Sunday, September 27, 2009

ADVANCED DUNGEONS AND DRAGONS: DUNGEON MASTERS GUIDE AD&D!

Visit the POP CULTURE SHOP eCRATER Store!

Visit the POP CULTURE SHOP eBAY Store!

PRODUCT DESCRIPTION




Official AD&D Dungeon Masters Guide
by Gary Gygax

Publisher: TSR, Inc.
Game Line: Advanced Dungeons & Dragons
Game System: Advanced Dungeons & Dragons
Product Code: TSR 2011
ISBN: 0-88038-051-9
# of Pages: 240

"all the information you need to referee your ADVANCED DUNGEONS & DRAGONS game is in this book."

Whether you're running a single adventure or masterminding a complete campaign, the Dungeon Masters Guide is the absolute best source for information. There's no need to guess the rules. You'll learn spells, monsters, travel, magic lists, and combat rules.

Alongside the Players Handbook and Monster Manual, the Dungeon Masters Guide formed part of the original core rules for the AD&D game.

The author was, of course, Gary Gygax.


"This is the Dungeon Master or referee's source to be used as an aid during AD&D™ game play. And to complement this outstanding product, we've added new cover art! This guide is ideal for intermediate through advanced players, ages 10 and up."



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!

After more than two years since tantalizing players with the AD&D Monster Manual, Gygax finished work on his most impressive project, the Dungeon Masters Guide. Oft-criticized for its complicated rules and wordiness, the DM's Guide nevertheless has held up remarkably well over time, and is an impressive milestone in role-playing-game history.


Contents:

Preface
Credits
The Game
Approaches to Playing Advanced Dungeons & Dragons
Dice
Use of Miniatures
Aids to Playing Advanced Dungeons & Dragons
Creating the Player Characters
Generation of Ability Scores
Non-Player Characters
The Effect of Wishes on Character Ability Scores
Characteristics for Player Characters
Player Charcter Non-Professional Skills
Starting Level of Experience for Player Characters
Character Age, Aging, Disease and Death
Character Age
Aging
Unnatural Aging
Disease
Death
Character Abilities
Explanation of Abilities
Character Classes
Followers for Upper Level Player Characters
The Paladin's Warhorse
Spying
Thief Abilities
Thieves and Assassins Setting Traps
Assassins' Use of Poison
The Monster as a Player Character
Lycanthropy
Alignment
Alignment Language
Changing Alignment
Money
Player Charcter Starting Money
Player Character Expenses
Value and Reputed Properties of Gems and Jewlry
Nore Regarding the Magical Properties of Gems, Herbs, et al
Armor, Armor Class & Weapons
Types of Armor And Encumbrance
Dexterity Armor Class Bonus
Weapon Types, "TO HIT" Adjustment Note
Hirelings
Standard Hirelings
Expert Hirelings
Henchmen
Loyalty of Henchmen & Hirelings, Obedience and Morale
Time
Time in the Campaign
Time in the Dungeon
Character Spells
Day-to-Day Acquisition of Cleric Spells
Acquisition of Magic-User Spells
Acquisition of Illusionst Spells
Recovery of Spells
Spell Casting
Tribal Spell Casters
Spell Explanations
Spells: Special Commentary for Refreeing
Cleric Spells
Druid Spells
Magic-User Spells
Illusionist Spells
The Adventure
Adventures in the Outdoors
Adventures in the Air
Aerial Travel
Aerial Combat
Waterborne Adventures
Underwater Adventures
Underwater Spell Use
Travel in the Known Planes of Existence
Outdoor Movement
Infravision & Ultravision
Invisibility
Mirrors
Detection of Evil and/or Good
Listening at Doors
Combat
Encounters, Combat, and Initiative
Surprise
Encounter Reactions
Discharge Missiles
Grenade-Like Missiles
Holy/Unholy Water
Spell Casting During Melee
Magical Device Attacks
Effect of Cover on Spells and Spell-Like Powers
Monster Charm Power
Turning Undead
Counter-Affecting
Further Actions
Charge
Weapon Speed Factor
Striking to Subdue
Special "To Hit" Bonuses
Morale
Morale Scores
Morale failure
Pursuit and Evasion of Pursuit
Pursuit and Evasion in Outdoor Settings
Melee
Special Types of Attacks
Important Note Regarding "To Hit" Adjustments
Attacks with Two Weapons
Breaking off From Melee
Monks' Open Hand Melee
Actions During Combat and Similar Time-important Situations
Examples of Melee
Non-Lethal and Weaponless Combat Procedures
Combat Tables
Opponent Armor Class Descriptions
Attack Matrices
Assassins' Table for Assassinations
Attack Matrix for Monsters
Creatures Struck only by Magic
Matrix for Clerics Affecting Undead
Psionic Combat Tables
Psionic Combat Notes
Saving Throw Matrices
Saving Throws
Magic Armor and Saving Throws
Progression on the Combat Tables
Hit Points
Effects of Alcohol and Drugs
Insanity
Experience
Adjustment and Division of Experience points
Experience Value of Treasure Taken
Experience Points Value of Monsters
Special Bonus Award to Experience Points
Gaining Experience Levels
The Campaign
Climate & Ecology
Typical Inhabitants
Social Class and Rank in Advanced Dungeons & Dragons
Government Forms
Royal and Noble Titles
The Town and City Social Structure
Economics
Duties, Excises, Fees, Tariffs, Taxes, Tithes. and Tolls
Monster Populations and Placement
Placement of Monetary Treasure
Placement of Magic Items
Territory Development by Player Characters
Peasants, Serfs, and Slaves
A sample Dungeon
The First Dungeon Adventure
Non-Player Characters
Personae of Non-Player Characters
Facts
Traits
Language Determination
Special Roles of the Dungeon Master
Hiring Non-Player Characters to Cast Spells or Use Devices
Monsters and Organization
Use of Non-Human Troops
Construction and Siege

Construction Time
Siege Engines and Devices of War
Additional Attack Forms
Conducting the Game
Rolling the Dice and Control of the Game
Handling Troublesome Players
Integration of Experienced or New Players into an Existing Campaign
Multiple Characters for a Single Player
Intervention by Deities
Demi-Gods and Gods
The Ongoing Campaign
Sixguns & Sorcery
Mutants & Magic
Magical Research
Creation of Holy/Unholy Water
Spell Research
Fabrication of Magic Items, Including Potions and Scrolls
Non-Standard Magic Items
Use of Magic Items
Command Words
Crystal Balls and Scrying
Drinking Potions
Applying Oils
Potion Miscibility
Energy Draining by Undead or Device
Treasure
Random Treasure Determination
Explanations and Descriptions of Magic Items
Potions
Scrolls
Rings
Rods, et. al. (Including Staves and Wands)
Miscellaneous Magic
Artifacts and Relics
Armor and Shields
Swords
Miscellaneous Weapons

Appendices:

Appendix A: Random Dungeon Generation
-Random Dungeon Generation For Solo Play
Appendix B: Random Wilderness Terrain
Appendix C: Random Monster Encounter
-Monster Encountered Adjustment for Relative Dungeon Level
-Dungeon Random Monster Encounters
-Underwater Random Monster Encounters
-Astral & Ethereal Encounters
-Psionic Encounters
-Waterborne Random Monster Encounters
-Airborne Random Monster Encounters
-City/Town Encounters
-Magic Possessed by Encountered Creatures
Appendix D: Random Generation of Creatures from the Lower Planes
Appendix E: Alphabetical recapitulation of Monsters (with Experience Points)
Appendix F: Gambling
Appendix G: Traps
Appendix H: Tricks
Appendix I: Dungeon Dressing
Appendix J: Herbs, Spices and Medicinal Vegetables
Appendix K: Describing Magical Substances
Appendix L: Conjured Animals
Appendix M: Summoned Monsters
Appendix N: Inspirational and Educational Reading
Appendix O: Encumbrance of Standard Items
Appendix P: Creating a Party on the Spur of the Moment

Glossary
Afterword
Index