

COMBAT / DEATH
Character Death +
    Death From Poison +
    Death From Massive Damage ++
    Inescapable Death +
    Raising the Dead +
    Hovering on Death's Door (Optional Rule) ++

CHAPTER 10: TREASURE + (TREASURE AND MAGICAL ITEMS)
Treasure +
Random Treasure Determination +

Suggested Agreements for the Division of Treasure +

Treasure Types +
Magical Items +
Dividing and Storing Treasure +

Who Needs Money? ++
Forms of Treasure ++
Placement of Treasure ++
    Who's Got the Treasure? ++
    Planned and Random Encounter Treasures ++
Treasure Tables ++ (Treasure Type Table, Magic Item Tables)
Maintaining Balance ++
    Too Little Treasure ++
    Monty Haul Campaigns ++
 

Value and Reputed Properties of Gems and Jewelry +
    Note Regarding the Magical Properties of Gems, Herbs, et. al. +

Placement of Monetary Treasure +
Placement of Magic Items +

TREASURE / MAGIC ITEMS +
Use Of Magic Items +
    Command Words +
    Crystal Balls & Scrying +
    Drinking Potions +
    Applying Oils +
    Potion Miscibility +
    Energy Draining By Undead Or Device (REF5 d10 alternate) +

Magical Items ++
    Creatures and Magical Items ++
    Buying Magical Items ++
    Magic--Rare or Common ++
    Researching Magical Items ++
    The Nature of Magical Fabrication ++
Scrolls and Potions ++
    Scrolls ++
    Potions ++
Creating Other Magical Items ++
Recharging Magical Items ++
Destroying Magical Items ++

Explanations & Descriptions Of Magic Items +
    Potions +
        Appendix K: Describing Magical Substances  +
    Scrolls +
    Rings +
    Rods +
    Miscellaneous Magic +
    Armor & Shields +
    Swords +
    Miscellaneous Weapons +

TREASURE / MAGIC ITEMS / ARTIFACTS & RELICS
Artifacts & Relics +

Artifacts and Relics (Optional Rule) ++
    Designing an Artifact or Relic ++
    Sample Artifacts and Relics ++

CHAPTER 11: ENCOUNTERS (PH) (DMG) +
Surprise (PH) (DMG)
The Surprise Roll (DMG) +
    Effects of Surprise +
Encounter Distance ++
    Distance +
    D&D Ground And Spell Area Scales, by Gary Gygax
Encounter Options +
    Communication +
    Negotiation +

Traps, Tricks, and Encounters +

What is an Encounter? ++
Pllanned Encounters ++
    Keys ++
    Triggers ++
    Combining Keys and Triggers ++
Random Encounters ++
    Should You Use Random Encounters? ++
    Characteristics of Random Encounter Tables ++
Creating Encounter Tables ++
    The 2-20 Table ++
    The Percentile Table ++
    Dungeon Encounter Tables ++
    Wilderness Encounter Tables ++
    Special Encounter Tables ++
    Spicing Up Encounter Tables ++
DMing Encounters ++
    Encounter Checks ++
    Is This Encounter Necessary? ++
    Encounter Size ++
Surprise ++
Encounter Distance ++
Encounter Reactions +
Fixing Things in Play ++
    The Encounter is Too Difficult ++
    The Encounter Gave Away Too Much Treasure ++
    The Encounter was Too Easy ++

Appendix C: Random Monster Encounters + <FF, MM2>
    Monsters Encountered Adjustment for Relative Dungeon Level +
    Underwater Random Monster Encounters -
    Astral & Ethereal Encounters +
    Psionic Encounters -
    Outdoor Random Monster Encounters -
    Waterborne Random Monster Encounters -
    Airborne Random Monster Encounters -
    City/Town Encounters -
    Magic Possessed By Encountered Creatures -

CHAPTER 12: NPCs +
Personae of Non-Player Characters +
    Facts +
    Traits +
    Language Determination +

Special Roles Of The Dungeon Master +

Hiring Non-Player Characters To Cast Spells Or Use Devices +
Cost of Magic-User/Illusionist Spell Casting +

Monsters And Organization +

Use of Non-Human Troops +

NPCs (Generation of Ability Scores)

Hirelings (PH) (DMG)
    Standard Hirelings +
    Expert Hirelings +
   Medieval Occupations ++

The Assassin, The Spy, and The Sage ++
    Assassins +
    Sages +
    Spies +
Soldiers +
    Description of Troop Types ++
Employing Hirelings ++
    Who Might Be Offended? ++
    Depopulate at Your Own Risk ++
    Securing Permission ++
    Finding the Right People ++
    The Weekly Wage ++

Followers for Upper Level Player Characters +

Henchmen (PH) (DMG)
    An NPC Becomes A Henchmen ++
    The Player Takes Over ++
    Role-Playing Henchmen ++
    Henchmen Bookkeeping ++

Loyalty of Henchmen & Hirelings, Obedience, and Morale +

Officials and Social Rank ++
    Titles, Offices, and Positions ++
Spellcasters ++
    Finding a Spellcaster ++
    Convincing an NPC to Help ++
    NPC Magical Items ++

Personality ++
    Walk-On NPCs ++
    Significant NPCs ++
    Other NPC Characteristics ++

Loyalty ++
    Morale ++

Quick NPCs ++

Player Character Obligations +

Obedience (PH)

CHAPTER 13: VISION AND LIGHT +
Limits of Vision +
Light +
Infravision (PH) (DMG)
Ultravision (PH) (DMG)
Using Mirrors +

Effects of Light Sources ++
    Being Seen ++
    Creatures and Light Sources ++

Light Tricks and Traps ++

Infravision ++
    Standard Infravision ++
    Infravision (Optional Rule) ++

Other Forms of Sight ++

Combat (Effects of Darkness)
Darkness ++

Invisibility ++
    Detecting Invisible Creatures ++

CHAPTER 14: TIME (PH) (DMG) AND MOVEMENT +
Movement +
    Jogging and Running (Optional Rule)
    Cross-Country Movement +

Outdoor Movement +

Silent Movement +
Invisible Movement +

Swimming +
    Holding Your Breath +

    Detailed Timekeeping +
    Preparing a Calendar +
       Disease +
    Time as a Game-Balancer ++
    Time in the Dungeon +
    Time in the Campaign +

Movement ++
    Mounted Overland Movement ++
    Care of Animals ++
    Vehicles ++

Terrain Effects on Movement (Optional Rule) ++
    Darkness and Ice ++
    Terrain Modifiers in Overland Movement ++
    Roads and Trails ++
Terrain Obstacles and Hindrances ++
Movement on Water ++
    Ocean Voyaging ++
    Weather and Ship Travel ++
Aerial Movement ++
Getting Lost ++

TIME

MOVEMENT / CLIMBING
Climbing +
    Calculating Success +
    Climbing Rates +
    Types of Surface +
    Actions While Climbing +
    Climbing Tools +
    Getting Down +

CHAPTER 15: A DM'S MISCELLANY
Listening ++
Doors ++
    Concealed and Secret Doors ++
Lycanthropy ++
    Other Magical Diseases ++
The Planes +
    The Prime Material Planes ++
       The Ongoing Campaign ++
         Sixguns and Sorcery ++
         Mutants and Magic ++
    The Ethereal Planes ++
    The Inner Planes ++
    The Astral Plane ++
    The Outer Planes ++
 
 

APPENDIX 1: TREASURE TABLES
Coins ++
Gems ++
Objects of Art ++

APPENDIX 2: MAGICAL ITEM TABLES
Magical Items ++
Armor and Shields ++
Magical Weapons ++

APPENDIX 3: MAGICAL ITEM DESCRIPTIONS
Potions ++
    Identifying Potions ++
    Combining Potions ++
    Potion Duration ++
    List of Potions ++
Scrolls ++
    Spell Level of Scroll Spells ++
    Magical Spell Failure ++
    Use of Scroll Spells ++
    Casting Scroll Effects ++
    Protection Scroll Effects ++
    Who Can Use Scroll Spells? ++
    Spell Level Range ++
    Cursed Scrolls ++
    Maps ++
    Protection Scrolls ++
Rings ++
    List of Rings ++
Rods ++
    Command Words (Optional Rule) ++
    List of Rods ++
Staves ++
    Command Words (Optional Rule) ++
    List of Staves ++
Wands ++
    Command Words (Optional Rule) ++
    List of Wands ++
Miscellaneous Magic ++
    Categories of Magical Items ++
Armor and Shields ++
Magical Weapons ++
    Light Generation ++
    Unknown or Unusual Qualities ++
    Magical Weapon List ++
Intelligent Weapons ++
    Intelligent Weapon Alignment ++
    Weapon Abilities ++
    Weapon Ego ++
    Weapons Versus Characters ++
 

CHAPTER 15: THE CAMPAIGN +
Climate & Ecology +

Typical Inhabitants +
Peasants, Serfs, and Slaves +

Social Class and Rank in Advanced Dungeons & Dragons +
    Government Forms +
    Royal And Noble Titles +
Economics +
Duties, Excises, Fees, Tariffs, Taxes, Tithes, and Tolls +
Monster Populations And Placement +

Territory Development By Player Characters +
 

CHAPTER 16: THE ADVENTURE
The Adventure (PH)

Adventures in the Air +
    Aerial Travel +
    Aerial Combat +

Waterborne Adventures +

Underwater Adventures +
 

CHAPTER 16a: THE UNDERWORLD
The First Dungeon Adventure +

Dungeon Expeditions +

Listening at Doors +

A Sample Dungeon +

Appendix A: Random Dungeon Generation +
    Random Dungeon Generation for Solo Play +

Appendix I: Dungeon Dressing +

CHAPTER 16b: THE WILDERNESS
a

Adventures in the Outdoors +
Wilderness Expeditions +

Appendix B: Random Wilderness Terrain +

CHAPTER 16c: THE TOWN
The Town And City Social Structure +

Town Adventures +

Appendix F: Gambling +

CHAPTER 16d: THE PLANES
a

The Known Planes of Existence (An Introduction to the Planes)
Travel in the Known Planes of Existence +

Ethereal and Astral Combat +

    The Inner Planes +
        Ethereal Travel (Reaching the Ethereal Plane)
     Ethereal Combat +

    The Outer Planes +
        Astral Travel (Reaching the Astral Plane) (Physical Travel in the Astral Plane) (Movement in the Astral Plane)
     Astral Combat +

Appendix D: Random Generation Of Creatures From The Lower Planes +
 

CHAPTER 16e: SUCCESSFUL ADVENTURES +
a
Mapping +
Organization +

CHAPTER 17: CONDUCTING THE GAME +
Rolling The Dice And Conducting The Game +
Handling Troublesome Players +
Integration of Experienced or New Players into an Existing Campaign +
Multiple Characters For A Single Player +
Intervention By Deities +

The Fine Art of Being a DM ++
 

APPENDIX 8: COMPILED CHARACTER GENERATION TABLES

APPENDIX 1: PSIONICS +
    Psionic Ability +
    Psionic Powers +
       Attack Modes +
       Defense Modes +
    Table of Psionic Disciplines +
       Minor (Devotions) ^
       Major (Sciences) ^
    Psionic Combat +
    Multiple Psionic Operations +
    Use of Psionic Powers +
    Recovery of Psionic Strength Points +

Psionic Combat Tables +
Psionic Combat Notes +
 

APPENDIX G: TRAPS
Traps (PH) (DMG)

APPENDIX H: TRICKS
Tricks (PH) (DMG)

Appendix N: Inspirational and Educational Reading +
    Books are Books, Games are Games (by Gary Gygax)

INDEX