Professional Documents
Culture Documents
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
War 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 Halfling 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 Elf...................................................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: The Isle of Dread.........................................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 Dungeon Master'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:
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 "halflings" 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 Greyhawk 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...
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 level normal -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 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:
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)
"...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.
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 Spec Excep x.p./p
Notes are given under the 2nd Level spells. This is a Dic exceptiona
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
adjustment for sword [sic: s/b staff] vs. plate mail and 550+10/h
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
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 Specia Exceptio 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?
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 Specia Exceptio 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
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:
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
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
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
Erol Otus.(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:
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 - orcs 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
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 Mummy 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."
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."
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
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.
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)"
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 Ill
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
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.
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."
32