Preface +
Explanatory Notes + 
Appendix : Treasure Types +

FOREWORD
Foreword (MM)

FOREWORD +

PREFACE
Preface (MM)
PREFACE +

INTRODUCTION +
THE GAME +

CREATING THE PLAYER CHARACTER +

CHARACTER ABILITIES +
    Strength +
    Intelligence +
    Wisdom +
    Dexterity +
    Constitution +
    Charisma +

CHARACTER RACES +
    Dwarves +
    Elves +
    Gnomes +
    Half-Elves +
    Halflings +
    Half-Orcs +
    Humans +
    Racial Preferences - <UA>

CHARACTER CLASSES +
    Cleric +
       Druid +
    Fighter +
       Paladin +
       Ranger +
    Magic-User +
       Illusionist +
    Thief +
       Assassin +
    Monk +
    The Multi-Classed Character +
    The Character with Two Classes +

ALIGNMENT +

CHARACTER HIT POINTS +

ESTABLISHING THE CHARACTER +

CHARACTER LANGUAGES +

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

EQUIPPING THE CHARACTER +

ARMOR +

WEAPONS +
    Weight and Damage by Weapon Type +

HIRELINGS +

HENCHMEN +

TIME +

DISTANCE +

MONSTER, THE TERM +

CHARACTER SPELLS +

SPELL TABLES +
    Clerics +
    Druids +
    Magic-Users +
    Illusionists +

SPELL EXPLANATIONS +
    Clerics +
    Druids +
    Magic-Users +
    Illusionists +

SPELL CASTING +

THE ADVENTURE +
    Dungeon Expeditions +
    Outdoor Exploration +
    Town Adventures +
    Encumbrance +
    Movement -- Time & Distance Factors +
    Light +
    Infravision +
    Ultravision +
    Silent Movement +
    Invisible Movement +
    Surprise +
    Traps, Tricks, and Encounters +
       Traps +
       Tricks +
       Encounters +
    Initiative +
    Communication +
    Negotiation +
    Combat +
       Turning Undead +
       Magical Control +
       Spell Combat  +
       Breath Weapon Attacks +
       Magical Device Attacks +
       Missile Discharge +
       Melee Combat +
       Example of Combat +
    Combat Procedures +
       Saving Throw +
       Armor Class +
       First Strike +
       Weapon Factors +
       Monster Attack Damage +
       Attack & Saving Throw Matrices +
    Damage +
    Falling Damage +
    Healing +
    Obedience +
    Morale +
    Mapping +
    Organization +

EXPERIENCE +

POISON +

SUCCESSFUL ADVENTURES +

                                                                       APPENDICES
 
 

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

 
 

APPENDIX II. BARDS +
    Bard Abilities +
    Bard Race +
    The Class +
    Bards +

 

APPENDIX III. CHARACTER ALIGNMENT GRAPH <>

 
 

APPENDIX IV. THE KNOWN PLANES OF EXISTENCE +
    The Inner Planes +
    The Outer Planes +
    Ethereal Travel +
    Astral Travel +
    Ethereal and Astral Combat +

 
 

APPENDIX V. SUGGESTED AGREEMENTS FOR THE DIVISION OF TREASURE + 

PREFACE +
CREDITS +
INTRODUCTION +

THE GAME +
    APPROACHES TO PLAYING AD&D +
    DICE +
    USE OF MINIATURE FIGURES +
    AIDS TO PLAYING AD&D +

CREATING THE PLAYER CHARACTER +
    GENERATION OF ABILITY SCORES +
    NON-PLAYER CHARACTERS +
    THE EFFECT OF WISHES ON CHARACTER ABILITY SCORES +
    CHARACTERISTICS FOR PLAYER CHARACTERS +
    PLAYER CHARACTER NON-PROFESSIONAL SKILLS +
    STARTING LEVEL OF EXPERIENCE FOR PLAYER CHARACTERS +

CHARACTER AGE, AGING, DISEASE, AND DEATH +
    CHARACTER AGE +
    AGING +
       Unnatural Aging +
    DISEASE +
    DEATH +

CHARACTER ABILITIES +
    EXPLANATION OF ABILITIES +

CHARACTER RACES +
    PLAYER CHARACTER RACIAL TENDENCIES +

CHARACTER CLASSES +
    FOLLOWERS FOR UPPER LEVEL PLAYER CHARACTERS +
       The Paladin's Warhorse +
    SPYING +
    THIEF ABILITIES +
    THIEVES AND ASSASSINS SETTING TRAPS +
    ASSASSINATION EXPERIENCE POINTS +
    ASSASSIN'S USE OF POISON +
    THE MONSTER AS A PLAYER CHARACTER +
    LYCANTHROPY +

ALIGNMENT +
    ALIGNMENT LANGUAGE +
    CHANGING ALIGNMENT +

MONEY +
    PLAYER CHARACTER STARTING MONEY +
    PLAYER CHARACTER EXPENSES +
    VALUE AND REPUTED PROPERTIES OF GEMS AND JEWELRY+
    NOTE REGARDING THE MAGICAL PROPERTIES OF GEMS, HERBS, et al. +

ARMOR, ARMOR CLASS, AND WEAPONS +
    TYPES OF ARMOR & ENCUMBRANCE +
    DEXTERITY ARMOR CLASS BONUS +
    WEAPON TYPES, "TO HIT" ADJUSTMENT NOTE +

HIRELINGS +
    STANDARD HIRELINGS +
    EXPERT HIRELINGS +

HENCHMEN +
    LOYALTY OF HENCHMEN & HIRELINGS, OBEDIENCE AND MORALE +

TIME +
    TIME IN THE CAMPAIGN +
    TIME IN THE DUNGEON +

CHARACTER SPELLS +
    DAY-TO-DAY ACQUISITION OF CLERIC SPELLS +
    ACQUISITION OF MAGIC-USER SPELLS +
    ACQUISITION OF ILLUSIONIST SPELLS +
    RECOVERY OF SPELLS +
    SPELL CASTING +
    TRIBAL SPELL CASTERS +

SPELL EXPLANATIONS -
    SPELLS: SPECIAL COMMENTARY FOR REFEREEING +
        Cleric Spells* -
        Druid Spells* -
        Magic-User Spells* -
        Illusionist Spells* -
       * The special commentaries have been placed at the spell descriptions in the PH. <reword, less words>

THE ADVENTURE+
ADVENTURES IN THE OUTDOORS+
ADVENTURES IN THE AIR+
AERIAL TRAVEL +
    AERIAL COMBAT +
WATERBORNE ADVENTURES+
UNDERWATER ADVENTURES+
TRAVEL IN THE KNOWN PLANES OF EXISTENCE +
OUTDOOR MOVEMENT +
INFRAVISION AND ULTRAVISION +
INVISIBILITY (+)
MIRRORS +
DETECTION OF EVIL/GOOD (+)
LISTENING AT DOORS +

COMBAT +
ENCOUNTERS, COMBAT, AND INITIATIVE +
    Surprise +
ENCOUNTER REACTIONS +
MISSILE DISCHARGE +
GRENADE-LIKE MISSILES +
   Holy/Unholy Water +
SPELL CASTING DURING MELEE +
    Magical Device Attacks +
    Effect of Cover on Spells and Spell-Like Powers +
    Monster Charm Power +
TURNING UNDEAD +
    Counter-Affecting +
FURTHER ACTIONS +
    Charge +
    Weapon Speed Factor +
    Striking to Subdue + <UA>
    Special "To Hit" Bonuses +
MORALE +
MORALE SCORES +
MORALE FAILURE +
PURSUIT AND EVASION OF PURSUIT + <DMDK>
    Pursuit and Evasion of Pursuit in Outdoor Settings +
MELEE +
    Special Types of Attacks +
    Important Note Regarding "To Hit" Adjustments +
    Attacks With Two Weapons +
    Breaking Off From Melee +
    Monk's Open Hand Melee +
    Actions During Combat and Similar Time-important Situations +
    Examples of Melee +
NON-LETHAL AND WEAPONLESS COMBAT PROCEDURES + <UA>
COMBAT TABLES +
    Opponent Armor Class Description +
ATTACK MATRICES +
ASSASSIN'S TABLE FOR ASSASSINATIONS +
ATTACK MATRIX FOR MONSTERS +
CREATURES STRUCK ONLY BY MAGIC WEAPONS +
MATRIX FOR CLERICS AFFECTING UNDEAD +
PSIONIC COMBAT TABLES +
PSIONIC COMBAT NOTES +
SAVING THROW MATRICES +
SAVING THROWS +
MAGIC ARMOR AND SAVING THROWS +
PROGRESSION ON THE COMBAT TABLES +
HIT POINTS +
EFFECTS OF ALCOHOL AND DRUGS +
RECOVERY FROM INTOXICATION +
INSANITY +

EXPERIENCE +
    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 +

THE CAMPAIGN +
    CLIMATE & ECOLOGY+ <WSG>
    TYPICAL INHABITANTS +
    SOCIAL CLASS AND RANK IN ADVANCED DUNGEONS & DRAGONS + <UA>
       Government Forms +
       Royal and Noble Titles +
    THE TOWN AND CITY SOCIAL STRUCTURE +
    ECONOMICS +
    DUTIES, EXCISES, FEES, TARIFFS, TAXES, TITHES, AND TOLLS +
    MONSTER POPULATIONS AND PLACEMENT +
    PLACEMENT OF MONETARY TREASURE +
    PLACEMENT OF MAGIC ITEMS +
    TERRITORY DEVELOPMENT BY PLAYER CHARACTERS +
    PEASANTS, SERFS, AND SLAVES +
    A SAMPLE DUNGEON +
    THE FIRST DUNGEON ADVENTURE +

NON-PLAYER CHARACTERS +
    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 +
    MONSTERS AND ORGANIZATION +
    USE OF NON-HUMAN TROOPS +

CONSTRUCTION AND SIEGE +
    UNDERGROUND CONSTRUCTION +
    CONSTRUCTION TIME +
    SIEGE ENGINES AND DEVICES OF WAR +
       Additional Attack Forms +

CONDUCTING THE GAME +
    ROLLING THE DICE AND CONTROL OF THE GAME +
    HANDLING TROUBLESOME PLAYERS +
    INTEGRATION OF NEW PLAYERS INTO AN EXISTING CAMPAIGN +
    MULTIPLE CHARACTERS FOR A SINGLE PLAYER +
    INTERVENTION BY DEITIES + <DDG>
        Demi-Gods & Gods + <DDG>
    THE ONGOING CAMPAIGN +
       Sixguns & Sorcery +
       Mutants & Magic +

MAGICAL RESEARCH +
    CREATION OF HOLY/UNHOLY WATER +
    SPELL RESEARCH +
    FABRICATION OF MAGIC ITEMS, INCLUDING POTIONS AND SCROLLS +
    NON-STANDARD MAGIC ITEMS +

USE OF MAGIC ITEMS +
    COMMAND WORDS +
    CRYSTAL BALLS & SCRYING +
    DRINKING POTIONS +
    APPLYING OILS +
    POTION MISCIBILITY +
    ENERGY DRAINING BY UNDEAD OR DEVICE +

TREASURE +
    RANDOM TREASURE DETERMINATION +
    EXPLANATIONS AND DESCRIPTIONS OF MAGIC ITEMS +
       Potions +
       Scrolls +
       Rings +
       Rods, et. al. (Including Staves and Wands) +
       Miscellaneous Magic +
       Artifacts and Relics +
      Armor & Shields +
      Swords +
       Miscellaneous Weapons +

APPENDIX A: RANDOM DUNGEON GENERATION +
    Random Dungeon Generation for Solo Play +

APPENDIX B: RANDOM WILDERNESS TERRAIN +

APPENDIX C: RANDOM MONSTER ENCOUNTERS + <MM2>
    Monsters Encountered Adjustment for Relative Dungeon Level -
    Dungeon Random Monster Encounters +
    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 -

APPENDIX D: RANDOM GENERATION OF CREATURES FROM THE LOWER PLANES +

APPENDIX E: ALPHABETICAL RECAPITULATION OF MONSTERS (With Experience Point Values) -
    Included in the MM

APPENDIX F: GAMBLING +

APPENDIX G: TRAPS +

APPENDIX H: TRICKS +

APPENDIX I: DUNGEON DRESSING +

APPENDIX J: HERBS, SPICES, AND MEDICINAL SUBSTANCES +

APPENDIX L: CONJURED ANIMALS + <PH?>

APPENDIX M: SUMMONED MONSTERS + <PH?>

APPENDIX N: INSPIRATIONAL AND EDUCATIONAL READING +

APPENDIX O: ENCUMBRANCE OF STANDARD ITEMS +

APPENDIX P: CREATING A PARTY ON THE SPUR OF THE MOMENT +

GLOSSARY +

AFTERWORD +

TABLES & CHARTS
LINEAR CURVE +
BELL CURVE +
CHARACTER GENERATION METHOD V +
HIT POINTS, STARTING +
SOCIAL CLASS TABLE +
BIRTH TABLE +
PARENTS' MARITAL STATUS TABLE +
SECONDARY SKILLS TABLE +
CHARACTER AGE, HUMANS +
CHARACTER AGE, NON-HUMANS +
AGE CATEGORIES TABLE +
AGING, UNNATURAL +
CHANCE OF CONTRACTING DISEASE +
CHANCE OF PARASITIC INFESTATION +
DISEASE (OR DISORDER) TABLE +
ADJUSTMENTS TO OCCURENCE AND SEVERITY DIE ROLLS* +
MAXIMUM CHARACTER AGE TABLE +
FOLLOWERS FOR UPPER LEVEL PLAYER CHARACTERS +
    Priests +
    Fighters +
    Rangers +
    Thieves +
    Assassins +
ASSASSIN SPYING TABLE +
SPY FAILURE TABLE +
WALL CLIMBING TABLE, FEET PER ROUND OF CLIMBING +
POISON TYPES (Ingestive, Insinuative)
CHANGE TABLE FOR LYCANTHROPES +
DAMAGE TABLE FOR LYCANTHROPES +
GEMS +
    Ornamental +
    Semi-Precious +
    Fancy +
    Gem Stones +
GEMS, INCREASE OR DECREASE OF WORTH BEYOND BASE VALUE +
REPUTED MAGICKAL PROPERTIES OF GEMS +
JEWELRY + <DMG.I>
VALUES OF OTHER RARE COMMODITIES +
ARMOR & SHIELDS +
BARDED WARHORSE MOVEMENT RATES +
STANDARD HIRELINGS +
EXPERT HIRELINGS +
<ARMORER SKILL TABLE> +
<TIME TO CONSTRUCT ARMOR>
JEWELER SKILL LEVEL +
GEMCUTTER SKILL LEVEL +
MERCS +
SAGE ABILITY +
SAGE FIELDS OF STUDY AND SPECIAL KNOWLEDGE CATEGORIES +
CHANCE OF KNOWING ANSWER TO A QUESTION +
SAGE CHARACTERISTICS +
LONG TERM EMPLOYMENT OF A SAGE +
INFORMATION DISCOVERY TIME AND COST TABLE +
WEAPON CREATION TIMES +
EFFECTIVE LOCATION OF HENCHMEN +
CLASSES OF EFFECTIVE HENCHMEN +
TYPICAL LOYALTY, OBEDIENCE, AND MORALE CHECK SITUATIONS +
LOYALTY OF HENCHMEN AND ALLIED CREATURES +
LOYALTY BASE MODIFIERS +
    1. Enlistment Or Association +
    2. Length Of Enlistment Or Association* +
    3. Training Or Status Level +
    4. Pay Or Treasure Shared +
    5. Discipline/Activity +
    6. General Treatment By Liege +
    7. Racial Preferences For +
    8. Alignment Factors +
    9. Alignment Of Liege +
    10. Special Considerations +
    11. Situation Modifiers +
ACQUISITION OF WIZARD SPELLS +
ACQUISITION OF ILLUSIONIST SPELLS +
RECOVERY OF SPELLS +
SHAMEN +
    Shaman Spells +
    Shaman Level Limits +
WITCH DOCTORS +
    Witch Doctor Spells +
    Witch Doctor Level Limits +
GLYPHS OF WARDING +

 

<ANIMAL SUMMONING I>
<CALL WOODLAND BEINGS>

ADVENTURES IN THE OUTDOORS: HEX SUBDIVISION +
CHANCE OF WILDERNESS ENCOUNTERS +
FREQUENCY OF ENCOUNTER CHANCE TIME CHECKS +
ENCOUNTER DISTANCE +
BECOMING LOST +
LAND ADVENTURES: LOST TRAVEL +
<FORCED MARCH +>
AERIAL COMBAT: TURNS +

<GENERAL CLASSES OF VESSELS>
WIND DIRECTION && FORCE +
BURN DAMAGE OF CONTROLLED FIRES +
<UNDERWATER SPELL USE: see individual spell descriptions>
OUTDOOR MOVEMENT: LAND + <(c.f. WG0)>
OUTDOOR MOVEMENT: WATER +
DETECTION OF INVISIBILITY TABLE +
LISTENING AT DOORS +
SURPRISE DICE DIFFERENCE, LOST SEGMENTS +
SURPRISE EXAMPLE +
ENCOUNTER REACTIONS + <63 + 36-37 +102>
MISSILE FIRE && COVER/CONCEALMENT ADJUSTMENTS +
GRENADE-LIKE MISSILES (Size, Effect, Misses) +
<SPECIAL "TO HIT" BONUSES>
MORALE CHECK TABLES +
PURSUIT && EVASION OF PURSUIT IN OUTDOOR SETTINGS +
MELEE: NUMBER OF OPPONENTS PER FIGURE +
MONK'S OPEN HAND MELEE +
PUMMELING TABLE +
OVERBEARING TABLE +
IA. ATTACK MATRIX FOR CLERICS, DRUIDS, AND MONKS +
IB. ATTACK MATRIX FOR FIGHTERS, PALADINS, RANGERS, BARDS, AND 0 LEVEL HOBBITS && HUMANS +
IC. ATTACK MATRIX FOR WIZARDS && ILLUSIONISTS +
ID1. ATTACK MATRIX FOR THIEVES && ASSASSINS +
ID2. ASSASSINS' TABLE FOR ASSASSINATION +
II. ATTACK MATRIX FOR MONSTERS (Including Goblins, Hobgoblins, Kobolds, and Orcs)
CREATURES STRUCK ONLY BY MAGICK WEAPONS +
III. MATRIX FOR PRIESTS AFFECTING UNDEAD et al.
IVA. PSIONIC VS. PSIONIC IN MENTAL COMBAT +
IVB. PSIONIC ATTACK UPON DEFENSELESS PSIONIC +
IVC. PSIONIC BLAST ATTACK UPON NON-PSIONIC CREATURE +
<IVD. PSIONIC ATTACK RANGES && DAMAGE ADJUSTMENT +>
MONSTER WISDOM SCORES +
I. SAVING THROW MATRIX FOR CHARACTERS AND HUMAN TYPES +
III. SAVING THROW MATRIX FOR MAGICKAL AND NON-MAGICKAL ITEMS +
EFFECTS OF ALCOHOL AND DRUGS +
RECOVERY FROM INTOXICATION +
EXPERIENCE POINTS VALUE OF MONSTERS +
TYPICAL INHABITANTS +
GOVERNMENT FORMS +
ROYAL && NOBLE TITLES +
<MOVEMENT && SEARCHING>
NON-PLAYER CHARACTER FACTS && TRAITS +
<HEIGHT && WEIGHT (Male, Female)>
HIRING NON-PLAYER CHARACTERS TO CAST SPELLS OR USE DEVICES +
USE OF NON-HUMAN TROOPS +
HUMANOID RACIAL PREFERENCES TABLE +
MINING: CUBIC VOLUME OF ROCK PER 8 HOURS LABOR PER MINER +
CONSTRUCTIONS +
SIEGE ENGINES && DEVICES OF WAR +
BOOT HILL / AD&D CONVERSION +
GAMMA WORLD / AD&D CONVERSION +
HOLY/UNHOLY WATER RECEPTACLES +
SUGGESTED SPECIAL INGREDIENTS FOR POTIONS +
PROTECTION SCROLLS: PRIEST / WIZARD +
PAPYRUS/PARCHMENT/VELLUM +
POTION MISCIBILITY +
I. MAP OR MAGICK DETERMINATION +
II. MAP TABLES +
III. MAGICK ITEMS +

APPENDIX A: RANDOM DUNGEON GENERATION TABLES +
APPENDIX B: RANDOM WILDERNESS TERRAIN +
APPENDIX C: RANDOM MONSTER ENCOUTERS +
    DUNGEON RANDOM MONSTER LEVEL DETERMINATION MATRIX +
    MONSTER LEVEL I +
    NPC PARTIES +
    MONSTER LEVEL II +
    MONSTER LEVEL III +
    MONSTER LEVEL IV +
    MONSTER LEVEL V +
    MONSTER LEVEL VI +
    MONSTER LEVEL VII +
    MONSTER LEVEL VIII +
    MONSTER LEVEL IX +
    MONSTER LEVEL X +
    SHALLOW FRESH WATER ENCOUNTERS (to 50')
    DEEP FRESH WATER ENCOUNTERS (below 50')
    SHALLOW SALT WATER ENCOUNTERS (to 100')
    DEEP SALT WATER ENCOUNTERS (below 100')
    PSYCHIC WIND +
    ETHER CYCLONE +
    ASTRAL ENCOUNTER TABLE +
    ETHEREAL ENCOUNTER TABLE +
    PSIONIC ENCOUNTER TABLE +
    <CASTLE TABLES> +
    ARCTIC CONDITIONS +
    SUBARCTIC CONDITIONS +
    TEMPERATE WILDERNESS PLAIN +
    TEMPERATE WILDERNESS SCRUB +
    TEMPERATE WILDERNESS FOREST +
    TEMPERATE WILDERNESS ROUGH +
    TEMPERATE WILDERNESS DESERT +
    TEMPERATE WILDERNESS HILLS +
    TEMPERATE WILDERNESS MOUNTAINS +
    TEMPERATE WILDERNESS SWAMP +
    TEMPERATE CIVILIZED PLAIN +
    TEMPERATE CIVILIZED SCRUB +
    TEMPERATE CIVILIZED FOREST +
    TEMPERATE CIVILIZED DESERT +
    TEMPERATE CIVILIZED HILLS +
    TEMPERATE CIVILIZED MOUNTAINS +
    TEMPERATE CIVILIZED MARSH +
    PLEISTOCENE CONDITIONS +
    TROPICAL AGE OF DINOSAURS +
    TROPICAL WILDERNESS PLAIN +
    TROPICAL WILDERNESS SCRUB +
    TROPICAL WILDERNESS FOREST +
    TROPICAL WILDERNESS ROUGH +
    TROPICAL WILDERNESS DESERT +
    TROPICAL WILDERNESS HILLS +
    TROPICAL WILDERNESS MOUNTAINS +
    TROPICAL WILDERNESS MARSH +
    CITY/TOWN ENCOUNTER MATRIX +
RANDOM GENERATION OF DEMONS && DEVILS +
SLOT VARIANT +
ZOWIE SLOT VARIANT +
TRAP LIST +
AIR CURRENTS +
AIR +
ODORS +
GENERAL +
UNEXPLAINED SOUNDS AND WEIRD NOISES +
FURNISHING AND APPOINTMENTS, GENERAL +
RELIGIOUS ARTICLES AND FURNISHINGS +
TORTURE CHAMBER FURNISHINGS +
WIZARD FURNISHINGS +
GENERAL DESCRIPTION OF CONTAINER CONTENTS +
MISCELLANEOUS UTENSILS AND PERSONAL ITEMS +
CLOTHING AND FOOTWEAR +
JEWELRY && ITEMS TYPICALLY BEJEWELED +
FOOD && DRINK +
HERBS, SPICES, AND MEDICINAL VEGETABLES +
<POTIONS:> DESCRIBING MAGICKAL SUBSTANCES +
CONJURED ANIMALS +
SUMMONED MONSTERS +
ENCUMBRANCE  OF STANDARD ITEMS + <integreated into the equipment lists>
CREATING A PARTY ON THE SPUR OF THE MOMENT +
 
 

Foreword +
Preface +
Credits and Acknowledgements +
Editor's Introduction +
Explanatory Notes +
    Explanation (POLYHEDRON letter)
    Standard Divine Abilities +
Dungeon Mastering Divine Beings +
Clerics and Deities +
Omens +
Mortality and Immortality +
    Divine Ascension +

American Indian Mythos + 15
Arthurian Heroes + 117
Babylonian Mythos + 10
Celtic Mythos + 19
Central American Mythos + 13
Chinese Mythos + 24
Cthulhu Mythos + 17
Egyptian Mythos + 24
Finnish Mythos + 23
Greek Mythos + 40
Indian Mythos + 18
Japanese Mythos + 13
Melnibonéan Mythos + 41
Nehwon Mythos + 37
Nonhuman's Deities + 18
Norse Mythos + 39
Sumerian Mythos + 8

Appendix 1: The Known Planes of Existence (DDG) -
Appendix 2: Temple Trappings -
Appendix 3: Clerical Quick Reference Chart -
Appendix 4: Further Reference -
Index to Proper Names -
<calendar>

FOREWORD +
TREASURE TYPES +

MONSTER TABLES +

Preface +
Acknowledgements +
How To Use This Book +
Monsters from A-Z +
Random Encounter Tables +
Dungeon Monsters by Level and Frequency at That Level +
Monsters by Terrain and Frequency on That Terrain +
Creating Encounter Tables +
Index +

Introductions +
Preface +

PLAYER'S SECTION
Character Abilities (Comeliness) +
Character Races +
    Dwarves +
    Elves +
    Gnomes +
    Half-elves +
    Halflings +
    Half-orcs +
    Humans +
Character Classes +
    Cavalier +
       Paladin +
    Druid +
    Fighter +
       Barbarian +
       Ranger +
    Thief +
       Thief-Acrobat +
Money (for cavaliers) +
Equipping The Character +
Armor +
Weapons +
Character Spells +
    Spell Tables +
    Cleric Spells +
    Druid Spells +
    Magic-User Spells (Cantrips) +
    Magic-User Spells +
    Illusionist Spells (Cantrips) +
    Illusionist Spells +

 
 
 

DUNGEON MASTER'S SECTION
Creating the Player Character +
    Generation of Ability Scores, Method V +
    Starting Hit Points for Player Characters +
Character Abilities (Comeliness) +
Character Classes +
    Followers for Cavaliers +
    Henchmen (Retainers) for Cavaliers +
Armor, Armor Class & Weapons +
    Types of Armor & Encumbrance Table +
    Descriptions of New Armor Types +
    Warhorses and Barding +
    Descriptions of New Weapon Types +
Character Spells +
    Acquisition of Cantrips, Magic-Users +
The Adventure (Underwater Spell Use) +
Combat (Effects of Darkness) +
The Campaign +
    Social Class and Rank +
    Circumstances of Birth +
Treasure +
    Random Treasure Determination Tables +
    Potions +
    Scrolls +
    Rings +
    Rods +
    Staves +
    Wands +
    Miscellaneous Magic +
    Armor and Shield +
    Swords +
    Miscellaneous Weapons +

APPENDICES
    Q: Weaponless Combat +
    R: Non-lethal Combat +
    S: Non-human Deities +
    T: The Nomenclature of Pole Arms +

Afterword & Credits +

Preface +
Introductions +
OA: Designer's Notes +

CREATING THE PLAYER CHARACTER +
    Non-Player Characters +
    The Effect of Wishes on Ability Scores +
Character Abilities +
    Strength +
    Dexterity +
    Constitution +
    Intelligence +
    Wisdom +
    Charisma +
    Comeliness +

CHARACTER CLASSES AND RACES +
    Class and Race Combinations +
    Racial Ability Score Limits +
Oriental Races +
    Korobokuru +
    Hengeyokai +
    Spirit Folk +
Oriental Classes +
    Oriental Barbarianess +
    Bushi (Chanshi or Warrior) +
    Kensai (Master or Chujen) +
    Monk +
    Ninja (Vagabond) +
    Samurai (Knight or Noble) +
    Shukenja (Dang-Ki) +
    Sohei (No-Sheng or Temple Guardian) +
    Wu Jen +
    Yakuza (Tong Shu) +
Character Abilities +
    Multiple Attacks +
    Multi-Class and Dual-Class Characters +
    Alignment +
    Languages +
    Classes and Subclasses +

FAMILIES, CLANS, AND CASTE +
    Birth Rank +
    Family Structure +
    Additional Family Structure +
    Master Family Chart +
    Ancestry +
    Assigning Ancestral Holdings +
    Birthrights +

HONOR +
    Starting Honor +
    Gaining and Losing Honor +
    Altering Family Honor +
    Effects of Honor +

MONEY AND EQUIPMENT +
    Starting Money +
    Gajin and Rates of Exchange +
    Equipping the Character +
Weapons +
    Weapon Equivalents +
    Weapon Descriptions +
Oriental Adventures Armor Illustrations +
Oriental Adventures Weapon Illustrations +
Armor +
    Armor Descriptions +
    Miscellaneous Equipment + <check>
    Barding +

PROFICIENCIES +
Weapon Proficiencies and Weapon Specialization +
Non-Weapon Proficiencies +
    Optional Peaceful Proficiency Bonus +
    Success and Failure +
    Contests +
    Proficiency Tables +
    Artisan Proficiencies +
    Barbarian Proficiencies +
    Common Proficiencies +
    Court Proficiencies +

SHUKENJA SPELLS +
       Spell Explanations +
    1st Level Spells +
    2nd Level Spells +
    3rd Level Spells +
    4th Level Spells +
    5th Level Spells +
    6th Level Spells +
    7th Level Spells +

WU JEN SPELLS +
    1st Level Spells +
    2nd Level Spells +
    3rd Level Spells +
    4th Level Spells +
    5th Level Spells +
    6th Level Spells +
    7th Level Spells +
    8th Level Spells +
    9th Level Spells +

COMBAT +
    Summary of the Combat Sequence +
       Surprise and Iaijutsu +
       Initiative Modifiers +
Combat Procedures +
    Missile Fire from Horseback +
    Unhorsing +
    Disarming +
    Subduing Opponents +
    The Psychic Duel +
Martial Arts +
    Styles +
    Creating a Style +
    Special Maneuvers +
    Principal Methods +
    Mental and Physical Training +
    Stunning and Incapacitating +
    Learning Martial Arts +
    Multiple Styles and Combining Styles +

EVENTS AND ENCOUNTERS +
The Calendar +
Yearly and Monthly Events +
    Yearly Events +
    Monthly Events +
    Daily Events +

ENCOUNTER TABLES BY TERRAIN TYPE +

MONSTERS +
Climate Groupings +
Creatures from Previous Books +
The Celestial Emperor and the Celestial Bureaucracy +
    Bajang +
    Carp, Giant +
    Doc Cu'o'c +
    Gaki +
    Gargantua +
    Generals of the Animal Kings +
    Hai Nu +
    Ikiryo +
    Jishin Mushi +
    Kala +
    Men (Wako) +
    Nat +
    Nature Spirits +
    Oni +
    P'oh +
    Shan Sao +
    Shirokinukatsukami +
    Tengu +

TREASURE && MAGICKAL ITEMS +
    Magickal Items Usable by Character Class +
Random Treasure Determination +
    Modifications to Standard Magickal Items +
Potions +
Scrolls +
Rods, Staves, and Wands +
Miscellaneous Magic +
Armor and Shield +
    Explanation of Armor Properties +
Weapons +
    Explanation of Weapon Properties +
Oriental Magick Items +

AN OVERVIEW OF KARA-TUR +
Geography +
Population +
    Shou Lung +
    T'u Lung +
    Wa +
    Kozakura +
    Gajin +

DAILY LIFE IN KARA-TUR +
    Dress +
    Food +
    Buildings +
    Religion +
    Law and Justice +
    Manners +
    Names +

BUILDING FLOORPLANS +

BIBLIOGRAPHY +

FAMILY CHART +

1. DSG: WHAT IS IT? +
        The Mystery of the Underdark +
       New Rules for Underground Play +
        The Denizens of the Underdark +
        The Underground Campaign +
       Using this Information +

2. OVERVIEW OF THE UNDERDARK +
       Natural Underground Locales +
       Cave Formations +
       Unnatural Underground Locales +
       Hazards of the Underearth +

3. MOVEMENT RULES FOR UNDERGROUND PLAY +
       Ability Checks +
       Proficiency Checks +
    Swimming +
       Holding One's Breath +
       Moving in Water +
       Effects of Moving Water +
    Climbing +
       Climbing Surfaces +
       Encumbrance +
       Climbing Success Rates for Non-Thieves +
       Climbing Modifiers +
       Climbing Tools +
       Rappelling +
    Jumping for Non-Acrobats +
       Jumping Modifiers +
    Using Rope +
       Crossing a Chasm on a Rope +
       Swinging Across +
       Belays +
       Roping Together +
    Bridges +
       Permanent Bridges +
       Impromptu Bridges +
    Falling (Expanded Rules) +
       Stopping a Fall +
       Landing +
       Sliding Down Slopes +
    Spelunking +
       The Tight Squeeze +
    Excavation +
       Rubble +
       Solid Barriers +
    Fatigue and Exhaustion +
       Effects of Fatigue +
       Effects of Exhaustion +
    Movement Effects of Darkness +
    Movement on Slippery Horizontal Surfaces +

4. PROFICIENCIES + <done>
    Nonweapon Proficiencies +
    Success and Failure +
    Construction Time +
    Artisans, Craftsmen, and Other NPCs +
    Optional Bonuses +
    Craftsman Proficiencies +
    Adventuring Proficiencies +
    Experience Points for Proficiencies +

5. COMBAT RULES FOR UNDERGROUND PLAY + <done>
Fighting on Walls and Other Sheer Surfaces +
Fighting on Bridges and Ledges +
Grabbing an Enemy +
Fighting in Water +
Fighting in Narrow Passages +
Fighting in Darkness +
Spellcasting in Darkness +
Rules for Mounted Combat +
BATTLESYSTEM Game Options Underground +
    Extremely Narrow Frontages +
    Combat Modifiers +
    Formation Modifiers +
    Morale Effects +
    Ventilation Effects +
    Flying Effects +
    Line-of-Sight Effects +
    Cave-ins on a Battlefield +

6. THE UNDERGROUND ENVIRONMENT +
Air Supply +
    Duration +
    Fire +
    Smoke +
    Poisonous and Noxious Gasses +
    Ventilation +
    Odor Detection +
Cave-ins +
    Causes of Cave-ins +
    Random Occurences of Cave-ins +
    Cave-in Chain Reactions +
    Effects of Cave-ins +
    Defensive Point Values of Underground Formations +
Hypothermia (Optional Rule) +
Magnetic Effects of Lodestone +
NPC Reactions to Long Underground Adventures +
Structural Decay +
Underground Waterways + <done>
    Standing Water +
    Flowing Water +
    Water Temperature +
    Access to Underground Waterways +
    Underground Water Travel +
Mining + <done>
    Where to Mine +
    Types of Mines +
    Excavating a Mine Tunnel +
    Shoring a Tunnel +
    Products of a Mine +
    Quality of Mine Products +
    Calculating the Value of a Placer Mine +
    Smelting Ore +
    Finishing Stones +
    Duration of a Mining Site +
    Inherent Hazards of Mining +
       The Claim +
       Hireling Loyalty +
       Natural Hazards +
       Unnatural Hazards +

7. NEW EQUIPMENT +
    Costs and Weights +
    New Equipment Descriptions +
       Transportation Equipment +
       Equipment for Proficiencies +

8.IMPROVING PLAY +
    Expedition Planning +
    Using Beasts of Burden + <check>
    Using Watercraft + <check>
    Fighting Effectively +
       Creating Diversions +
    Speeding Play +
    Creative Underground Spell Use +
    Languages of the Underdark +
    Mapping Techniques +

DM'S SECTION +

DM'S TABLE OF CONTENTS +

COMPILED TABLES +

INDEX +
 

DUNGEON MASTER'S SECTION +

 
 
 The Underground Environment
                                The Cultures of the Underdark
                                                               Lands of Deepearth
                                                                                              Underground Adventures:
                                                                                              Campaign Considerations
                                                                                                                             Mapping Your Settings
 Dark and Hidden Ways
                                -
                                                               Player's Section
                                                                                              -
                                                                                                                             DSG
 

THE UNDERGROUND ENVIRONMENT +
    Features of the Underground Game +
    Nature of the Underground Environment and its Denizens +
    A Brief History of Underground Cultures +
    Underground Geography: Domains in Three Dimensions +
       Surface Terrain +
       Temperature +
       Humidity +
       Size +
       Origin +
       Access and Egress +
    Theories on the Nature of the Underground +
        The Hollow Earth Theory +
        The Swiss Cheese Theory +
        The Isolated Pockets Theory +
        The Partial Connection Theory +

THE CULTURES OF THE UNDERDARK+
 

    Values and Objectives+
       Drow +
       Kuo-Toa +
       Duergar +
       Mind Flayers +
       Aboleth +
       Derro +
       Cloakers +

LANDS OF DEEPEARTH +
       Connecting Passages of Deepearth +
       Area Details +
    Map of Deepearth +
    Individual Area Key +
        1. The Great Lake +
        2. Surface Lands +
        3. Upper Caverns +
        4. Cathedral Caverns +
        5. Enclosed Caverns +
        6. Caverns of the Ancients +
        7. Grand Canyon of Deepearth +
        8. Fungus Forest +
        9. Caverns of Doom +
        10. Sunken Swamp +
        11. Outpost of the Illithids +
        12. Combat Zone +
        13. Empty Caverns +
        14. Reclaimed Caverns +
        15. Upper Lake of Deepearth +
        16. Mid-Level Caverns +
        17. Lower Lake of Deepearth +
        18. Steam-Heated Caverns +
        19. Chambers of Fire +
        20. Lava Caves +
        21. Elemental Vortex of Fire +
        22. Lands of the Deep Gnomes +
        23. Lower Grand Canyon of Deepearth +
        24. Domain of the Duergar +
        25. Windpipe +
        26. Hallowed Grounds +
        27. The Melting Pot +
        28. Realm of the Drow +
        29. The Dark Realms +
        30. Interplanar Whirlpool +
        31. Darksea +

UNDERGROUND ADVENTURES: CAMPAIGN CONSIDERATIONS +
       Challenges for the DM +
       The Fine Art of Juggling +
       Designing the Adventure and the World +
    Worlds of Adventure: The Importance of Setting +
       Basic Characteristics +
    Plot and Counterplot: The Importance of the Story +
       The Story Structure +
       Multiple Story Lines +
       Story Elements +
    Techniques of Story and Campaign Design +
       The Linear Adventure +
       The Open Campaign +
       The Matrix Campaign +
    Running the Game +
       Preparing for Play +
        The DM as Master Storyteller +
    Help from the Players +
       Rolling Up PCs +
       Providing Ideas for Adventures +
       Character Class Responsibilities +
       Controlling Henchmen, Hirelings, and Other NPCs +

MAPPING YOUR SETTINGS + <done>
       Basic Mapping Considerations +
       Perspective Mapping +
       Selecting a Grid +
       Selecting a Starting Point +
       Drawing the Map +
       Mapping Symbols +
       Splitting the Grid +
       Horizon Lines +
    Geomorphic Mapping +
       Using Geomorphs +

COMPILED TABLES +

PERSPECTIVE MAPS +

INDEX +

<Beneath The Earth>

Preface +
    Special Appreciation to . . .
    Credits +

1. WILDERNESS SURVIVAL GUIDE: WHAT IS IT? +
    Defining the Outdoor Environment +
    For the DM's Eyes Only +
    Definition of Terms +

2. OVERVIEW OF THE WILDERNESS +
    Terrain: Desert +
       Forest +
       Hills +
       Mountains +
       Plains +
       Seacoast +
       Swamp +
    Hierarchy of Terrain +
    Bodies of Water +
    Climate +

3. WILDERNESS PROFICIENCIES +
    Nonweapon Proficiencies +
       Choosing Skills +
       Success and Failure +
       Improving Proficiencies +
       Expanding Proficiency Slots +
       Proficiency Descriptions +

4. DRESSING FOR THE WEATHER +
    Personal Temperature +
    Clothing +
    Protected and Unprotected Characters +
    Effects of Exertion +
    Clothing That Functions as Armor +

5. EFFECTS OF THE ENVIRONMENT +
    Temperature and Wind +
    Precipitation +
    Special Weather +
    Damage from Heat and Cold +
    Effects on Equipment +

6. ENCUMBRANCE AND MOVEMENT +
    Encumbrance of Characters +
    Terrain Definitions for Movement +
    Large-scale Overland Movement +
    Encumbrance and Movement for Land-based Animals +
    Movement of Land-based Vehicles +
    Climbing +
       Surface Types +
       Surface Conditions +
       Chance of Falling +
       Climbing Checks +
       Stopping a Fall +
       Damage from Falling +
    Using Rope for Movement and Climbing +
       Roping Together +
       Rappelling +
       Belaying +
       Use of Grappling Hooks +
       Crossing a Chasm on a Rope +
       The Mountaineering Proficiency +
    Movement on Slippery Horizontal Surfaces +
    Jumping +
    Overland Movement in Reduced Visibility +
    Swimming +
       Other Effects of Moving Water +
       Diving and Surfacing +
       Treading Water +
       Holding One's Breath +
    Movement in Waterborne Vehicles +
       Capsizing and Damage to Craft +
       The Boating Proficiency +
       Portaging +
       Use of a Capsized Vessel +
    Flying Mounts +
       To Fall or Not to Fall +
       Proficiency in Airborne Riding +

7. FOOD && WATER +
    Going Without Food +
    Going Without Water +
    Effects on Animals +
    Minimum Daily Requirement of Food +
    Minimum Daily Requirement of Water +
    Food Gathering +
       Foraging +
       Inedible Plants +
       Hunting +
       Stalking a Wounded Animal +
       The Hunting Proficiency +
       Fishing +
    Consuming and Carrying Food +
    Finding Water +
       Where Water is Found +
       Water in the Desert +
       Permafrost +
       Purifying Water +

8. CAMPING AND CAMPFIRES +
    Natural Shelters +
    Portable Shelters +
    Rest and Comfort +
       How Much Sleep? +
       Good Sleep vs. Bad Sleep +
    Fire: Friend and Foe +
       Precautions and Perils +
       Uncontrollable Fires +
       Damage from Fire +

9. MEDICINE AND FIRST AID +
    Availability of Medicinal Plants +
       Proficiency in Plant Lore +
    Injuries and Treatment +
       First Aid Equipment +

10. VISION AND VISIBILITY +
    Normal Vision +
    Infravision +
    Ultravision +
    Artificial Illumination +

11. NATURAL HAZARDS OF THE WILDERNESS +
    Volcanoes +
       Lava Eruptions +
       Ash Eruptions +
       Explosive Eruptions +
    Earthquakes +
    Tidal Waves +
    Floods and Flash Floods +
    Avalanches, Rockfalls, and Mudslides +
    Quicksand +

12. COMBAT RULES FOR WILDERNESS PLAY + <done>
Fighting While Climbing +
Fighting While Precariously Balanced +
Fighting in Water +
Fighting in Poor Visibility +
Melee Combat from a Mount +
Missile Combat from a Mount +
Forcing Opponents to Dismount +

13. FATIGUE AND EXHAUSTION +
Characters +
Land-based Mounts and Pack Animals +
Flying Mounts +

14. MOUNTS AND BEASTS OF BURDEN +
Animals as Individuals +
Calming an Excited Animal +
Understanding an Animal +

15. MAGIC IN THE WILDERNESS +
Spells +
Potions +
Protection Scrolls +
Rings +
Rods, Staves, and Wands +
Miscellaneous Magic +

DUNGEON MASTER'S SECTION +
STARTING FROM SCRATCH +
APPENDIX: THE WORLD OF WEATHER +

COMPILED TABLES +

INDEX +

DDG, Appendix I: The Known Planes of Existence +

Foreword +
    Special Thanks +
    Credits +

AN INTRODUCTION TO THE PLANES +
    Organization +
    Time +

SPELL SUMMARY +

THE ETHEREAL PLANE +
    Overview +
    Reaching the Ethereal Plane +
    The Border Ethereal +
    Survival +
    Encounters +
    Combat +
    Magic +
    Player Characters +
    Demi-Planes +

THE INNER PLANES +
    Reaching the Inner Planes +
    Survival +
    Movement +
    Encounters +
    Combat +
    Magic +
    Player Characters +
The Plane of Elemental Air +
    Survival +
    Encounters +
    Movement +
    Combat +
    Magic +
    Features +
The Plane of Elemental Earth +
    Survival +
    Movement +
    Encounters +
    Combat +
    Magic +
    Features +
The Plane of Elemental Water +
    Survival +
    Movement +
    Encounters +
    Combat +
    Magic +
    Features +
The Para-Elemental Planes +
    Survival +
    Encounters +
    Movement +
    Combat +
    Magic +
    Features +
The Energy Planes +
The Quasi-Energy Planes +
The Positive Quasi-Planes +
    Survival +
    Movement +
    Encounters +
    Combat +
    Magic +
    Features +
The Negative Quasi-Planes +
    Survival +
    Movement +
    Encounters +
    Combat +
    Magic +
    Features +

THE ASTRAL PLANE +
    Reaching the Astral Plane +
    Physical Travel +
    Color Pools +
    Survival +
    Movement +
    Encounters +
    Combat +
    Magic +
    Player Characters +
    Features +

THE OUTER PLANES +
    Reaching the Outer Planes +
    Survival +
    Movement +
    Encounters +
    Combat +
    Magic +
    Player Characters +
    Features +
    Outer Plane Descriptions +
       Nirvana +
       Arcadia +
       Seven Heavens +
       Twin Paradises +
       Elysium +
       Happy Hunting Grounds +
       Olympus +
       Gladsheim +
       Limbo +
       Pandemonium +
       The Abyss +
       Tarterus +
       Hades +
       Gehenna +
       The Nine Hells +
       Acheron +
       Concordant Opposition +

 
-
    Beyond the Outer Planes +

APPENDIX I: The Prime Material Planes+
APPENDIX II: Creatures of the Inner Planes +
APPENDIX III: Creatures from the Outer Planes +
APPENDIX IV: Abilities of the Powers +

INDICES +