Game Systems

A large number of different roleplaying games were produced before the advent of the D20 system and the OGL which made it possible for hundreds of different games to share a common (if very complex) system of rules. With a lot of luck (and the passage of even more time) this site will eventually cover many the more popular (or more interesting) retro game systems. To start with, however, we will be limiting our coverage to the various older editions of Dungeons & Dragons -- the most popular and best selling roleplaying games in history.

If you would like to contribute information and item writeups for your favorite out-of-print tabletop RPG, we'd love to have your help. Join our message board and post your ideas in the Forum/Site Help and Suggestions board in our forum.

Original D&D

Original D&D -- The Game That Started It All

Original Dungeons and Dragons White Box Set

When original D&D was first published in a (now very rare) wood grained box (later prints were in a white box) with three little booklets (Men & Magic, Monsters & Treasure, and Underworld & Wilderness Adventures) and some reference sheets inside, it ushered in a new form of gaming: Roleplaying. These Original D&D rules were simple and not very well written. In fact, they were so poorly written that the best way to learn the game was to have someone who already new how teach you how to play. Fortunately, the game was easy to learn. Most new players could create a character with a bit of help and be ready to play in 15 or 20 minutes. Once you started playing, however, you were hooked. The game sold rapidly, went through a number of printings, and spawned supplemental rule books. TSR had a hit on their hands -- and a new hobby was born.

Original Dungeons and Dragons Basic Set by J. Eric Holmes

Because the rules were so loose, almost every campaign was played under a somewhat different interpretation of the rules. The Dungeon Master (the gamemaster) was encouraged to create whatever additional rules might be needed for his or her campaign as they were needed. This was easy to do and everyone did it. TSR published several supplemental rules books that were basically the extra rules used by specific games. Greyhawk (Gary Gygax's campaign), Blackmoor (David Arneson's campaign), Eldritch Wizardry (various Lake Geneva area campaigns). TSR also published Gods, Demigods, and Heroes which had deities from real world and fictional mythologys. The final Original D&D rules item TSR published was the Holmes Basic Set -- a introduction to D&D designed for new players that covered levels one to three only but explained how to play in some detail.

The Chainmail medieval mass combat miniatures rules were used for the original combat system in D&D. If you want to use the very simple original combat system, you'll also need a copy of the old Chainmail rules. Most campaigned used a version of the alternate combat rules, however. To further confuse things, TSR later published Swords & Spells, a set of D&D based fantasy miniatures rules. The Sword & Spells rules are not needed to play Original D&D.

OD&D Discussions

OD&D Rules

Original D&D -- Finding the Rules

TSR kept the Original D&D in print for the last six years of the 1970s. While they are now out of print, copies of the later printings are easy to get (and often very affordable) on eBay -- click here for more information on buying Original D&D items on eBay. Copies in PDF format are also available for US$5 or US$6 a book or set. A PDF of the Blackmoor supplement is even available for free on the author's web site. Click on each rules item in the right column to go to a page with more information on the item and how to obtain it.

Fan Rules Restatements

Fan "restatements" of older editions of D&D using the Open Gaming License and D&D SRD from Wizards of the Coast have become fairly popular in recent years. Such a retroclone of Original D&D is now available. It's called Swords & Wizardry and you can find out more about it here:

Also, one fan has put a hypertext version of the combined Original D&D Boxed Set and Greyhawk rules on the web. Unfortunately, this set leaves a number of important details out -- like how much damage a monster can take before it is dead -- which means it is really only useful for those who already have a copy of the rules.

What Rules Do I Really Need?

The original edition of D&D has a number of rulebooks, however, most are not necessary to play the game. All you really need is a copy of the White Box set of rules. The Greyhawk supplement adds quite a bit to the game and many OD&D players and Dungeon Masters use these additional rules. You will need a copy of Chainmail if you want to use the original combat system instead of the optional system. Everything else for OD&D is optional.

That said, I personally recommend starting with the Holmes Basic Set rules. They are a great introduction to Original D&D. As they are only about 50 pages, you can buy the PDF and print it out at very little cost. While the Holmes Basic Set rules only take you to third level, with the free four page pdf fan "Holmes Companion" you can go to sixth level with no additional purchases. You can then get copies of the White Box rules if you find you like playing OD&D. Pick up a pdf copy of either the B1 or B2 module (which work almost as well with Original D&D as classical D&D) and you are ready to play. Total cost, about US$10.

OD&D Boxed Set

Original D&D Boxed Set

Original Dungeons and Dragons White Box Set

Publisher: Tacital Studies Rules (aka TSR)
Item Code: #2002
Title: Dungeons & Dragons 3-Volume Set

Author: Gary Gygax and Dave Arneson
Published: 1977
Format: 3 digest-sized rulebooks, reference sheets, white box

Comments: The white box edition of the original Dungeons & Dragons rules contains the basic rules needed to play in three digest-sized booklets:

  • Men & Magic: Rules for character creation, combat, and magic.
  • Monsters & Treasure: Descriptions of monsters and magic items.
  • Underworld & Wilderness Adventures: Rules for running games and information on designing and running adventures.

Required Additional Materials: Chainmail (only if using the original combat system instead of the alternate combat system), lots of polyhedral dice

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Chainmail

Chainmail for Original D&D

Chainmail for Original Dungeons and Dragons

Publisher: Tactical Studies Rules (aka TSR)
Item Code: #6002
Title: Chainmail
Author: Gary Gygax and Jeff Perren

Published: 1973
Format: 1 spiral-bound 44 page digest-sized booklet

Comments: Chainmail was a set of medieval miniatures rules with some fantasy rules added at the back. These rules inspired Dungeons & Dragons and were used as the original D&D combat system. If you want to use the original combat system in your original D&D game, you will need this book. Most players used the alternative combat system given in the D&D rule books. The alternative system does not need the Chainmail rules.

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Greyhawk

Greyhawk Supplement for Original D&D

Greyhawk for Original Dungeons and Dragons

Publisher: Tactical Studies Rules (aka TSR)
Item Code: #2003
Title: Supplement I Greyhawk
Author: Gary Gygax and Robert Kuntz

Published: 1975
Format: 68 page digest-sized booklet

Comments: Greyhawk was the first supplemental rules booklet for the Original Dungeons & Dragons RPG. This supplement greatly expanded the game with rules for the Thief and Paladin character classes, more (and higher level) cleric and magic user spells, additional magic items, more combat rules, and more. Many Original D&D players consider this an essential supplement -- almost a core part of the game system.

From the introduction to Greyhawk:

One cannot properly introduce a supplement to an existing body of rules, which already contain both a foreword and an introduction; yet it is absolutely necessary to make certain that the prospective buyer understands that this volume cannot stand by itself. It is expressly written to augment the DUNGEONS & DRAGONS rules set, and if you do not possess the set there is no point in buying this supplemental booklet alone. However, it does no harm to read further, it is hoped that if you do skim through the pages, which follow you, will become so interested as to buy both "D & D" and this addition! If you enjoy fantasy you will never be sorry you were introduced to the swords and sorcery of DUNGEONS & DRAGONS games. If you already own a set of "D & D" then buy this booklet right now, for what is herein adds immeasurably to the existing game. There are new characters, new abilities, more spells to use, a horde of new monsters, heaps of new magical treasure, and various additions to the suggestions and rules for adventuring above and below the ground

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Blackmoor

Blackmoor Supplement for Original D&D

Blackmoor for Original Dungeons and Dragons

Publisher: Tactical Studies Rules (aka TSR)
Item Code: #2004
Title: Supplement II Blackmoor
Author: Dave Arneson

Published: 1975
Format: 60 page digest-sized booklet

Comments: Blackmoor was the second supplemental rules booklet for the Original Dungeons & Dragons RPG. This supplement added the Monk and the Assasin character classes, some hit locations rules for combat that few people every used, some new monsters -- mainly underwater monsters, and the very first adventure published for the Original D&D RPG: the Temple of the Frog. Many people did not use any of the new rules from this supplement, but the advanture demostrated how one of the designers of D&D ran adventures -- which was extremely useful then and is still helpful today.

From the introduction to Blackmoor:

Caution! This is the second supplement to the highly addictive game Dungeons & Dragons. Handle it at your own risk. Even a brief perusal can infect the reader with the desire to do heroic deeds, cast mighty magical spells, and seek to wrest treasure from hideous monsters. The most insidious factor, however, is the secondary nature of this work. Any reader who becomes infected from this work will immediately develop a craving for the other parts, i.e. Dungeons & Dragons, Greyhawk (Supplement I), Chainmail (Medieval Miniatures Rules), polyhedral dice, and various and sundry other items. Anyone so completely ex- posed will certainly be hopelessly lost. In short, if you are not already an addict of fantasy ad- venture, put this booklet down quickly and flee!

As with the first supplement, the material herein is arranged to follow the format of Dungeons & Dragons, with corrections, additions, new rules, and so forth being shown so players will be able to distinguish material at a glance. All of it is, of course, optional, for the premise of the whole game system is flexibility and personalization within the broad framework of the rules.

"Blackmoor" also contains some interesting and amusing information regarding the actual campaign of that name. It is the oldest and longest running Dungeons & Dragons game, and readers should find such material quite helpful in assuring the longevity of their own campaigns.

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Eldritch Wizardry

Eldritch Wizardry Supplement for Original D&D

Eldritch Wizardry for Original Dungeons and Dragons

Publisher: Tactical Studies Rules (aka TSR)
Item Code: #2005
Title: Supplement III: Eldritch Wizardry
Author: Gary Gygax and Brian Blume

Published: 1976
Format: 60 page digest-sized booklet

Comments: Eldritch Wizardry was the third supplementalrules booklet for the Original Dungeons & Dragons RPG. This supplement added a large number of new things to D&D: the Druid character class, psionic abilities, demons as monsters, psionic monsters, artifacts and relics. This was a "grab bag"supplement with a lot of unrelated material. Main people added Druids and demons to their campaigns. Fewer people added psionics as it was hard to understand and many players thought it changed the flavor of the game too much. (On the other hand, the psionics rules were just what my campaign needed.) This was the last official supplement to add new rules to original D&D.

From the introduction to Eldritch Wizardry:

The book you now hold in your hand represents new dimensions to an already fascinating game system. This is the third supplement to DUNGEONS & DRAGONS, and was produced as a result of an ever increasing demand for new material.

This book also represents a new trend in the fine art of Dungeon Mastering. As originally conceived, D & D was limited in scope only by the imagination and devotion of Dungeon Masters everywhere. The supplements have fulfilled the need for fresh ideas and additional stimulation. But somewhere along the line, D & D lost some of its flavor, and began to become predictable. This came about as a result of the proliferation of rule sets; while this was great for us as a company, it was tough on the DM. When all the players had all of the rules in front of them, it became next to impossible to beguile them into danger or mischief. The new concept pioneered within these pages should go a long way towards putting back in some of the mystery, uncertainty and danger that make D & D the un-paralleled challenge it was meant to be. Legend Lore once again becomes the invaluable spell it was meant to be. No more will some foolhardy adventurer run down into a dungeon, find something and immediately know how it works, or even what it does, By the same token, no longer will players be able to send some unfortunate hireling to an early demise by forcing him to experiment on his master's goodies. The introduction of psionic combat is bound to enliven games grown stagnant. It opens up untold possibilities for both the players and the DM, and in so doing recognizes one of the favorite topics of science fiction and fantasy writers: the unknown powers of the mind.

As with the two previous supplements, the material herein contained follows the format of the original three booklets that comprise D & D. Corrections and additions are noted, so that it can all be integrated into the original with a minimum of bother. As you will note on the title page, this supplement had many contributors. Such is the nature of the beast. D & D was meant to be a free-wheeling game, only loosely bound by the parameters of the rules. We feel that ELDRITCH WIZARDRY goes a long way toward fulfilling the original premise of danger, excitement, and uncertainty. May you always make your saving throw.

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Gods, Demigods & Heroes

Gods, Demi-Gods, & Heroes Supplement for Original D&D

Gods, Demi-Gods, & Heroes for Original Dungeons and Dragons

Publisher: Tactical Studies Rules (aka TSR)
Item Code: #2006
Title: Supplement IV: Gods, Demi-Gods, & Heroes

Author: Robert Kuntz and James Ward
Published: 1976
Format: 72 page digest-sized booklet

Comments: Gods, Demi-Gods, & Heroes added Gods and Heroes (and legendary items) from a number of real world and fictional mythologies to original D&D. Real world mythologies included: Egyptian, Hindu, Greek, Celtic, Norse, Finnish, Mexico/Central America, and China/Far Eastern. Fictional mythologies included Hyborea (Howard's Conan) and Melnibone (Moorcock's Elric series). Deities were written up in the same manner as monsters which, unfortunately, is how they were used in many campaigns.

From the introduction to Gods, Demi-Gods, & Heroes:

Well, here it is: the last D&D supplement. It is with a strange mixture of sadness and relief that I tell you this. My first assignment, fresh out of college, was BLACKMOOR. I came to regard it with a mixture of love and loathing, that has gradually seen the love win out. The loathing grew out of the educational trip that it was for me. They don't teach you in college what to do when the press breaks down, or your manuscript gets mysteriously misplaced; you just have to wing it.

Well, the same applies to D&D'ers everywhere: we've told you just about everything we can. From now on, when the circumstances aren't covered somewhere in the books, wing it as best you can. As we've said time and time again, the 'rules' were never meant to be more than guidelines; not even true 'rules.'

What the authors have done in this volume is to attempt to set down guidelines that will enable you to incorporate a number of various mythologies into your game/campaign.

They make no claims that any of this material presented is exhaustive, or even infallible. Mythology is defined as 'a body of myths, especially: the myths dealing with the gods, demi-gods and heroes of a particular people, usually involving the supernatural.' Myth is defined as a legend. Obviously, when dealing with material of this sort, there is a lot of latitude in interpretation. This is what the authors have presented: their interpretations. These interpretations are the result of months of painstaking, arduous research. As earlier defined, mythology is legend, and hundreds of volumes have been printed, each with its own interpretation. Further research and reading is recommended into all of the mythos presented herein. This is the merest of outlines, presented in D&D terms.

This volume is something else, also: our last attempt to reach the "Monty Hall" DM's. Perhaps now some of the 'giveaway' campaigns will look as foolish as they truly are. This is our last attempt to delineate the absurdity of 40+ level characters. When Odin, the All-Father has only(?) 300 hit points, who can take a 44th level Lord seriously?

This volume does not herald the end of new D&D material. There will always be new material; 'tis the nature of the beastie. There were many myths that couldn't be squeezed into this. Keep looking for new stuff in the future in the pages of our periodicals, those that didn't fit, as well as those aborning at this very moment. Just don't wait with baited breath for another supplement after this one. May you always make your saving throw.

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Holmes Basic Set

Holmes Basic Set for Original D&D

Holmes Basic Set for Original Dungeons and Dragons

Publisher: Tactical Studies Rules (aka TSR)
Item Code: #1001
Title: Holmes Basic Set
Editor: Eric Holmes

Published: 1978
Format: box, 48 page rules book, and (depending on the printing) adventure module (either B1-In Search of the Unknown or B2-The Keep on the Borderlands), either dice or chits

Comments: This boxed set was designed as an introduction to D&D. It only took the players and GM through third level, but it explained things in much greater detail than the original three booklets did. It went through a number of printings and different printings included different introductory materials. Early printings included dungeon geomorphs and the first monsters and treasures assortments. Later printings included either the B1 or B2 adventure module. The rule book was also available separately (the PDF version linked below is only the rule book). While the rules were heavily based on Original D&D there were some changes designed to make it easier for players starting with this set to move to either the full Original D&D or the then new first edition of Advanced Dungeons & Dragons.

From the back of the box:

You are holding a fantastic world of Swords & Sorcery adventures in your hands! In Dungeons & Dragons you become a mighty wizard, a fearless hero, a stout dwarf, a clever halfling or any one of a dozen other adventurers ready to explore the mazes and labyrinths of a vast and deep dungeon - or perhaps trek through uncharted wilderness - in search of the fabulous treasures and magic which are hidden there. But this wealth is not easily gained, for terrible guardians lurk nearby; and such monsters as orcs, ogres, trolls, giants, dragons, and even worse must be defeated in order to gain their hoarded treasure.

Dungeons & Dragons is the original game of fantasy role playing. It is a truly unique experience, for each participant assumes a game persona who goes from adventure to adventure, growing more powerful and capable with each successful expedition. Unlike any other game you have ever played before, Dungeons & Dragons will allow you to completely unleash your imagination and creativity, while still posing interesting game situations and endless challenges. Come and visit out world!

From the introduction to the rules book:

This book is based upon the original work published in 1974 and three supplementary booklets published in the two year period after the initial release of DUNGEONS & DRAGONS. It is aimed solely at introducing the reader to the concepts of fantasy role playing and the basic play of this game. To this end it limits itself to basics. The rules contained herein allow only for the first three levels of player progression, and instructions for the game referee, the "Dungeon Master," are kept to the minimum necessary to allow him to conduct basic games.

Notes: Some people who like playing OD&D at only lower levels, only use this book. The Holmes Companion (a free four page PDF file) adds levels 4 to 6 to the game without the need for any other books. With this Holmes Basic Set rules and the Holmes Companion, one has all the rules needed for a low level OD&D campaign. As level advancement is much slower in pre-D20 versions of D&D, a campaign could easily run weekly sessions with the original characters for over a year at these levels. Even if you eventually want to use higher levels, this is a great (and inexpensive) way to try OD&D. Total cost: About US$5.00 for a PDF copy of the Holmes basic rules. Five dollars or so more for a PDF copy of either the B1 (In Search of the Unknown) or B2 (The Keep on the Borderland) module -- if you want a nice setting and starter adventure that works well with OD&D.

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Swords & Spells

Swords & Spells Minatures Rules for Original D&D

Swords & Spells for Original Dungeons and Dragons

Publisher: Tactical Studies Rules (aka TSR)
Item Code: #2006
Title: Swords & Spells

Author: Gary Gygax
Published: 1976
Format: 45 page digest-sized booklet

Comments: Swords & Spells was a set of rules for fantasy miniatures army battles based on the original D&D rules. In theory, this would allow D&D players to fight out large-scale battles with their characters commanding the units. Few people did this. In fact, except for those already interested in miniature wargaming, few people used these rules.

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Ready Ref Sheets

Ready Ref Sheets for Original D&D

Ready Ref Sheets for Original Dungeons and Dragons

Publisher: Judges Guild
Item Code: #14
Title: Ready Ref Sheets Second Edition
Author: Bob Bledsaw, Bill Owen

Published: 1978
Format: 56 page book

Description: A 56-page treasure trove of reference charts and tables from data supplied in the first six Judges Guild installments of the Guildmember subscription. Includes tables for character social levels, street encounters in the City State, poison types, metal and gem types, civilization and technological levels, non-player character cutups, combat tables, construction and research guides, movement obstacles and wilderness terrain, beggars, shock recovery, crime and punishment, guards and garrison troops, resurrection results, special encounters, and much much more. This is an ideal purchase for the beginning Judge. This playing aid has been created and approved for use with D&D.

Comments: The first edition is about 15 loose sheets. It is rare, expensive, and not nearly as useful as the second edition. Unless you are a collector, don't bother with it. While this isn't an adventure, it is probably the most useful non-TSR supplement for Original D&D ever published.

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Unknown Gods

Unknown Gods for Original D&D

Unknown Gods for Original Dungeons and Dragons

Publisher: Judges Guild
Item Code: #420
Title: Unknown Gods
Author: Bob Bledsaw, Mark Holmer, Paul Jaquays, Mike Petrowsky

Published: 1980
Format: 48 page book

Description: This illustrated booklet contains complete statistics and comprehensive descriptions of 83 gods. Find out about Dorak, the God of Peace; Grismal, Guardian of the Underworld; Suthak, the Goddess of Fertility; Kuvartma, God of the Moon, and many more.

Comments: Gods are described in a format similar to that of Gods, Demi-Gods, and Heroes except that all gods in this book are original creations and receive about a half-page of description. If you are looking for original gods instead of deities from Earth mythology, this is a great supplement.

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OD&D Adventures and Settings

Original D&D -- Finding Adventures

D&D Adventures

A good number of adventure modules were published for Original D&D, but with the exception of "The Temple of the Frog" published as part of the Blackmoor supplement, they weren't published by TSR. TSR did not really get into publishing adventures until the AD&D hardbacks were being published. Instead adventures were published by third party companies. Most were publiashed by Judges Guild who had a license from TSR so they could be officially produced for D&D.

Adventures for Original D&D were generally much different from adventures published for later editions. They generally detailed an area and/or a dungeon, provide some hooks the DM could use to get the characters involved and that was it. There was little plot (except perhaps a mission for a patron to get things started). While some fault this, it made for very open-ended player-centered adventures. The players could have their characters do what they wanted them to without the DM having to keep a story with a detailed plotline on track for later encounters or modules to work correctly.

Judges Guild Original D&D adventures came in two basic types: completely independent competition dungeons that have been run in touraments at major conventions and normal (i.e. not designed around tournament needs and limitations) adventures, most of which are set in various places in Judges Guild's own Wilderlands setting (but can be dropped into almost any campaign world). While the tourament dungeons are interesting, they present a very skewed style of adventure designed around the needs of tournament play: strict time limits and need to fairly pick winners. Non-tournament adventures are generally more fun for campaign play and are better examples of what an adventure should be like.

While most Original D&D Judges Guild products are long out of print, many are available in PDF format or can be purchased used at an affordable price.

Book of Treasure Maps

Book of Treasure Maps for Original D&D

Book of Treasure Maps for Original Dungeons and Dragons

Publisher: Judges Guild
Item Code: #113
Title: Book of Treasure Maps
Author: Paul Jaquays
Published: 1979
Format: 48 page book

Description: A 48-page package of five small, versatile dungeon scenarios, or "mini-dungeons". Each one is a complete adventure, ideal for the Judge to pull out and use when there is not enough time to prepare one for the players. All are set in the Judges Guild City State campaign wilderness system, though they may be played seperately. They include separate maps for players and Judge, full backgrounds and accompanying rumors, all thoroughly illustrated in the Jaquays tradition. The Lost Temple, The Tomb of Aethering the Damned, The Lone Tower, Willchidar's Well, and the Crypts of Arcadia awaits the stalwart players. This product has been created and officially approved for use with D&D.

Comments: One of the best ideas around. Treasure maps you can give to players that have pre-written adventures associated with them. Paul Jaquays was one of the best adventure designers in the eraly days of D&D and all five of these short adventures show his genius. The cover photograph reportedly shows the author and friends (Paul is supposed to be the big guy in the tin hat). Like most early Judges Guild products, early printings are rare, but any printing will do for playing.

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Book of Treasure Maps II

Book of Treasure Maps II for Original D&D

Book of Treasure Maps II for Original Dungeons and Dragons

Publisher: Judges Guild
Item Code: #320
Title: Book of Treasure Maps II
Author: Daniel Hauffe, Rudy Kraft
Published: 1980
Format: 48 page book

Description: A 48-page package of five versatile dungeon scenarios or "mini-dungeons". Each one is a complete adventure, ideal for the Judge to pull out and use when there is not enough time to prepare one for the Players. All are set in the Judges Guild City State Campaign Wilderness System, though they may be played separately. They include separate maps for Player and Judge, full Backgronds and accompanying Rumors. Dragonspate Geyser, Castle Potunda, Demon Temple of Thoth, Temple of the Lizardmen, and Circle of the Shifting Stones awaits the stalwart players. This product has been officially approved for use with D&D.

Comments: One of the best ideas around: treasure maps you can give to players that have pre-written adventures associated with them. While the adventures in this volume are not as great as those Paul Jaquays wrote for the original, they are still solid short adventures.

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Caverns of Thracia

Caverns of Thracia for Original D&D

Caverns of Thracia for Original Dungeons and Dragons

Publisher: Judges Guild
Item Code: #102
Title: Caverns of Thracia
Author: Paul Jaquays
Published: 1979
Format: 80 page book

Description: An 80-page booklet designed to accomodate characters of the 1st and higher levels. some segments of the adventure will be a pushover for low-level groups, while other areas may send great lords and patriarchs ducking for cover. The dungeon complex has four main levels and one minor level, plus a legendary lost city. The local monsters are aware of each other and will usually work together to destroy an adventuring party. The booklet includes guidelines for random encounters, the lost city, and much more. Caverns of Thracia has been created and officially approved for use with D&D.

Comments: Paul Jaquays was one of the best adventure designers in the eraly days of D&D and this adventure is an excellent example of Paul's designs and easily one of the best adventures every published for Original D&D. Like most early Judges Guild products, early printings are rare, but any printing will do for playing.

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Citadel of Fire

Citadel of Fire for Original D&D

Citadel of Fire for Original Dungeons and Dragons

Publisher: Judges Guild
Item Code: #63
Title: Citadel of Fire
Author: Bob Bledsaw, Mark Summerlott
Published: 1978
Format: 32 page book

Description: This is a the ancient stronghold of Yrammag with six tower levels and five dungeon levels. A 32-page booklet of a very tough D&D scenario. It is designed for very advanced characters, and includes encounters with everything from giant rats to a minotaur and a demon. Tables have been provided for the random location and activity of the great Trammag, so that it will be a surprise each time the dungeon is entered by the adventurers. The surrounding wilderness is mapped out according to our Campaign Hexagon System, and Yrammag's spells are listed to provide a complete and detailed dungeon adventure, created and officially approved for use with D&D.

Comments: Like most early Judges Guild products, early printings are rare, but any printing will do for playing. A version of this supplement is available online for free from Eostros Games. (If you get a logon demand, go to the Eostros Games main page and step through to the free downloads area.)

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Dragon Crown

Dragon Crown for Original D&D

Dragon Crown for Original Dungeons and Dragons

Publisher: Judges Guild
Item Code: #76
Title: Dragon Crown
Author: Michael Mayeau
Published: 1979
Format: 16 page book

Description: 16-page dungeon contest run at the 1978 Pacific Encounters Convention. You are crawling down a damp, dark tunnel under the ground, with a group of your fellows. You are mercenaries on another assignment. Well, not just another assignment, you are working for a huge, evil Red Dragon. If you succeed, your reware will be the pick of his treasure hoard. If you fail, it will be death!

Comments: This dungeon is designed for tourament play. It can be fun, but DM modification to remove some of the tournament limitations is strongly advised for regular campaign use. Like most early Judges Guild products, early printings are rare, but any printing will do for playing.

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Frontier Forts of Kelnore

Frontier Forts of Kelnore for Original D&D

Frontier Forts of Kelnore for Original Dungeons and Dragons

Publisher: Judges Guild
Item Code: #71
Title: Frontier Forts of Kelnore
Author: Dave Sering
Published: 1978
Format: 32 page book

Description: This 32-page booklet provides a basic, modularized map of a border fort (all Kelnore forts were designed to these specifications). Since their contruction, the forts have been populated by various monsters and tables are provided to put in random groups of creatures and individualize the forts on these basic designs. There are three sample forts, filled out according to die rolls on the tables, to illustrate their application. Using them, the Judge can easily create on the same basic map a different "dungeon" every time his players get together, this provides the maximum playing time with a minimal investment of the Judge's money and design time. This product has been created and approved for use with D&D.

Comments: This is more of an adventure generator than an adventure, but it was one of my favorite Judges Guild products. I had an early, and very large, empire use these forts so they could be found in many places. The ruins of these forts were a great way to have a quick adventure or to be a base for the bandits, orcs, etc. Like most early Judges Guild products, early printings are rare, but any printing will do for playing.

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GenCon IX Dungeon

GenCon IX Dungeon for Original D&D

GenCon IX Dungeon for Original Dungeons and Dragons

Publisher: Judges Guild
Item Code: #55
Title: GenCon IX Dungeon
Author: Bob Blake
Published: 1978
Format: 32 page book

Description: The official D&D tournament dungeon for GenCon IX, this 32-page booklet contains maps, room keys, hit sheets and time record sheets for two separate mini-dungeons, the two rounds of the contest. Five pre-rolled characters are also provided. The adventure takes place in a world roughly similar to that of the Celtic mythos. An ancient wizard of indeterminable age and skill sends the adventurers to Baldemar Castle, to win the Staff of Albalon. This playing aid has been created and approved for use with D&D.

Comments: This dungeon is designed for tourament play. It can be fun, but DM modification to remove some of the tournament limitations is strongly advised for regular campaign use. Like most early Judges Guild products, early printings are rare, but any printing will do for playing.

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Mines of Custalcon

Mines of Custalcon for Original D&D

Mines of Custalcon for Original Dungeons and Dragons

Publisher: Judges Guild
Item Code: #111
Title: Mines of Custalcon
Author: Bryan Hinnen
Published: 1979
Format: 48 page book

Description: A 48-page booklet with full-color cover, the first of a new "Wilderness Series" of playing aids that maps in great detail the Judges Guild's City State wilderness area, using the Campaign Hexagon System. Twenty-two five-mile hexes, covering over 476 square miles of wilderness, are mapped out, as are the two villages in this area, Byrny and Trollslore. Keyed shops, inns and tavers, as well as histories and ways of life of these villages are provided. Wilderness encounter tables and a three-level mini-dungeon in the ancient mines of a lost civilization beneath Trollslore are also included. This is one of our more popular new playing aids, and has been created and officially approved for use with D&D.

Comments: Like most early Judges Guild products, early printings are rare, but any printing will do for playing.

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Modron

Modron for Original D&D

Modron for Original Dungeons and Dragons

Publisher: Judges Guild
Item Code: #34
Title: Modron
Author: Gary Adams, Bob Bledsaw
Published: 1977
Format: 6-page book, 11" x 17" Judge map, 8.5" x 11" Player map (or 32 page book)

Description: Two maps, printed on both sides in brown ink on high-quality tan stock, an 11"x17" Judges map and a 8.5"x11" player map. Each map details the village of Modron on one side and an underwater adventure scenario on the other. The playing aid also has a newly revised 16-page booklet describing the various taverns, shops and open markets of the village's background, shark and sea monster tables, pearl details, underwater encounters, and non-player characters galore. There are special conditions on each street, which can generate special encounters. Modron is an an officially approved playing aid for use with D&D.

Comments: This is a nice sea-side base town for a campaign. Like most early Judges Guild products, early printings are rare, but any printing will do for playing. A version of this supplement is available online for free from Eostros Games. (If you get a logon demand, go to the Eostros Games main page and step through to the free downloads area.)

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Of Skulls and Scrapfaggot Green

Of Skulls and Scrapfaggot Green for Original D&D

Of Skulls and Scrapfaggot Green for Original Dungeons and Dragons

Publisher: Judges Guild
Item Code: #80
Title: Of Skulls and Scrapfaggot Green
Author: Bob Blake
Published: 1979
Format: 52 page book

Description: This official GenCon X D&D tournament dungeon, this 52-page booklet includes area and village maps of Scrapfaggot Green, special tournament rules, background, the Sur-Khanian Maze, and six dungeon levels, making an ideal mini-campaign. The players must find the key to Akbeth's Tower, enter and find an ancient skull, and with this skull journey through the Forbidden Lands to close an interdimensional doorway. A Baron of this kingdom will greatly reward a stalwart adventuring party. This product includes pre-rolled characters and their equipment and spells, and is especially created and approved for use with D&D.

Comments: This dungeon is designed for tourament play. It can be fun, but DM modification to remove some of the tournament limitations is strongly advised for regular campaign use. Like most early Judges Guild products, early printings are rare, but any printing will do for playing.

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Sword of Hope

Sword of Hope for Original D&D

Sword of Hope for Original Dungeons and Dragons

Publisher: Judges Guild
Item Code: #118
Title: Sword of Hope
Author: Dave Emigh
Published: 1980
Format: 32 page book

Description: The second round of the official D&D tournament dungeon of Winter War IV. In this 32-page booklet the party attempts to "recover the Sword Myrlani and give life to she who was slain by the Sword of the Sightless Eye". It involves an excursion into the depths of the Cavern of Gar to recover parts of the sword. Be advised that, of thirty-five rooms in Skatim Keep, five (which bear sufficient warning) contain almost certain death for the party. A cast of pre-rolled characters is provided. Sword of Hope has been created and approved for use with D&D.

Comments: This dungeon is designed for tourament play. It can be fun, but DM modification to remove some of the tournament limitations is strongly advised for regular campaign use. Like most early Judges Guild products, early printings are rare, but any printing will do for playing.

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Tegel Manor

Tegel Manor for Original D&D

Tegel Manor for Original Dungeons and Dragons

Publisher: Judges Guild
Item Code: #27
Title: Tegel Manor Second Edition
Author: Bob Bledsaw, Bill Owen
Published: 1977
Format: 32-page booklet (24 pages in early printings), 17" x 22" map, 11" x 17" map

Description: A huge haunted house with a 17"x22" Judges map and a 11"x17 Players map, printed on both sides, brown on high-quality tan stock. Each map has the manor printed on one side and the surrounding wildernes on the other. Enclosed in the product is a 32-page booklet with room and monster descriptions. Over 240 rooms and chambers include a hall of magic portraits and four secret dungeon levels beneatht the manor. The booklet also has tables to create magic statues, ghostly encounters, resurrection results, and more. Tegal Manor has always been one of our more popular playing aids, and has been a lot of fun for Judges and players all over the country. This is an officially approved playing aid for use with D&D.

Comments: Tegel Manor is a lot of fun. Any printing of it is great for play. Early printings are fairly expensive.

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Thieves of Fortress Badabaskor

Thieves of Fortress Badabaskor for Original D&D

Thieves of Fortress Badabaskor for Original Dungeons and Dragons

Publisher: Judges Guild
Item Code: #52
Title: Thieves of Fortress Badabaskor
Author: Bob Bledsaw, Mark Summerlott
Published: 1978
Format: 32 page book

Description: A 32-page booklet based on an adventure in the wilderness stronghold of a band of brigands. This includes the background and statistics of an evil local diety, plus history, maps, and keyed room descriptions of a five-level dungeon carved out of the side of a mountain. The first three levels are fairly easy and suitable for breaking in new and inexperienced players; but the lower two are far tougher, and include a cavern that has a series of four dragon dens, indicative of the difficulty of the lower levels. Fortress Badabaskor is quite suitable for addition into a campaign; it is done in our City State format but may be inserted anywhere in the wilderness, and has been officially approved for use with D&D.

Comments: A lot of players liked this adventure quite a bit. It's not one of my personal favorites, but it is a good solid OD&D adventure. Like most early Judges Guild products, early printings are rare, but any printing will do for playing.

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Tower of Ulission

Tower of Ulission for Original D&D

Tower of Ulission for Original Dungeons and Dragons

Publisher: Judges Guild
Item Code: #119
Title: Tower of Ulission
Author: Dave Emigh
Published: 1979
Format: 32 page book

Description: The first round of the same tournament dungeon of Winter War IV as Sword of Hope, Tower of Ulission begins as a wilderness quest designed to test the characters' reactions in certain situations, preparing them for the even greater quest later. The players pass by the dead cities of Shota, Levin, and Pas Toneh, before encountering the dead village of Ulission and its Black Tower. There are twenty-five buildings in the village, populated by various monsters, and the wilderness way to the village is populated by hill giants, frost giants, wereboars, griffons, and an ancient Blue Dragon.

Comments: This dungeon is designed for tourament play. It can be fun, but DM modification to remove some of the tournament limitations is strongly advised for regular campaign use. Like most early Judges Guild products, early printings are rare, but any printing will do for playing.

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Under the Storm Giant's Castle

Under the Storm Giant's Castle for Original D&D

Under the Storm Giant's Castle for Original Dungeons and Dragons

Publisher: Judges Guild
Item Code: #93
Title: Under the Storm Giant's Castle
Author: Thomas A. McCloud
Published: 1979
Format: 32 page book

Description: A truely unique dungeon adventure set inside a magic cloud: a Storm Giant has built his stronghold on it, but his son was kidnapped by a worm-creature that vanished into the cloud, and the players are offered great rewards to rescue him. The 32-page booklet, lavishly illustrated and mapped, contains six levels and ten unique new monsters. Intelligent monsters are given names and certain characteristics, and devilish traps and innovations are scattered here and there: a tornado within the cloud that takes characters from level to level without injury, and eleven new "miscellaneous magic" artifacts. This product has been especially created and approved for use with D&D.

Comments: This was one of the most unique dungeons ever published for early editions of D&D. Adventuring inside a cloud is different and fun. The author has said it was actually designed for beginning characters, not high level characters -- at least in his campaign. Like most early Judges Guild products, early printings are rare, but any printing will do for playing.

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Verbosh

Verbosh for Original D&D

Verbosh for Original Dungeons and Dragons

Publisher: Judges Guild
Item Code: #108
Title: Verbosh
Author: Bill Faust, Paul Nevins
Published: 1979
Format: 80 page book

Description: This booklet with color cover details the city of Verbosh and surrounding wilderness areas, including the villages of Warrenburg and Haygaras. Verbosh provides thorough coverage of street encounters, underwater adventures, two complete dungeons, and two wilderness areas. More than the usual dungeon adventure, this is a complete micro-campaign that will keep the players busy for days on end... if they survive. The two dungeons include the three-level sewers and dungeons beneath the city of Verbosh and the nine-level Schawang-Nau Tower.

Comments: Although it is not obvious from the description, Verbosh is a complete campaign setting centering on the small city of Verbosh. However, there is a large amount of terrain described around Verbosh with villages and encounters. This is a great setting for a small (area-wise) campaign. Like most early Judges Guild products, early printings are rare, but any printing will do for playing.

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Classical D&D

While some people use Classical Dungeons & Dragons to refer to both the original D&D booklets from the mid-1970s and the various Basic, Expert, etc. Dungeons & Dragons boxed sets sold in the 1980s as a separate line from the Advanced Dungeons & Dragons game, this site uses the term to refer only to the 1980s boxed sets (and the Rules Cyclopedia published in the early 1990s) and the adventures and accessories designed for them.

While some players of Advanced Dungeons & Dragons looked down their noses at this "plain" Dungeons & Dragons because the "advanced" part of the name held snob appeal for them, Classical D&D was every bit as good a system as the first edition of AD&D (and arguably better than the second edition). It just made different design choices and was designed to be learned in stages with new rules added as characters advanced. According to reports from TSR employees, it sold almost as well as first edition AD&D.

There were two major editions of Classical D&D. The first consisted of two boxed sets: a Basic Set by Tom Moldvay and an Expert set by David Cook. This version is often refered to as B/X or Moldvay/Cook. The second edition was written by Frank Mentzer and consisted of five boxed sets: Basic, Expert, Companion, Masters, and Immortal. This version is often refered to as the BECMI edition or the Mentzer edition. The Rules Cyclopedia, edited by Aaron Allston, combined the rules material from the first four Mentzer boxed sets with some new material (and some new errata).

CD&D Discussions

You can discuss Classical D&D on our message board in the Retro Fantasy: Gygaxian D&D board.

CD&D Rules

Classical D&D -- Obtaining the Rules

TSR kept the classical version of D&D in print -- in one edition or another -- from 1981 to the mid-1990s. While they are now out of print, copies are easy to get (and often very affordable) on eBay -- click here for more information on buying Classical D&D items on eBay. Copies in PDF format are also available for US$5 or US$6 a book or set -- except for the 1981 Basic/Expert sets, unfortunately.

Fan Rules Restatements

Fan "restatements" of older editions of D&D using the Open Gaming License and D&D SRD from Wizards of the Coast have become fairly popular in recent years. Two versions of the classical D&D rules are currently available in a "restatement/simulacrum" edition: Basic Fantasy Roleplaying and Labyrinth Lord. Both seem to be based on the B/X version of the rules. While they both have minor variations from the original TSR rules, both are so close that it is a no-brainer to run published classical D&D adventures with them. Both are available as PDF files for free or as low-cost print-on-demand version.

What Rules Do I Really Need?

The classical version of D&D has a number of rulebooks -- in several editions -- which can make getting started a bit confusing.

  • The least expansive way to go is to just buy a copy of the Rules Cyclopedia. It cheap in pdf format and not very expensive as a used hardcopy and it contains everything needed to play or to run a game except a starter adventure.
  • As an alternative you can pick up either the B/X version or the BECMI version of the Basic Set and Expert Set and have all the rules you need for years of adventuring.
  • Finally, you can use either of the fan-produced "restatement/simulacrum" editions: Basic Fantasy Roleplaying or Labyrinth Lord. Either can be used with all the Basic and Expert level SD&D modules, although BFRP requires a bit more effort as it changed the way armor class works.

That said, I personally recommend either using the free Labyrinth Lord rules or just picking up the Rules Cyclopedia. Either is an inexpensive solution that is easy to use with all of the published modules. This lets you spend more money on adventures and campaign settings. (I'd pick up a pdf of B1 or B2 to start with and a pdf of GAZ1 to use as a setting.) Total Cost is under $30 and that includes a used copy of the Rules Cyclopedia hardback.

B/X 1 - D&D Basic Set

Basic Set for Classical D&D

Basic Set for Classical Dungeons and Dragons

Publisher: TSR
Item Code: #1011
Title: D&amp:D Basic Set
Editor: Tom Moldvay
Published: 1981
Format: box, 64 page rules book, B2-The Keep on the Borderlands, dice, crayon

Comments: This boxed set was designed as an introduction to Classical D&D. This set covered levels character levels one to three. It was designed to teach players how to play and dungeon masters who to run dungeon adventures. Unlike Original and Advanced D&D, it had elves, dwarves, and halflings as separate character classes. While it was easy to move to Advanced D&D from this boxed set, it was start the of making D&D a separate system from Original and Advanced D&D.

From the back of the box:

Fire and smoke surround you as you swing your sword and land a mighty blow upon the dragon's head. The great creature crashes to the ground with a thud.

The treasure lies only a short distance past the dragon's body. Your eyes gleam. Riches beyond your wildest dreams await you. You race forward to claim your prize, heart pounding in anticipation. From nowhere a huge man dressed in black armor steps out in front of you, blocking your way. The treasure is no more than an arm's reach behind him.

"None shall pass!" he warns.

This is what it is like to participate in a DUNGEONS & DRAGONS game.

DUNGEONS & DRAGONS Fantasy Adventure game is probably unlike any other game you've played before.

In D&D adventures players take the roles of elves, dwarves, halflings, or humans. They will wander through dark dungeons, meet strange wizards, and battle ferocious dragons. Playing D&D is like writing a novel with each player contributing a part.

DUNGEONS & DRAGONS fantasy game is the original "role playing" game and it is now easier than ever to play. The rules are easy to read and understand and have been specially organized for new players. Anyone can join in a D&D adventure.

The DUNGEONS & DRAGONS Basic Set has everything you need to begin playing D&D games. In this box are a rulebook, dice, and a special instructional module. In short, everything needed to start playing quickly, including descriptions of over 100 monsters.

So enter the Gateway to Adventure - step into the world of DUNGEONS & DRAGONS fantasy role playing game, a world of endless excitement and thrilling fun.

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B/X 2 - D&D Expert Set

Expert Set for Classical D&D

Expert Set for Classical Dungeons and Dragons

Publisher: TSR
Item Code: #1012
Title: D&D Expert Set
Editor: David Cook
Published: 1981
Format: box, 64 page rules book, X1-The Isle of Dread, dice, crayon

Comments: This boxed set was designed to take Classical D&D character frojm 4th to 14th level and introduce wilderness adventuring to players and dungeonmasters. The included adventure, X1-The Isle of Dread, was an excellent introduction to wilderness adverturing (both on land and at sea).

From the back of the box:

STOP! READ THIS BEFORE PURCHASE.

THIS PRODUCT DOES NOT STAND ALONE. IT HAS BEEN DESIGNED TO BE USED WITH THE DUNGEONS AND DRAGONS BASIC RULEBOOK. IT CANNOT BE USED BY ITSELF! IF YOU DO NOT OWN THE DUNGEONS AND DRAGONS BASIC RULEBOOK YOU WILL NOT BE ABLE TO USE THIS BOOK TO PLAY THE GAME.

The dragon's breath singes your cape as you dash down the narrow corridor, but miraculously you escape unharmed. A few more strides carry you out the exit of the dungeon and into the vast wilderness beyond. You hold your new prize high and the noonday sun glints off the blade of the great sword. New pinnacles of adventure and excitement await you! You are now ready for the DUNGEONS & DRAGONS Expert Set!

The DUNGEONS & DRAGONS Expert Set is an expansion, and adds variety to the D&D game system. DUNGEONS & DRAGONS games, the original "role playing" games, can be played by anyone with imagination.

The DUNGEONS & DRAGONS Expert Set comes complete with dice, a rulebook, and a special instructional module. In short, everything needed to expand a D&D game, with a minimum amount of preparation, is contained within, including over 100 new monsters.

The rule booklet is easy to read and understand, and the rules have been organized into eight modular sections that can easily be integrated with the D&D Basic rules.

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BECMI 1 - D&D Revised Basic Set

Revised Basic Set for Classical D&D

Revised Basic Set for Classical Dungeons and Dragons

Publisher: TSR
Item Code: #1011
Title: D&amp:D Basic Rules Set 1
Editor: Frank Mentzer
Published: 1983
Format: box, 64 page rules book, 48 page book, dice, crayon

Comments: This boxed set was designed as an introduction to Classical D&D. This revised set covered levels character levels one to three. It was designed to teach players how to play and dungeon masters who to run dungeon adventures. This revision lacked the basic adventure included with the 1981 version, but included programmed adventures and other materials designed to make learning the game easy. This was the first box in a set of 5 boxed set designed by Frank Mentzer to take characters from 1st to 36th level and possibly beyond into the realm of the immortals with 36 additional levels. This was the standaard version of Classical D&D TSR used from 1983 onward. For some reason TSR gave this product the same item number as the earlier 1981 edition of the Basic Set. This made things very confusing.

From the back of the box:

"Your first step on the road to Adventure!"

This is a game that helps you imagine.

"As you whirl around, your sword ready, the huge red fire-breating dragon swoops TOWARDS you with a ROAR!"

See? You imagination woke up already. Now imagine: this game will probably be more FUN than any other game you've ever played!

The DUNGEONS & DRAGONS game is a way for us to imagine together - sort of like reading the same book, or dreaming the same dream. But it's a book that YOU can write, without putting a word on paper - just by playing the D&D game.

This New Popular Edition has been completely revised to include ONE-PLAYER GAMES as well as group games for Players and Dungeon Masters. YOU can start playing RIGHT AWAY!

This box contains all you need to start having FUN:

  • Programmed adventures for easy learning and HOURS of FUN
  • The PLAYER'S GUIDE for beginning characters - with simple and expert combat rules, magic spells, and role playing tips
  • The DUNGEON MASTER'S HANDBOOK - full of treasures, monsters, and dungeons
  • All the Dice you need - Six different kinds included, with marker crayon

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BECMI 2 - D&D Revised Expert Set

Revised Expert Set for Classical D&D

Revised Expert Set for Classical Dungeons and Dragons

Publisher: TSR
Item Code: #1012
Title: D&D Expert Rules Set 2
Editor: Frank Mentzer
Published: 1983
Format: box, 64 page rules book, X1-The Isle of Dread, dice, crayon

Comments: This boxed set was designed to take Classical D&D character from 4th to 14th level and introduce wilderness adventuring to players and dungeonmasters. The included adventure, X1-The Isle of Dread, was an excellent introduction to wilderness adverturing (both on land and at sea). This was the second box in a set of 5 boxed set designed by Frank Mentzer to take characters from 1st to 36th level and possibly beyond into the realm of the immortals with 36 additional levels. This was the standaard version of Classical D&D TSR used from 1983 onward. For some reason TSR gave this product the same item number as the earlier 1981 edition of the Expert Set. This made things very confusing.

From the back of the box:

This box contains all you need to continue the Adventure:

Endless hours of adventures.
The D&D Expert Set for character levels 4-14, including more combat rules, magic spells, treasures, monsters and added rules for Wilderness adventures.
Module X1, Isle of Dread. A combined wilderness and dungeon adventure on a remote island filled with savages and prehistoric monsters!
All the dice you need - six different kinds included with marker crayon.

WHEN YOU'RE READY FOR NEW CHALLENGES:
TRY THE DUNGEONS & DRAGONS COMPANION SET

Specially designed to expand your FUN into a whole Fantasy Universe.

Continue the Adventure with the D&D COMPANION SET - with more advanced rules, more treasures, more monsters - and MORE FUN!

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BECMI 3 - D&D Companion Set

Companion Set for Classical D&D

Companion Set for Classical Dungeons and Dragons

Publisher: TSR
Item Code: #1013
Title: D&D Companion Rules Set 3
Editor: Frank Mentzer
Published: 1984
Format: box, 64 page rules book, 32 page book

Comments: This boxed set was designed to take Classical D&D character from 15th to 25th level and introduce many new options to the game system -- including player-characters as rulers of domains. This was the third box in a set of 5 boxed sets designed by Frank Mentzer to take characters from 1st to 36th level and possibly beyond into the realm of the immortals with 36 additional levels. This was the standard version of Classical D&D TSR used from 1983 onward.

From the back of the box:

THIS IS SET #3. TO BE ABLE TO PLAY THE COMPANION SET, YOU SHOULD
ALREADY HAVE PLAYED BOTH, D&D BASIC SET AND D&D EXPERT SET.

FOR CHARACTER LEVELS 15-25

Players Companion - Featuring rules for unarmed combat, strongholds, and new weapons and armor. Plus more advanced rules and spells or your characters.

Dungeon Masters Companion - New rules or ruling realms and the clash of kingdoms. New treasures and monsters. Plus new adventures for your high-level characters.

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BECMI 4 - D&D Master Set

Master Set for Classical D&D

Master Set for Classical Dungeons and Dragons

Publisher: TSR
Item Code: #1021
Title: D&D Master Rules Set 4
Editor: Frank Mentzer
Published: 1985
Format: box, 64 page rules book, 32 page book

Comments: This boxed set was designed to take Classical D&D character from 26th to 36th level and introduce many new options to the game system. This was the last set needed to run campaigns with normal characters. This was the fourth box in a set of 5 boxed sets designed by Frank Mentzer to take characters from 1st to 36th level and possibly beyond into the realm of the immortals with 36 additional levels. This was the standard version of Classical D&D TSR used from 1983 onward.

From the back of the box:

Expansion rules for the D&D Basic, Expert, and Companion Sets

THIS IS SET #4. TO BE ABLE TO PLAY THE MASTER RULES, YOU SHOULD
ALREADY HAVE PLAYED D&D BASIC, EXPERT, AND COMPANION RULES.

FOR CHARACTER LEVELS 26-36

Master Players' Book - Featuring rules for new weapons, weapon masteries, and sieges. Also includes more advanced rules and spells for your master characters.

Master DM's Book - New rules for anti-magic effects, mystics, artifacts, and campaigning. Plus new treasures and monsters, including creatures from other planes.

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BECMI 5 - D&D Immortals Set

Immortals Set for Classical D&D

Immortals Set for Classical Dungeons and Dragons

Publisher: TSR
Item Code: #1017
Title: D&D Immortals Rules Set 5
Editor: Frank Mentzer
Published: 1986
Format: box, 52 page rules book, 32 page book

Comments: This boxed set was designed to take Classical D&D a 36th level character who has completed a special series of tasks and quests and allow me to become an Immortal. Immortals were the deity-like figures in Classical D&D. As an Immortal, the character could be played through another 36 levels in a special Immortals campaign. This was an interesting idea. Unfortunately the rules were probably only understood by the designer, Frank Mentzer. After the Rules Cyclopedia was published, a revised and much more understandable set of rules for Immortals was published in The Warth of the Immortals boxed set. This was the final box in a set of 5 boxed sets designed by Frank Mentzer to take characters from 1st to 36th level and possibly beyond into the realm of the immortals with 36 additional levels. This was the standard version of Classical D&D TSR used from 1983 onward.

From the back of the box:

Expansion rules for the D&D Basic,
Expert, Companion, and Master Sets

THIS IS SET #5. TO BE ABLE TO PLAY THE IMMORTALS RULES, YOU
SHOULD ALREADY HAVE PLAYED D&D BASIC, EXPERT, COMPANION,
AND MASTER RULES.

FOR IMMORTAL LEVEL CHARACTERS

Players' Guide to Immortals - Featuring rules for creating new characters and their form, abilities, powers, and home plane. Also includes rules for creating new artifacts.

Dungeon Master's Guide to Immortals - Introduction rules for Immortal level characters. Plus Immortal and other-planar creatures and a special pull-out Reference Guide.

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D&D Rules Cyclopedia

Rules Cyclopedia for Classical D&D

Rules Cyclopedia for Classical Dungeons and Dragons

Publisher: TSR
Item Code: #1071
Title: D&D Rules Cyclopedia
Editor: Aaron Allston
Published: 1991
Format: 304 page hardback book

Comments: This book is a bargain (especially in PDF format) as it contains are the rules for Classical D&D from the Mentzer Basic, Expert, Campanion, and Master sets in one volume -- carefully edited and organized into a single whole, including new rules for skills and talents. This is probably the best Classic D&D rules set available. There is a fan produced set of errata available: Rules Cyclopedia Errata & Companion Document,

From the back of the box:

Whether you're a player or a Dungeon Master, the DUNGEONS & DRAGONS Rules Cyclopedia is now the comprehensive sourcebook you need for the original fantasy role-playing game! For ages 12 and up, the Cyclopedia contains the complete game system and hundreds of features including:

All the rules from the D&D boxed set series, including Basic, Expert, Companion, and Masters.
Guidelines to develop and play characters from levels 1-36.
Comprehensive lists of weaponry and equipment.
Expansion rules including optional skills and talents.

An overview of the Known World and the HOLLOW WORLD game settings, the official D&D campaign world; and Rules to convert D&D game characters in AD&D 2nd Edition game statistics and back again.

Fully compatible with the new DUNGEONS & DRAGONS Boxed Set, this volume allows players the full scope of fantasy role-playing from the dungeons to the Outer Planes. Now, more than ever, the DUNGEONS & DRAGONS game is ready and waiting for you!

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D&D Wrath of the Immortals

Immortals Set for Classical D&D

Wrath of the Immortals Set for Classical Dungeons and Dragons

Publisher: TSR
Item Code: #1082
Title: Wrath of the Immortals
Editor: Aaron Allston
Published: 1992
Format: box, 128 page rules book, 96 page adventure book, 2 foldout Known World maps

Comments: This boxed set was designed to go with the Rules Cyclopedia. It replaced the old Immortals Boxed Set with a much easier to understand set of rules for immortals both as NPC "deities" and as player characters in an Immortals campaign. It also included a normal mortal level adventure "The Immortals' Fury" that would forever change the Known World setting.

From the back of the box:

Immortals. Warriors of the Outer Planes.

Wrath of the Immortals unveils untold secrets of how to play and create Immortals in the World of Mystara and other dimensions. The frightening power of the Immortals, their strange worlds and their secret alliances are revealed at last, but is it in time?

And then the final confrontation. In the name of the Immortals, the two greatest empires of the Known World clash in a brutal war. The world has gone mad... will both disappear from the face of the earth? Wrath of the Immortals amazing saga take heroes on a six year quest, with adventures from the apprentice to the highest levels of the game.

  • Create new worlds, wondrous artifacts, and entire new races!
  • Complete rules to create and role-play PC and NPC Immortals
  • Details a host of awe-inspiring Immortals in the Known World, the HOLLOW WORLD, and the outer planes
  • Reveals all on the mysterious Pandius, City of the Immortals
  • Contains a 128-page referee's guide with Immortal-level spells, abilities, character classes, and monsters; a 96-page campaign saga covering the entire world; two new, updated poster-sized maps of the Known World and the empires.

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CD&D Adventures and Settings

A large number of adventures and supplements were published for Classical D&D over the years. Most are usable with any version of Classical D&D without major modification and can easily be used with Original D&D or First Edition AD&D with only a little effort from the gamemaster. The major exception to this is the Immortals modules which really only work well with the Immortals Set of the BECMI version of Classical D&D.

For the most part, TSR adventures for Classical D&D were divided into series based on rules set. B-series modules only needed basic Set rules, X-series modules required the Expert Set, C-series modules were for use with the Companion Set, M-series modules were for use with the Masters Set, and the above-mentioned IM-series modules were for use with BECMI Immortals Set.

Basic Set Adventures

These adventures were designed for use with the Basic Set -- character levels 1 to 3.

B1 - In Search of the Unknown

B1 - In Search of the Unknown for Classical D&D

B1 - In Search of the Unknown for Classical Dungeons and Dragons

Publisher: TSR
Item Code: 9023
Title: In Search of the Unknown
Author: Mike Carr
Published: 1979
Format: 32 page book

Description: This package (a cover folder with maps and descriptive booklet within) forms a complete module for use with DUNGEONS & DRAGONS Basic Set. It is especially designed as an instructional aid for beginning Dungeon Masters and players, specifically created to enable new Dungeon Masters to initiate play with a minimum of preparation.

In addition to descriptive and situational material, this module also includes special informational sections giving: background history and legends, listings of possible monsters and treasures and how to place them, a list of adventuring characters, tips on various aspects of play for the Dungeon Master, and helpful advice for starting players.

Comments: This adventure was designed as a teaching tool for both players and dungeonmasters. Many rooms in the dungeon were intentionally left empty for the DM to fill in. There also was a lot of how to run an adventure advice as included. This adventure is a good first adventure (and a great tool for learning to be a dungeonmaster, but B2 was probably a better "first adventure" experience.

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B2 - The Keep on the Borderland

B2 - The Keep on the Borderland for Classical D&D

B2 - The Keep on the Borderland for Classical Dungeons and Dragons

Publisher: TSR
Item Code: 9034
Title: The Keep on the Borderland
Author: Gary Gygax
Published: 1980
Format: 32 page book

Description: This module includes a cover folder with maps and a complete description booklet to form a ready-made scenario for Basic Dungeons & Dragons. It has been specially designed for use by beginning Dungeon Masters so that they may begin play with a minimum of preparations.

Within are many features to aid novice players and Dungeon Masters: legends, history and background information, a list of adventuring characters, tips on how to be an effective Dungeon Master, plus an interesting area for characters to base themselves in (the Keep) before setting out to explore the Caves of Chaos!

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AD&D First Edition

First Edition Advanced D&D

The core books of first edition of Advanced Dungeons & Dragons were written in the late 1970s by Gary Gygax. AD&D quickly replaced Original D&D as the most popular form of the game. It sold well, fixed most of the problems many had with Original D&D, and is still very popular today. Some people refuse to play any other edition of D&D.

AD&D 1E Rules

First Edition AD&D -- Finding the Rules

TSR kept the first edition of Advanced D&D in print from 1977 to the mid-1987. While they are now out of print, copies are easy to get (and often very affordable, especially the core rulebooks as lots of copies were printed) on eBay -- click here for more information on buying First Edition AD&D items on eBay. Used copies of many AD&D rulebooks are also available via Amazon.com at very reasonable prices. Copies in PDF format are also available for US$5 or US$6 a book.

Fan Rules Restatements

Fan "restatements" of older editions of D&D using the Open Gaming License and D&D SRD from Wizards of the Coast have become fairly popular in recent years. OSRIC is a restatement of the rules of First Edition AD&D. The first edition of OSRIC is fairly minimal, but the upcoming second edition is quite complete. While OSRIC has minor variations from the original TSR First Edition Advanced D&D rules, it is so close that it is a no-brainer to run published First Edition Advanced D&D adventures with them. OSRIC available as PDF files for free or as low-cost print-on-demand version.

What Rules Do I Really Need?

The first edition of AD&D has a large number of rulebooks, however, most are not necessary to play the game. If you are a player, all you need is a copy of the Player's Handbook. One copy of the Player's Handbook can even serve for several players in a group. The Dungeon Master needs a copy of the three "core" rulebooks: the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. The first edition of OSRIC can substitute for the Player's Handbook in a pinch and the upcoming second edition of OSRIC can subsitute for all three core reulebooks -- pdf copies of OSRIC are free.

If one buys pdfs or carefully selected used copies, one can easily get started running a first edition for around the cost of a single new core rulebook for the current edition of D&D! If you go the PDF route, you could easily also get a copy of the Temple of Elemental Evil megamodule -- a classic campaign setting designed to take characters from just rolled 1st level characters to about 8th level -- and still be under the price of a single new core rulebook from the current edition of D&D.

Player's Handbook

Player's Handbook for First Edition Advanced D&D

Player's Handbook for First Edition Advanced Dungeons and Dragons

Publisher: TSR
Item Code: #2010
Title: AD&D Player's Handbook
Editor: Gary Gygax
Published: 1978
Format: 128 page hardback book

Comments: The Player's Handbook contains just about everything a player needs to know to create a character and play First edition AD&D. And one group can easily share a copy or two as most players will only to to use it heavily when creating a character or moving up a level.

From the back of the book:

NO MORE SEARCHING THROUGH STACKS OF BOOKS AND MAGAZINES TO FIND OUT WHAT YOU NEED TO KNOW. THE PLAYERS HANDBOOK PUTS IT ALL AT YOUR FINGERTIPS, INCLUDING:

  • ALL RECOMMENDED CHARACTER CLASSES:
    Fighters, Paladins, Rangers, Magic-Users, etc.
  • CHARACTER RACES:
    Dwarves, Elves, Gnomes, Half-Orcs, Humans, etc.
  • CHARACTER LEVEL STATISTICS
  • EQUIPMENT LISTS WITH COSTS
  • SPELL LISTINGS BY LEVEL AND DESCRIPTIONS OF EFFECTS (INCLUDING MANY NEW SPELLS!)

AS A DUNGEON ADVENTURER OR A DUNGEON MASTER, YOU WILL FIND THE CONTENTS OF THIS BOOK TO BE WHAT YOU HAVE BEEN WAITING FOR. ALL USEFUL MATERIAL IS NOW COMPILED UNDER ONE COVER, ESPECIALLY FOR PLAYERS!

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Dungeon Master's Guide

Dungeon Master's Guide for First Edition Advanced D&D

Dungeon Master's Guide for First Edition Advanced Dungeons and Dragons

Publisher: TSR
Item Code: #2011
Title: AD&D Dungeon Master's Guide
Editor: Gary Gygax
Published: 1979
Format: 240 page hardback book

Comments: Many consider this the best version of the Dungeon Master's Guide ever published. Sure, it's arrangement of information was quirky but Gary Gygax packed a great deal of useful information into 240 pages. You probably can't run a great First Edition AD&D game without it -- I know I would not want to try.

From the back of the book:

DUNGEON MASTERS EVERYWHERE, REJOICE! TOO LONG HAVE YOU HAD TO SUFFER ALONG WITH CRUCIAL CHARTS AND TABLES SPREAD THROUGH MANY WORKS. TOO LONG HAVE YOU HAD TO USE MAKESHIFT REFERENCES TRYING TO SOLVE THE PROBLEM. YOU NOW HAVE A COMPLETE COMPILATION OF THE MOST VALUABLE MATERIAL FOR YOUR REFEREEING, THE DUNGEON MASTERS GUIDE. HEREIN YOU WILL FIND:

  • COMBAT MATRICES
  • ENCOUNTER TABLES
  • MONSTER ATTACKS ALPHABETICALLY LISTED
  • TREASURE AND MAGIC TABLES AND DESCRIPTIONS
  • GEM VALUES BY TYPE
  • RANDOM WILDERNESS TERRAIN GENERATION
  • RANDOM DUNGEON GENERATION
  • SUGGESTIONS ON GAMEMASTERING

...AND A WHOLE LOT MORE. IT IS AN ABSOLUTE MUST FOR EVERY DUNGEON MASTER!

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Monster Manual

Monster Manual for First Edition Advanced D&D

Monster Manual for First Edition Advanced Dungeons and Dragons

Publisher: TSR
Item Code: #2009
Title: AD&D Monster Manual
Editor: Gary Gygax
Published: 1977
Format: 112 page hardback book

Comments: The Monster Manual contains a large assortment of classic monsters written up for First Edition Advanced D&D. While the back cover claims that it is for both the Dungeon Master and players, players really don't need a copy. In fact, the game can be more fun if they don't have a copy at hand during play.

From the back of the book:

This book provides a complete alphabetical listing of all "monsters" encountered in the various works which comprise the Advanced Dungeons & Dragons game system. It is an invaluable aid to players and Dungeon Masters alike!

For example:

Quasit

Frequency: Very Rare
Number Appearing: 1
Armor Class: 2
Move: 15"
Hit Dice: 5
% In Lair: 0%
Treasure Type: Q (x3)
No. of Attacks: 1
Damage/ Attack: See below
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Low
Alignment: Chaotic Evil
Size: S (2' tall)

The quasit is the unchanged form of the familiar of a chaotic evil magic-user or cleric, just as the imp is the unchanged form of the familiar of the lawful evil magic-user or cleric. As such it is very rarely encountered except in the planes of the abyss or upon the death of its master or...

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Monster Manual II

Monster Manual II for First Edition Advanced D&D

Monster Manual II for First Edition Advanced Dungeons and Dragons

Publisher: TSR
Item Code: #2016
Title: AD&D Monster Manual II
Editor: Gary Gygax
Published: 1983
Format: 160 page hardback book

Comments: The Monster Manual II was the third volume of monsters for First edition AD&D (the second was Fiend Folio). Although this book has more interesting/useful monsters than Fiend Folio, it is hardly a must have book. It is generally quite inexpensive used, however.

From the back of the book:

"the most complete alphabetical listing and description of the latest AD&D game creatures"

A must for the serious AD&D game player. This manual contains all the new monsters, from Abishai to Zygom, including new creatures like the Deadly Pudding, Devas, and Valley Elves. And you'll also have the advantage of the expanded lists of lycanthropes, giants, and other beasts.

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Oriental Adventures

Oriental Adventures for First Edition Advanced D&D

Oriental Adventures for First Edition Advanced Dungeons and Dragons

Publisher: TSR
Item Code: #2018
Title: AD&D Oriental Adventures
Editor: Gary Gygax with David Cook and Francois Marcela-Froideval
Published: 1985
Format: 144 page hardback book

Comments: Oriental Adventures is an expansion of the First Edition AD&D rules to handle oriental based characters. It included new character classes, races, spells, and magic items with an oriental flavor. Many campaigns never used this material. Copies are generally quite inexpensive used.

From the back of the book:

"...The mysterious and exotic Orient, land of spices and warlords, has at last opened her gates to the West."

For beginners or experts, players or DMs, this book holds all the information on oriental character classes, races, spells,magical items, weapons, fighting styles, and monsters. The world of samurai and ninja awaits!

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Unearthed Arcana

Unearthed Arcana for First Edition Advanced D&D

Unearthed Arcana for First Edition Advanced Dungeons and Dragons

Publisher: TSR
Item Code: #2017
Title: AD&D Unearthed Arcana
Editor: Gary Gygax
Published: 1985
Format: 128 page hardback book

Comments: Unearthed Arcana adds a number of new classes and other features to AD&D including the Barbarian the Thief-Acrobat, and the Comeliness attribute. The book is fairly contraversial with some people considering it core AD&D rules and others considering much of the material added poorly designed. Copies are generally quite inexpensive used.

From the back of the book:

"...All the new discoveries, plus a wealth of just uncovered secrets, between one pair of covers."

This, the latest of the AD&D game books, further defines and describes the game system. Inside are new spells, character classes, magic items, weapons, and much more for both players and Dungeon Masters.

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Deities & Demigods (Legends & Lore)

Deities & Demigods/Legends & Lore for First Edition Advanced D&D

Deities & Demigods/Legends & Lore for First Edition Advanced Dungeons and Dragons

Publisher: TSR
Item Code: #2013
Title: AD&D Deities & Demigods/Legends & Lore
Editor: James Wards with Robert Kuntz
Published: 1980/1983
Format: 128 page hardback book

Comments: This book was first published in 1980 as Deities & Demigods. In 1983, the book (with the same content) was retitled Legends & Lore -- and given a much more attractive cover. The name change was probably an attempt by TSR to defuse complaints about D&D by Fundamentalist Christians. The very early printings of Deities & Demigods had the Cthulhu and Melnibonean (Elric) deities. They were removed from later printings due to copyright issues. Printings of Deities & Demigods with the Cthulhu and Melnibonean deities can sell for very high prices. Later printings under either name are inexpensive. PDF copies are of Legends & Lore. This is definitely an optional book as one can run a AD&D for many years without actually requiring the information in this book.

From the back of the Deities & Demigods book:

DEITIES & DEMIGODS CYCLOPEDIA PROVIDES THE DUNGEON MASTER WITH GODS, HEROES AND MONSTERS FROM MYTH, FICTION AND LEGEND FOR USE IN ROUNDING OUT AN ADVANCED D&D CAMPAIGN. WITHIN THIS BOOK ARE SEVENTEEN PANTHEONS OF DIVINITIES, EACH PROFUSELY ILLUSTRATED. ALSO INCLUDED ARE NEW MATERIAL ON CLERICS' CONDUCT AND THEIR RELATIONSHIPS WITH THEIR DEITIES, INFORMATION ON CHARACTER MORTALITY AND IMMORTALITY, AND MORE!

From the back of the Legends & Lore book:

"here are the legends and lore needed to recreate the heroic quests in the ADVANCED DUNGEONS & DRAGONS worlds of fantasy"

Now you can add the grandeur of epic quests to your game. This book provides the Dungeon Master with details of heroes, gods, and monters from myth, fiction, and legend for use in creating an AD&D fantasy world.!

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Dungeoneer's Survival Guide

Dungeoneer's Survival Guide for First Edition Advanced D&D

Dungeoneer's Survival Guide for First Edition Advanced Dungeons and Dragons

Publisher: TSR
Item Code: #2019
Title: AD&D Dungeoneer's Survival Guide
Editor: Douglas Niles
Published: 1986
Format: 128 page hardback book

Comments: This book talks about designing dungeons and various underworld monsters and civilizations (for DMs) and about exploring dungeons (for players). This is definitely an optional book as one can run a AD&D for many years without actually requiring the information in this book. To be honest, this book seemed more like an attempt to increase TSR's cash flow than to add important material to AD&D.

From the back of the book:

"...In the impenetrable darkness of the underearth, unimagined terrors and uncountable treasures await."

For beginners, advanced players, and DMs, this book open up grand new vistas in the realms of the underdark, that little-known region of dungeons and caverns far beneath the sunlit world of everyday existence. The worlds of subterranean adventure await!

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Fiend Folio

Fiend Folio for First Edition Advanced D&D

Fiend Folio for First Edition Advanced Dungeons and Dragons

Publisher: TSR
Item Code: #2009
Title: AD&D Fiend Folio
Editor: Gary Gygax
Published: 1977
Format: 112 page hardback book

Comments: The Fiend Folio a large assortment of generally strange and useless monsters written up for First Edition Advanced D&D. This book was produced by TSR UK and most of the monsters come from the early issues of White Dwarf magazine. Unfortunately, they seemed to pick monsters based on quirkiness and weirdness rather than usefulness. While there were a few very unique and interesting monsters in Fiend Folio, this volume is probably the closest thing to a waste of paper in First Edition AD&D rulebooks. This makes it very easy to find used -- often at prices below that of the PDF copy (if you don't count postage).

From the back of the book:

THIS TOME CONTAINS ALPHABETICAL LISTINGS OF MONSTERS DESIGNED FOR USE WITH THE ADVANCED DUNGEONS & DRAGONS GAME SYSTEM. EACH CREATURE IS DESCRIBED AND MOST ARE ILLUSTRATED FOR EASY IDENTIFICATION.

For Example:

BERBALANG
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOUR CLASS: 6
MOVE: 6"/24"
HIT DICE: 1+1
% IN LAIR: See below
TREASURE TYPE: D
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-4/1-4/1-6
SPECIAL ATTAKCS: Nil
SPECIAL DEFENCES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Chaotic Evil
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defence Modes: Nil
LEVEL/X.P. VALUE: III/65 + 2 per hit point

The berbalang spends the greater part of each month in an apparently dormant state, hibernating preferably in a well-hidden cave. Though seemingly comatose, the berbalang is actually roaming the Astral Plane where it spends its time hunting creatures weaker than itself...

USING THE NEW ENCOUNTER TABLES CONTAINED HEREIN, THIS WORK IS SURE TO ADD NEW EXCITEMENT TO ANY AD&D GAME.

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Manual of the Planes

Manual of the Planes for First Edition Advanced D&D

Manual of the Planes for First Edition Advanced Dungeons and Dragons

Publisher: TSR
Item Code: #2022
Title: AD&D Manual of the Planes
Editor: Jeff Grub
Published: 1987
Format: 128 page hardback book

Comments: This book discusses each of the planes in the standard AD&D plane system with destails on what the plane is like, what effects the plane has on characters and their magic spells and items, what types of creatures live on the plane, how the plane (and its subdivisions) are ruled, etc. This book is optional and is really only needed for games with high level characters, although the information on the astral and etherial planes can be useful to the DM at lower levels of play.

From the back of the book:

"...from Arcadia to Pandemonium, from the plane of elemental Fire to the Astral plane, vast new worlds of adventure are now open to players...."

A vital source book for players and DMs of all levels of experience, the Manual of the Planes details the manifold worlds of the known planes of existence. This book describes the inhabitants, rulers, and environments of these worlds, as well as rules for movement, survival, combat, and spell use in these alien surroundings. A different style of AD&D adventures awaits!

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Wilderness Survival Guide

Wilderness Survival Guide for First Edition Advanced D&D

Wilderness Survival Guide for First Edition Advanced Dungeons and Dragons

Publisher: TSR
Item Code: #2020
Title: AD&D Wilderness Survival Guide
Editor: Kim Mohan
Published: 1986
Format: 128 page hardback book

Comments: This book talks about designing and running wilderness (aka non-dungeon) adventures and campaigns as well as the effects of weather and terrain on characters. While this is definitely an optional book, it is useful as most platers and DMs have much more experience in designing/playing indoor adventures than they do wilderness adventures.

From the back of the book:

"...the scope of the ADVANCED DUNGEONS & DRAGONS game is much larger than the most expansive dungeon."

This book, for new players and Dungeon Masters as well as more experienced campaigners, presents rules for adventuring in the outdoors. Oppurtunities and challenges await characters brave enough and hardy enough to take on the biggest "monster" of all - the wilderness.

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AD&D 1E Adventures and Settings

Coming Soon!