
| 1. Abilities | 2. Races | 3. Classes | 4. Alignment | 5. Proficiencies & Background |
| 6. Money & Equipment | 7. Magic | 8. Experience | 9. Combat | 10. Treasure |
| 11. Encounters | 12. NPCs | 13. Vision & Visibility | 14. Time & Movement | 15. The Adventure |
| 16. The Campaign | 17. Conducting the Game | 18. Battlesystem | 19. Psionics | 20. Deities & Demigods |
| 21. Inspiration & Education | - | 22. Manual of the Planes | - | 23. Monster Manual |
PREFACE (DMG)
(DDG) (MM2)
CREDITS (DMG)
Credits
and Acknowledgements (DDG)
Acknowledgements (MM2)
Special Thanks (PHB2)
INTRODUCTION (DMG)
Editor's
Introduction (DDG)
THE GAME (PHB)
APPROACHES
TO PLAYING ADVANCED DUNGEONS & DRAGONS (DMG)
Realism
vs. game logic (by Gary Gygax, Best of Dragon II)
DICE
(DMG)
What to Do When the Dog Eats Your Dice (Best of Dragon I)
USE
OF MINIATURE FIGURES WITH THE GAME (DMG)
AIDS
TO PLAYING ADVANCED DUNGEONS & DRAGONS (DMG)
On
D&D (Best of Dragon I)
D&D
Relationships: A whole and its parts (by Gary Gygax, Best of Dragon
II)
What
the game is; Where it's going (by Gary Gygax, Best of Dragon II)
Looking
back, and to the future (by Gary Gygax, Best of Dragon II)
GLOSSARY
(DMG)
AFTERWORD
(DMG)
INDEX (DMG)
(MM2)
Index to Proper Names
(DDG)
CREATING THE PLAYER CHARACTER (PHB)
(DMG)
GENERATION
OF ABILITY SCORES (DMG)
Generation of Ability
Scores, Method V (UA)
Starting
Hit Points for Player Characters (UA)
THE
EFFECT OF WISHES ON CHARACTER ABILITY SCORES (DMG)
CHARACTERISTICS
FOR PCs (DMG)
PC NON-PROFESSIONAL
SKILLS (DMG)
STARTING
LEVEL OF EXPERIENCE FOR PCs (DMG)
APPENDIX
P: CREATING A PARTY ON THE SPUR OF THE MOMENT (DMG)
CHARACTER AGE,
AGING, DISEASE, AND DEATH (DMG)
CHARACTER
AGE (DMG)
AGING
(DMG)
Unnatural
Aging (DMG)
DISEASE
(DMG)
DEATH
(DMG)
1.
ABILITIES-
CHARACTER ABILITIES
(PHB)
EXPLANATION OF ABILITIES
(PHB)
Strength
(PHB)
Intelligence
(PHB)
Monster
Intelligence (Best of Dragon V)
Wisdom
(PHB)
Dexterity
(PHB)
DEXTERITY
ARMOR CLASS BONUS (DMG)
Constitution
(PHB)
Charisma
(PHB)
Comeliness
(UA)
Ability Checks (DSG+WSG)
2.
RACES-
CHARACTER RACES
(PHB)
PC RACIAL
TENDENCIES (DMG)
Dwarves (PHB)
(UA)
The
Dwarven Point of View (Best of Dragon III)
Runestones
(Best of Dragon IV)
Elves (PHB)
(UA)
The
Elven Point of View (Best of Dragon III)
Gnomes (PHB)
(UA)
The
Gnomish Point of View (Best of Dragon III)
Half-Elves (PHB)
(UA)
Halflings (PHB)
The
Halfling Point of View (Best of Dragon III)
Half-Ogre
(Best of Dragon IV)
Half-Orcs (PHB)
The
Half-Orc Point of View (Best of Dragon III)
Humans (PHB)
Racial Preferences (PHB)
(UA)
THE
MONSTER AS A PC (DMG)
Humans
and hybrids (by Gary Gygax, Best of Dragon II)
LYCANTHROPY
(DMG)
3.
CLASSES-
CHARACTER CLASSES
(PHB)
FOLLOWERS
FOR UPPER LEVEL PCs (DMG)
Character
Class Responsibilities (DSG.DM)
Cavalier
(UA)
Money
(for Cavaliers) (UA)
Followers
for Cavaliers (UA)
Henchmen
(Retainers) for Cavaliers (UA)
Paladin (PHB) (UA)
The Paladin's Warhorse (DMG)
It's not easy being good (Best of Dragon
III)
Anti-Paladin
(Best of Dragon II)
Cleric
(PHB)
Clerics
and Deities (DDG)
Cloistered
Cleric (Best of Dragon IV)
Druid (PHB) (UA)
The druid and the DM (Best of Dragon III)
Specialty Priest (PHB2)
Fighter (PHB)
(UA)
Archer
(Best of Dragon III)
Barbarian
(UA)
The real barbarians (Best of Dragon
V)
Duelist
(Best of Dragon IV)
Hunter (by Gary Gygax)
Hunting (WSG)
Stalking a Wounded Animal (WSG)
Ranger (PHB) (UA)
Magic-User
(PHB)
Spell
tactics for hostile NPC magic-users (Best of Dragon V)
Alchemist
(Best of Dragon III, Dragon #130)
Death
Master (Best of Dragon IV)
Illusionist
(PHB)
Oracle
(Best of Dragon V)
Abjurer (PHB2)
Conjurer (PHB2)
Elementalist (Tome of Magic)
Enchanter (PHB2)
Invoker (PHB2)
Transmuter (PHB2)
Thief (PHB)
(UA)
THIEF
ABILITIES (DMG)
Thief
Abilities (Best of Dragon III)
THIEVES
AND ASSASSINS SETTING TRAPS (DMG)
Assassin
(PHB)
SPYING (DMG)
ASSASSINATION XP (DMG)
ASSASSIN'S USE OF POISON (DMG)
Bandit
(Best of Dragon IV)
Ninja
(Best of Dragon II)
Thief-Acrobat
(UA)
Monk (PHB,
Best
of Dragon III)
Monks'
Open Hand Melee (DMG)
Monkish
Combat in the Arena of Promotion (Best of Dragon I)
Samurai (Best of Dragon II, Dragon #49)
APPENDIX II: BARDS (PHB,
Best
of Dragon III)
Bard
Abilities (PHB)
Bard
Race (PHB)
The
Class (PHB)
Bards
(PHB)
The
Bounty Hunter (Best of Dragon IV)
The
Jester (Best of Dragon IV)
The
Scribe (Best of Dragon IV)
The
Smith (Best of Dragon IV)
The Savant (Dragon 140)
The Witch (Best
of Dragon I, Dragon #114)
The
Multi-Classed Character (PHB)
The
Character With Two Classes (PHB)
4.
ALIGNMENT-
ALIGNMENT (PH)
(DMG)
ALIGNMENT
LANGUAGE (DMG)
CHANGING
ALIGNMENT (DMG)
APPENDIX III:
CHARACTER ALIGNMENT GRAPH (PHB)
The Meaning of Law and Chaos in D&D
(Best of Dragon I)
Evil: Law vs.
Chaos (by Gary Gygax, Best of Dragon II)
Good isn't stupid:
Paladins and rangers (by Gary Gygax, Best of Dragon II)
5.
PROFICIENCIES-
PROFICIENCIES (DSG)
Proficiency Checks
(OA+DSG+WSG)
WILDERNESS PROFICIENCIES
(WSG)
Nonweapon Proficiencies (DSG+WSG)
Choosing
Skills (WSG)
Success and Failure
(DSG+WSG)
Artisans,
Craftsmen, and Other NPCs (DSG)
Optional
Bonuses (DSG)
Craftsman
Proficiencies (DSG)
Adventuring
Proficiencies (DSG)
[Wilderness Proficiencies]:
Proficiency
Descriptions (WSG)
The Boating Proficiency (WSG)
The Hunting Proficiency (WSG)
The Mountaineering Proficiency
(WSG)
Proficiency in Plant Lore (WSG)
XP
for Proficiencies (DSG)
Improving
Proficiencies (WSG)
Expanding
Proficiency Slots (WSG)
Equipment for Proficiencies (DSG)
Mining (DSG)
Where
to Mine (DSG)
Types
of Mines (DSG)
Excavating
a Mine Tunnel (DSG)
Shoring
a Tunnel (DSG)
Products
of a Mine (DSG)
Quality
of Mine Products (DSG)
Calculating
the Value of a Placer Mine (DSG)
Smelting
Ore (DSG)
Finishing
Stones (DSG)
Duration
of a Mining Site (DSG)
Inherent
Hazards of Mining (DSG)
The
Claim (DSG)
Hireling
Loyalty (DSG)
Natural
Hazards (DSG)
Unnatural
Hazards (DSG)
CHARACTER LANGUAGES
(PHB)
Languages
(Best of Dragon I)
Languages
of the Underdark (DSG)
Runes (Best of
Dragon IV)
Titles for high-level characters (Best
of Dragon V)
6.
MONEY- & EQUIPMENT-
MONEY (PHB)
The
Monetary System (PHB)
Money
Changing,
Banks,
Loans,
and Jewelers (PHB)
PC
STARTING MONEY (DMG)
PC
EXPENSES (DMG)
VALUE
AND REPUTED PROPERTIES OF GEMS AND JEWELRY (DMG)
NOTE
REGARDING THE MAGICAL PROPERTIES OF GEMS, HERBS,
et al. (DMG)
A
PC and his money... (Best of Dragon IV)
Volume
of coins (Best of Dragon V)
ESTABLISHING THE CHARACTERS
(PHB)
EQUIPPING THE CHARACTER
(PHB+UA+DSG+WSG+Dragon)
ARMOR,
ARMOR
CLASS, AND WEAPONS (DMG)
ARMOR (PHB+UA)
TYPES
OF ARMOR AND ENCUMBRANCE (Table) (DMG+UA)
Descriptions
of New Armor Types (UA)
Warhorses
and Barding (UA)
WEAPONS (PHB+UA)
Weight and Damage by
Weapon Type (PHB)
WEAPON TYPES, "TO
HIT" ADJUSTMENT NOTE (DMG)
Description
of New Weapon Types (UA)
APPENDIX
T: The Nomenclature of Pole Arms (UA)
Cannons
(Best of Dragon V)
Firearms
(Best of Dragon V)
POISON (PHB,
Best
of Dragon II, Dragon #81)
CONSTRUCTION AND
SIEGE (DMG)
The
care of castles (Best of Dragon IV)
UNDERGROUND
CONSTRUCTION (DMG)
CONSTRUCTION
TIME (DMG)
SIEGE
DEVICES AND ENGINES OF WAR (DMG)
Additional
Attack Forms (DMG)
APPENDIX J: HERBS,
SPICES, AND MEDICINAL VEGETABLES (DMG)
Availability
of Medicinal Plants (WSG)
Wounds
and weeds (Best of Dragon IV)
MOUNTS AND BEASTS
OF BURDEN (WSG)
Using Beasts of Burden [(Mules
& Dogs)] (DSG)
Animals
as Individuals (WSG)
Calming
an Excited Animal (WSG)
Understanding
an Animal (WSG)
NEW EQUIPMENT (DSG)
Costs and Weights
(DSG)
New Equipment
Descriptions (DSG)
Transportation
Equipment (DSG)
DRESSING
FOR THE WEATHER (WSG)
Personal
Temperature (WSG)
Clothing
(WSG)
Protected
and Unprotected Characters (WSG)
Effects
of Exertion (WSG)
Clothing
That Functions As Armor (WSG)
Portable Shelters [(Tents)] (WSG)
First Aid Equipment (WSG)
Material spell components (Best of Dragon IV)
Encumbrance
(PHB)
APPENDIX O: ENCUMBRANCE
OF STANDARD ITEMS (DMG)
[Effects of the Environment], Effects
on Equipment (WSG)
Encumbrance
of Characters (WSG)
7.
MAGIC-
The Dungeons and Dragons Magic System (Best
of Dragon I)
Make-believe magic
(by Gary Gygax, Best of Dragon II)
CHARACTER SPELLS (PHB)
(DMG) (UA)
DAY-TO-DAY ACQUISITION
OF CLERIC SPELLS (DMG)
ACQUISITION
OF MAGIC-USER SPELLS (DMG)
Acquisition
of Cantrips, Magic-Users (UA)
Magic-User
Spell Books (UA)
ACQUISITION OF ILLUSIONIST
SPELLS (DMG) (UA)
Acquisition
of Cantrips, Illusionists (UA)
Illusionist
Spell Books (UA)
RECOVERY
OF SPELLS (DMG)
SPELL CASTING (PHB)
(DMG)
TRIBAL
SPELL CASTERS (DMG)
Cost
of Magic-User/Illusionist Spell Casting (UA)
SPELL SUMMARY
(MP)
SPELL TABLES (PHB+DMG+UA+DLA+FR0+FR4+GHA)
Clerics
+
Druids
+
Magic-Users
+
Magic-Users
(Cantrips)
Illusionists
+
Illustionists
(Cantrips)
SPELL EXPLANATIONS (PHB+DMG+UA+DLA+FR0+FR4+GHA)
Clerics
DETECTION
OF EVIL AND/OR GOOD (PH+DMG)
Druids
Magic-Users
Wish (Best of Dragon V)
Magic-Users (Cantrips)
Illusionists
Illusionists (Cantrips)
Magic
in the Ethereal Plane (MP)
Magic in the
Inner Planes (MP)
Magic in the
Plane of Elemental Air (MP)
Magic in
the Plane of Elemental Earth (MP)
Magic in
the Plane of Elemental Fire (MP)
Magic in
the Plane of Elemental Water (MP)
Magic in the
Para-Elemental Planes (MP)
Magic
in the Positive Quasi-Planes (MP)
Magic in the Negative Quasi-Planes (MP)
Magic in
the Astral Plane (MP)
Magic in the
Outer Planes (MP)
MAGICAL RESEARCH
(DMG)
Wizard
Research Rules (Best of Dragon I)
CREATION
OF HOLY/UNHOLY WATER (DMG)
SPELL
RESEARCH (DMG)
FABRICATION
OF MAGIC ITEMS, INCLUDING POTIONS
AND
SCROLLS (DMG)
8.
EXPERIENCE
EXPERIENCE (PHB)
(DMG)
ADJUSTMENT
AND DIVISION OF XP (DMG)
EXPERIENCE
VALUE OF TREASURE TAKEN (DMG)
XP
VALUE OF MONSTERS (DMG)
SPECIAL
BONUS AWARD TO XP (DMG)
GAINING
EXPERIENCE LEVELS (DMG)
9.
COMBAT-
Much about melee
(by Gary Gygax, Best of Dragon II)
ENCOUNTERS, COMBAT,
AND INITIATIVE (DMG)
Initiative (PHB)
(DMG)
Some
Thoughts on the Speed of a Bolt of Lightning (Best of Dragon I)
Critical hits &
fumbles (Best of Dragon V)
Equipment damage (Best
of Dragon IV, Best of Dragon IV)
Breath Weapon Attacks (PHB)
DISCHARGE MISSILES
(DMG)
Missile
Discharge (PHB)
GRENADE-LIKE
MISSILES (DMG)
Holy/Unholy
Water (DMG)
SPELLCASTING DURING
MELEE (DMG)
Spell
Combat (PHB)
Magical Device Attacks
(PHB) (DMG)
Effects
Of Cover On Spells And Spell-like Powers (DMG)
Monster
Charm Power (DMG)
Magical
Control (PHB)
TURNING UNDEAD
(DMG)
MATRIX
FOR CLERICS AFFECTING UNDEAD (DMG)
Turning
Undead (PHB)
Counter-Affecting
(DMG)
FURTHER ACTIONS
(DMG)
Charge
(DMG)
Weapon
Speed Factor (DMG)
APPENDIX
R: Non-lethal combat (UA)
Striking
to Subdue (DMG)
Special
"To Hit" Bonuses (DMG)
MELEE (DMG)
Melee
Combat (PHB)
Special
Types Of Attacks (DMG)
Important
Note Regarding "To Hit" Adjustments (DMG)
Attacks With Two Weapons
(DMG) (Best of
Dragon IV)
Breaking
Off From Melee (DMG)
Actions
During Combat And Similar Time-important Situations (DMG)
Example
of Combat (PHB)
Example
of Melee (DMG)
NON-LETHAL AND
WEAPONLESS COMBAT PROCEDURES (DMG)
APPENDIX Q: Weaponless
Combat (UA)
Unarmed
Combat (Best of Dragon IV)
COMBAT TABLES
(DMG)
PROGRESSION
ON THE COMBAT TABLES (DMG)
ATTACK MATRICES
(DMG)
ASSASSINS' TABLE
FOR ASSASSINATIONS (DMG)
ATTACK MATRIX FOR
MONSTERS (DMG)
CREATURES
STRUCK ONLY BY MAGIC WEAPONS (DMG)
Combat Procedures (PHB)
Saving
Throw (PHB)
SAVING
THROW MATRICES (DMG)
SAVING
THROWS (DMG)
MAGIC
ARMOR AND SAVING THROWS (DMG)
Armor
Class (PHB)
Opponent Armor [Type] Description (DMG)
First
Strike (PHB)
Weapon
Factors (PHB)
Monster
Attack Damage (PHB)
Attack
& Saving Throw Matrices (PHB)
COMBAT RULES FOR
UNDERGROUND PLAY (DSG)
Fighting on Walls
and Other Sheer Surfaces (DSG)
Fighting on Bridges
and Ledges (DSG)
Grabbing
an Enemy (DSG)
Fighting in Water (DSG+WSG)
Fighting in Narrow
Passages (DSG)
Rules for Mounted
Combat (DSG+WSG)
COMBAT RULES
FOR WILDERNESS PLAY (WSG)
Fighting
While Climbing (WSG)
Fighting
While Precariously Balanced (WSG)
Melee
Combat from a Mount (WSG)
Missile
Combat from a Mount (WSG)
Forcing
Opponents to Dismount (WSG)
Ethereal and Astral Combat (PHB)
Combat
in the Ethereal Plane (MP)
Combat in
the Inner Planes (MP)
Combat in
the Plane of Elemental Air (MP)
Combat
in the Plane of Elemental Earth (MP)
Combat in the Plane of Elemental Fire (MP)
Combat
in the Plane of Elemental Water (MP)
Combat in
the Para-Elemental Planes (MP)
Combat
in the Positive Quasi-Planes (MP)
Combat in the Negative Quasi-Planes (MP)
Combat
in the Astral Plane (MP)
Combat in
the Outer Planes (MP)
HIT POINTS (DMG)
CHARACTER HIT POINTS
(PHB)
Damage
(PHB)
Damage
from Fire (WSG)
Healing
(PHB)
Injuries
and Treatment (WSG)
EFFECTS OF ALCOHOL
AND DRUGS (DMG)
RECOVERY FROM INTOXICATION
(DMG)
INSANITY (DMG)
10.
TREASURE
APPENDIX V: SUGGESTED
AGREEMENTS FOR THE DIVISION OF TREASURE (PHB)
PLACEMENT OF MONETARY
TREASURE (DMG)
PLACEMENT OF MAGIC
ITEMS (DMG)
NON-STANDARD MAGIC ITEMS (DMG)
USE OF MAGIC ITEMS
(DMG)
COMMAND
WORDS (DMG)
CRYSTAL
BALLS & SCRYING (DMG)
DRINKING
POTIONS (DMG)
APPLYING
OILS (DMG)
POTION
MISCIBILITY (DMG)
ENERGY
DRAINING BY UNDEAD OR BY DEVICE (DMG)
TREASURE
(DMG)
RANDOM TREASURE DETERMINATION
(DMG) (UA)
EXPLANATIONS
AND DESCRIPTIONS OF MAGIC ITEMS (DMG)
Potions
(DMG) (UA)
Scrolls
(DMG) (UA)
Rings
(DMG) (UA)
Rods,
et, al. (Including Staves and Wands)
(DMG) (UA)
Staves (UA)
Wands (UA)
Miscellaneous
Magic (DMG) (UA)
Artifacts and Relics (DMG)
Armor and Shields (DMG) (UA)
Swords
(DMG) (UA)
Miscellaneous
Weapons (DMG) (UA)
Dragonmirth: Miscellaneous Treasure (Best of Dragon I)
11.
ENCOUNTERS-
Encounters
(PHB)
Communication
(PHB)
Negotiation
(PHB)
Encounter Reactions
(DMG)
Designing for Unique Wilderness Encounters (Best of Dragon I)
Astral & Ethereal
Encounters (DMG)
Encounters
in the Ethereal Plane (MP)
Encounters
in the Inner Planes (MP)
Encounters
in the Plane of Elemental Air (MP)
Encounters
in the Plane of Elemental Fire (MP)
Encounters
in the Plane of Elemental Earth (MP)
Encounters
in the Plane of Elemental Water (MP)
Encounters
in the Para-Elemental Planes (MP)
Encounters
in the Positive Quasi-Planes (MP)
Encounters in the Negative Quasi-Planes
(MP)
Encounters
in the Astral Plane (MP)
Encounters
in the Outer Planes (MP)
APPENDIX C: RANDOM
MONSTER ENCOUNTERS (DMG)
Monster
Encountered Adjustment For Relative Dungeon Level (DMG)
Dungeon
Random Monster Encounters (DMG)
Underwater
Random Monster Encounters (DMG)
Outdoor
Random Monster Encounters (DMG)
Waterborne
Random Monster Encounters (DMG)
Airborne
Random Monster Encounters (DMG)
Magic
Possessed By Encountered Creatures (DMG)
Random Encounter
Tables (MM2)
12.
NPCs-
NON-PLAYER CHARACTERS
(DMG)
PERSONAE
OF NON-PLAYER CHARACTERS (DMG)
FACTS
(DMG)
TRAITS
(DMG)
LANGUAGE
DETERMINATION (DMG)
SPECIAL ROLES
OF THE DUNGEON MASTER (DMG)
HIRING
NPCs TO CAST SPELLS OR USE DEVICES (DMG)
USE
OF NON-HUMAN TROOPS (DMG)
[Generation of Ability Scores], NON-PLAYER CHARACTERS (DMG)
NPC Reactions to Long Underground Adventures (DSG)
Controlling Henchmen, Hirelings, and Other NPCs (DSG.DM)
HIRELINGS (PHB)
(DMG)
STANDARD
HIRELINGS (DMG)
EXPERT
HIRELINGS (DMG)
HENCHMEN (PHB)
(DMG)
LOYALTY
OF HENCHMEN & HIRELINGS, OBEDIENCE, AND MORALE (DMG)
Obedience
(PHB)
Morale
(PHB)
13.
VISION- & LIGHT-
VISION AND VISIBILIITY
(WSG)
Normal
Vision (WSG)
Artificial
Illumination (WSG)
Light
(PHB)
INFRAVISION
& ULTRAVISION (DMG)
Infravision (PHB)
(WSG)
Ultravision (PHB)
(WSG)
INVISIBILITY
(PH+DMG+Dragon #105)
MIRRORS
(DMG)
Combat (Effects
of Darkness) (UA)
Fighting
in Darkness (DSG)
Spellcasting
in Darkness (DSG)
Movement
Effects of Darkness (DSG)
Fighting in Poor Visibility (WSG)
Overland Movement in Reduced Visibility (WSG)
14.
TIME- & MOVEMENT-
TIME (PHB) (DMG)
Time
in the Planes (MP)
The Calendar (Tarsakh Showers) (Best of Dragon V)
Construction Time (DSG)
DISTANCE
(PHB)
Ground and spell
area scales (by Gary Gygax, Best of Dragon II)
Movement
-- Time & Distance Factors (PHB)
OUTDOOR MOVEMENT
(DMG)
ENCUMBRANCE
AND MOVEMENT (WSG)
Terrain
Definitions for Movement (WSG)
Large-scale
Overland Movement (WSG)
Encumbrance
and Movement for Land-Based Animals (WSG)
Movement
of Land-based Vehicles (WSG)
Movement Across Special
Terrain (WSG)
Silent Movement
(PHB)
Invisible
Movement (PHB)
Falling Damage
(PHB)
Falling
(Expanded Rules) (DSG)
Stopping
a Fall (DSG+WSG)
Landing
(DSG)
Sliding
Down Slopes (DSG)
Damage
from Falling (WSG)
MOVEMENT RULES FOR UNDERGROUND PLAY (DSG)
Swimming (DSG+WSG)
Holding
One's Breath (DSG+WSG)
Moving
in Water (DSG)
Effects
of Moving Water (DSG)
Other
Effects of Moving Water (WSG)
Diving
and Surfacing (WSG)
Treading
Water (WSG)
Climbing (DSG+WSG)
Climbing
Surfaces (DSG)
Surface
Types (WSG)
Encumbrance
(DSG)
Climbing
Success Rates for Non-Thieves (DSG)
Climbing
Modifiers (DSG)
Climbing
Tools (DSG)
Surface
Conditions (WSG)
Chance
of Falling (WSG)
Climbing
Checks (WSG)
Using
Rope (DSG)
Using
Rope for Movement and Climbing (WSG)
Crossing
a Chasm on a Rope (DSG+WSG)
Swinging
Across (DSG)
Belays
(DSG)
Belaying
(WSG)
Roping
Together (DSG +WSG)
Rappelling
(DSG+WSG)
Use
of Grappling Hooks (WSG)
Jumping (for
Non-Acrobats) (DSG+WSG)
Jumping
Modifiers (DSG)
Bridges (DSG)
Permanent
Bridges (DSG)
Impromptu
Bridges (DSG)
Spelunking
(DSG)
The
Tight Squeeze (DSG)
Excavation
(DSG)
Rubble
(DSG)
Solid
Barriers (DSG)
FATIGUE AND
EXHAUSTION (DSG+WSG)
Effects
of Fatigue (DSG)
Effects
of Exhaustion (DSG)
Characters
(WSG)
Land-based
Mounts and Pack Animals (WSG)
Movement on Slippery Horizontal Surfaces (DSG+WSG)
Movement
in Waterborne Vehicles (WSG)
Capsizing
and Damage to Craft (WSG)
Portaging
(WSG)
Use
of a Capsized Vessel (WSG)
Movement
in the Inner Planes (MP)
Movement
in the Plane of Elemental Air (MP)
Movement
in the Plane of Elemental Earth (MP)
Movement
in the Plane of Elemental Fire (MP)
Movement
in the Plane of Elemental Water (MP)
Movement
in the Para-Elemental Planes (MP)
Movement
in the Positive Quasi-Planes (MP)
Movement in the Negative Quasi-Planes (MP)
Movement
in the Astral Plane (MP)
Movement
in the Outer Planes (MP)
15.
THE ADVENTURE-
THE ADVENTURE
(PHB)
Instant Adventures (Best of Dragon V)
THE ADVENTURE /
DUNGEON ADVENTURES
Dungeon
Adventures (PHB)
Hints for D&D Judges:
Dungeons
(Best of Dragon I)
Let there be a Method
to your Madness (Best of Dragon I)
TIME
IN THE DUNGEON (DMG)
Traps,
Tricks, and Encounters (PHB)
Traps
(PHB)
APPENDIX
G: TRAPS (DMG)
Tricks
(PHB)
APPENDIX
H: TRICKS (DMG)
Mapping
(PHB)
Mapping
Techniques (DSG)
Organization
(PHB)
LISTENING AT DOORS
(DMG)
A SAMPLE DUNGEON
(DMG)
THE FIRST DUNGEON
ADVENTURE (DMG)
APPENDIX A: RANDOM
DUNGEON GENERATION (DMG)
Random Dungeon Generation
For Solo Play (DMG)
APPENDIX I: DUNGEON
DRESSING (DMG)
Appendix
2: Temple Trappings (DDG)
Libraries
(Best of Dragon V)
DUNGEONEER'S
SURVIVAL GUIDE: WHAT IS IT? (DSG)
The Mystery
of the Underdark (DSG)
New Rules
for Underground Play (DSG)
The Denizens
of the Underdark (DSG)
The Underground Campaign
(DSG)
Using
this Information (DSG)
OVERVIEW OF THE
UNDERDARK (DSG)
Natural
Underground Locales (DSG)
Unnatural
Underground Locales (DSG)
Hazards
of the Underearth (DSG)
THE UNDERGROUND ENVIRONMENT
(DSG)
Air Supply
(DSG)
Duration
(DSG)
Fire
(DSG)
Smoke
(DSG)
Poisonous
and Noxious Gases (DSG)
Ventilation
(DSG)
Odor
Detection (DSG)
Cave-ins
(DSG)
Causes
of Cave-ins (DSG)
Random
Occurences of Cave-ins (DSG)
Cave-in
Chain Reactions (DSG)
Effects
of Cave-ins (DSG)
Defensive
Point Value of Underground Formations (DSG)
Hypothermia
(Optional Rule) (DSG)
Magnetic Effects
of Lodestone (DSG)
Structural
Decay (DSG)
Underground Waterways
(DSG)
Standing
Water (DSG)
Flowing
Water (DSG)
Water
Temperature (DSG)
Access
to Underground Waterways (DSG)
Underground
Water Travel (DSG)
Features
of the Underground Game (DSG.DM)
Nature
of the Underground Environment and its Denizens (DSG.DM)
A Brief History
of Underground Cultures (DSG.DM)
Underground
Geography: Domains in Three Dimensions (DSG.DM)
Surface
Terrain (DSG.DM)
Temperature
(DSG.DM)
Humidity
(DSG.DM)
Size
(DSG.DM)
Origin
(DSG.DM)
Access
and Egress (DSG.DM)
Theories
on the Nature of the Underground (DSG.DM)
The
Hollow Earth Theory (DSG.DM)
The
Swiss Cheese Theory (DSG.DM)
The
Isolated Pockets Theory (DSG.DM)
The
Partial Connection Theory (DSG.DM)
THE CULTURES
OF THE UNDERDARK (DSG.DM)
Values and
Objectives (DSG.DM)
LANDS OF DEEPEARTH
(DSG.DM)
Connecting
Passages of Deepearth (DSG.DM)
Area
Details (DSG.DM)
Map
of Deepearth (DSG.DM)
Individual
Area Key (DSG.DM)
1. The Great Lake (DSG.DM)
2. Surface Lands (DSG.DM)
3. Upper Caverns (DSG.DM)
4. Cathedral Caverns (DSG.DM)
5. Enclosed Caverns (DSG.DM)
6. Caverns of the Ancients (DSG.DM)
7. Grand Canyon of Deepearth (DSG.DM)
8. Fungus Forest (DSG.DM)
9. Caverns of Doom (DSG.DM)
10. Sunken Swamp (DSG.DM)
11. Outpost of the Illithids (DSG.DM)
12. Combat Zone (DSG.DM)
13. Empty Caverns (DSG.DM)
14. Reclaimed Caverns (DSG.DM)
15. Upper Lake of Deepearth (DSG.DM)
16. Mid-level Caverns (DSG.DM)
17. Lower Lake of Deepearth (DSG.DM)
18. Steam-Heated Caverns (DSG.DM)
19. Chambers of Fire (DSG.DM)
20. Lava Caves (DSG.DM)
21. Elemental Vortex of Fire (DSG.DM)
22. Lands of the Deep Gnomes (DSG.DM)
23. Lower Grand Canyon of Deepearth (DSG.DM)
24. Domain of the Duergar (DSG.DM)
25. Windpipe (DSG.DM)
26. Hallowed Grounds (DSG.DM)
27. The Melting Pot (DSG.DM)
28. Realm of the Drow (DSG.DM)
29. The Dark Realms (DSG.DM)
30. Interplanar Whirlpool (DSG.DM)
31. Darksea (DSG.DM)
THE ADVENTURE /
OUTDOOR EXPLORATION
Outdoor
Exploration (PHB)
Hints for D&D Judges:
The
Wilderness (Best of Dragon I)
APPENDIX B: RANDOM
WILDERNESS TERRAIN (DMG)
Tombs
& Crypts (Best of Dragon I)
Ruins
(Best of Dragon V)
ADVENTURES
IN THE OUTDOORS (DMG)
ADVENTURES IN THE
AIR (DMG)
AERIAL
TRAVEL (DMG)
Flying Mounts (WSG) (Best
of Dragon IV)
[Fatigue and Exhaustion:]
Flying Mounts
(WSG)
To
Fall or Not to Fall (WSG)
AERIAL
COMBAT (DMG)
WATERBORNE
ADVENTURES (DMG)
UNDERWATER
ADVENTURES (DMG)
WILDERNESS
SURVIVAL GUIDE: WHAT IS IT? (WSG)
Defining
the Outdoor Environment (WSG)
For
the DM's Eyes Only (WSG)
Definition
of Terms (WSG)
OVERVIEW OF THE
WILDERNESS (WSG)
Terrain
(WSG)
Desert
(WSG)
Forest
(WSG)
Hills
(WSG)
Mountains
(WSG)
Plains
(WSG)
Seacoast
(WSG)
Swamp
(WSG)
Hierarchy
of Terrain (WSG)
Bodies
of Water (WSG)
EFFECTS OF THE
ENVIRONMENT (WSG)
Temperature
and
Wind (WSG)
Precipitation
(WSG)
Special
Weather (WSG)
Damage
from Heat and Cold (WSG)
FOOD AND WATER
(WSG)
Food
(DMG)
Going
Without Food (WSG)
Going
Without Water (WSG)
Effects
on Animals (WSG)
Minimum
Daily Requirement of Food (WSG)
Minimum
Daily Requirement of Water (WSG)
Food
Gathering (WSG)
Foraging
(WSG)
Inedible Plants (WSG)
Fishing
(WSG)
Consuming
and Carrying Food (WSG)
Finding
Water (WSG)
Where
Water is Found (WSG)
Water
in the Desert (WSG)
Purifying
Water (WSG)
CAMPING AND CAMPFIRES
(WSG)
Natural
Shelters (WSG)
Rest
and Comfort (WSG)
How
Much Sleep? (WSG)
Good
Sleep vs. Bad Sleep (WSG)
Fire:
Friend and Foe (WSG)
Precautions
and Perils (WSG)
Uncontrollable
Fires (WSG)
MEDICINE AND FIRST AID (WSG)
NATURAL HAZARDS
IN THE WILDERNESS (WSG)
Volcanoes
(WSG)
Lava
Eruptions (WSG)
Ash
Eruptions (WSG)
Explosive
Eruptions (WSG)
Earthquakes
(WSG)
Tidal
Waves (WSG)
Floods
and Flash Floods (WSG)
Avalanches,
Rockfalls,
and Mudslides (WSG)
Quicksand
(WSG)
THE ADVENTURE /
TOWN ADVENTURES
Town
Adventures (PHB)
Hints for D&D Judges:
Towns
(Best of Dragon I)
The
Development of Towns in D&D (Best of Dragon I)
THE TOWN
AND CITY SOCIAL STRUCTURE (DMG)
City/Town
Encounters (DMG)
APPENDIX
F: GAMBLING (DMG)
Inns and taverns (Best of Dragon II, Dragon #136)
THE ADVENTURE /
ADVENTURING ADVICE
SUCCESSFUL ADVENTURES
(PHB)
Notes from a
Semi-successful D&D Player (Best of Dragon I)
Be aware,
take care (Best of Dragon IV)
IMPROVING PLAY
(DSG)
Expedition
Planning (DSG)
Using
Watercraft (DSG) <check>
Fighting
Effectively (DSG)
Creating
Diversions (DSG)
Speeding
Play (DSG)
Creative
Underground Spell Use (DSG)
The Plays the Thing (Best of Dragon I)
16.
THE CAMPAIGN
TIME
IN THE CAMPAIGN (DMG)
CLIMATE
&
ECOLOGY (DMG)
Climate
(WSG)
The
World of Weather (WSG.DM)
TYPICAL
INHABITANTS (DMG)
PEASANTS,
SERFS, AND SLAVES (DMG)
SOCIAL
CLASS AND RANK IN ADVANCED DUNGEONS & DRAGONS (DMG)
Social
Class and Rank (UA)
Government
Forms (DMG)
Royal And Noble Titles (Northern
Europe) (Asian Forms) (DMG)
Circumstances
of Birth (UA)
ECONOMICS
(DMG)
DUTIES,
EXCISES, FEES, TARIFFS, TAXES, TITHES, AND TOLLS (DMG)
TERRITORY
DEVELOPMENT BY PCs (DMG)
UNDERGROUND ADVENTURES:
CAMPAIGN
CONSIDERATIONS (DSG.DM)
Challenges
for the DM (DSG.DM)
The
Fine Art of Juggling (DSG.DM)
Designing
the Adventure and the World (DSG.DM)
Worlds of Adventure: The Importance of Setting
(DSG.DM)
Basic Characteristics (DSG.DM)
Plot and Counterplot: The Importance of Story
(DSG.DM)
The Story Structure (DSG.DM)
Multiple Story Lines (DSG.DM)
Story Elements (DSG.DM)
Techniques
of Campaign and Story Design (DSG.DM)
The Linear Adventure (DSG.DM)
The Open Campaign (DSG.DM)
The Matrix Campaign (DSG.DM)
Starting From Scratch (WSG.DM)
MAPPING
YOUR SETTINGS (DSG.DM)
Basic
Mapping Considerations (DSG.DM)
Perspective
Mapping (DSG.DM)
Selecting
a Grid (DSG.DM)
Selecting
a Starting Point (DSG.DM)
Drawing
the Map (DSG.DM)
Mapping
Symbols (DSG.DM)
Splitting
the Grid (DSG.DM)
Horizon
Lines (DSG.DM)
Geomorphic
Mapping (DSG.DM)
Using Geomorphs (DSG.DM)
17.
CONDUCTING THE GAME (DMG)
ROLLING
THE DICE AND CONTROL OF THE GAME (DMG)
HANDLING
TROUBLESOME PLAYERS (DMG)
INTEGRATION
OF EXPERIENCED OR NEW PLAYERS INTO AN EXISTING CAMPAIGN (DMG)
MULTIPLE
CHARACTERS FOR A SINGLE PLAYER (DMG)
D&D is Only as Good as the DM (Best of Dragon I)
5 keys to success
(Best of Dragon IV)
Keep 'em guessing
(Best of Dragon V)
Running the Game
(DSG.DM)
Preparing
for Play (DSG.DM)
The
DM as Master Storyteller (DSG.DM)
Help from the Players
(DSG.DM)
Rolling
Up PCs (DSG.DM)
Providing
Ideas for Adventures (DSG.DM)
18.
BATTLESYSTEM
BATTLESYSTEM +
BATTLESYSTEM
Game Options Underground (DSG)
Extremely
Narrow Frontages (DSG)
Combat
Modifiers (DSG)
Formation
Modifiers (DSG)
Morale
Effects (DSG)
Ventilation
Effects (DSG)
Flying
Effects (DSG)
Line-of-Sight
Effects (DSG)
Cave-ins
on a Battlefield (DSG)
19.
APPENDIX I: PSIONICS (PHB)
Psionic
Ability (PHB)
Psionic
Powers (PHB)
Attack
Modes (PHB)
Defense
Modes (PHB)
Psionic
Disciplines (PHB)
Minor (Devotions) (PHB)
Major (Sciences) (PHB)
Psionic
Combat (PHB)
PSIONIC
COMBAT TABLES (DMG)
PSIONIC
COMBAT NOTES (DMG)
Multiple
Psionic Operations (PHB)
Use
of Psionic Powers (PHB)
Recovery
of Psionic Strength Points (PHB)
Psionic
Encounters (DMG)
20.
DEITIES & DEMIGODS (DDG)
DEITIES & DEMIGODS
+
Explanatory Notes (DDG)
Demi-Gods And Gods (DMG)
Standard Divine Abilities
(DDG)
APPENDIX IV:
Abilities of the Powers (MP)
Dungeon Mastering
Divine Beings (DDG)
INTERVENTION BY DEITIES
(DMG) <DDG>
Omens (DDG)
Saints (Best
of Dragon IV)
Mortality and Immortality
(DDG)
Divine
Ascension (DDG)
American
Indian Mythos (DDG)
Arthurian
Mythos (DDG)
Babylonian
Mythos (DDG)
Irish Mythos
(Celtic Mythos) (DDG)
Central
American Mythos (DDG)
Chinese Mythos
(DDG)
Cthulhu
Mythos (DDG)
Egyptian Mythos
(DDG)
Finnish Mythos
(DDG)
Greek Mythos
(DDG)
Indian Mythos
(DDG)
Japanese Mythos
(DDG)
Melnibonean
Mythos (DDG)
Nehwon Mythos
(DDG)
Nonhumans'
Deities (DDG)
APPENDIX
S: Non-human deities (UA)
The
gods of the dwarves (Best of Dragon III, UA)
The
gods of the elves (Best of Dragon III, UA)
The
gods of the gnomes (Best of Dragon III, UA)
The
gods of the hobbits (Best of Dragon III, UA)
The
gods of the orcs (Best of Dragon III, UA)
Norse Mythos
(DDG)
Sumerian Mythos
(DDG)
Appendix III: Clerical Quick Reference Chart (DDG)
21.
INSPIRATION AND EDUCATION
APPENDIX N: INSPIRATIONAL
AND EDUCATIONAL READING (DMG)
Appendix 4: Further
References (DDG)
Tolkien
in Dungeons & Dragons (Best of Dragon I)
Dragonmirth: Search
for the Forbidden Chamber (Best of Drgon I)
Books are
books, Games are games (by Gary Gygax, Best of Dragon II)
22.
APPENDIX IV, I: THE KNOWN PLANES OF EXISTENCE (Best of Dragon
I, PHB, DDG) (MP)
MANUAL OF THE PLANES
+
AN INTRODUCTION
TO THE PLANES (MP)
Organization
(MP)
TRAVEL IN THE KNOWN PLANES OF EXISTENCE (DMG)
Theory and Use of Gates (Best of Dragon II)
Tesseracts (Best of Dragon II)
THE ETHEREAL
PLANE (MP)
Overview
(MP)
Reaching
the Ethereal Plane (MP)
The
Border Ethereal (MP)
SURVIVAL
(MP)
PCs
(MP)
Demi-Planes
(MP)
Ethereal Travel (PHB)
THE INNER PLANES
(MP)
Reaching
the Inner Planes (MP)
SURVIVAL
(MP)
Movement
(MP) <check>
Encounters
(MP) <Move to chapter 11: encounters>
Combat
(MP)
Magick
(MP)
The Inner Planes (PHB)
APPENDIX
II: Creatures of the Inner Planes (MP)
The Plane of Elemental
Air (MP)
SURVIVAL
(MP)
Features
(MP)
The Plane of Elemental
Earth (MP)
SURVIVAL
(MP)
Features
(MP)
The Plane of Elemental
Fire (MP)
SURVIVAL
(MP)
Features
(MP)
The Plane of Elemental
Water (MP)
SURVIVAL
(MP)
Features
(MP)
The Para-Elemental
Planes (MP)
SURVIVAL
(MP)
Features
(MP)
The Energy Planes (MP)
The Quasi-Elemental
Planes (MP)
The
Positive Quasi-Planes (MP)
SURVIVAL
(MP)
Features
(MP)
The Negative Quasi-Planes
(MP)
Survival (MP)
Features (MP)
APPENDIX I: The
Prime Material Planes (MP)
THE ONGOING CAMPAIGN
(DMG)
Strumgeschutz &
Sorcery (Best of Dragon I)
Sixguns
& Sorcery (DMG)
Mutants
& Magic (DMG)
Deserted Cities of Mars
(Best of Dragon I)
Ice
Age Adventuring (Best of Dragon V)
20th
Century Adventuring (Best of Dragon V)
THE ASTRAL PLANE (MP)
(Best of Dragon V)
Astral Travel (PHB)
Reaching
the Astral Plane (MP)
Physical
Travel (MP)
Color
Pools (MP)
SURVIVAL
(MP)
PCs
(MP)
Features
(MP)
THE OUTER PLANES
(MP)
The Outer Planes (PHB)
Reaching
the Outer Planes (MP)
SURVIVAL
(MP)
PCs
(MP)
Features
(MP)
APPENDIX
III: Creatures from the Outer Planes (MP)
Outer
Plane Descriptions (MP)
Nirvana
(MP)
Arcadia
(MP)
Seven
Heavens (MP)
Twin
Paradises (MP)
Elysium
(MP)
Happy
Hunting Grounds (MP)
Olympus
(MP)
Gladsheim
(MP)
Limbo
(MP)
The
Abyss (MP)
Pandemonium
(MP)
Tarterus
(MP)
Hades
(MP)
Gehenna
(MP)
The
Nine Hells (MP)
The Politics of Hell (Best of Dragon
II)
Acheron
(MP)
Concordant
Opposition (MP)
Beyond
the Outer Planes (MP)
23.
THE MONSTER MANUAL (MM+FF+MM2+Dragon1-100)
MONSTER MANUAL
+
MONSTER, THE TERM
(PHB)
How To Use This
Book (MM2)
MONSTER
POPULATIONS AND PLACEMENT (DMG)
MONSTERS AND ORGANIZATION
(DMG)
Random Monsters (Best of Dragon I)
APPENDIX
D: RANDOM GENERATION OF CREATURES FROM THE LOWER PLANES (DMG)
The humanoids (Best of Dragon V)
Dragonmirth: Monster Reference Table Addition (Best of Dragon I)
B-
D-
Derro (MM2+DSG.DM)
Drow (FF+DSG.DM)
Duergar
(MM2+DSG.DM)
D / DRAGONS
Neutral
dragons (Best of Dragon III)
Dragon eggs
and hatchlings (Best of Dragon III)
Physical
dragon attacks (Best of Dragon III)
Steel dragon,
Grey
dragon (Best of Dragon III)
Evil dragon
armor (Best of Dragon III)
E-
F-
G-
How Heavy
is My Giant? (Best of Dragon I)
H-
I-
J-
K-
Kuo-Toa (DSG.DM)
L-
Becoming
a Lich (Best of Dragon II)
M-
Magic
for merchants (Best of Dragon V)
Mind Flayers
(MM+DSG.DM)
N-
O-
P-
Q-
R-
Excerpt from an Interview With a Rust Monster
(Best of Dragon I)
S-
T-
U-
V-
Vampires
(Best of Dragon II)
New
Vampire Types (Best of Dragon II)
W-
Winged Folk
(Best of Dragon III)
X-
Y-
Z-