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 +