ADVANCED DUNGEONS & DRAGONS
(HTML AD&D, dedicated to the 1st Edition AD&D group on Facebook!)


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)

Alteration by Bloated Blowfish

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)

Combat (PHB) (DMG)

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)

Surprise (PHB) (DMG)

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)

A-
Aboleth (MM2+DSG.DM)

B-

C-
Cloakers (DSG.DM)

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-