Oddities Found In Old School D&D Rules ©J.D. Neal 2012

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Referring to: Original 1974 Rules Holmes Edited Introductory rules ("Holmes Basic") c. 1977. Moldvay and Cook/Marsh Dungeons & Dragons of c. 1980-1981 1st Edition Advanced Dungeons & Dragons including the Dungeons Master's Guide (DMG) (MM) and Players Handbook (PHB)

NOTE: These are not necessarily ERRORS nor FAULTS in the game. No book has ever been perfect 4) A set of booklets compiled by with and these were printed before the modern age of publishing started in 1983. The Rules Cyclopedia computers, often from hand written manuscripts which was published in 1991, and was an edited version where typed by someone else which means various of the Mentzer set combined into one book - and translation problems and miss-communications minus various elements. And there was a Classic occurred from the start. They were often laid out by Dungeons & Dragons game offered in 1994 in a manual means, building pages by literally cutting them black box introductory set offering the first five up with razors or scissors and pasting them together levels of experience. with glue and so on. Typo's occurred and fixing them was often hit-or-miss. Some errors were fixed in certain Note that I am referring to D&D, not AD&D. The printings only to reappear again later. Whether or not Advanced D&D rules only saw one edition under Gary something appears as noted can depend on your Gygax and the second edition - while TSR - is not printing of a book. Errata was seemingly printed covered here. When bought TSR erratically. and D&D, they dropped the "Advanced" title and continued with the 3rd edition moniker, although in I have some of the official errata and will include it, reality there were 4 previous editions of D&D itself and given time. 2 editions of Advanced D&D which would have made their edition 7th edition. What is interesting is how I have to correct my own typos and typos in the errata as well (the transcriptions Players of AD&D often refer to other versions as "basic of errata seem to have problems...) And how the errata D&D". They were NEVER "basic D&D". As stated on sometimes does not match corrected printings. the very first page of each book and throughout the rest: they were Dungeons & Dragons (D&D) itself. The Dungeons & Dragons evolved through various editions: confusion is due to marketing referring to "basic" sets in advertisements and people who have never figured 1) The 1974 three book set (and supplements), out that AD&D was indeed Advanced D&D, while D&D which some people call 0th Edition (zero-th Edition itself continued in the form of various multi-book or Edition 0/Zero). publishings. Some people who only play AD&D think it is is the only "D&D" there is and somehow fail to 2) The 1977 Introductory booklet inspired greatly by realize it is indeed a variant of D&D called "AD&D". Eric Holmes. The publishers even went so far as to specify in the rules that the game was "ADVANCED DUNGEONS & 3) The 1980-81 rules edited by and DRAGONS" or "AD&D" every time it was mentioned. Dave Cook/Steve Marsh.

1 Table of Contents Accessories...... 3 Magic-User Trap The Soul Spell (PHB 92)...... 22 Dungeons & Dragons Original Edition (0D&D or Official Errata:...... 23 OD&D)...... 4 AD&D 1st Edition Monster Manual...... 24 Spelling Issues...... 4 Trapper (page 95)...... 24 Barding...... 4 From the Monster Manual Errata Sheet:...... 24 Bracers of Defenselessness...... 4 Moldvay Basic and Cook/Marsh Edited Expert Sets: c. Damage...... 4 1980-1981...... 26 Heavy Wand and Staff...... 4 1,110 s.p. vs. 1,100 g.p. (Sample Adventure in Basic Hobbits & Balrogs...... 4 Book)...... 26 Missing Text...... 5 36 Levels of Experience...... 26 Movement...... 5 Average Values for Treasures...... 26 Movement and Distances in Inches...... 5 Bandits = Thieves (B30)...... 27 Official Errata For Earlier Printings...... 6 Bat: (B31)...... 27 Turning Undead...... 7 Character Creation (B5)...... 27 Hammer...... 7 Cleric Spells at the 6th level of Experience:...... 27 Holmes Edited Introductory Rules ("Holmes Basic") c. Companion Rules...... 27 1977...... 8 Damage...... 27 Barding, pages and 28...... 8 Detection Spells (Comparison)...... 27 Damage...... 8 Detect Invisible Spell (B16)...... 27 Dwarf Saves, page 13...... 8 Dwarf and Saves Saving Throws...... 28 Experience Points for Monsters Overcome (page 11)...... 8 Equipment - Flail...... 28 Giants, page 26...... 8 Light Catapults (X64, 3-18 has no 3d6)...... 28 Hippogriph, page 28...... 8 Living Statue (B37)...... 28 Horses, page 28...... 8 Magic Armor Encumbrance...... 28 Missile Fire [page 20]...... 9 Medallion of ESP...... 29 Movement Rates...... 9 Monster Hit Points (B29)...... 29 Pegasus, page 30...... 9 Sharks (Movement rate = inches)...... 29 Skeleton Hit Die...... 9 Skeleton vs Zombie Speed...... 29 Spells...... 9 Staff of Power (X49)...... 29 War Hammer (equipment list page 7)...... 9 Staff of Wizardry Area of Blast (X49)...... 29 AD&D 1st Edition DMG (1978)...... 10 Strength Bonuses & Opening Doors:...... 29 Cover Art Credit...... 10 Swimming (3,000 coins treasure...)...... 29 Damage...... 10 Thieves versus Other Classes and Finding Traps:...... 29 Druid Spell Animal Friendship (DMG 43)...... 10 Thief Skill Climbing Description...... 29 Example of Melee (DMG 71)...... 10 Wand of Fireball (6d6 after damage)...... 29 Monsters Not In Appendix E...... 10 Dungeons & Dragons c. 1983 (Frank Mentzer Calculated X.P. Values in APPENDIX E: ALPHABETICAL Compilation)...... 30 MONSTER LISTING...... 10 Damage...... 30 Masher (Monster) Not Included in Appendix E...... 15 Doors (Forcing)...... 30 Storm Giant Rock Hurling (DMG Versus Monster Manual) Dwarf and Halfling Saves Saving Throws...... 30 ...... 15 Maximum Level For ...... 30 Official Errata from the Acaeum.com:...... 15 Equipment - Crowbar...... 30 AD&D 1st Edition Player's Handbook (1978)...... 22 Equipment - Flail...... 30 Cleric Augury Spell (PHB 45)...... 22 Finding Traps: Thief versus other Characters...... 30 Cleric Detect Lie Spell (PHB 48)...... 22 Green Slime: Basic Set Player's Rulebook page 31...... 31 Cleric Detect Magic Spell (PHB 44)...... 22 Healing...... 31 Cleric Sanctuary Spell (PHB 44)...... 22 Intelligence table - Basic Players Book page 51...... 31 Druid Locate Animals Spell (PHB 55)...... 22 Module X1: ...... 31 Druid Summon Insects Spell (PHB 58)...... 22 Rat statistics...... 31 Illusionist Color Spray Spell (PHB 94)...... 22 Sample Characters...... 31 Illusionist Darkness Spell (PHB 94)...... 22 Sprite Statistics...... 31 Magic-User Animal Growth Spell (PHB 79)...... 22 Thief Skills Progression...... 31 Magic-User Massmorph Spell (PHB 77)...... 22 Typos...... 31

2 Accessories

I have an Advanced D&D 's Screen that could be a knock-off or illegal pirate version: it uses the wrong columns for the monster attack matrix (the title for 1 hit die creatures was dropped and hence the columns for 1+ hit die and so on are shifted left.) If you have a similar erroneous item, you might also be suffering from similar erroneous tables.

Module B9: Castle Caldwell and Beyond: The map for the episode of THE CLEARING OF CASTLE CALDWELL shows room 30 as a corridor connecting the various rooms and 31 as a bedroom; the text has "31. COURTYARD" and "30. BEDROOM".

Module X1: The Isle of Dread: In some copies, in the text for the first level of the taboo Island adventure, there are two room 3B and no room 3C, although it is fairly easy to figure out which should be 3C.

It seems that even in the age of computers and short and simple material, checking logic isn't always a priority: The free solo 4th edition module Ghost Tower of the Witchlight Fens refers to:

Do you go through the east door? Go to 29. Do you go through the north door? Go to 44. Do you go through the west door? Go to 69.

Entry 29 starts...

29 You push the western door open and your light shines inside...

69 Beyond the eastern door, a spiral staircase burrows deep into the earth....

3 Dungeons & Dragons Original Edition (0D&D or OD&D) This is the very first version of D&D, the 3 digest sized books published around 1974 and supplemented by more books that eventually led to AD&D. Either someone is selling bogus counterfeits, or the editing was very poor.

such as claw/claw/bite. Spelling Issues Heavy Wand and Staff Men & Magic page 19: "8th level Wizard — sizes [sic: sixes] across the board; and so on..." Men & Magic page 15: A wand and case has 10 pounds encumbrance while a staff and case 30 There really isn't much reason to point out all the other pounds... typos... WEIGHT AND EQUIVALENTS: (g.p.) Barding 1 Wand with Case 100 In the equipment list but uses are not detailed. The 1 Staff with Case 300 encumbrance table gives: Hobbits & Balrogs Plate Mail or Horse Armor - 750 (coins) Due to a legal issue, balrogs were expunged and This also occurs in the Holmes edited introductory "hobbits" replaced by "" in many (though not book. The Cook Expert rulebook has barding improving all) places. a horse's armor class from 7 to 5. AD&D lists three sorts of barding (leather, chain, and plate) but has little reference to their use. Unearthed Acanna adds scale Balrog stats for OD&D are: barding and explains the following uses: Balrog Type Armor Class Improvement Weight leather 1 160# Move: 60 feet/turn, 150 feet flying scale 2 250# Treasure Type: F chain 3 350# Alignment: chaotic evil plate 4 500 # Hit Dice: 10 [errata indicates 9] Attacks: 2 Bracers of Defenselessness Armor Class: 2 Damage: see below Odd how these reduce armor class to "12". * See the errata which indicates the correct value is 9. Bracers of Defenselessness: These wrist guards exactly resemble the above, but when an enemy A Balrog is a highly intelligent and truly terrible attacks in anger they immediately lower their wearer's opponent with a magical nature. Balrogs cannot be armor class to 12. killed y normal missile fire or melee weapons and there is a high probability that spells will not work against Damage them (75%). They operate equally well in darkness or light and can remain airborne for three turns. In combat When using the alternate combat system, in the a Balrog will normally attack with a +1 magical sword, original booklets all attacks did 1-6 (1d6) points of however, if it immolates (any score of 7 or better on damage - including attacks by monsters. Some two 6-sided dice, Dungeon Master to check each monsters like giants were given 2 dice, 2+2 dice, or 3 round) it also attacks with its whip. If the whip hits, the dice damage and so on. Attacks which many gamers Balrog drags the opponent against its flaming body, are now familiar with (such as a dragon claw/claw/bite) doing 3d6 points of damage. In this manner a Balrog did not exist. can fight two opponents at the same time. The supplement introduced variable damage for everyone, both PCs and monsters: and Balrogs mentions despite expunging: some monsters now how the familiar attack routines

4 Wilderness & Underworld: Dungeon encounter tables (page 11), Thus the reference to encumbrance in Men & Magic Castle encounters (page 15) page 15 does not go against what is said above, since Wilderness Encounters (page 18) the movement rates quoted are for one move and are Movement (page 26) doubled per turn...

Supplement I: Greyhawk Load in Gold Pieces Equal to Light Foot Movement (12") - - Page 63:A Balrog riding a Red Dragon, or a Balrog Load in Gold Pieces Equal to Heavy Foot with Salamanders as servants, or a Balrog with a pet Movement (9") - - fire-breathing Hydra. Load in Gold Pieces Equal to Armd. Foot Movement (6") - - Encounter tables page 65 Movement and Distances in Inches Missing Text This is not an "error", but an observation: D&D evolved This seems to be one of the most consistent missing from war gaming, such as and Jeff parts, present in the 4th printing of Volume III (The Perrin's Chainmail. Which was in itself greatly Underworld & Wilderness Adventures) on pp. 21-22, responsible for the gaming that led to D&D, which itself but not found in from the 5th printing: might be viewed as a supplement to Chainmail itself (after all, it referred to Chainmail for combat and other Other Construction and Equipment Costs: details and seemed to assume most people would own it). Moat or Ditch: 180' long, 20' wide, 10' deep...... 2,000 G.P. War games were often played by making sand boxes Earth Works, as above...... 1,000 G.P. and other ad-hoc playing fields. Some game surfaces Wooden Pallisade, 180' long...... 1,500 G.P. might have grids, but many did not. Hence, movement Wooden Building, 120' of outer walls, etc. and ranges were given in "inches": players could pull .....as Stone Building...... 500 G.P. out a ruler, tape measure or yardstick and measure Light Catapult...... 250 G.P. things out. Using a 12" (one foot) basis for movement Heavy Catapult...... 400 G.P. made it easier to figure out how many feet were Cauldron & Oil...... 50 G.P. needed for a playing field. Portable Covered Ram, Sow, etc...... 1,000 G.P. Another tidbit is how typical military marches are 120 Siege Tower, Green Hide Covered...... 2,000 beats / paces per minute. A pace is 2.5 (2 1/2 feet) G.P. hence the pace is 300 feet or 100 yards per minute. Converting the commonly quoted walking pace of 3 Other items not listed can be built, and their price miles per hour to feet per minute gives 3 x 5,280 = calculated by consulting the nearest comparison 15,840 feet / 60 minutes per hour = 264 feet per minute above. or 88 yard per minute. No one walks at a specific speed (most people vary) and the military march is perhaps 3.5 miles per hour. Movement In early D&D characters made 2 moves per turn for It is interesting how movement was originally 2 moves 240 feet per minute base movement. per turn: Official Corrections Page "Movement (distances given in Vol. 1) is in segments of (Page 68 of Supplement I: Greyhawk) approximately ten minutes. Thus it takes ten minutes to move about two moves — 120 feet for a fully-armored character. Two moves constitute a turn, except in ((CORRECTIONS)) Page Correction or Addition flight/pursuit situations where the moves/turn will be doubled (and no mapping allowed). " (Wilderness & 5 Dwarves: All dwarves add +1 to hit probabilities, Underworld Volume, pg. 8) and subtract -1 from chances to be hit, when

5 fighting the "Giant Class". party bitten saves vs. magic. Although the Homonculous cannot speak, it knows what the Elves: All elves add +1 to their hit probabilities Magic-User knows, and the latter is able to see and when using sword or bow. hear through the creature's eyes and Hobbits: All hobbits add +3 to hit probabilities when ears. These is a telepathic link between the Magic- using the sling. User and his creature, and the Homonculous can be controlled up to 36" away from its master. It 6 Add Hobbits* to the columns of Law and Neutrality. will never willingly pass from this maximum range. If the Homonculous is killed 13 ALTERNATIVE COMBAT SYSTEM: Defender's the Magic-User immediately suffers 2-20 Armor Class 5 vs. Dagger should read "—1". points of damage.

15 Magic Armor Effects .. . : Chainmail and +1 (shield) GOLEMS: Golems are created by ultra-powerful (or should be Armor Class 3 (not 2). ultra-knowledgable) Magic-Users. They are generally slow of movement but super-powerful. 21 7th Level Cleric Spells should include: 11. Gate There are three basic types of Golems: 26 Extension III should be shown under 6th Level spells. Add to the 7th Level spells: "Gate: Same as GOLEMS: Flesh: Hit Points-40, Movement-8", Magic-Users' Gate Spell." Armor Class-9 Stone: Armor Class-5 30 Speak With Dead: 15th-20th level clerics can Iron: Armor Class-2. converse with creatures dead up to 12 months. 49 Rod of Resurrection: (This should read) A rod which allows its user to resurrect just as if he Holy Word: Other effects of the spell are: were a 15th level patriarch. It is usable but once per day. It contains 20 charges, and it cannot Move is Fight at Can cast be recharged. spell 9th-12th levelnormal -2 50% chance 54 Gem of Seeing: (Insert this before the Jewel of 5th-8th level nil cannot nil Attacks .. .) This jewel allows the user to see under 5th — — — hidden, invisible, out-of-phase, or astrally projected level things. The user may not be moving when it is being used. It requires a full turn to scan a 20' wall section or a space volume of 37 BEHOLDERS: If attacked from above all of the 20' square. Range: 3". small eyes can function simultaneously, 40% of eye damage is 55 Talisman of Lawfulness: Range: 3". but the large eye cannot if they do so. 25% of all hits are upon eyes on the central eye. Official Errata For Earlier Printings

40 HOMONCULOUS: This creature is made and animated only through a special formula DUNGEONS & DRAGONS involving the talents of both an Alchemist and a --Correction Sheet-- Magic-User and is the servant and counterpart of the latter. The Alchemist will require MEN & MAGIC, Volume 1 no less than 1-4 weeks, 1,000 Gold Pieces expenditure, and a pint of the Magic-User's Page 9: Add “Griffons” under the neutrality column. blood. When the Homonculous is Delete the first listing for “Wights” under the Chaos finished it will be man-like in form, about 18" tall, column. have a greenish, reptilian skin, leathery wings, and a bat-like mouth with teeth passing on a Page 11, line 35: “30% to 40%” should be 40% to 50%. venom which causes sleep unless the

6 Page 22, line 21: The “T” cross index for Zombie/Adept level to increase by one level of ability. should be 7. SCROLLS: N.B. After reading a spell from a scroll the Page 23, line 34: “…2+1), (“and” deleted) from 1-6, 3rd writing disappears, so the spell is usable one time only! level types, and but 1 4th level type (up to 4+1 hit dice).” THE UNDERWORLD & WILDERNESS Page 28, line 9: “each” should be east ADVENTURES, Volume 3

Page 11: Balrogs should have “Die” 9. MONSTERS & TREASURE, Volume 2 Page 18, line 10: An Encounter occurs in a City on a 6. Page 3: Skeletons/Zombies hit dice should read 1/2/1 (1/2 and 1) Page 24, line 16: The missing word is ten.

Page 14, line 24: “doing two, three or four dice of Turning Undead damage (depending on size)!” In the 1974 rules skeletons have 1/2 hit die, Page 14, line 31: add Only magical weapons/attacks zombies 1 hit die, ghouls 2 hit die, etc. Thus the cleric affect Gargoyles. turning table shows different columns for each. In future games, the column organization was not (in Page 14, line 33: add Only silver weapons or magical general) changed even though skeletons were given 1 weapons/attacks affect Lycanthropes. hit die and zombies had the same hit die as ghouls.

Page 18, line 22: add Only magical weapons/attacks War Hammer affect Elementals. A war hammer is not included in the equipment list. Page 24, SCROLLS: There is a 25% chance that any War hammers are detailed in magic-items in the guise scroll of spells found will contain those useable by of magic war hammers with bonuses when thrown by Clerics. Dwarves. Damage ratings are given for the "dwarven war hammer" in the variable damage table in the Page 32, Heroism: add The potion will cause fighters Greyhawk supplement. of 5th – 7th level to increase two levels, and 8th – 10th

7 Holmes Edited Introductory Rules ("Holmes Basic") c. 1977.

There were various printings with different changes, The Dwarf saves for Dragonbreath should be 13 hence elements may appear in one printing and not not 14 (whoever re-arranged the saving throw tables another. I haven't been through Holmes as thoroughly from the original booklets left 14 in the far right.) as others. With only about 48 pages of material, there is less to screw up. But, it seems someone managed to introduce oddities here and there. Experience Points for Monsters Overcome (page 11) Much of the game mechanics are taken from the original 1974 rule books and Greyhawk supplement. Blank entries for 2+1 hit die critters (probably 25 and As such, the same errors, omissions, and such tended 10). to be carried over. While the book constantly refers the gamers to ADVANCED DUNGEONS & Monster's Hit Value Bonus for Special DRAGONS for more details, it is actually more of a Dice Abilities primer for the original game. Under 1 5 1 1 10 3 From what the author has heard and observed, 1 + 1 15 4 Holmes likely offered a manuscript which included his 2 20 5 own house rules. Gary Gygax liked the idea but 2 + 1 changed various elements to bring them in line with 3 35 15 D&D. Thus, some of the Holmes book is Mr. Holmes 3 + 1 50 25 and some of it is Mr. Gygax. 4 75 50 4 + 1 125 75 Barding, pages and 28 5 175 125 5 + 1 225 175 Listed in the equipment list but no rules given for them. Giants, page 26

Damage HIT DICE: The summary lists 8 - 12 hit die but as shown in the table they go from 8 to 12+2 and the This edition began a divergence in the combat storm giant has 15 hit die. systems that persisted with future products. In the original 1974 booklets (using the d20 combat system), CLOUD GIANT DAMAGE: Should be "6-36" not 6-63" all attacks did 1-6 (1d6) points of damage - including attacks by monsters. Some monsters like giants were DAMAGE: Note that the description quotes the old given 2 dice, 2+2 dice, or 3 dice damage and so on. damage factors from 1974 rules (2 die +1 for frost And everyone got one attack, including monsters. giants, etc.) as well as the variable damage from The attack system which many gamers are now Greyhawk supplement. familiar with (such as a dragon's claw/claw/bite) did not exist. The Greyhawk supplement introduced variable damage for everyone, both PCs and Hippogriph, page 28 monsters, and monsters were given such familiar attack routines as claw/claw/bite. It was stressed that Armor Class: CM, 5 means "chain mail, 5." variable damage for monsters was not to be used unless variable weapons for PC weapons was used. The Holmes booklet limited to all player character Horses, page 28 attacks to 1-6 damage - and yet maintained variable damage for monsters. Thus a normal elf could do 1-10 In the first printing no "attacks" is given. Other points damage while a PC elf only did 1-6. printings show: Attacks: 2 hooves, 1 bite Dwarf Saves, page 13 Damage: 1-6/hoof, 1-4/bite.

8 Missile Fire [page 20] was changed to halflings in all other areas of the book. [page 17.] The ranges for the "Hand hurled axe, spear or dagger" do not have a medium range, although someone Enlargements - S/B "Enlargement" (no ending "s") in might have decided to exclude it and make them the "Book of First Level Spells" (page 14) either short or long. Strength spell - the benefit for thief and cleric are Movement Rates flipped compared to the 1974 rules. [page 16]

The movement rates are based on the original "...a thief's by 1-6 points, or a cleric's by 1-4." booklets, but spelled out and converted directly to the 2 moves per turn (120' x 2 = 240') rate of the original. War Hammer (equipment list page 7)

Pegasus, page 30 A war hammer is not in the equipment list but is mentioned ...

"...fight as a heavy war horse. " versus "...fight as a Page 6, the description of Dwarves: "They are the heavy horse." only ones who can wield the +3 Magic War Hammer (described later)."

Skeleton Hit Die On page 36 result # 8 on the Armor and Weapons table: Skeletons have the same hit die as they had in the 1974 rules (1/2) but zombies were given 2 hit die, 8 War Hammer + 1 which would be the standard for AD&D and future rules. And in the discussion of magic weapons: "Thus, a War Hammer +2 adds to the chance of hitting and also Spells does 2 additional hit points when it does strike."

Cure Light Wounds - "...damage done to a character, The dwarven war hammer is not described. including elves, dwarves and hobbits." Note "hobbits"

9 AD&D 1st Edition DMG (1978) Calculated X.P. Values in APPENDIX E: SOME TABLE WAS MISSING AN ENTRY BUT I ALPHABETICAL MONSTER LISTING FORGET WHICH... NOTE: I have not had the time to go through and look Cover Art Credit at every entry. As it is I need to double-check the following. The printing that I have (with the wizard opening the doors on the cover) still has the blurb for the older Also, keep in mind that the DMG itself specifies that cover, on page 2 under Mike Carr's foreword: rewards tend to be an art and hence I do not expect anyone to use my own suppositions: a DM might Cover: The book cover painting shows an reward experience for special/exceptional abilities encounter between three adventurers and on efreet based on whether or not they are USED in the game, on the Elemental Plane of Fire. The fabled City of not just having them, for example. In many cases I list Brass can be seen floating over a flame-swept sea the base experience numbers so a DM can decide of oil. what they want to do.

Damage [page 196]

AD&D used variable damage for everyone - AERIAL SERVANT: 5,250 + 20/hp is credit for 1 monsters and PCs alike. Likewise, it maintained special (and surprise on 1-4) and 1 exceptional weapons damage versus large creatures, which gave (damage > 24 singly). PCs with certain weapons more effectiveness against bigger creatures. See the discussion of the original ANHKHEG: DMG: "390 + hp/value". One unusual rules, Holmes, Cook/Moldvay, etc. for how damage ability ("squirt acid 8-32") which could be counted as varied. special (missile discharge) or exceptional (since 8-32 exceeds the damage > 24 in one attack). Druid Spell Animal Friendship (DMG 43) Hit 1 THA 1 special Ba SpecExcepx.p./p Dic exceptiona Notes are given under the 2nd Level spells. This is a C0 ability se ial tional er hp 1st level spell. e l ability 3 16 50+3/hp 90+3/hp 35 15 55 3 Example of Melee (DMG 71) 4 15 85+4/hp 125+4/hp 60 25 65 4 5 15 130+5/hp 165+5/hp 90 40 75 5 Balto attacks Aggro (who is in AC 2) with his staff. He 6 13 225+6/hp 275+6/hp 150 75 125 6 needs a base 18 to hit, and the -7 armor class 7 13 350+8/hp 400+8/hp 225 125 175 8 550+10/h adjustment for sword [sic: s/b staff] vs. plate mail and 8 12 650+10/hp 375 175 275 10 shield makes this a 20. He (the DM) rolls a 19... p

Monsters Not In Appendix E Also note there is not a THAC0 14 column for monsters and THAC0 goes 16/15/13/12.. Some basic creatures were not included: ANT, GIANT (WARRIOR): XPV 40 + 3/hp. A 3 hit die Dwarves, Elves, Gnomes, Halflings creature has a base of 35; with just one special this Horse would be 50 + 3/hp: the poison sting is not save-or-die Mules but rather reduces damage from 3-12 to 1-4 damage.

Humans were included as MEN with asterisk notes and BALUCHITERIUM: DMG: 4,200 + 18/hp: given credit no real data. for 2 exceptional abilities yet is has only one (total damage > 30 doubly) hence 3,000 + 18/hp

BARRACUDA: Expanded list.

10 16 (75 HP) 12900+20/hp 2,400 1,250 1,600 20 Hit Dice X.p. Value 1 10+1/hp x.p. 2 20+2/hp Estimated SpeciaExceptio per 3 35+3/hp Est. HD x.p. Value Base l nal hp 10 (45 hp) 4800+14/hp 900 450 600 14 BASALISK: 1000 + 8/hp. One exceptional ability, 12 (60 HP) 6950+16/hp 1,300 700 850 16 hence 225 + 175 = 400 + 8/hp. It is possible the 14 (63 HP) 9700+18/hp 1,800 950 1,200 18 calculation was "225 + 775 = 1,000 x.p.", with 16 (75 HP) 12900+20/hp 2,400 1,250 1,600 20 someone mistaking a 1 for a 7.

BEAR, BROWN: The unwary can be fooled because BOARS. The wild boar is given credit for one special the ability to fight for 1-4 melee rounds after reaching 0 ability (as with the brown bear and cave bear: the to -8 hp and dieing at -9 lower is not listed as a special ability to fight for 2-5 melee rounds after reaching 0 to ability (I will refer to this as "resilience" for brevity): -6 h.p. and death at -7) but the warthog and giant Hence it has two special ability (resilience and hug), boars are not, although they have a similar variant. which generates the x.p. figure shown in the DMG (150 Hence: + 75 + 75 = 225 + 6/hp) Hit Dice X.p. Value BEAR, CAVE: As with brown bears, "resilience" is not Boar, Giant 7 350+8/hp noted (the ability to fight for 1-4 melee rounds after Boar, Wild 3 + 3 85+4/hp reaching 0 to -8 hp and dieing at -9 lower) as a special Warthog 3 50+3/hp ability, which can trip up the unwary. The DMG calculation seems correct (two special abilities: [page 197] resilience and hug) for 225 + 125 + 125 = 475 + 8/hp BUFFALO: 350 + 8/hp. A 5 hit die creature has a BEETLE, Giant Water. 85 + 4/hp. Given credit for a bonus of +5/hp; with 1 special ability (charge) this is special ability; none listed nor discussed. 60 + 4/hp. 130 + 5/hp.

BEHOLDER: 12,900 + 20/hp is the x.p.s. for a 16 hit BUGBEAR. 135 + 4/hp. Seems to be credited with 3 die creature with 2 special abilities and 5 exceptional special abilities: Surprise 1-3, thrown weapons abilities (and possibly other combinations). (missiles), and what?

Anti-magic ray CATOBLEPAS. 700 + 8/hp. Credited 1 special ability Disintegration (what?) and 2 exceptional (death gaze and stunning Death ray blow).

Beholders can have 45 to 75 h.p.; converting this to hit CATTLE, WILD: 35 + 2/hp die by using an average of 4.5 hp/hit die reveals 10 to 16 hit die - which matches the THAC0 shown of COCKATRICE: XPV 315 + 5/hp. Only one exceptional 10/9/8/7. ability, which gives 165 + 5/hp

Note how 45 to 75 h.p. is 39 + 6d6. CROCODILE Giant: 400 + 8/hp. Credited with 1 exceptional ability (damage > 30 doubly) An estimate of other hit die and experience values follows, assuming 2 special and 5 exceptional abilities CROCODILE Normal: 60 + 4/hp. A 3 hit die creature is correct. has a bonus of +3/hp and with 1 exceptional ability this would be 90 + 3/hp; with 1 special (surprise) 50 + 3/hp. x.p. Estimated SpeciaExceptio per Est. HD x.p. Value Base l nal hp DEMONS 10 (45 hp) 4800+14/hp 900 450 600 14 12 (54 HP) 6950+16/hp 1,300 700 850 16 Type IV (Nolfeshnee, etc.). THAC0 = 10 + 2 bonus 14 (63 HP) 9700+18/hp 1,800 950 1,200 18 to hit = 8.

11 x.p.s (1 special, 2 Hit Speci Excep x.p./p exceptional Base Dice al tional er hp DINOSAURS: abilities) 10 2550+14/hp 900 450 600 14 Ceratosourus: 600 + 12/hp this is for an 8+1 or 9 11 3700+16/hp 1,300 700 850 16 HD creature. Should be 375 + 8/h.p. 12 3700+16/hp 1,300 700 850 16

Monoclonius. 550 + 8/hp. The 8/hp bonus is 6 hit FLIGHTLESS BIRD: die; should be 550 + 10/hp. Hit Dice x.p. value Mosasaurus. Hit point bonus = +16/hp not +18 for 1 10+1/hp 12 hit die. 2 20+2/hp 3 35+3/hp Pentaceratops. Hit point bonus = +16/hp not +18 for 12 hit die. FROG, GIANT.

Tyrannosaurus Rex. 6,550 + 25/hp is based on 1 Hit Die special and 1 exceptional. 2 exceptional abilities: Frog, Giant 1 45 + 1/hp 11+1/hp swallow whole and damage >36 triply would be Frog, Giant 2 44+2/hp 7,000 + 25/hp Frog, Giant 3 90 + 3/hp 80+3/hp Frog, Giant Killer 1 + 4 36 + 2/hp 36+2/hp DISPLACER BEAST. +6/hp is the bonus for 6 hit die Frog, Giant Poisonous 1 35 + 1/hp 45+1/hp (was it once a 6+ hit die critter?). VIOLET FUNGI. s/b/ +3/h.p. bonus. DJINN. +5/hp is a 5 hit die bonus; 7+3 is +10/hp. GIANT, CLOUD: The DMG calculation works using 3 DRAGONNE. s/b +12/h.p. special abilities (Hurl Rocks, Catch Rocks, Surprised on a 1) and 1 exceptional (Damage > 24 singly). This is DRYAD. s/b +2/h.p. bonus. mentioned to help explain the possible relevance of hurling and catching rocks as 2 special abilities. EEL, ELECTRIC GIANT, FIRE: DMG calculation is 2700 + 16/hp which EEL, GIANT. x.p. is swapped with weed eel. No is 2 special abilities only (1300 base + 2 x 700). My special/exceptional abilities so 90 + 5/h.p. (+6/h.p. is 6 calculation is (much like a cloud giant): 3 specials (Hurl hit die not 5). Rocks, Catch Rocks, Impervious to fire) and 1 exceptional (Damage > 24 singly) for 4250+16/hp EEL, WEED. x.p. is swapped with giant eel. GIANT, FROST: DMG 2250 + 14/hp. This seems to ELEMENTALS. NO HIT DIE CATEGORY HAS A work out based on 900 x.p.s. base + 450/special + +15/h.p. bonus. 600/exceptional, counting 3 special abilities (Hurl Rocks, Catch Rocks, Impervious to cold) and no FROG, GIANT. Size is S to M (6') not S to L. exceptional abilities (damage has to be GREATER THAN 24 singly for exceptional ability...) ELEPHANT, LOXODONT (AFRICAN ELEPHANT). 2125 base is not possible: likely 2,150. GIANT, HILL: 1,400 + 12/hp. Given credit for 2 exceptional abilities: at best it has 2 special abilities EYE OF THE DEEP: 3,700 + 16/hp. Not necessarily an (hurling rocks and catching rocks) which would be error, if the DM credits it with 1 special ability and 2 1,200 + 12/hp. exceptional abilities (the main eye flashes; the secondary eyes can either create an illusion or GIANT, STONE: DMG 1800 + 14/hp. Seems to be separately hold person and hold monster). The based on 2 special abilities (Hurl Rocks, Catch Rocks), experience for different hit die is shown below, using ignoring Armor Class 0 or lower and (if it counts) the assumption of 1 special and 2 exceptional abilities. "camouflage" which is mentioned in the Monster Manual but does not have any in-game affect defined

12 (easy enough to consider it a bonus to surprise when monster would be 375 + 10/hp [with no credit for hiding: 0D&D Greyhawk supplement page 42: "Giants special abilities] known as "Rock Giants" which so closely resemble stone that they can be detected seldom (1 in 12 is a HYDRA. The monster manual has 5 to 12 heads; the good percentage.)"). Note: hurling rocks and catching DMG has 5 to 16 heads. Possibly to account for the rocks seems to be 2 separate special abilities in all learnean hydra, which can grow heads. other giants who use rocks. LEECH:

NIGHT MARE. Armor class = -4 specials XPV Base Spl. Except. x.p. / hp 3 2250+14/hp 900 450 600 14 . In the monster manual they have a base 4 2700+14/hp 900 450 600 14 damage of 1-8, yet superior types do 2-7 and 2-8, hence likely 1-6 for common GIANT, STORM: 5,850 + 20/hp. This doesn't work out though any combination of 2400 base + 1250/special + . +6/h.p. bonus. 1600/exceptional. With 1 special (impervious to lightning) and 2 exceptional abilities (Damage > 24 PIERCER. The special ability (95% likely to surprise) singly and Magic abilities) it comes to 6,850 + 20/hp isn't accounted for. (1,000 extra points). See also Storm Giant Rock Hurling (DMG Versus Monster Manual) below, in RAY, MANTA: 1,300 + 16/hp. The DMG number is the case the DM has these giants hurl and catch rocks as experience for an 11 hit die critter without any special well. abilities. Possibly 2 or 3 exceptional abilities: swallow whole, paralyzation, potential damage 32 in 2 attacks GORGON. 1,750 + 10/hp: credited for 5 exceptional abilities. Has only 1 exceptional ability (petrifying Hit Spl. Expt. x.p./ breath) which would give 650 + 10/hp. Die 2 exc. 3 exc. Base xp xp hp 8 925+10/hp 1200+10/hp 375 175 275 10 GRIFFON. +8/h.p. bonus. 9 1400+12/hp 1800+12/hp 600 300 400 12 10 2100+14/hp 2700+14/hp 900 450 600 14 GROANING SPIRIT. +8/h.p. bonus. 11 3000+16/hp 3850+16/hp 1,300 700 850 16

HELL HOUND: DMG 250 + 8/hp. Note that a 7 H.D. REMORHAZ: DMG 1,700 + 16/hp. An 11 to 12 hit die hell hound starts with a base of 225 + 8/h.p. so who creature is 1,300 + 16/hp and a single special ability knows where the DMG x.p. calculation came from. The alone would bring the total past 1,700. Unknown following is based on 4 special abilities number of abilities: Surprises others on 1-4 on d6, Surprised on 1 in 6, one special ability (armor class 0 (not everywhere, See invisible 50% and but...)) breath fire - which is not a major breath weapon for hell hounds in AD&D - it does 1 hp per hit die of the Two exceptional abilities defined per the DMG: hound with half damage - rounded up - with a save. swallow whole and damage from 1 attack (6-36) exceeds 24 points. 4 Special Spe Excep x.p./per Hit Dice Base Abilities cial tional hp So, what do the following count as, special or 4 160+4/hp 60 25 65 4 exceptional?: heat melts non-magic weapons and heat 5 250+5/hp 90 40 75 5 does 10 - 100 damage if touched? 6 450+6/hp 150 75 125 6 7 725+8/hp 225 125 175 8 Below is what various hit die would look like with various special & exceptional abilities HIPPOPOTAMUS: DMG: 375 + 6/hp. An 8 hit die

Special + Exceptional Abilities

13 Hit Dice 1 + 2 1 + 3 1 + 4 Base Spl. Exc. x.p./per hp 7 700+8/hp 875+8/hp 1050+8/hp 225 125 175 8 8 1100+10/hp 1375+10/hp 1650+10/hp 375 175 275 10 9 1700+12/hp 2100+12/hp 2500+12/hp 600 300 400 12 10 2550+14/hp 3150+14/hp 3750+14/hp 900 450 600 14 11 3700+16/hp 4550+16/hp 5400+16/hp 1,300 700 850 16 12 3700+16/hp 4550+16/hp 5400+16/hp 1,300 700 850 16 13 5150+18/hp 6350+18/hp 7550+18/hp 1,800 950 1,200 18 14 5150+18/hp 6350+18/hp 7550+18/hp 1,800 950 1,200 18

RHINOCEROS: 900 + 12/hp is for 9 hit die (assuming 1 special ability). 8 hit die (with 1 special ability) is 550 SEA HORSE: 20 + 4/hp: 20 is the base for 2 hit die; + 10/hp. +4/hp is the bonus for 4 hit die. With no special/exceptional abilities you get: ROPER: 2,750 + 16/h.p. Unknown calculation: perhaps 100 short as in 1,300 base + 700 special + 850 = Hit Dice Calc Base Spl. Exc. x.p./hp 2,850. As it is, I can count 4 possible specials and 2 2 20+2/hp 20 8 45 2 possible exceptional abilities. 3 35+3/hp 35 15 55 3 4 60+4/hp 60 25 65 4 Possible Special Abilities: Armor class 0, disguise ability (listed by the DMG, which has failed to list so SHAMBLING MOUND: 1,800+10/hp seems to be an 8 many other abilities...), immune to lightning, 1/2 hit die shambler with 5 special abilities and 2 damage from cold exceptional abilities. I count 6 possible special abilities: Armor Class 0 or lower, 1/2 damage from weapons, Possible Exceptional Abilities:6 poisonous strands immune to crushing, immune to fire, lightning causes it cause weakness, magic resistance 80% to grow, and cold causes partial or no damage.

4 special + 2 Two exceptional abilities seem accurate: suffocation Hit Dice exceptional Base Spl. Exc. x.p./hp and 2 attacks doing 32 possible damage (which is 10 3900+14/hp 900 450 600 14 greater than 30). 11 5800+16/hp 1,300 700 850 16 12 5800+16/hp 1,300 700 850 16 Below are the other hit die with calc's base on 5 (or 6) specials and 2 exceptional. RUST MONSTER. +5/h.p. is the proper bonus.

Hit Dice 5 special + 2 exceptional 6 special + 2 exceptional Base Spl. Exc. x.p./hp 8 1800+10/hp 1975+10/hp 375 175 275 10 9 2900+12/hp 3200+12/hp 600 300 400 12 10 4350+14/hp 4800+14/hp 900 450 600 14 11 6500+16/hp 7200+16/hp 1,300 700 850 16

TICK, GIANT: except hit die, they should use the same pattern, but do not seem to. My guess is that the armor class 0 or TITANS. The titans all seem to be defined with only 2 lower special ability is being ignored. exceptional abilities. This ignores the special ability of armor Class 0 or lower for major or elder titans. shrubling 7-8 hit die: 1,200 + 10/hp - works as 8 hit die with 3 exceptional abilities. Lesser 7,000 + 25/h.p. This works with only 2 exceptional abilities mature 9-10 hit die: 1,950 + 14/hp - works as 10 hit die with 1 special/+ 1 exceptional ability TITANOTHERE. Attacks = 1. moss trunk 11-12 hit die: 2,850 + 16/hp. - works as TREANTS: Given that treants are much the same 11 or 12 hit die with1 special + 1 exceptional ability

14 Known Special Ability: Armor class 0 Special or Exceptional Abilities: Never surprised* (surprise factors seems to be a special ability in other Known Exceptional Abilities: Damage for 2 attacks > 30 monsters), Control trees

special + exceptional Hit Dice 3 + 1 2 + 2 Base Spl. Exc. x.p./hp 7 775+8/hp 825+8/hp 225 125 175 8 8 1175+10/hp 1275+10/hp 375 175 275 10 9 1900+12/hp 2000+12/hp 600 300 400 12 10 2850+14/hp 3000+14/hp 900 450 600 14 11 4250+16/hp 4400+16/hp 1,300 700 850 16 12 4250+16/hp 4400+16/hp 1,300 700 850 16

TROGLODYTE. Major leader 4 hit die = THAC0 15. noted in Dragon and never printed in the DMG.

Masher (Monster) Not Included in The artist Todd Oleck had one piece in the early DMGs Appendix E (pre 3rd printing); his art and credit was replaced by .(sited: Christopher Motta). DMG page 207 no masher entry. Monster manual page 65. Masher (fish). AGING: explanation of categories[page 13]

originally: Storm Giant Rock Hurling (DMG Versus Middle Subtract 1 point (or half exceptional rating) of Monster Manual) Aged: strength and 1 point of constitution; add 1 point of intelligence and 1 point of wisdom DMG pg. 230, storm giant special attacks: "magic use (can also hurl rocks for 3-36 h.p.)" Dragon magazine errata:

Monster manual page 45: "Unlike other sorts of giants, Middle Subtract 1 point of strength and 1 point of storm giants do not hurl rocks for they have magical Aged: constitution; add 1 point of intelligence and 1 properties..." point of wisdom

Interesting note: if they do not hurl rocks, they do not Before ASSASSINS' USE OF POISON: [page 20] catch rocks, which means a bunch of other giants might beat one to a pulp pelting it with rocks... I would ASSASSINATION EXPERIENCE POINTS have defined hurling and catching rocks as a possibility but not favored attack form. An assassin receives 100 x.p./level of the character assassinated minus or plus 50 x.p. for every level the assassin is greater or lesser than his or her Official Errata from the Acaeum.com: victim. This is modified by multipliers for the degree of difficulty of the mission - simple (X 1/2), difficult I need to look at this and rewrite some items as the (X 1), or extraordinary (X 1 1/2).The explanations intent is not to just steal someone's text as-is... As it is, for difficulty given under SPYING should be used as this is incomplete, as shown above. I do not know if guidelines here. The experience given above is they ever caught all the bug-a-boos and fixed them. added to the regular experience earned for killing the victim, as if he or she were a monster. Generally, this applies to the First and Second prints in Experience is also given for the fee the assassin is May 1979; it seems to have been included starting with paid. the Third print around December of 1979.Dragon Magazine issue #35 was the first printing some of Therefore, if an 8th level assassin snuck up on and these fixes and others were compiled later. It seems surprised a 10th level magic - user in the dungeon that the changes to the Aging chart for page #13 were and successfully assassinated him, the assassin

15 would receive 1,000 x.p. plus another 100 x.p. since the magic - user was 2 levels higher than he. Art on page 40 However, since it was a simple mission, the total Demon-summoning art dropped for a smaller undead- 1100 x.p. would be multiplied by 1/2, giving 550 wizard battle drawing. points. This is added to the 2400 x.p. normally received for killing this magic - user, making a final Fly spell: [page 52] total of 2950 x.p. earned, exclusive of fees. The first sentence in this paragraph should read:

Increase Or Decrease Of Worth Beyond Base Fly spell: Utilizing a fly spell takes as much Value. [page 26] concentration as walking, so most spells could be cast while flying, either while hovering or moving slowly (3" Die Result or less). 1 Stone increases to next higher base value; roll again ignoring results above 8. Stones above Surprise. [page 61] 5,000 gold piece value progress as follows: 10,000 GP, 25,000 GP, 50,000 GP, 100,000 GP, Replace the last paragraph with the following: 250,000 GP, 500,000 GP, and 1,000,000 GP - - the absolute maximum. No stone may increase Assume the party of characters comes upon a beyond 7 places from its initial base value. monster. They have 2 of 6 chances to surprise, and the monster also has 2 in 6. A six - sided die is rolled for 0 Stone decreases to next lower base value; roll the party, another for the monster. Both sides could be again on this table, ignoring any result below 2. surprised, or either could be surprised. This is shown Stones below 10 gold piece value are: 5 GP, 1 GP, on the table below: 10 SP, 5 SP, and 1 SP. No stone may decrease beyond 5 places from its initial base value. Surprise Table. [page 62]

ACQUISITION OF MAGIC - USER SPELLS [page 39] Replace the first table with the following:

Before Spells Beyond Those At Start: Party's Monster's Surprise Die Die Effect Acquisition of Illusionists' Spells 3 to 6 3 to 6 none 1 1 both surprised Illusionists do not need the spell read magic or 2 2 both surprised anything like it in pursuit of their profession. All 1 or 2 3 to 6 party surprised illusionist spell books and scrolls are written in a secret 3 to 6 1 or 2 monster surprised tongue which every apprentice learns from his or her 1 2 party surprised mentor. This arcane and difficult language is common 2 1 monster surprised to all phantasmal magics, and is necessary for illusionistic conjuring. When on illusionist gains read Example of Melee: [page 71] magic at the 14th level (along with several other 1st level magic - user spells), this merely allows him or her Replace the 4th and 5th paragraphs with the following: to utilize magic - user scrolls that contain spells different from those on the illusionists' Party A immediately recognizes party B as a group list. of "evil marauders" they were warned against and moves to attack. First, Arlanni the thief, who had her When a 1st level illusionist receives his first level spell sling ready (as the player had stated previous to the book from his master, it contains only three spells (read encounter), fires a shot at Blastum, who is obviously magic being unnecessary). The DM should require the a magic - user. A sling bullet gains +3 "to hit" vs. no player's character to roll a d12 on the table of 1st level armor. Arlanni would usually need on 11 to hit, but illusionist spells, rolling three times and ignoring any now needs only an 8. She rolls a 5, and misses. rolls that result in duplication. If a DM feels his or her campaign is unusually difficult, he or she may allow the Aggro the fighter rushes forward to attack the player to choose one or even two of these initial spells. nearest opponent, who happens to be Balto, the

16 monk. Balto is wearing no armor, so Aggro needs a experience. base 8 to hit Balto. However, Aggro is using a + 1 hand axe, and furthermore an axe is + 1 to hit vs. Page 116: Poison. no armor, so Aggro's adjusted amount needed to hit is only 6 (or, alternately, the cumulative +2 could be This paragraph should read: added to whatever he rolls to improve his chances of rolling an 8 or better). Aggro rolls a 14 and hits Poison: Only assassins of 9th or higher level may Balto, but only 1 point of damage is rolled, plus a 1 concoct "potions" of poison -- or any other sort of point bonus from the magic axe (2 points total), and poison, for that matter. Refer to the section on Balto can take 4. assassins for details of special forms of poison. No laboratory or alchemist is needed, but cost and time The second sentence in the 8th paragraph should are found as if a normal potion was being prepared. read: Page 117: Manufacture of Scrolls. Balto attacks Aggro (who is in AC 2) with his staff. The table in the 5th paragraph should read, in part: The third sentence in the 11th paragraph should read: vellum, per sheet 8 g.p. and up - 5% chance of Arkayn needs a base 17 to hit AC 1, but using a failure mace vs. AC type 3 gives him a + 1 armor class adjustment, so he really only needs a 16 or better. Page 118: Fabrication Of Other Magic Items. He rolls a 7 and misses. Insert the following section just before the section Opponent With Weapons Used Normally: [Page 73] entitled Fabrication Of Magic Items By Charmed Or Enslaved Magic - Users: Replace this paragraph with the following: Fabrication Of Magic Items By Illusionists: Opponents With Weapons Used Normally: If the opponent of a grappling, pummeling or overbearing Though different spells are employed, the process attack has a weapon, the opponent will always of fabrication of magic items which illusionists use is strike first unless the attacker has surprise. Any not really very different from that used by magic - weapon hit does NO damage, but it does indicate users. It is almost exactly similar as regards costs in that the attacker trying to grapple, pummel or both time and money. Some processes are also overbear has been fended or driven off, and the nearly identical, such as the making of scrolls, attack is unsuccessful. The weapon - wielder then which may be done at the 7th level and up. has the opportunity to strike at the weaponless one "for real", if he or she so chooses. Surprised At the 11th level illusionists may be able to create opponents with weapons have no chance for a one - shot or charged magic items, things without a fending - off strike, unless the attacker must use all permanent dweomer, such as potions or a wand of surprise segments to close to grapple, pummel, or illusion, for example. Such items are really merely overbear. storehouses of magical energy which can be released in various ways. Like any other spell - Page 74: I.B. ATTACK MATRIX FOR FIGHTERS, caster, the illusionist must fashion the item out of PALADINS, RANGERS, BARDS, AND 0 LEVEL rare and expensive materials, but instead of using HALFLINGS AND HUMANS*. enchant an item to prepare the item to receive its enchantment, the illusionist uses major creation to The Note below the table should read: subtly alter its structure in a magical direction so that it can receive and retain the necessary spells. *Note: Half - elves use the attack matrix as elves During the next 16 hours after casting the major do, while non - player character half - use the creation, the illusionist instills the primary initial attack matrix for monsters. Dwarves, elves and dweomers into the item, and if his concentration is gnomes are never lower than 1st level (unlike interrupted even once during this period, the item halflings and humans, which may be of 0 level). instantly fades and forever disappears, like an Bards fight at their highest level of fighter illusion that has been dispelled.

17 Beginning at 14th level an illusionist may attempt to Page 145: Girdle of Giant Strength. make items with a truly permanent dweomer, such as a + 1 dagger or a ring of protection, for example. The Rock Hurling table should read as follows: This entails a similar process to the one described above. The crucial difference is that after a major Rock creation spell has been used to adjust the material Hurling object, an alter reality must be cast to fix it Weight Base Rock Bend permanently in place and make it able to contain a bars permanent magic. Thus, with a great expense in Type Allowance Range Damage Wt.** Lift time, money and preparation, major creation, alter Gates reality and true sight spells, and an unflawed gem Hill +4,500 8“ 1-6 140 50% worth not less than 10,000 g.p., an illusionist might Stone +5,000 16” 1-12 198 60% be able to create a gem of seeing. The basic thing Frost +6,000 10’‘ 1-8 156 70% to remember if details are in question is that Fire +7,500 12” 1-8 170 80% illusionists are a sub - class of magic - users, and Claud +9,000 14” 1-10 184 90% except for what has been outlined above, what Storm +12,000 16” 1-12 212 100% applies to magic - users applies to illusionists as well. Page 149: Jewel of Flawlessness.

Page 119: Deleted potions artwork. This paragraph should read as follows:

Page 123: TABLE (III.E.) 2. Jewel of Flawlessness: This magical gem appears to be a very fine stone of some sort, but if magic is This table should read, in part: detected for, its dweomer will be noted. When a jewel of flawlessness is placed with other gems, it 86 - 91 Dust of Disappearance 2,000 8,000 increases the likelihood of their being more valuable 92 Dust of Sneezing and --- 1,000 by 100%, i.e., the chance for each stone going up in Choking value increases from I in 10 to 2 in 10. The jewel has from 10 - 100 facets, and whenever a gem Page 125: POTIONS (III.A.) increases in value because of the magic of the jewel of flawlessness (a roll of 2 on d10), 1 of these The second paragraph should read: facets disappears. When all are gone, the jewel is a spherical stone of no value. Unless otherwise stated, the effects of a potion will last for 4 complete turns plus 1 - 4 additional turns Page 167: Table 3.: Sword Primary Abilities. (d4). If half of a potion is quaffed, the effects will last one - half as long in some cases. Potions take This table should read: effect 2 - 5 segments after they are imbibed. Table 3.: Sword Primary Abilities Page 134: Staff of Striking. Dice Replace this paragraph with the following: Roll Ability 01 - 11 detect "elevator"/shifting rooms/walls in a 1" Staff of Striking: This oaken staff is the equivalent radius of a +3 magic weapon. (if weapon vs. armor type 12 - 22 detect sloping passages in a 1" radius adjustment is made, the staff of striking is always 23 - 33 detect traps of large size in a 1" radius treated as the most favorable weapon type vs. any 34 - 44 detect evil/good in a 1" radius armor.) It causes 4 - 9 (d6+3) points of damage 45 - 55 detect precious metals, kind, and amount in a when a hit is scored. This expends a charge. If 2 2" radius charges are expended, bonus damage is doubled 56 - 66 detect gems, kind, and number in a 1/2" (d6+6); if 3 charges ore expended, bonus damage radius is tripled (d6+9). No more than 3 charges can be 67 - 77 detect magic in a 1" radius expended per strike. The staff can be recharged. 78 - 82 detect secret doors in a 1/2" radius

18 83 - 87 detect invisible objects in a 1" radius Pages 184-185: Temperature And Sub - Tropical 88 - 92 locate object in a 12" radius Conditions, Uninhabited/Wilderness Areas. 93 - 98 roll twice on this table ignoring scores of 93 to 00 Plain should read, in part: 99 - 00 roll on the Extraordinary Power Table instead Bull/Cattle, wild 06-09 Page 169: Mace of Disruption. Scrub should read, in part: Replace this paragraph with the following: Humanoid* 26 - 32 Mace of Disruption appears to be a +1 mace, but it Jackal** 33 - 34 has a neutral good alignment, and any evil Ki - rin/Lammasu/Shedu 35 character touching it will take 5 - 20 points of Leprechaun/Brownie - - damage due to the powerful enchantments laid Leucrotta - - upon the weapon. If a mace of disruption strikes Lion 36 - 40 any undead creature or evil creature from one of the lower planes it functions similarly to a cleric turning Mountains should read, in part: undead (see ATTACK MATRICES). The mace causes such creatures to roll on matrix Ill., MATRIX Troll 73 - 78 FOR CLERICS AFFECTING UNDEAD, as if the wielder were 12th level, and if the creature struck Page 212: stirge. Special Attacks should read: scores equal to or below the number shown, it is disrupted and slain. Thus, skeletons, zombies, attack as 4 hit dice monster, drain blood (1 - 4) ghouls, shadows, and wights ore instantly blasted out of existence, as are ghosts and even wraiths; Page 222: CONJURED ANIMALS TABLE. and mummies have only a 20% chance, spectres 35%, vampires 50%, ghosts 65%, liches 80%, and This table should read, in part: other affected evil creatures 95% chance of saving. Even if these saving throws are effective, the mace Hit Dice of disruption scores double damage upon opponents of this sort, i.e., 2 X bonus and 2 X dice. Category

Pages 174 - 175: MONSTER ENCOUNTERED 1 66 - 00 Rat, giant 1/2 ADJUSTMENT FOR RELATIVE DUNGEON LEVEL. Page 223: APPENDIX M: SUMMONED MONSTERS. Replace the last paragraph with the following: Add the following table after the first Monster Greater monsters on higher levels will have their Summoning VI: numbers reduced by 1 for each level of the dungeon above their assigned level, subject to a Monster Summoning VII minimum number of 1. Example: 1 - 3 shadows are normally encountered on the 4th level of the Dice Score Monster Summoned dungeon; as shadows are fourth level monsters, a 01 - 03 Chimera (couatl) maximum of 2 can be encountered on the 3rd 04 - 06 Demon, succubus dungeon level, and but 1 on the 2nd level. (Fourth 07 - 09 Demon, type I level monsters cannot be encountered on the 1st 10 - 12 Demon, type II level of the dungeon.) Hydras, for instance, will 13 - 15 Demon, type III have fewer heads, while creatures with attendants 16 - 18 Devil, barbed will have fewer or none at all on the lesser - 19 - 21 Devil, bone numbered levels. 22 - 23 Devil, horned 24 - 26 Ettin Pages 177-179: Banding added to Random 27 - 29 Giant, fire Monster charts. 30 - 32 Giant, frost 33 - 35 Giant, hill

19 36 - 38 Giant, stone 71 - 00 Squid, giant 39 - 41 Gorgon 42 - 43 Groaning spirit APPENDIX O: ENCUMBRANCE OF STANDARD 44 - 46 Hydra, 10 heads ITEMS [page 225] 47 - 49 Hydra, pyro - , 8 heads 50 - 52 Intellect devourer Item Encumbranc 53 - 55 Invisible stalker e in gold 56 - 58 Lamia pieces 59 - 61 Lizard, fire Backpack 20 62 - 64 Mind flayer Belt 3 65 - 67 Belt pouch, large 10 68 - 70 Naga, spirit small 5 71 - 73 Neo - otyugh Book, large metal - bound 200 74 - 76 Night hag Boots, hard 60 77 - 79 Roper (shedu) soft 30 80 - 82 Shambling mound Bottles, flagons 60 83 - 85 Slug, giant Bow, composite long 80 86 - 88 Spectre composite short 50 89 - 91 Sphinx, hieraco - (andro - ) long 100 92 - 94 Umber hulk short 50 95 - 97 Will - o - wisp Caltrop 50 98 - 00 Xorn Candle 5 Chest, large solid iron 1000-5000 [page 236 changes end here - the following notes small solid iron 200-500 are for page 237 in my book. Of course, books small wooden 100-250 missing paragraphs might be shortened to where large wooden 500-1500 the following appears on page 236...] Clothes (1 set) 30 Cord, 10' 2 Replace the second Monster Summoning VI table with Crossbow, heavy 80 the following: light 50 Crystal ball, base and wrapping 150 Monster Summoning VI Flask, empty 7 full 20 Dice Score Monster Summoned Gem 1-5 Grapnel 100 Fresh or Salt Hand tool 0 Helm 45 01 - 33 Octopus, giant Helm, great 100 34 - 00 Snake, sea, giant Holy water, potion bottles 25 Horn 50 Add the following table after the second Monster Jewelry, large 50 Summoning VI: small 1-5 Lantern 60 Monster Summoning VII Mirror 5 Musical instrument* 350 Dice Score Monster Summoned Pole, 10' 100 Fresh Purse 1 Quiver 30 01 - 20 Morkoth Rations, iron 75 21 - 00 Naga, water standard 200 Robe or cloak, folded 50 Salt worn 25 01 - 15 Morkoth Rod 60 16 - 70 Ray, manta Rope, 50' 75

20 Sack, large 20 his pouch a potion bottle, a mirror, some garlic and small 5 belladonna, and his tinderbox. At his right side hangs a Saddle, light horse 250 dagger and sheath and four more daggers are on a heavy horse 500 bandolier slung across his chest. Over all these belts, Saddlebag 150 he puts his backpack. In his pack goes a hand axe (for Saddle blanket (pad) 20 chopping, not fighting), 3 flasks of oil, a candle, 3 small Scroll case, bone or ivory 50 sacks, 1 large sock, and 7 torches. Lashed in a bundle leather 25 to the pack is 50' of rope. At his left side, hanging from Spike 10 his belt, are a leather scroll case and his purse, filled Staff 100 with 20 gold pieces. He holds a staff in his right hand Tapestry (very small to huge) 50-1000+ and a torch in his left. He is now ready to travel, with a Tinderbox 2 total encumbrance of 689 g.p. Meanwhile, his Torch 25 companion, Drudge, has strapped on his splint armor. Wand, bone or ivory case 60 He wears 2 belts around his waist; his longsword box 80 hangs from one. On the other belt he places his quiver leather case 30 with 40 bolts, a cocking hook, and a dagger. He slips Waterskin or wineskin, empty 5 on his backpack, already loaded with 10 spikes, one full 50 week's iron rations, and a flask of oil. To the bottom of the pack he has strapped 50' of rope. Hanging on the * Musical instruments include only large and bulky rear of the pack is his heavy crossbow. Around his instruments such as lutes and drums. neck he wears a holy symbol. Finally, he straps his large shield on his left arm, fits his helmet, and takes The maximum weight a normal - strength person can his lantern, ready to go with a total encumbrance of carry and still move is 1500 g.p. (150#). 1117 g.p.

Certain items are not included when figuring During their adventures, Dimwall and Drudge find 800 encumbrance. These include: gold pieces in a troll's treasure horde. Dimwall can carry 400 gold pieces in his large sack and another material components (unless large and bulky). 300 gold pieces in his small sacks. Dimwall leaves his any helm but great helm, if the character has any torches and staff, since he must have his hands free. armor. Then he fastens a small sack to his belt and, using two one set of clothing. hands, carries the large sack over his shoulder. Drudge thieves' picks and tools. eats part of his iron rations and throws the rest away, along with his spikes and oil. He places the remaining Many other things will be bought or found, but it is bags in the bottom of his pack and then pours the impossible to list them all here. The encumbrance of loose coins on top of them. Encumbrance for Dimwall most items not on this list may be inferred by is now 889 gold pieces and 1222 gold pieces for comparison with objects similar to them; thus a Drudge. decanter of endless water will encumber as much as a bottle or flagon. In some cases no equivalent may be As they leave, Dimwall and Drudge meet the troll. found on the table; such instances require the judge to There is little time to react, so Drudge must quickly decide. drop his lantern (possibly putting it out) and attack. As he does this, Dimwall must drop the large sock Many people looking at the table will say, "But a scroll (probably scattering coins about), unsling his pack, and doesn't weigh two pounds!" The encumbrance figure start digging for his oil. By the time he finds it, the troll should not be taken as the weight of the object - it is may have killed them both! the combined weight and relative bulkiness of the item. These factors together will determine how much a Appendix P added ("Creating a Party on the Spur figure can carry. As an example, Dimwall the magic - of the Moment"). [page 225] user and Drudge the fighter have prepared for a dungeon expedition. Dimwall, besides his normal Added a catalog page and four quick-reference pages clothing, has strapped on a belt with a large pouch on to the end. it. Into this and his robe, he tucks his material components (minimal encumbrance). He also places in

21 AD&D 1st Edition Player's Handbook (1978) Affected creatures are struck unconscious for 2 to 8 Cleric Augury Spell (PHB 45) rounds if their level is less than or equal to that of the spell caster; they are blinded for 1 to 4 rounds if their Does not have an Area of Effect specified. Of course, level or number of hit dice is 1 or 2 greater than the it is the cleric, just like divination and other such illusionist; and they are stunned (cf. power word, stun, spells. seventh level magic-user spell) for 2 to 8 segments if their level or number of hit dice is 3 or more greater Cleric Detect Lie Spell (PHB 48) than the spell caster. All creatures above the level of the spell caster and all creatures of 6th level or 6 hit Detect Lie is marked 3rd level but should be 4th dice are entitled to a saving throw versus the color (confirmed by the official errata). spray spell." If the "...spell caster is able to affect 1 level or hit Cleric Detect Magic Spell (PHB 44) die of creatures for each of his or her levels of experience" then said spell caster CANNOT affect Range is given as 3" - compared to the same spell in critters with more hit die/levels than he/she has. If I the other classes (all have a range of 0) and the remember right, second edition AD&D dropped the spell's description, this is likely 0" since "... the cleric line that limits the effect to creatures of the same level detects magical radiations in a path 1” wide, and up to or less. 3” long, in the direction he or she is facing..." Illusionist Darkness Spell (PHB 94) Cleric Sanctuary Spell (PHB 44) Reference to the "second level magic-user spell of The range is "touch" and the area of affect is "One darkness" is likely referring to the "darkness 15' touched creature" making it seem like the spell can be radius" spell, as they have the same 15' radius. Note transferred to others, though the description sounds how illusionists and magic-users do NOT gain a like only the cleric can be affected. reversed form of light and must have specific darkness spells, which magic-users do not get until Druid Locate Animals Spell (PHB 55) 2nd level.

Includes the line... "The cleric faces in a direction..." Magic-User Animal Growth Spell (PHB 79) Druid Summon Insects Spell (PHB 58) NOTE: Magic-user animal growth has no "M" yet "..he or she attracts flying insects 70% of the time. The material component..."is a pinch of powdered bone" exact insects called will be bees, biting flies, hornets, or wasps if flying insects are indicated, or biting ants Magic-User Massmorph Spell (PHB 77) or pinching beetles if non-flying insects are determined." The area of effect is given as 11' x 1": If compared to the illusionist spell (PHB 97) and the syntax for other Probably means "..he or she attracts flying insects spells, this is likely 1" x 1". 70% of the time and ground-borne insects the other 30%. The exact insects called will be bees, biting flies, Projected Image = Project Image ? hornets, or wasps if flying insects are indicated, or biting ants or pinching beetles if non-flying insects are determined." Magic-User Trap The Soul Spell (PHB 92) The casting time of "SPECIAL + 1 Segment" is never explained and could be a glitch since some spells Illusionist Color Spray Spell (PHB 94) have a duration of "1 segment + special" "The spell caster is able to affect 1 level or hit die of creatures for each of his or her levels of experience.

22 Official Errata: Correction 38B: Corrected in Eighth print Hurled Weapons and Missiles: The last sentence should be changed to say, "Adjust by -2 at all medium Correction 11A ranges, -5 at all long ranges." Wisdom should be changed to read as follows, "Furthermore, clerics with exceptional wisdom (13 or Correction 48A greater) also gain bonus spells over and above the The level of Detect Lie should say, "Level: 4." number they are normally able to use." Correction 49A Addition 11B Cure Critical Wounds: The following sentence should Wisdom Table II should be changed to read say, "Its reverse, cause critical wounds, operates in "Adjustments for Clerics and Druids." the same fashion as other cause wounds spells, requiring a successful touch to inflict the 6-27 hit Correction 11C points of damage." Dexterity Table 1: Strike from ability score 14 "Maximum dexterity for a half-orc character." Ability Correction 58A score 17 should read, "Maximum dexterity for a dwarf Water Breathing: The components should say or half-orc character." "Components: V, S."

Correction 15A: Corrected in Eighth print Correction 73A Character Race Table III: The dexterity scores for half- Explosive Runes: Saving throw should be altered to orcs should read,"3/3; 17/17." say, "Saving Throw: None or 1/2."

Correction 25A Addition 87A: Corrected in Fourth, Fifth, or Sixth print The Magic-user, fifth paragraph, first sentence should Delayed Blast Fire Ball: Add to the components so it be changed to read, "When a magic-user attains 7th reads, "Components: V, S, M." level (Enchanter) or higher, he or she may scribe magic scrolls and concoct potions, and upon Correction 120A achieving 12th level (Wizard) or higher may attempt to The Outer Planes: Number 21 should read, "The enchant items." furnaces of Gehenna of evil lawful neutrals."

Correction 27A NEW COPY -- The Thief, additional abilities #2 should read, "At 4th CHARACTER RACE TABLE III: ABILITY SCORE level (Robber) thieves ore able to read 20% of MINIMUMS AND MAXIMUMS languages, and this ability increases by 5% with each The limitations given for races on the Ability Score additional level of experience until an 80% probability Table are intended to apply to the entire race, not just is attained." player characters. Therefore, several inconsistencies between the maximum scores and the player Correction 30A character racial adjustments are not mistakes. For The Monk, paragraph 5 should be changed to read, example, although player character elves have a -1 on "With respect to combat, monks attack on the same their constitution, the racial maximum for constitution table as clerics." of elves is 18. This is because, as explained in Guide, exceptional non-player elves Correction 38A: Corrected in Fourth, Fifth, or Sixth may have a constitution of 18. Likewise, although it is print Weapon Types Table, the entries for military pick impossible for a player character halfling to roll the should read, "Pick, Military, Footman's; Pick, Military, maximum 19 constitution, a non-player halfling could, Horseman's." due to the bonus received on constitution for NPC halflings in the DMG.

23 AD&D 1st Edition Monster Manual Type III (Glabrezu) Trapper (page 95) DAMAGE/ATTACK: 2-12/2-12/1-3/1-3/2-5

Number of attacks is 1; damage is 4 + the victim's Page 27, DINOSAURS: armor class. Teratosaurus NO. OF ATTACKS: 3 From the Monster Manual Errata Sheet: DAMAGE/ATTACK: 1-3/1-3/3-18

Page 9, BEETLES, GIANT. Page 46, GNOME:

Statistics for the stag beetle. Hit Dice: 1

Stag Page 47, GOBLIN: FREQUENCY: Common NO. APPEARING: 2-12 TREASURE TYPE: Individuals K, Lair C ARMOR CLASS: 3 MOVE: 6" Page 60, LEOPARD: HIT DICE: 7 % IN LAIR: Nil SPECIAL DEFENSES: Rear claws for 1-4 /1-4, and TREASURE TYPE: Nil surprised only on a 1 NO. OF ATTACKS: 3 MAGIC RESISTANCE: Standard DAMAGE/ATTACK: 4-16/1-10/1-10 SPECIAL ATTACKS: Nil sic: my copy of the monster manual reads: SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Standard SPECIAL ATTACKS: Rear claws for 1-4 /1-4 INTELLIGENCE: Non- SPECIAL DEFENSES: Surprised only on a 1 ALIGNMENT: Neutral MAGIC RESISTANCE: Standard SIZE: L (10' long) PSIONIC ABILITY: Nil Attack/Defense Modes: Nil Page 76, ORC:

Correct text for the bombardier beetle's start: DAMAGE/ATTACK: 1-8 or by weapon type

Bombardier Beetle: This beetle is usually found in [what is interesting is how the sub-chief and guards wooded areas above ground. It feeds on offal and do 2-7 damage and while chiefs & bodyguards do carrion primarily, gathering huge heaps of such 2-8; likely standard orc damage was once 1-6...) material in which to lay its eggs. If this beetle is attacked or disturbed there is a 50% chance each Fourth paragraph start should read... melee round that it will turn its rear towards its.... Orc lairs are underground 75% of the time, in an Page 10, BEHOLDER: above ground village 25% of the time. There will always be the following additional orcs when the MAGIC RESISTANCE: Special encounter is in the creatures' lair: a chief and 5-30 bodyguards (AC 4, 13-16 hit points, attack as This refers to the monster's eleventh eye. The Anti- monsters with 3 hit dice. magic Ray can be used to protect the Beholder from magic of all forms. sic: in my copy the entire sentence is...

Page 18, DEMONS: There will always be the following additional orcs when the encounter is in the creatures' lair: a chief and 5-30 bodyguards (AC 4, 13-16 hit points, attack

24 as monsters with 3 hit dice and do 2 - 8 hit points damage), females equal to 50% of the number of The creature so hit loses the hit points of damage males, young equal to 100% of the number of scored (1-4) plus one experience level and all the males. bonuses derived from that level, i.e. hit dice, class bonuses, thief abilities, spell levels, etc. A 9th level magic user struck by a wight loses 1-4 hit points Page 79, PORTUGUESE MAN-O-WAR, Giant: and he becomes an 8th level magic user; he has the spells and the hit points of an 8th level magic MAGIC RESISTANCE: Standard user, and he melees as an 8th level character of his class.

Page 83, Rust Monster: Page 102, WRAITH:

NO. OF ATTACKS: 2 Cross out: DAMAGE/ATTACK: Nil % IN DICE: 5 + 3 This monster only attacks metal objects, it will not physically harm an adventurer. Page 102, XORN:

Page 94, TITAN: NO. OF ATTACKS: 4

MOVE: 21" or 15" Page 103, YETI:

The larger Titans move slower than the shorter Second paragraph last sentence: Titans. For each level above 1st add 5% chance of spotting Page 100, WIGHT: a yeti at normal distance, i.e. a 2nd level character Second paragraph. Cross out the portion of the third has a 5% chance of spotting one. sentence that reads; "Plus the hit die for the level drained." The sentence should read, "The creature sic: in my copy, this is the third paragraph and the so hit, looses both the hit points of damage scored sentence appears in parenthesis: (1-4), plus a level of ability, i.e. a 9th level character struck by a wight becomes 8th level!" (For each level above 1st add 5% chance of spotting a yeti at normal distance, i.e. a 2nd level My book reads... character has a 5% chance of spotting one.)

25 Moldvay Basic and Cook/Marsh Edited Expert Sets: c. 1980-1981

Steve Marsh seems to have done most of the actual never been answered, but the easiest observation is editing and finalizing for the expert rulebook, that 6 x 6 = 36 and various D&D-ers were fans of d6s. according to posts he made on the Dragonsfoot forums. Likewise, on the inside cover: "EDITOR: Dave I often muse that 9th level is name level and Cook with Steve Marsh." Note that Steve Marsh characters start setting up their own "households" - admitted to making his own changes in the expert castles, temples, thief gangs and towers. Perhaps by rulebook, such as favoring Dwarves and Halfling when 18th they are ruling over a large region as kings; it comes to saving throws. maybe at 27th they are emperors; and by 36th they rule planets. While this was a continuation of D&D, It diverged from the original 3 books in various ways. The general gist Average Values for Treasures is that Gygax did indeed come up with the idea of two rules sets and played a major role in trying to decide The average value for certain treasure types as given what to include in AD&D and what to include in the on page X43 of the Expert book is off: type M is off D&D books. But he was busy and employees tended quiet a bit (15,000 in the book versus 50,000+ by to try to do what they wanted and made their own calculations). The Expert book compiled by Frank edits and "improvements"... Mentzer corrects these somewhat (on page 41.)

It is also possible TSR was purposefully diverging It is interesting how the tables can result in everything from older rules due to Dave Arnessons' claims from no treasure to hundreds of thousands of gold towards certain D&D elements. There seemed to have pieces in treasure, illustrating how truly random they been various changes made to help reduce the are. chance of various contributors claiming credit and partial ownership of the game. "Avg (Average)", "Low", and Max (maximum), are mathematical numbers weighted by multiplying the Thus, this book continued the D&D line as such, but chance of a column occurring times the minimum / also changed various elements. average / maximum g.p. value that can occur. Thus 10% chance or 1,000 to 6,000 g.p. (min 1,000; The publishing dates can be misleading: the Basic average 3,500; max 6,000) has a value of 100 low; and Expert rulebooks were published and available 350 avg; and 600 max. A 10% chance or 1,000 to the same year at the same general time. 6,000 s.p. (min 100; average 350; max 600 in g.p.) has a value of 10 min; 35 avg; and 60 max in gold. 1,110 s.p. vs. 1,100 g.p. (Sample Adventure in Basic Book) The minimum value is 0 (zero; as in no treasure is found); the average is basically the mathematical In the example of stocking a dungeon page B56, room tendency over a lot of die rolls; while low is a typical #4: low treasures and maximum is what would result if the DM made perfect rolls for all treasures. The value of "Rolling 3d6 to determine its value, the result of 11 magic items is very subjective, so they are not means that the piece of jewelry is worth 1100 sp." included.

Jewelery is worth 300 to 1,800 gold pieces and hence Type Low Max Avg Book page B56: A 15,110 96,660 17,814 17,000 B 2,860 17,680 2,016 2,000 "The largest hobgoblin has a locked iron box which C 1,860 10,520 994 1,000 contains 500 sp and a jeweled necklace worth D 2,360 23,280 3,890 4,000 1100 gp. " E 2,860 31,300 2,323 2,500 F 8,150 59,400 7,688 5,000 36 Levels of Experience G 16,650 91,600 23,219 25,000 H 50,830 282,240 60,109 50,000 Why standard D&D specifically goes to 36th level has I 7,500 64,000 11,125 8,000

26 J 110 340 26 25 Page B3 promised a D&D Companion Set which K 600 1,600 180 125 would provide information for levels 15 to 36. This did L 200 800 250 250 not appear and those in the know at TSR have said M 30,100 183,600 50,433 15,000 there were barely any notes. Instead, Frank Mentzer N 0 0 0 took the reigns and compiled a revised version of O 0 0 0 Dungeons & Dragons that was published in 1983: it eventually included all 36 levels and included P 0.03 0.24 0.14 Companion as well as Master and Immortal rules. Q 0.30 1.80 1.05 Various fan have made companions, each with their R 1.00 6.00 3.50 own take on what the extra rules would have been. S 2.00 8.00 5.00 T 5.00 30.00 17.50 Damage U 62.56 256.10 159.33 V 125.39 538.50 331.94 In the original 1974 booklets (using the d20 combat system), all attacks did 1-6 (1d6) points of Bandits = Thieves (B30) damage - including attacks by monsters. Monsters got only one attack each and did not have attacks such as "Bandits" is the title used for an NPC thief encounter, claw/claw/bite. Some monsters (like giants) were much the same way "Acolyte" is a cleric encounter, given 2 dice +1, 2+2 dice, or 3 dice damage and so "Veteran" is a fighter encounter, and "Medium" a on. magic-user encounter. There are also specific The Greyhawk supplement introduced variable encounters defined for NPCs and NPC parties. On the damage for everyone, both PCs and monsters, and table for Wandering Monsters: Level 2 (page B54) is monsters were given such familiar attack routines as an encounter with Veteran of levels/hit die 1, 2, 3 - claw/claw/bite. Some PC weapons had higher thus whoever jiggered the game was not necessarily damage ratings against large creatures. using the class experience level titles as written. In the The Holmes introductory booklet of 1977 started a second level wandering monster table, Noble has a hit trend whereby player character attacks were limited to die/level of 1, 2, 3 - given how player characters have 1-6 damage - but monsters still got variable damage. to reach 9th level to become a noble, that is odd, to Thus a normal elf could do 1-10 points damage while say the least. a PC elf only did 1-6. In the Moldvay basic rules continued the Holmes Bat: (B31) trend and variable damage was offered as an option for PCs. Damage against large creatures was not Note the colon after the name... pursued, limiting character effectiveness against large creatures. Character Creation (B5) Detection Spells (Comparison) "Part 4 of this booklet (The Encounter) contains an explanation of these numbers and how they are The original D&D (published 1974) and AD&D both used." treated detection spells as informational: the caster LEARNED whether or not something was detected; Part 5 is The Encounter. the spells did not make items glow. The Cook/Moldvay rules changed this: detect magic causes magic items to glow, for example, meaning a person or object Cleric Spells at the 6th level of under an invisibility spell would glow if detect magic was cast and they entered its radius, making the Experience: detect invisible spell tricky to define. The spell slots a cleric receives at the 6th level of experience in the Basic Set (B18) is not the same as Detect Invisible Spell (B16) what is shown in the Expert Set (X5). This spell was shown in the spell lists on page B16 but not detailed in the book. Given how the detect magic Companion Rules spells make things glow (in these rules: not in AD&D

27 nor the original rules) and how invisibility is gained through magic, I wonder if there was a debate about All including detect invisible at all... Wands - Includin The version in the Basic rulebook compiled by Frank g Mentzer is: Class & Death Polymor Drago Staves Ray ph or n & Detect Invisible Range: 10‘ per Level of the Magic- Level or Paralyzat Ston Breath Spells user Poison ion e Duration: 6 turns Fighting- 1-3 12 13 14 15 16 Effect: The magic-user only Men Fighter 4-6 10 11 12 13 14 When this spell is cast, the magic-user can see all Fighter 7-9 8 9 10 10 12 invisible creatures and objects within range. The range is 10’ for each level of the magic-user. For example, a Conjurer can use this spell to see invisible Equipment - Flail things within 30’. A flail was not included in the weapons choices on page B12 nor X9, although they had appeared in Dwarf and Halfling Saves Saving Throws OD&D and Holmes 1977 intro set and are mentioned on page X4. Perhaps the editors were anti-flail bigots. In the basic rulebook (on page B26) Dwarf and Halfling saves are as follows (4 levels higher than a human fighter, if you look at the saving throw tables Light Catapults (X64, 3-18 has no 3d6) shown in the expert book on page X24): "3-18" has no 3d6 immediately afterwards.

Death Paralysis Rods, 1-6 hull points damage also does not have a (1d6) Ray or Magic or Turn Dragon Staves, note after it. Poison Wands To Stone Breath or Spells Living Statue (B37) 10 11 12 13 14 The "Attacks:" row does not exist. In Expert rulebook on page X24 the saves were changed (except dragon breath, which remained the same) - the others are 6+ levels higher than a human Magic Armor Encumbrance fighter. Below are the saves for levels 1-3 for example. B48 (roughly 40%) Death Paralysis Rods, Ray or Magic or Turn Dragon Staves, Poison Wands To Stone Breath or Spells Die Type of Normal Magical Encumbrance of 8 9 10 13 12 Roll Armor AC AC Magical Armor 1-2 Leather 7 6 75 coins Steve Marsh was the actual editor and commented 3-6 Chain mail 5 4 150 coins that he favored the little guys. Dwarves originally 7-8 Plate mail 3 2 200 coins saved "4 levels higher than humans" in the original booklets (separate saving throw tables were not used for races). When the new Basic/Expert series was X48 (50%) produced, rather than breaking dwarf and halfling saves out in levels 1-2, 3-5, they based them on Die Type of Normal Encumbrance of increments of 1-3: note how 3 + 4 = 7. The saves in Roll Armor AC Magical Armor the cook basic rules were based on 1 + 4 = 5th level 1-2 Leather 7 100 coins fighter; those in the expert book used 3 + 4 = 7 for 7th 3-6 Chain mail 5 200 coins level fighter. 7-8 Plate mail 3 250 coins

28 1d6. Thus the bonus would not be added to the die roll but rather to the number range (the sign should be Medallion of ESP flipped and then added to the die roll; or the sign left as-is and subtracted from the die roll). Medallion of ESP is defined briefly in Expert (X50) and thoroughly in Basic (B50). Swimming (3,000 coins treasure...)

Monster Hit Points (B29) X51: "For example, a fighter trying to swim in rough choppy seas while wearing plate armor and carrying "The DM will always use eight-sided dice to find a 3000 cn of treasure might have a 99% chance of monster's hit points." drowning."

This is annoying because some "monsters" are actual In case you do not see it: a character can only carry definitions of encounters with NPCs, not monsters, so 1,600 coins maximum. Likely this is supposed to read some people use it as an excuse to give NPC clerics, "carrying 300 cn of treasure" magic-users, and thieves 1d8 hit points per level (as in, "Screw the players! Yuck, yuck, yuck!") Thieves versus Other Classes and Finding Traps: Sharks (Movement rate = inches) B10 (under the thief description): "They are the only The shark movement rate uses the original convention characters who can open locks and find traps without of 18" rather than 180' (60'). using magic to do so."

Skeleton vs Zombie Speed Page B22 under Traps: "Any character has a 1 in 6 chance of finding a trap when searching for one in the Despite being "slow fighters" zombies are faster correct area. Any dwarf has a 2 in 6 chance." (120') than skeletons (60'). This was changed to zombies (60'/6") than skeletons (120'/12") in AD&D. In the orginal Greyhawk and Gary Gygaxes' pre- Greyhawk notes, thieves were mainly concerned with Staff of Power (X49) small traps:

Damage per spell is noted as "6-48 (8d6)" damage, "— remove small trap devices (such as poisoned which should be "8-48 (8d6)". needles)" Note that Frank Mentzer's BEMCI rules set repeated Staff of Wizardry Area of Blast (X49) this very same thing, perhaps better explaining that there were traps a thief could find but not others. Staff of wizardry (X49). Note how the blast radius is 20' or 30'. Thief Skill Climbing Description "The final strike will create a fire ball effect for 8 points of damage per charge remaining in the staff to all Moldvay Basic book: Page B8, thief skills: "Climb within 20'. All creatures within 30' of the final strike Sheer Surfaces" is titled "Climb Steep Surfaces" in (including the wielder) will take the indicated amount text. of damage."

Strength Bonuses & Opening Doors: Wand of Fireball (6d6 after damage)

Strength bonuses are positive for high scores, Interesting how they did not put a (6d6) after the 6-36 negative for low scores, yet open doors is a 1-2 on damage.

29 Dungeons & Dragons c. 1983 (Frank Mentzer Compilation)

Dungeons & Dragons evolved through the 1974 three Actually: book set (and supplements), the 1977 Holmes edited Introductory booklet, and the 1980-81 rules edited by "An elf may only advance to 10th level" Tom Moldvay and Dave Cook/Steve Marsh to yet one more iteration, a set of booklets compiled by Frank Equipment - Crowbar Mentzer (and edited by others) with publishing started in 1983. These were: The Cook (Marsh) Expert rule book had included a crowbar in the equipment list, but not the Mentzer Basic Rules Set (levels 1 to 3). Split into a Players edited rules. Book and Dungeon Master's Book. Expert Rules Set (levels 4 to 14). A single book Equipment - Flail since it contained the Isle of Dread module, edited and revised for the rules. As with the Moldvay/Cook (Marsh) edited rules, a flail Companion Rules Set (levels 15 to 25) was not included as a weapon. One of those cosmetic Master Rules Set (levels 26 to 36) annoyances. Immortals Rules Set (immortality and so on)

It is common to abbreviate the books as BECMI. Finding Traps: Thief versus other Characters The Companion, Master and Immortals rules added custom information not previously published in rule Page 43 of the players Booklet in the Basic Set: books. "Thieves are the only characters that can open locks and find traps without using magic." This was copied Damage word for word from the Moldvay basic set rule book.

The damage system pretty much follows that of Page 57 under Traps: the Moldvay/Cook rules. "You might have no chance to find a small trap, such as the type on a door or treasure. Thieves have a Doors (Forcing) percentage chance at detecting any type of trap. Dwarves have better chances at finding large traps In the Holmes and Cook/Moldvay rules doors (such as pits) than other characters." were forced on a 1-2 (the strength modifier had to be added to the number needed or subtracted from the DM's Rulebook, page 15: die roll.) In This book it was changed to 5 or 6 on 1d6 allowing the modifier to be added to the die roll. (DM's The traps a dwarf can find are those involving Basic Rulebook page 6.) large dungeon features, such as a falling ceiling, floor pit, and so forth. The traps a dwarf may discover does Dwarf and Halfling Saves Saving Throws not refer to all traps. For example, a dwarf would have no chance at detecting a small dart trap on a chest; See the discussion of the Cook/Expert booklets as this could be detectable only by a thief. the Cook edited Expert saves were used for Mentzer. Roll 1d6. If the result of the roll is 1 or 2, the attempt is successful - if there is anything there to find. Maximum Level For Elf The attempt takes about 1 turn per area (up to about a 30’ x 30‘ area, or the DMs choice). You may wish to Expert rulebook, Player's section page 3: change this to less or more time. If the player says “I’ll check for all those dwarven things,” remind the player "Page To help keep all the character classes in that it will take 4 turns (1 for each of the 4 abilities), balance, a halfling may only rise to 8th level; and ask the party if they want to do anything while the dwarves and elves may not progress beyond 12th dwarf is searching. You may change this to 1 turn for level." all 4 abilities if in a smaller area or single room.

30 DM's Rulebook, page 21: Rat Normal Giant All DMs should be familiar with the special abilities Armor Class: of thieves. If you are not, turn to page 44 of the Hit Dice: 9 7 PLAYERS’ MANUAL and read the descriptions. Most Move: 1 hit point 1/2 (1-4 hit dungeon designs include several traps for only points) thieves to (hopefully) find and remove, locks for Swimming: 60’ (20’) 120’ (40‘) them to open, and sheer walls for their special Attacks: 30’ (10’) 60‘ (20‘) climbing skills. Damage: 1 bite per pack 1 bite each No. Appearing: 1-6 + disease 1-3 + disease Save As: 5-50 (2-20) 3-18 (3-30) Green Slime: Basic Set Player's Rulebook Morale: Normal Man Normal Man page 31 Treasure Type: 5 8 Alignment: L C "Alignment: Lawful" XP value: Neutral Neutral

Wonder what the green slime heroes are off crusading about... Sample Characters

Healing page 34 cleric: 6 tinder box torches There seems to be little reference to healing. Sprite Statistics Intelligence table - Basic Players Book page 51 Page 38 basic DM book. Off one line. Sprite Cut short (covers 3 to 8). Armor Class: 1/2* (1-4 hp) Module X1: The Isle of Dread Hit Dice: 60’ (20’) Move: 180’ (60’) The Mentzer expert set included a revised form of the Flying: 1 spell standard X1 module, changing such things as the Attacks: See below Damage: 3-18 (5-40) 2. CROCODILE BAY (Use Map 1.) which used to be No. Appearing: Elf: 1 bull sharks.... Save As: 7 Morale: S 6. LAIR OF THE WATER TERMITE which used to be Treasure Type: Neutral a giant squid. Alignment: 6 24. THE SEA HYDRA (Use Map 1.) originally a sea XP value: dragon.

Random encounter table for the central plateau. Thief Skills Progression

Deleted wooly rhino and replaced by increasing the Early versions used the progressions for thieves from cave bear encounter from 2 to 2 or 3. the early rules edited by Molvay/Cook (Marsh) where they reached 100% plus at level 14 or so. This was Replaced #10 titanothere with triceratops. changed by Frank in later printings to allow for longer though slower progression at higher levels.

Rat statistics Typos

Page 36 basic DM book. Off by one line. Basic, DM book

31 Paragraph not shaded: pg 19; The DM may decide to adjust a Morale Check by a penatly of + 2 or +1, no adjustment, or a bonus of A Cleric with Strength and Wisdom of 15 drops the - 1 or - 2. Strength by 6 (to 9) and raises the Wisdom by 3 (to 18). "penatly" = "penalty" Basic Player Book, page 57: Basic Player Book, page 49: Your character is then using Strength to open it, "It you wish to play a non-human character, you must which may be successful if the door is merely stuck have high Ability Scores in certain areas." should be quite (quite common in dungeons). "If you wish to play a non-human character, you must have high Ability Scores in certain areas."

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