MM
-
PH
-
DMG
Greyhawk: M&M
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Greyhawk: M&T
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Greyhawk: U&WA
Blackmoor: M&M
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Blackmoor: M&T
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Blackmoor: U&WA

Dedicated to all the fantasy wargamers who have enthusiatically played and expanded upon the CHAINMAIL Fantasy Rules,
with thanks and gratitude.
Here is something better!
Special thanks to the Midwest Military Simulation Association,
the Lake Geneva Tactical Studies Association,
Rob Kuntz and Tom Keogh (in memorium).

    ONCE UPON A TIME, long, long ago there was a little group known as the Castle and Crusade Society.
Their fantasy rules were published, and to this writer's knowledge, brought about much of the current interest in fantasy wargaming.
For a time, the group grew and prospered, and Dave Arneson decided to begin a medieval fantasy campaign game for his active Twin Cities club.
From the map of the "land" of the "Great Kingdom" and environs -- the territory of the C&C Society --
Dave located a nice bog wherein to nest the weird enclave of "Blackmoor", a spot between the "Great Kingdom" and the fearsome "Egg of Coot".
From the CHAINMAIL fantasy rules he drew ideas for a far more complex and exciting game, and thus began a campaign which still thrives as of this writing!
In due course the news reached my ears, and the result is what you have in your hands at this moment.
While the C & C Society is no longer, its spirit lives on, and we believe that all wargamers who are interested in the medieval period, not just fantasy buffs, will enjoy playing DUNGEONS and DRAGONS. Its possibilities go far beyond any previous offerings anywhere!

    While it is possible to play a single game, unrelated to any other game events past or future, it is the campaign for which these rules are designed.
It is relatively simple to set up a fantasy campaign, and better still, it will cost almost nothing.
In fact you will not even need miniature figures, although their occasional employment is recommended for real spectacle when battles are fought.
A quick glance at the Equipment section of this booklet will reveal just how little is required.
The most extensive requirement is time.
The campaign referee will have to have sufficient time to meet the demands of his players,
he will have to devote a number of hours to laying out the maps of his "dungeons" and upper terrain before the affair begins.
The 3ird booklet of this set will be of great help in this respect,
for a number of helpful suggestions regarding how to accomplish it all have been given in order to help you accomplish the task with a minimum of time and effort.
There should be no want of players, for there is unquestionably a fascination in this fantasy game -- evidenced even by those who could not by any stretch of the imagination be termed ardent wargamers.
The longevity of existing campaings (notably "Blackmoor" in the Twin Cities and "Greyhawk" in Lake Geneva) and the demand for these rules from people outside these campaigns point to a fantastic future.
Tactical Studies Rules believes that of all forms of wargaming, fantasy will soon become the major contender for 1st place.
The section of this booklet entitled Scope will provide an idea of just how many possibilities are inherent in DUNGEONS & DRAGONS.

    These rules are strictly fantasy.
Those wargamers who lack imagination, those who don't care for Burroughs' Martian adventures where John Carter is groping through black pits,
who feel no thrill upon reading Howard's Conan saga,
who do not enjoy the de Camp & Pratt fantasies or Fritz Leiber's Fafhrd and the Gray Mouser pitting their swords against evil sorceries will not be likely to find DUNGEONS and DRAGONS to their taste.
But those whose imaginations know no bounds will find that these rules are the answer to their prayers.
With this last bit of advice we invite you to read on and enjoy a "world" where the fantastic is fact and magic really works!

E. Gary Gygax
Tactical Studies Rules Editor
1 November 1973
Lake Geneva, Wisconsin

INTRODUCTION
    These rules are as complete as possible within the limitations imposed by the
space of 3 booklets. That is, they cover the major aspects of fantasy campaigns
but still remain flexible. As with any other set of miniatures rules they are
guidelines to follow in designing your own fantastic-medieval campaign. They
provide the framework around which you will build a game of simplicity or tremendous
complexity -- your time and imagination are about the only limiting
factors, and the fact that you have purchased these rules tends to indicate that
there is no lack of IMAGINATION -- the fascination of the game will tend to make
participants find more and more time. We advise, however, that a campaign be
begun slowly, following the steps outlined herein, so as to avoid becoming too
bogged down with unfamiliar details at first. That way your campaign will build
naturally, at the pace best suited to the referee and players, smoothing the way
for all concerned. New details can be added and old "laws" altered so as to provide
continually new and different situations. In addition, the players themselves
will interact in such a way as to make the campaign variable and unique, and this
is quite desirable.

    If you are a player purchasing DUNGEONS and DRAGONS rules in order
to improve your situation in an existing campaign, you will find that there is a
great advantage in knowing what is herein. If your referee has made changes in the
rules and/or tables, simply note them in pencil (for who knows when some flux
of the cosmos will make things shift once again!), and keep the rules nearby as
you play. A quck check of some rule or table may bring hidden treasure or save
your game "life".

    Men & Magic (Vol. 1) details what characters can be played, potentials, limitations,
and various magical spells. Monsters & Treasure (Vol. II) describes the beasts
and creatures which will be encountered, as well as the kind and amount of treasure
they are likely to guard, including magical items. Finally, The Underworld &
Wilderness Adventures (Vol. III) tells how to set up and actually play the campaign.
It is presented last in order to allow the reader to gain the perspective
necessary -- the understanding of the two preceeding booklets.
Read through the entire work in the order presented before you attempt to play.

SCOPE:
    With the various equippage listed in the following section DUNGEONS and
DRAGONS will provide a basically complete, nearly endless campaing of all levels
of fantastic-medieval wargame play. Actually, the scope need not be restricted to
the medieval; it can stretch from the prehistoric to the imagined future, but such
expansion is recommended only at such time as the possibilities in the medieval
aspect have been thoroughly explored. The use of paper, pencil, and map boards
are standard. Miniature figures can be added if the players have them available
and so desire, but miniatures are not required, only esthetically pleasing; similarly,
unit counters can be employed -- with or without figures -- although by themselves,
the bits of cardboard lack the eye-appeal of the varied and brightly painted
miniature figures.

Age Level: 12 years and up

Number of Players: At least 1 referee and from 4 to 50 players can be
handled in any single campaign, but the referee to player ratio should be about 1:20 or thereabouts.

RECOMMENDED EQUIPMENT:

Dungeons & Dragons (you have it!)

Outdoor Survival (available from your hobby dealer or directly from Avalon Hill Company, 4517 Harford Road, Baltimore MD 21214)

Dice -- the following different kinds of dice are available from TSR
    1 pair 4-sided dice
    1 pair 8-sided dice
    4 to 20 pairs 6-sided dice
    1 pair 20-sided dice
    1 pair 12-sided dice

Chainmail miniature rules, latest edition (available from your hobby dealer or directly from TSR Hobbies, POB 756, Lake Geneva, Wi. 53147)

    1 3-Ring Notebook (referee and each player)
    Graph Paper (6 lines per inch is best)
    Sheet Protectors (heaviest possible)
    3-Ring Lined Paper
    Drafting Equipment and Colored Pencils
    Scratch Paper and Pencils
    Imagination
    1 Patient Referee
    Players

CREATING THE PLAYER CHARACTER
    1. Roll 3d6 for abilities
    2. Choose race
    3. Choose class

    4. Adjust Abilities
Class S I W
Cleric (Wis) 3:1 2:1 -
Fighting-Man (Str) - 2:1 3:1
Magic-User (Int) - - 2:1
    Units so indicated may be used to increase prime requisite total insofar as this does not bring that category below average, i.e. below a score of 9.

    5. Choose alignment (Dwarf = Lawful or Neutral) (Elf = Lawful or Neutral) (Hobbit=Lawful)
    6. 3d6 x 10 = starting gold. Buy Equipment.

CHAPTER 1: ABILITIES
DETERMINATION OF ABILITIES
    Prior to the character selection by players it is necessary for the referee to roll
three six-sided dice in order to rate each as to various abilities, and thus aid them
in selecting a role. Categories of ability are: Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma.
Each player notes his appropriate scores, obtains a similar roll of three dice to determine the number of Gold Pieces (Dice score x 10) he starts with, and then opts for a role.

A sample of the record of a character looks appears like this.
 
Name: Xylarthen - - - - Class: Magic-User
Strength: 6 Intelligence: 11 Wisdom: 13 Dexterity: 9 Constitution: 12 Charisma: 8
Gold Pieces: 70 - - - - Experience: Nil

    This supposed player would have progressed faster as a cleric, but because of a personal preference for magic opted for that class.
With a strength of only 6 there was no real chance for him to become a fighter.
A dexerity of 9 (low average) means that he will not be particularly fast nor accurate.
His constitutional score indicates good health and the ability to take punishment of most forms.
He is below average in charisma, but not hopelessly so.

Explanation of Abilities:

    The first three categories are the prime requisites for each of the three classes,
Fighting-Men, Magic-Users, and Clerics.
(See the Bonuses and Penalties to Advancement due to Abilities table which appears hereafter.)
 

Strength is the prime requisite for fighters.
Clerics can use strength on a 3 for 1 basis in their prime requisite area (wisdom), for purposes of gaining experience only.
Strength will also aid in opening traps and so on.

Intelligence is the prime requisite for magical types.
Both fighters and Clerics can use it in their prime requisite areas (strength and wisdom respectively) on a 2 for 1 basis.
Intelligence will also affect referees' decisions as to whether or not certain action would be taken, and it allows additional languages to be spoken.

Characters with an Intelligence score above 10 may learn additional languages, one language for every point above 10 intelligence factors.
Thus, a man with an intelligence level of 15 could speak 7 languages, i.e. the commoon tongue, his divisional language, a 5 creature languages.

Wisdom is the prime requisite for Clerics.
It may be used on a 3 for 1 basis by fighters, and on a 2 for 1 basis by Magic-Users, in their respective prime requisite areas.
Wisdom rating will act much as does that for intelligence.

Dexterity applies to both manual speed and conjuration.
It will indicate the chracter's missile ability and speed with actions such as firing first, getting off a spell, etc.
 
3-8 Fire any missile at -1
9-12 -
13-18 Fire any missile at +1

Constitution is a combination of health and endurance.
It will influence such things as the number of hits which can be taken and how well the character can withstand being paralyzed, turned to stone, etc.
 
6 or less Minus 1 from each hit die* 
8 or 7 40% to 50% chance of survival
9 - 12 60% to 90% chance of survival
13 or 14 Will withstand adversity
15 or more Add +1 to each hit die
* minimum score of 1 on any die

Charisma is a combination of appearance, personality, and so forth.
Its primary function is to determine how many hirelings of unusual nature a character can attract.
This is not to say that the cannot hire men-at-arms and employ mercenaries, but the charisma function will affect loyalty of even these men.
Players will, in all probability, seek to hire Fighting-Men, Magic-Users, and/or Clerics in order to strengthen their roles in the campaign.
A player-character can employ only as many as indicated by his charisma score.
 
 
 
Charisma Score Maximum # Hirelings Loyalty Base
3-4 1 -2
5-6 2 -1
7-9 3 --
10-12 4 --
13-15 5 +1
16-17 6 +1
18 12 +4

Bonuses and Penalties to Advancement due to Abilities:
(Low score is 3-8; Average is 9-12; High is 13-18)
 
Prime requisite 15 or more:  Add 10% to earned experience
Prime requisite 13 or 14 Add 5% to earned experience
Prime requisite of 9 - 12 Average, no bonus or penalty
Prime requisite 8 or 7 Minus 10% from earned experience
Prime requisite 6 or less Minus 20% from earned experience

Note: Average scores are 9-12.
Units so indicated may be used to increase prime requisite total insofar as this does not bring that category below average, i.e. below a score of 9.
 
 

CHAPTER 16: THE CAMPAIGN
PREPARATION FOR THE CAMPAIGN:
    The referee bears the entire burden here, but if care and thought are used, the
reward will more than repay him. 1st, the referee must draw out a minimum of
6 maps of the levels of his "underworld", people them with monsters
of various horrid aspect, distribute treasures accordingly, and note the location
of the latter 2 on keys, each corresponding to the appropriate level. This
operation will be more fully described in the 3rd volume of these rules.
When this task is completed the participants can them be allowed to make their 1st
descent into the dungeons beneath the "huge ruined pile, a vast castle built by
generations of mad wizards and insane geniuses". Before they begin, players must
decide what role they will play in the campaign, human or otherwise, fighter,
cleric, or magic-user. Thereafter they will work upwards -- if they survive -- as
they gain "experience". 1st, however, it is necessary to describe fully the roles possible.