Gary Gygax (103.56)
Harold Johnson (104.62)
David "Zeb" Cook (104.63)
Kim Mohan (105.62)
John Pickens (106.60)
Steve Winter? (106.61)
Roger Raupp (107.62)
Larry Elmore (107.63)
Douglas Niles (108.67)
Jeff Easley (109.60)
Jeff Grubb (111.64)
Keith Parkinson (113.59)
Bruce Heard ? (113.60)
Roger E. Moore (115.82)
Clyde Caldwell (117.83)
Dennis Kauth (119.88)
Michael Dobson (119.89)
Karen Martin? (120.89)
Michael Breault (121.81)

Mapping the Dungeons (1.20) (3.19) (4.26)
Mapping the Dungeons II : The international DM list for 1980 (25.23)
Mapping the Dungeons II : The international DM list for 1980 : Updates, address changes, alterations (37.40)
Gamers Around the World : Putting the world gamers guide to use (123.46)
The World Gamer's Guide (95.14) (99.40) (100.101) (108.4) (112.5) (115.4) (116.4) (117.4) (119.4) (120.4) (122.4) (124.4) (125.4) (127.4) (128.4) (129.4) (130.6) (131.4)
The Overseas Military Gamers Guide (121.4) (123.4)

Sneak Preview : AD&D Dungeon Master's Guide (22.31)
The Dungeon Master's Guide Developer's Notes ... And a few words from the author (28.4)

D&D, AD&D, and Gaming (26.28)
What's Ahead for TSR? (35.12)

Standardization vs. Playability (30.20)

FOREWORD
He's the Top Dungeon Mentzer (42.14)
How Do You Rate as a DM? : Only your players know for sure (43.20)

PREFACE
8
The Best DMs Will Look Further Than the Book (52.62)
Poker, Chess, and the AD&D System (67.63)

THE GAME

Bad Idea, Good Game? Yes, it can happen -- but not all the time (106.40)

APPROACHES TO PLAYING ADVANCED DUNGEONS & DRAGONS
In Gaming, Your Style Will Tell (65.68)
The Vicarious Participator : Take the middle ground in role-playing style (74.38)
Believe it or Not, Fantasy Does Have Reality (40.9)
Why Gamers Get Together : 70 ways conventions help the hobby and those who keep the hobby healthy (64.61)
The Solo Scenario : One-player adventures are fun for two (73.16)
Realms of Role-Playing : Let's start pushing the pendulum the other way (102.8)

DICE
The Electric Eye : Computer technology and terminology : Dice from a calculator (45.56)
Be Thy Die Ill-Wrought? : Only those that can pass the chi-square test can play (78.62)
A BASIC Program to Calculate Chi-Square Values (78.64)
Same Dice, Different Odds : Divided rolls add variety and uncertainty (94.18)
One Roll to Go : Tables fit a handful of dice to just two (113.73)

USE OF MINIATURE FIGURES WITH THE GAME
Fantasysmith's Notebook : An ounce of preparation is worth a ton of paint (29.8)
FN : How Tall is a Giant? (31.20)
Another Chapter from Fantasysmith's Notebook : Pity the Poor Hobgoblin (32.29)
ACfFN : Paradise for Painterly People (33.4)
ACfFN : Miniature Spotlight (34.22)
Forsooth, Fantasysmith! : The Mystery of the Bow (35.26)
The 'degrees of difficulty', and What They Mean (36.34)
The Miniature Spotlight : The long lance (37.17)
ACfFN : Fantasysmith Wings -- An award for figure alteration (38.12)
FN : Alteration in Words and Pictures (38.13)
ACfFN : Work in Process : The systematic way to make finished figures (39.6)
The Miniature Spotlight : Fillers (40.43)
Through the Looking Glass : Our newest column -- on the world of miniature (135.15)
TtLG : Miniature Forests and Fortresses (140.66)

AIDS TO PLAYING ADVANCED DUNGEONS & DRAGONS
The Electric Eye : The DM's Right Hand Man (36.42)
One of these Days ... (63.61)

11
GENERATION OF ABILITY SCORES
Determination of Abilities (D&D.M&M.10) (Greyhawk 7)
Combined Generation : Character-creation tables all in one place (114.40)
What are the Odds? : Unearthed Arcana's "Method V" analyzed (117.14)
Roll On! : Expanding Unearthed Arcana's character-generation Method V (140.44)
Give Demi-Humans an Even Break! : More dice are nice when rolling ability scores (129.24)
Let the Good Dice Roll : Know the odds before you create your character (132.38)

DISEASE
Disease (Blackmoor 52)
How to Give Disease a Fighting Chance (53.57)
The End of the World : Of plagues, player characters, and campaign worlds (138.44)

15
DEATH
Restless Dead (42.14)
The Last Word : Adventurers say the darndest things before you squash them (129.104)

15
CHARACTER RACES
Hooves and Green Hair : Two new breeds for the AD&D game universe (109.58)

16
FIGHTERS
Tables and Tables of Troops : Many factors affect followers for fighters (99.12)
Elven Armies and Dwarves-at-arms : Troop tables for demi-human lords (115.55)

20
Taking the Sting Out of Poison : Another view on how to use toxic cocktails (81.6)
Poisons : From AA to XX (32.4)
Poison : The Toxins of Cerilon (59.57)

23
ALIGNMENT
The Problem of Morality in Fantasy (39.10)
Apples, Oranges, Role-Playing, and Morality (43.54)
Evil : Law vs. Chaos (28.10)
How to Have a Good Time Being Evil (45.61)
Good Isn't Stupid, Paladins and Rangers and Female Dwarves Do Have Beards! (38.22)
The Neutral Point of View : Examining the territory between good and evil (98.8)

25

MONEY

For the Sake of Change (63.67)
Many Kinds of Money : One man's cash may be another man's trash (114.32)

25
PLAYER CHARACTER EXPENSES
Player / Character Support and Upkeep (D&D.UaWA.24)

GEMS
Gems Galore (72.14)
The Many Facets of Gems : Stories behind the stones listed in the DMG (83.10)

26
JEWELRY
Treasures Rare and Wondrous (80.30)
 

27

ARMOR, ARMOR CLASS & WEAPONS

TYPES OF ARMOR & ENCUMBRANCE
The History of the Shield (57.57)

28
HIRELINGS

29
EXPERT HIRELINGS
Specialists (D&D.UaWA.22) (Blackmoor 50)

A Character That Really Counts (48.15.5)
Better Living Through Alchemy : Potions and poisons : The Alchemist NPC class (130.36)
    A Recipe for the Alchemist (49.56)
    .. And One Who Seeks the Perfect Mix (45.11)
    A New D&D Character Class : The Alchemist (2.27)
Good Got You Down? Try this for evil : The Anti-Paladin NPC (39.8)
NPCs for Hire : One who predicts (The Astrologer) (45.10)
King of the Jungle : The Beastmaster NPC class : A druid's ally (119.30)
Wanted : I : Not a Very Nice Guy (52.56) / II. Beware of Traps in the Woods (52.57) / III. He's On Your Trail (52.58)
First Impressions are Deceiving : Beware of this magical thief -- the Charlatan ! (120.28)
The Cloistered Cleric (68.30)
For NPCs Only : The Death Master (76.10)
Beyond the Gate of Dreams : A peculiar sort of prophet : the dreamer NPC (132.17)
The Duelist : A chaotic non-player character who likes to make people pay (73.6)
The Jester : A comical, clever, charismatic new NPC (60.45)
    The Pun is Mightier than the Sword : Verbal repartee for the Jester NPC class (120.12)
    The New Category : Jesters! (3.29)
The Enchanting Incantatrix : A spell-shielding, spell-stealing NPC class (90.8)
For Sail : One new NPC : Welcome to the Mariner aboard in your game (107.38)
    Magic for Merchants (62.56)
The Oracle : When he talks, everybody listens (53.14)
A Plethora of Paladins : Alignment is everything to these seven NPCs (106.45)
The Scribe Non-Player Character (62.21)
    Scribes : New Specialist Described (3.23)
Halt! Who Goes There? Introducing the Sentinel : An alert new NPC (89.34)
The Smith : Test the Mettle of this NPC (70.5)
The Tax Man Cometh! (36.27)
Timelords : An NPC class for the future, present, & past (65.32)
The Witch : Revised and Expanded NPC Class (114.8)
    Brewing Up a New NPC : The Witch (43.6)
    The 'Real' Witch : A Mixture of fact and fantasy (43.8)
    Witchcraft Supplement for Dungeons & Dragons (5.4)

PRESTIGE CLASSES
The Fighting Circle : Gladitorial combat in the AD&D game (118.8)
Healers (3.22)

30
MERCENARY SOLDIER
Men-At-Arms (D&D.UaWA.23)
Fighters for a Price : Why to use mercenaries and how to find 'em (109.18)

36
LOYALTY OF HENCHMEN & HIRELINGS, OBEDIENCE AND MORALE
A New Loyalty Base : All the tables you need, all in one place (107.8)

37
TIME
Time (D&D.UaWA.35)

The Electric Eye : Computer technology and terminology : Time Keeper II (49.76)
Time Flies ... But these tables will pin it down for you (123.54)
Just Making Time : No two calendars (like worlds) need be alike (123.60)

38
CHARACTER SPELLS
The Seven Magical Planets (38.26)

MAGIC-USER SPELL BOOKS
Everything You Never Knew About Spell Books (62.14)

SPELL CASTING
Strain and Spell Casting (29.38)

40
TRIBAL SPELL CASTERS
Orcs Throw Spells, Too! : Humanoid and giant spell-casters for AD&D games (141.22)

THE ADVENTURE
Here are the Ideas -- Just add imagination for instant adventure (48.60)
Mission Control (48.63)

50
AERIAL ADVENTURING (124.17)
Flying the Friendly (?) Skies : Aerial adventuring in the AD&D game (124.26)

52
CONDUCTING COMBAT
Aerial Combat (D&D.UaWA.25)

53
WATERBORNE ADVENTURES
Maritime Adventures (116.9)
High Seas : Ships, fore and aft, in fantasy gaming (116.10)
The Armada Disasters (25.7)
The Hull Truth About Speed : Larger ships make faster frigates (70.8)
High Seas in 3D : A special accessory for your favorite role-playing game (116.52)

54
Naval Combat (D&D.UaWA.28)
Special Suggestions for Monsters in Naval Adventure (D&D.UaWA.34)

55
UNDERWATER ADVENTURES
Take the Plunge! Underwater Adventuring (48.6)
Underwater Adventures (Blackmoor 48)
Watery Words to the Wise (48.7)
Dragon's Bestiary (48.10)
Undersea Magic Items (48.12)

The Dragon Dungeon Design Kit (45.37) (45.78)

58
OUTDOOR MOVEMENT
Movement (D&D.UaWA.16)

COMBAT
Land Combat (D&D.UaWA.25)

The 'Segment of Action' Melee System Takes AD&D Combat One Step Further (34.34)

In the Heat of the Fight : New combat tactics for AD&D games (127.46)

61
SURPRISE
Surprise! : Determining whom gets the drop on whom (133.74)

62
INITIATIVE
Who Gets the First Swing? : Attack priority system offers more realism without more work (71.23)

63
AVOIDING
Avoiding Monsters (D&D.UaWA.12)

63
MISSILE DISCHARGE
Missile Fire and the Archer Sub-class (45.32)

64
GRENADE-LIKE MISSILES
Don't Drink This Cocktail -- Throw it! (40.18)

67

MORALE FAILURE
The Only Good Captive ... Is one that lives to fight another day (97.36)

67
PURSUIT AND EVASION OF PURSUIT
The Many Ways of Getting Away : Methods and magic to keep your character out of the crypt (55.50)

69
PURSUIT AND EVASION IN OUTDOOR SETTINGS
Evading in the Wilderness (D&D.UaWA.19)

70
Two Hands are Better than One : A handy guide on handling weapons (127.32)

ATTACKS WITH TWO WEAPONS
Be a Two-Fisted Fighter (68.7)

71
ACTIONS DURING COMBAT AND SIMILAR TIME-IMPORTANT SITUATIONS
Action in the Melee Round (43.26)

73
COMBAT TABLES
Alternative Combat System (D&D.M&M.19)
Alternate Combat System (Greyhawk 13)
It's a base ... It's a plate ... It's the Combat Computer! (74.40)
Dungeon Masters' Familiar : A program for computer-conducted combat (80.17)
New Charts, Using the 5% Principle (80.48)
Condensed Combat : Streamlining the attack tables in AD&D games (117.18)

74
IA. ATTACK MATRIX FOR CLERICS, DRUIDS, AND MONKS
AD&D Players Please Note (29.25)

75
III. MATRIX FOR CLERICS AFFECTING UNDEAD, et al.
As the Cleric Turns : Redefining undead turning for the cleric (140.34)
Give the Undead an Even Break! (40.36)

79
SAVING THROW MATRICES
Saving Throw Matrix (D&D.M&M.79)

80
III. SAVING THROW MATRIX FOR MAGICAL AND NON-MAGICAL ITEMS
Magical Items' Saving Throws (M&T.38)

82
Hit Location During Melee (Blackmoor 7)
Damage Permanency, Or, How Hrothgar One-Ear got his name (23.17)
All Good Things Must End : Deadly determinations for an AD&D character's fate (31.30)
"Arrrgh!!!" : A painful topic for AD&D game characters (118.38)

82
RECOVERY OF HIT POINTS
Healing Wounds (D&D.UaWA.35)

83
INSANITY
Methods to Your Madness : New ways to drive your fantasy characters insane (138.38)

85

84
EXPERIENCE
Experience, By Doing and Learning (35.14)
Experience Points to Ponder : A new system (36.40)
Credit Where Credit is Due : Elaborating upon the experience-point rules (95.32)

85
DIVISION OF EXPERIENCE POINTS
Awarding Experience for Non-Player Characters (Greyhawk 13)

85
EXPERIENCE POINTS VALUE OF MONSTERS
Guidelines for Awarding Experience Points for Monster Slaying (Greyhawk 12)
What is a Monster Worth? Spelling out the system for assigning x.p. values (89.48)

86
GAINING EXPERIENCE LEVELS
Only Train When You Gain : A different way to handle the in-between times (97.21)
Class Struggles : Another look at between-levels training (114.44)
 
 

THE CAMPAIGN

Preparations for the Campaign (D&D.M&M.5)

88
SOCIAL CLASS
Social Status and Birth Tables : New for AD&D play (70.11)
A 'Caste' of Realistic Characters : Build role-playing possibilities on a social structure (70.12)

89
GOVERNMENT FORMS
Playing the Political Game : A change of pace for AD&D adventuring (90.30)
Feuds and Feudalism : One answer to four old gaming problems (117.16)

90
Law of the Land : Advice for making your world "legal" (65.56)
"Hello? Your Majesty?" : Communication in history and fantasy (116.46)

ECONOMICS
Economics Made Easy : How to use the basic principles in your campaign (107.44)

DUTIES, EXCISES, FEES, TARIFFS, TAXES, TITHES, AND TOLLS
How Taxes Take their Toll : The king's collectors don't have it easy, either (94.18)
 

DISTRIBUTION OF MONSTERS AND TREASURE
Distribution of Monsters and Treasure (D&D.UaWA.6)

MONSTER POPULATIONS AND PLACEMENT
Making Monsters Meaningful (42.16)
Survival is a Group Effort : The effects of population growth and regrowth (89.8)

91
PLACEMENT OF MONETARY TREASURE
A Player Character and His Money ... (74.50)
Plan it by the Numbers : A system for tailoring challenges to characters (101.16)
No Campaign Ever Fails : What to do if your campaign gets out of control (111.22)

92
PLACEMENT OF MAGIC ITEMS
Game Balance (16.36)
To Err is Human, To Repair is Divine (52.61)
Curing the Monty Haul Malady (82.46)
History of a Game that Failed : An essay on mistakes -- and how not to make them (99.30)

93
TERRITORY DEVELOPMENT BY PLAYER CHARACTERS
Baronies (D&D.UaWA.25)
Meanwhile, Back at the Fief : Feudal lords have a lot to keep them busy (125.22)
Who Lives in that Castle? Building it is one thing, running it is another (80.22)

96
THE FIRST DUNGEON ADVENTURE
The Underworld (D&D.UaWA.3)

Hints for D&D Judges, Part 3 : The Dungeons (2.11)

96
MOVEMENT AND SEARCHING
The Move Turn in the Underworld (D&D.UaWA.8)

94
PEASANTS, SERFS, AND SLAVES
The Well-Equipped Victim : A "treasure type" system for 0-level encounters (105.30)
Revenge of the Nobodies : Peasants can have strength -- in numbers! (112.19)

100
NON-PLAYER CHARACTERS
Non-Player Characters (D&D.M&M.12) (Greyhawk 9)
Non-Player Characters Have Feelings, Too (29.40)
Creating a Cast of NPCs : To do it nice, do more than roll the dice (102.56)
Locals Aren't All Yokels : In town, adventurers might not hold all the aces (109.50)
Easy as 1, 2, 3 : Follow these steps for interesting NPCs (113.71)
50 Ways to Foil Your Players : NPC sometimes stands for Not Particularly Cooperative (136.34)

The Forgotten Characters : A look at henchmen, hirelings, and followers (117.43)
Henchmen and Hirelings : A review of the rules on NPCs (119.54)

102
HEIGHT & WEIGHT
Realistic Vital Statistics : A new system for figuring heights and weights (91.10)

103
HIRING NON-PLAYER CHARACTERS TO CAST SPELLS OR USE DEVICES
Casting Spells for Cash : How magic-user PCs can earn their keep (106.14)

106
CONSTRUCTION AND SIEGE
Construction of Castles and Strongholds (D&D.UaWA.19)

108
SIEGE ENGINES AND DEVICES OF WAR
Knock, Knock! : The history of siege warfare (52.51)

114
MAGICAL RESEARCH
Magical Research (D&D.M&M.34)
Wizard Research Rules (5.24)

Magical Research, The Hard Way : Making new magic takes lots of gold, lots of time, and a little luck (37.23)
Spells Between the Covers : Details for delving into magical research (82.55)

CONDUCTING THE GAME
The Elements of Mystery : Limited information campaigns in role-playing games (117.10)
UoaSB : Players Don't Need to Know All the Rules (49.79)

Beyond the Rule Book : Procedure and style tips for good GMing (75.38)
Five Keys to DMing Success : Make it easy on yourself and fun for the players (80.14)
The GM's Ten Commandments : Ten dos and don'ts for gamemasters everywhere (122.44)
The Way We Really Play : Development of a DM is a three-step process (106.38)

Dungeon Etiquette : What to do when your wizard falls asleep, or, "You're dead. Shut up!" (130.64)

110
HANDLING TROUBLESOME PLAYERS
Orcwardness (54.77)

The Mix & Match Module : When creating adventures, two genres are better than one (135.31)
Magic & Science : Are they compatible in D&D? (1.8)
Starships and Soldiers : Miniature in science-fiction gaming (101.71)

SIXGUNS AND SORCERY
Sixguns and Sorcery (28.12)
The Fastest Guns that Never Lived, Part II (9.24)
Random encounters for Boot Hill (15.32)
Let Your Town Have a Purpose, Or, How to design a town in Boot Hill (18.15)
Birth Tables -- Boot Hill (18.21)
The Fastest Guns that Never Lived, Part III (19.21)
Boot Hill Encounter Chart, Or, What to do between bank jobs (21.10)
Boot Hill Additions, Revisions, and Trivia (26.22)
Boot Hill? Sure! But what scale (30.18)
The Fastest Guns that Never Lived, Parts I-IV (36.44)
This Here's Tyrannosaurus Tex (46.28)
How to Ease the Boot Hill Identity Crisis (46.30)
Cash & Carry for Cowboys (54.32)
The Taming of Brimstone (71.35)
Saved by the Cavalry! : An army of knowledge for Boot Hill characters (76.56)

MUTANTS AND MAGIC
Gamma World : First Report ; Setting up the Campaign (18.20)
Gamma World : A List of New "Treasures" to be Found (19.8)
Gamma World : More Excerpts from the Journal of Hald Sevrin (19.9)
A Part of Gamma World Revisited (25.3)
Judging and You! (25.5)
Gamma World : Map of North America (25.21)
Gamma World Artifact Use Chart (25.22)
An Alien in a Strange Land (25.26)
Cavern of the Sub-Train (52.40)
Mutants, Men(?), and Machines (75.34)
Gamma Hazards : New mutants for the Gamma World game (85.75)
A World Gone Mad : The moon of the Gamma World game (86.74)
A Field Guide to Lunar Mutants : The macrobes and plants of Tycho center (87.80)
Starquestions : Questions, answers, and advice on Gamma World gaming (86.83)
Starquestions : Questions and answers on Gamma World gaming (90.81)
Starquestions : Answers and advice on the Gamma World game (95.74)
Starquestions : Questions, answers, and advice on the Gamma World game (103.73)
Before the Dark Years : The timeline of the Gamma World game universe (88.71)
Of Grizzly Bears and Chimpanzees : Mutant animal characters in the Gamma World game (89.72)
Don't Leave Home Without 'Em! : New equipment for Gamma World gaming (91.92)
The Six-Million Dollar Mutant : Cyborgs in the Gamma World game (92.71)
New Brotherhoods : Minor cryptic alliances in Gamma World gaming (93.78)
Politics Amid the Rubble : More minor cryptic alliances for Gamma World games (119.77)
Rites of Passage : Initiations for Gamma World cryptic alliances (105.71)
Why is this Mutant Smiling? : New body parts in Gamma World gaming (96.74)
New Tools of the Trade : More artifacts for Gamma World adventuring (97.81)
Mutant Manual : An ARES section special (98.43)
Mutant Manual II : An ARES section special (108.49)
Danger on a Budget : The unexpected and the unknown in Gamma World adventuring (99.82)
Out of the Sun : The man-machines of Gamma World gaming (101.80)
Sticks & Stones & Death Machines : Balancing the Gamma World encounter tables (102.71)
The Exterminator : A special Gamma World encounter (104.76)
The New Humans : Pure-strain humans in the Gamma World game (106.81)
Mutant Fever : Disease and health in the Gamma World game (107.74)
More Mutant Fever : Mutant and 'pure strain' Gamma World diseases (108.90)
A Change of Diet : A new mutational defect for Gamma World gaming (109.88)
Knowledge is Power! : A skills system for Gamma World characters (110.78)
Cold Steel : Hunter-class robots for the Gamma World game (113.81)
Gamma World Supplement (115.41)
Gamma III : Campaign conversions for the third-edition Gamma World game (117.76)
Born in the Ruins : Social class and Gamma World game characters (120.74)
tDB : Mutants and Monsters of the Gamma World game (126.60)
A Mutant by Any Other Name : A Gamma World game lexicon for mutant adventurers (128.64)
tDB : An unusual plant for the Gamma World game (130.56)
Mutations Unlimited : New powers for the third-edition Gamma World game (131.64)
Cash & Carry, Gamma Style : Economic wheels still turn in Gamma World games (132.64)
Catching Some Rays : Radiation damage and the Gamma World game (134.78)
Gamma Life in the Big City : Cities and societies in the Gamma World game (136.82)
Up and Running in the Land of Mutants : Updating your Gamma World game characters (137.60)
This Means War! : A mass combat system for the Gamma World game (142.12)

Modern Monsters : The perils of 20th century adventuring (57.5)
New Setting for the Adventure (30.12)

High-tech Hijinks (114.84)

Dwarves in Space (70.27)
Traveller : The Strategy of Survival (18.3)
The Asimov cluster (20.20)
The Traveller Navy Wants to Join You : New service opportunities for Navy characters (25.18)
Tesseracts : A Traveller Artifact (27.16)
Traveller : Star System Generation (27.18)
The Traveller Politician : Diplomacy and intrigue in the Traveller universe (32.24)
Ibis : Profit and peril (35.7)
Useful Skills (35.8)
The 'Other' Options (35.9)
More Clout for Scouts (35.10)
Black Holes! (35.11)
Canard : A Traveller adventure (43.35)
Make Your Own Aliens (51.6)
Plotting a Course for Choosy Players (51.9)
New Ideas for Old Ships (51.11)
In Defense of Computers (51.13)
Planet Parameters (51.15)
Masers & Cameras (51.15)
The Miller Milk Bottle (51.16)
Merchants Deserve More, Too (53.60)
Filling in Skills : Experience, service-switching make Traveller more ability-oriented (55.52)
Anything But Human (58.65)
Skitterbugging (59.26)
Exonidas Spaceport (59.33)
Robots : Mechanical sidekicks for Traveller players (64.16)
Relief for Traveller Nobility (73.26)
Preventing Complacency in Traveller Gaming (85.77)
Interstellar Athletes : A Traveller game variant career (86.80)
Luna : A Traveller's Guide : The Moon in the Traveller game (87.75)
"Does Anyone Here Speak Aslan?" : Language skills in Traveller gaming (91.71)
Antimissiles and Roundshot : Variant ship-to-ship weapons for Traveller gaming (95.76)
Rogues of the Galaxy : An expanded Traveller character class (97.71)
The Stellar Diocese : The clergy in the Traveller universe (101.83)
A Thousand in One : Tips for expanding your interstellar campaign (102.74)
Active Duty : Continuing careers in Traveller gaming (102.80)
Of Nobbles and Men : Adventuring on Tarsus in Traveller Gaming (103.70)
Hexes and High Guard : Organizing space wars for Traveller gaming (104.74)
High Tech and Beyond : Technological improvement in Traveller gaming (108.78)
The Double-Helix Connection : Mutants in Traveller gaming (109.82)
The Keys to Good SF : Some hints for novice science-fiction gamers (109.91)
Star Cops! : Joining the Traveller interstellar police (113.87)
Aim and Burn : Flamethrowers in Traveller gaming (116.90)
Space-Age Espionage : A new career for Traveller game characters (120.64)

Inert Weapons, Or, Technology to the rescue (35.56)

    Set yourself down, sweetheart, and take a load off those gams while I makes us a drink. You'll need one, 'cause I'm gonna give ya the lowdown -- and some of it ain't too pretty -- about the time I tangled with : The Aliens from Beyond (39.37)

118
NON-STANDARD MAGIC ITEMS
Creative Magic Items : DMs are not limited to what's in the book (98.18)
Good Stuff, For a Spell : Magic-focusing : A new dimension for possessions (111.8)

Beware of Quirks and Curses : Magic items aren't always nice (34.30) (35.60)

120
TREASURE
Treasure (D&D.M&T.39)

RANDOM TREASURE DETERMINATION
Magic/Maps Determination Table (M&T.23)
Magical Maps Determination Table (Greyhawk 40)

125
EXPLANATIONS AND DESCRIPTIONS OF MAGIC ITEMS
Explanation of Magic Items (M&T.27) (Greyhawk 46)
New Magic & Treasure (Blackmoor 25)
Bazaar of the Bizarre (28.31) (37.47) (39.41) (40.44) (41.30) (45.22) (47.18) (54.67)
Bazaar of the Ordinary (38.28)
Random Magic Items (57.22)
Nasty Additions to a DM's Arsenal (77.20)
Five New Enchanted Objects : Magic items you won't find in the AD&D books (86.26)
Treasure Trove : An assortment of all-new enchanted items (91.51)
Treasure Trove II : A new system for swords -- and more (99.43)
Seventeen New Treasures (99.49)
Not Found in any Stores! : Non-standard magical items to keep the DM happy (120.18)
BotB : Magic Items for a Less-than-serious NPC (134.42)

POTIONS
Magical Oils : Try lotions instead of potions (33.47)

RINGS
The Ring of the Necromancer (29.43)
Rings that Do Weird Things : Thirteen pieces of jewelry not from the DMG (82.28)
BotB (117.48)
BotB : Three that Ring True (120.36)

RODS
Charging Isn't Cheap : How to make and fix rods, staves, and wands (101.29)
AL : One Charge is Never Quite Enough (136.46)

135
WANDS
Nine Wands of Wonder : Wherein Elminster reveals more of the Realms (102.30)

MISCELLANEOUS MAGIC
Miscellaneous Treasure, Magic, Weapons, Artifacts and Monsters - Additions, Omissions, Corrections, Changes, Deletions, Variations and Otherwise Confusing Alterations (4.21)

Non-violent Magic Items : One hundred ways to keep players guessing (73.36)

Airs of Ages Past : Nine magical harps from the Forgotten Realms (115.46)
Bag of Wind (27.46)
Cloaked in Magic : Garments that do more than keep the wind out (112.27)
By Magic Masked : Nine magical masks for AD&D campaigns (117.46)
Orlow's Inventions Can Liven Up Your Life (30.35)
Barlithian's Mystical Mirror (50.20)
Zadron's Pouch of Wonders : You don't know what you'll get until what you've got is gone (62.62)

ARTIFACTS & RELICS
A Working Design for Heward's Mystical Organ (Or, "Play it again, Sam") (29.43)
The Tarot of Many Things (77.6)
Fortunes of a Fool (94.56)
The Dancing Hut : An AD&D game adventure for high-level heroes (83.31)

164
ARMOR AND SHIELDS
Six Very Special Shields : More magic items from the mind of Elminster (89.14)

168
MISCELLANEOUS WEAPONS
BotB : A bow is an archer's best friend (127.26)
BotB : Magical quivers and unusual arrows (133.10)
BotB : Nock, pull, aim, hold and fire! (135.19)

SWORDS
Mightier than the Pen (46.12)
Seven Swords : Blades of the Realms (74.18)
A Sharp System for Swords -- Magic blades get more personality and purpose (99.46)
Blades with Personality : DM's planning can produce distinctive swords (109.52)
BotB : Black and Decker Would be Proud (132.6)

APPENDIX C : RANDOM MONSTER ENCOUNTERS
The Wandering Monster (15.7)
Familiar Fiends : What every monster-maker needs (34.18)
Travel Works Both Ways : PCs on the road will meet many fellow wayfarers (105.14)
Grave Encounters : Creatures that lurk in cemetaries and crypts (114.22)

175
DUNGEON RANDOM MONSTER TABLES
Underworld Monsters (Sighting Monsters, Surprise, Wandering Monsters) (D&D.UaWA.9)
Monster Determination and Level of Monster Matrix (D&D.UaWA.10)
Monster Level Tables (Greyhawk 65)

176
MAGIC ITEM TABLES FOR CHARACTER ENCOUNTERS
Magic Items for Everyman (45.14)

173
INHABITATION
Ruins : Rotted & risky -- but rewarding (54.10)

179
Wilderness Wandering Monsters (D&D.UaWA.18)

179
UNDERWATER RANDOM MONSTER ENCOUNTER TABLES
Underwater & Sailing Encounter Metrices (Blackmoor 49)

182
FORTRESSES
Castles (D&D.UaWA.15)
Castles, Castles, Everywhere (45.49)
Castles by Carrol I : Neuschwanstein (68.29)
CbC II : Wawel Castle (69.19)
CbC III : Jericho (70.30)
CbC IV : The Tower of London (72.62)
CbC V : Leeds Castle (73.76)
Great Stoney : Build your own cardboard castle (86.41)
A Tale of Three Talents (97.19)

182
PSIONIC ENCOUNTER TABLE
Meeting of the Minds : An expanded table for psionic encounters (104.24)

190
WATERBORNE ENCOUNTERS
What's in the Water? (68.36)

CITY/TOWN ENCOUNTERS
Urban Adventures (136.7)
Building Blocks, City Style : A city-generation system for fantasy campaigns (136.8)
That's Life in the Big City : Advice on creating authentic urban environments (99.22)
Welcome to Malachi : A city where magic rules supreme (111.14)
The Tales People Tell : Folklore adds flavor to fantasy worlds (113.36)
Urban Blight Mae Easy! : Help stamp out predictable town encounters (120.22)
The Long Arm of the Law : Law enforcement in the AD&D game urban setting (136.18)
A Room for the Knight : Inns and taverns in fantasy-game cities (136.28)

APPENDIX G : TRAPS
Dastardly Deeds and Devious Devices (34.24)
DD&DD (35.23)
DD&DD : 'This is the Place ... ' (41.41)
Water, Water Everywhere (41.42)
The Fear and Fall Prison (41.43)
With All the Trappings : A handy guide to trap design and psychology (132.28)

Inert Weapons : Or, Ambivalence strikes (34.51)
Inert Weapons : Or, Don't fool with Mother Nature (37.49)

APPENDIX H : TRICKS
Tricks and Traps (Greyhawk 61)
"Just" a Door? Not any more! (53.56)
Open Them, If You Dare : A dozen dweomered doors to delight DMs (106.22)
Door Number One, Door Number Two, or ... (115.60)

Getting Into the Flow of Magic Fountains (34.41)

There's Something on the Floor ... : A little ingenuity in dungeon floor design (115.48)
Quickfloor (35.23)

Pedestal Room (35.23)

APPENDIX I : DUNGEON DRESSING

220
CHAMBER, ROOM, AND OTHER SPACE LIST
Libraries : A sure cure for "bookworm" players who must know everything (37.25)

APPENDIX J : HERBS, SPICES, AND MEDICINAL VEGETABLES
Wounds and Weeds : Plants that can help keep characters alive (82.14)

APPENDIX N : INSPIRATIONAL AND EDUCATIONAL READING
Fantasy / Swords & Sorcery : Recommended reading (4.29)

Books are Books, and Games are Games, and Never the Twain ... (31.28)
Books to Games? Perhaps! : Using literature as the backdrop for adventuring (96.32)

Shadow of a Demon (2.13)
Beyond the Wizard Fog (5.18)
The Stolen Sacrifice (13.21)
The Thing from the Tomb (23.6)
The Eyes of Mavis Deval (33.6)
The Cube From Beyond : Another adventure of Niall of the Far Travels (36.4)
The Cup of Golden Death (38.6)
The Lure of the Golden Godling : A Niall of the Far Travels story (44.6)
The Coming of the Sword (55.24)

APPENDIX O : ENCUMBRANCE OF STANDARD ITEMS
Encumberance (D&D.M&M.15)
Weights and Equivalents (D&D.M&M.15)
How Many Coins in a Coffer? : Don't forget, all that treasure takes up space (80.9)

APPENDIX Q : WEAPONLESS COMBAT
How to Finish Fights Faster : A suggested simpler system for unarmed combat (83.55)
Without any Weapons : Suggested new rules for using your bare hands (61.14)
Sticks, Stones, and Bones : Weapons to use when the enemy swipes your sword (97.10)

APPENDIX S : NON-HUMAN DEITIES
The Gods of the Dwarves (58.31)
The Gods of the Elves (60.9)
The Gods of the Gnomes (61.31)
The Gods of the Halflings (59.52)
The Gods of the Orcs (62.28)

APPENDIX T : THE NOMENCLATURE OF POLE ARMS
The Nomenclature of Pole Arms (22.50)

ADVENTURES
Dungeon Adventures : What readers and writers need to know about it (111.18)
IDDC II : The New Rules (38.38) (39.54) (40.35)
IDDC II : Prize Winners : Advanced Division (53.48)
The Dragon Publishing 1982 Module Design Competition (66.62) (62.87)
The Hall of Mystery : A section deep within the Greenlands dungeon (21.14)
The Fell Pass (32.47)
Doomkeep : The second official AD&D Masters tournament (34.55)
This Month's Module (36.28)
The Pit of the Oracle (37.55)
The Mansion of Mad Professor Ludlow (42.63)
Cavern Quest (54.35)
The Temple of Poseidon (tpl 70) (46.31)
Quest for the Midas Orb (61.35)
Citadel by the Sea (1-3) (78.41)
Chagmat (1-4) (63.33)
Barnacus : A city in peril (1-5) (80.35)
The Chapel of Silence (2-3 / 1-3) (50.35)
Betrayed! (3-5) (105.43)
The Chasm Bridge (4-6) (131.47)
Valley of the Earth Mother (4-6) (102.33)
Can Seapoint be Saved? (4-7) (75.45)
Forest of Doom (4-7) (73.41)
Mechica (4-7) (70.35)
The House in the Frozen Lands (4-8) (110.47)
Into the Forgotten Realms (5-8) (95.43)
The Two-fold Talisman, Adventure 1 : The Heart of Light (6-8) (84.42)
The Two-fold Talisman, Adventure 2 : The Ebon Stone (6-8) (85.43)
The Wandering Trees (6-9) (57.33)
Fedifensor (7+) (67.37)
The Garden of Nefaron (7-10) (53.33)
The Halls of Beol-Dur (8+) (41.63)
The Ruins of Andril (8-11) (81.41)
The City Beyond the Gate (9+) (100.45)
Death of an Arch-Mage : Can the police solve the mystery in time? (9-10) (111.41)
Aesirhamar : An AD&D game adventure for high-level characters (90.43)
Nogard (96.43)

A
Survival Tips for the Slave Pits (43.12)
The Slave Pits Revisited : Suggestions for 'saving' the AD&D Open (49.8)
Mentzer's Reply : It isn't that easy (49.9)

C6
A Different Design : Tips for making tournament adventures (108.30)
The First Invitational Advanced Dungeons & Dragons Tournament (22.29)
Masters III : The Search for the Armadillo Amulet (35.25)
In the Interest of Fairness (49.6)
How to Make the Most Out of FRP Tournaments : Guidelines to keep your group going (70.48)
The RPGA Network : Annual invitational Dungeon Master tournament (122.87)
Gen Con IX's D&D Elimination Tournament (3.30)

S2
L&L : Fabulous Riches & Hideous Death (134.28)

BATTLESYSTEM
Call to Arms (127.15)

Armies from the Ground Up : Taxes, politics, and the military in AD&D games (125.30)
The Chance of a Lifetime : Battlesystem project was a designer's dream (100.86)
From First Draft to Last Gasp : Wherein the editor gets the final word (100.96)
The Art of Good Generalship (41.26)
The Fights of Fantasy : Good generalship from a non-medieval point of view (79.54)

Sage Advice (127.14) (132.34)

An Army Travels On It's Stomach : Large-scale logistics in a fantasy world (94.10)

Fighting for Keeps : Freehold wars in the Battlesystem supplement (127.38)

Irresistible Force : A brief account of the rise of the Swiss Confederation with commentary on their military tactics (22.6)

Armies of the Renaissance, Part I : Introduction and Overview (22.10)
Armies of the Renaissance, Part II : The Swiss (24.24)
Armies of the Renaissance, Part III : The Condotierre and the Papacy (25.15)
Armies of the Renaissance, Part IV : The English (28.16)
Armies of the Renaissance, Part V : Armies of Eastern Europe (30.24)
Armies of the Renaissance, Part VI : Landnsknecht and Reiters (37.19)

Stalemate at Kassala (22.43)

DUNGEON MASTER'S DESIGN KIT
Fun Without Fighting : Unique adventures for fantasy role-playing games (117.40)

FORGOTTEN REALMS (1988 Gamer's Choice Award : Best Role-Playing Accessory : 139.55)
The Merry Month of ... Mirtul? (47.24)
Down-to-Earth Divinity : One DM's design for a mixed & matched mythos (54.6)
Pages from the Mages : A quartet of long-lost magical manuals (62.16)
More Pages from the Mages : The latest words of wisdom from Elminster the Sage (69.67)
Pages from the Mages III : Four more magic books, courtesy of Elminster (92.36)
Pages from the Mages IV : More long-lost magical lore from Elminster (97.30)
Pages from the Mages V : From Elminster, to Ed -- to You, More Lore (100.12)
The Cult of the Dragon (110.8)
All About Elminster : Or, to be more precise, everything he's willing to let us know (110.30)
TGW : My Dinner with Elminster (119.59)
Music of the Realms : Background (ahem) notes for all AD&D FORGOTTEN REALMS game campaigns (123.13)
Sailors on the Sea of Air : The skyships of the Forgotten Realms setting (124.18)
Woodlands of the Realms : Magical and mundane forests for Forgotten Realms campaigns (125.14)
Welcome to Waterdeep : The environs of the Realms' City of Splendors (128.8)
tGW : Empires of the Sands strikes back (138.89)

<nts : i am going to outdo myself : vf is just the beginning / cf 106>

MYSTARA / BLACKMOOR
Temple of the Frog (Blackmoor 28)

ROGUE'S GALLERY
L&L : "Short" Does Not Mean "Harmless" (131.40)
L&L : A Miscellany of Magic-Users (139.16)

SAGE ADVICE
SA (31.26) (32.14) (33.48) (34.16) (35.16) (36.12) (36.29) (37.12) (39.30) (42.22) (43.17) (44.23) (46.55) (47.52) (48.59) (54.20) (62.24) (64.19) (66.16) (76.62) (79.14) (126.12) (131.62) (142.10)

Dispel Confusion (63.57)

UNEARTHED ARCANA
Arcana Update, Part I : Repairs, reasons, and even more new rules (103.12)
Unearthed Arcana Additions and Corrections (103.48)
Sage Advice (117.32) (119.76)

AFTERWORD
Afterward (D&D.UaWA.36)
The Future of the Game : What the Second Edition books will be like (103.8)
From the Sorcerer's Scroll (122.41)


CONVENTIONS
Gen Con Update (1.8) (2.8)

DUNGEON!
Hobbits and Thieves in Dungeon! (1.25)

EMPIRE OF THE PETAL THRONE
Reports Submitted to the Petal Throne (4.4)
Jakalla Encounters (4.11)
The Battle of the Temple of Chanis : 2020 A.S. (4.12)
Creature Features (4.18)
Roads from Jakalla (4.21)
Percentile Roll to Obtain an "Eye" as Treasure in Empire of the Petal Throne (4.31)
The Temple of Vimuhla (4.31)

METAMORPHOSIS ALPHA
Notes on the Androids on the Starship Warden (4.10)
Some Ideas Missed in MA (5.10)
DF : Tribal Society and Heirachy on the Starship Warden (5.10)
How Green Was My Mutant : The appearance of humanoids in MA (5.16)

REVIEWS
Press Release : Classic Warfare, Citadel, White Bear and Red Moon (1.26)
PR : Venerable Destruction, Star Command (2.26)

WARGAMING
Wargaming World (1?) (2?) (3.19) (4.21)
Len Lakofka's Fantasy Miniatures Rules (1.13)

WAR OF THE EMPIRES
Does Anybody Remember War of the Empires? (3.4)