
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.

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.
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 "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.
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.

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:
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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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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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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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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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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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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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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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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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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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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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.

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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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