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Tuesday, January 6, 2015

Ye Olde (Dungeons & Dragons) School Modules/Adventures (Free) (posted with perm)

The following is a list of free old school and some not so old school modules or adventures which are free to anyone to download and use for their own campaign. While I am perfectly okay with anyone who is producing new materials and selling them, I do want to give an appreciative shout out to everyone producing fan materials and distributing them for free. Please download only a few things at a time and don't abuse anyone's bandwidth. Some materials may be posted on smaller sites and  I would not want to discourage anyone from providing their items because of bandwidth costs. I will also echo Landifarne and if you have anything to add please let us know.  

The primary link is Links to 300+ Free Modules/Adventures (DF and Others)


Landifarne said:
Here is a list of links to free modules/adventures posted online (Dragonsfoot and other sites). Much of the list comes from Gnarly Bones' sticky, and I have gleaned what I can from the threads herein. It is by no means complete, and is meant to help members of DF find adventure resources. If certain gaming platforms are off limits, then I will remove their links as soon as I receive notification.
Please post new links and/or suggestions so that I may update this thread. -Landifarne
Thanks again to Landifarne for letting me use his post and he gave me permission to use his updates which is greatly appreciated and of course he has my permission to use any updates that I add.

Please note that there are some 3E,3.5E, d20 and other toward the bottom - many, if not most, old school referees should be able to convert pretty much on the fly and use these if desired.


Dragonsfoot Module/Adventure Downloads (Arranged by Level):

To Light the Shadows (for level 1, LL)
The Haunted Keep (for level 1, Classic)
GL0 The Haunted Tower (for level 1, Classic)
High Atop Dragonmount (for level 1, 1E)
The Lost Chalice of Father Thomas (for level 1, 1E, Footprints)
The Mad Demigod’s Castle (for level 1, 1E)
Pop Goes the Meazel (for level 1, 1E) 
Spider Farm (for level 1, 1E, Melford Series#1) 
The Melford Murder (for level 1, 1E, Melford Series#2)
Shrine of the Oracle (for level 1, 1e, Melford Series#3)
B11a: Priest's Errand (for level 1, 1e, Footprints #23)
F1: Zombie Curse (for level 1, 1E)
Into the Shrieking Hollow (for level 1, 1E or 2E)
Blacktop Vale (for levels 1-2, Footprints)
Stele of the Silver Thane (1E, levels 1-2)
The Banked Swamp (for low levels, 1E)
The Tavern of Deadnu (for levels 1-3, 1E)
Lake of Sorrows (for levels 1-3, 1E, Footprints)
HM1 The Disappearance of Harold the Hedge Mage (for levels 1-3, 1E)
DF17 The Endless Tunnels of Enlandin (for levels 1-3, Classic) 
AJ1 Fugitive (for levels 1-3, Classic)
F2: Crypt of Kendall Furfoot (for levels 1-3, 1E)
Goblins Tooth I: Moonless Night (for levels 1-3, 1E/2E)
Goblins Tooth II: Faces of Love (for levels 1-3, 1E/2E)
The Haunted Inn of the Little Bear (for levels 1-3, 1E, Footprints)
GL1 The Nameless Dungeon (for levels 1-3, Classic)
Stop the Goblin Raid (for levels 1-3, 1E, Footprints) 
The Village with No Name (for levels 1-3, 1E)
Voices of the Three (for levels 1-3, C&C)
Cold Drake Canyon (for levels 1-3+, Classic)
The Beast of Geshtein (for levels 1-4, 1E)
HS1 The Village of Rashtan (for levels 1-4, for HM series, 1E)
Beneath the Darkshroud Peaks (for levels 2-3, 1E, Melford Series #4)
The Dead Down Below (for levels 2-3, 2E, Footprints)
The Barrow of the Moon Druid (for levels 2-4, 1E)
Bandit Stronghold (for levels 2-4, 1E, Footprints) 
Church of the Poisoned Mind (for levels 2-4, 2E)
F3: Adventure in Skull Pass (for levels 2-4, 1E)
The Garden of the Hag Queen (for levels 2-4, Classic)
HM2 The Hunt for Istan (for levels 2-4, 1E)
Shipwreck at Har’s Point (for levels 2-4, 1E)
Pulling Strings (for levels 3-4, Footprints)
No Bones About It (for levels 3-5, 2e, Footprints #23)
Terror in the FOrrest Gizzik (for levels 3-5, 1E)
L4 Devilspawn (for levels 3-5, 1E)
The Cat's Meow (for levels 3-5, 1E, Footprints) 
Red Tam’s Bones (for levels 3-5, 1E) 
Shadow Over Pendleton (for levels 3-5, Classic)
Where the Fallen Jarls Sleep (for levels 3-5, 1E, Her Dark Majesty Series #1)
The Secret of the Wood of Dark Boughs (for levels 3-5, 1E, Footprints) 
The Tomb of Rokoss the Undying (for levels 4-6, 1E)
The Tower of Azal'Lan (for levels 4-6, 1E)
The Ebony Tower (for levels 4-6, 1E, Footprints)
Tower of the Elephant (for levels 4-6, 1E, Footprints)
Beneath Black Towen (for levels 4-6, 1E, Her Dark Majesty Series #2)
The Mired Cathedral (for levels 4-6, 1E, Footprints)
HM3 The Chaos Halls of Belzir (for levels 4-6, 1E)
The Corrupt Crypt of Ilmater (for levels 4-6, 1E)
Watchers on the Whyestil (for levels 4-6, 1E, Footprints) 
L5B: The Kroten Adventures (Len Lakofka's last L Module)
The Battle for Gib Rus (for levels5-7, 1E, tournament) 
Stormcrows Gather (for levels 5-7, 1E, Her Dark Majesty #3)
The Emperor’s Lost Army (for levels 5-7, 1E, OA, Footprints) 
Lost Shrine of Tharizdun (for levels 5-7, 1E, Footprints) 
Trident Rock (for levels 5-7, 1E) 
The Temple Diancecht (for levels 5-7, 1E)
The Ruins of the White Watch (for levels 5-8, 1E)
The Monastery of the Order of Crimson Monks (for levels 5-9, 1E)
Isensan’s Secret (for levels 6-8, 1E) 
Death from Above (for levels 6-9, 1E, Footprints) 
Horror of Spider Point (for levels 7-9, 1E)
Ice Maidens fo the Frozen Horn (for levels 8-10, Expert/BECMI)
Lair of the Demodand (for levels 8-12, 1E)
Keeper of the Old Faith (for levels 9-14, 1E, Footprints)
AJ2 Vandar’s Lost Home (for levels 9-14, Classic)
Citadel of the Carrion Eaters (for levels 10+, Footprints#23, 1E)
The Forgotten City of Al-Arin (for levels 10-14, 1E)
The Howling Hills (for levels 10-14, 1E) 
Skein of the Death Mother (for levels 10-14, 1E)
The False Tomb of Horrors (for levels 12-14, 1E, Footprints)

Other Dragonsfoot Modules (May Be Difficult to Convert):

The Red Swamp (*Savage Worlds)
Shades of Terror (*Savage Worlds, Adult Content)
Dungeon Crawl (*Savage Worlds)

Other Sites' 1E Compatibles:

The Pits of Wob (levels 0-1)
The Taking of Siandabhair (levels 4-7, by Graeme Davis)
Find the Lady (levels 1-3, by Graeme Davis)
Dragotha's Lair (2E, Download button at bottom)
G4-G9 Against the Giants Supermodule (Fool with download button)
Sraa Keep Adventure (levels 5-7)
The Smoking Pillars of Lan Yu (OA, levels 1-3)
Book of Low Level Lairs 1 (& mag supplement, levels 1-3)
Ice Tombs of the Frost Jotuns (& mag #10, levels 9-12) 
White Plume Mountain: Reconciled (1E, for high levels, WotC Map found here)
The Palace of Queen Ehlissa (1E, for levels 1-8)
[strike] Lost Temple of Pelor (TVoH/ToEE side adventure, low levels)[/strike]
Prince Charming: Reanimator (DCC, for level 0!)
The Ancient Academy (levels?)
Abandoned Mine of the Bandit King (for levels 1-4)
The Fireforge Mini-Adventure (for levels 7+, 1E, & Magazine)
The Ogress of Anubis 
The Shrine of Hecate (for levels 1-3, 1E, & Magazine)
Wengreth's Hoard (for levels 6-7, 1E, & Magazine)
Rage from the Waves (for levels 5-7, 1E, & Magazine)
Gnoll Tower (for low levels, 1E, & Magazine)
Valley of Eternal Rest (for levels 4-7, 1E, & Magazine)
The Wreck of the Stalwart Lady (for levels 3-5, 1E, & Magazine)
Temple of the Ghoul (for levels 1-3)
Orc’s Nest
DD1 Sword Against Thievery
DD2 Stealing the Night Away
Quest of the Mist Golem
WGH2 The Temple of the Sun
WGH3 Into the Howling Hills
WGH4 Tombs of the Howling Hills
WGH5 Lords of the Howling Hills
Encyclopedia Subterranica
Sordid Stories from the Mother City (for low levels)
Systema Tartarobases (CC, for levels 3-5, gonzo)
To the City of Brass (levels 7-10, 1E, written by Bob Kuntz) 
Lost in the Mountain (incomplete, levels 4-7, 1E)
Nightmare on Hill Manor(White Wolf)
The Mysterious Shrine(Hackmaster)
FO2- Forstal's Final Rest (Filbar adventure, for low levels)
Caverns of Temeluc(from Dungeon Crawl #2, for low levels)
The Caves of Ortok from Infinibadger (PWYW, levels 3-5)
Howler (PWYW)
Tree Maze of the Twisted Druid 

Archived Sites' 90s Adventures: [If a link goes foul down the line, just ask. I'll PM you the file]

The Lost Temple of the Elements (Earth Temple) (levels 9-12)
Air Temple of the Elder Elemental God (level 9-12)
Fire Temple of the Elder Elemental God (levels 9-12)
Water Temple of the Elder Elemental God (levels 9-12)
The Elemental Crypt (levels 9-12)
The Aardvark’s Den (levels 4-7)
Beg Steal or Barrow (levels 1-3)
The Blackrock Brothers Abroad (levels 3-5)
The Ruined Shrine (Bordyn) 
Broken Ground (Mystara, levels 9-10)
Castle Glencombe 
The Catacombs of Farthis (levels 2-5)
Catherdral of the Dead (level 3-5)
The Cauldron of Bohn (levels 6-8)
The Caves of Zyvanna (levels 7-9)
Temple of the Chained Demon (levels 4-8)
The Chillwater Treaty (levels 6-9)
The Dragon’s Quest (levels 5-8)
The Night of the Living Dead 
The Demon’s Return (levels 6-10)
Dhowin’s Rest 
The Displaced (levels 5-7) Garry J Sled…can anyone find him and get the map?
Dragon Kill (level 9)
Ecclesias’ Bane (levels 3-5)
Eldritch 
Holy Order of the Eternal 
Ewsdek’s Regret (levels 1-2)
Façade 
The Farthis Village (levels 1-3)
The Fiends of Tethyr (levels 5-8)
Garden Blacksun Base 
Gholand Keep (levels 8-10)
Deserted Settlements (Glancombe) 
Were Off to Kill Goblins (levels 1-2)
Gone Fishing and The Sub 
The Tower of Guldar Heel 
House of the Hawk 
The King’s Tomb 
Legend - The Company of Skiff 
Let’s Play Ball 
A Little Local Difficulty 
The Lost Mine of Klangdensturm (levels 6-9)
The Mace of Infirmity (levels 7-9)
Barule - Mines of Barule (levels 6-8)
Discovery of the Tomb of Mogrelden (levels 1-2)
The Return of the Prodigal Son (levels 8-10)
The Lost Pyramid (levels 7-9)
Doctor Quilto’s Secret 
The Test of Randor the Great (levels 7-9)
Ransom (Mystara, levels 8-10)
The Reluctant Bride 
The Search for a Cure 
Stonelife 
Assault on the Good Temple of Rannance (levels 4-7)
The Scarlet Mark (levels 5-7)
The Tower of Refuge 
(adven2.zip) Murder in Allendorf & Uigmuir Manor 
Vault of Time (levels 7-10)
(adven2.zip) Volnay 

Other Sites' Classic Compatibles:

A Parliament of Owls (levels 4-7, LL)
The Dark Rookery (levels 5-7, LL)
Tomb of the Feathered Mage (levels 6-8, LL)
Troubling Events (for level 1, LL)
Sethotep (levels 2-4, by Graeme Davis)
The Black Ruins (levels 1-3)
The Secret of Red Rock Hill (LL, levels 1-2, C&C Domesday Book, Mag pg 38)
The Stone Alignments of Kor Nak (0E/S&W)
Catacombs of Death (Expert/Companions, for levels 12-15, DF module)
The Bane of Eoric (for levels 1-3, at bottom of page)
The Lizarmen of Illzathathach (PWYW, for LL, for low levels)
Secrets of the Old City (for 0E, for low levels)
The Curse of Cragbridge (PWYW, LL, for levels 1-3)
Winds of the Ice Forest (PWYW, LL, for levels 1-3)
Clatterdelve (S&W or LL, for levels 1-2)
The Last Princess (PWYW, BFRPG, for levels 8-10)
Trouble at Imp Brucke (PWYW, Dyson's Dodecahedron #8, BX or LL, for levels 6-7)
A Devourer Most Foul (PWYW, Dyson's Dodecahedron #7, BX or LL, for levels 5-7)
Welcome to Erdea Manor, Part 1 (PWYW, Dyson's Dodecahedron #4, BX or LL, for levels 3-6)
Erdea Manor's Depths and Catacombs (PWYW, Dyson's Dodecahedron #5, BX or LL, for levels 3-6)
Ruins of the Gorgon (PWYW, Dyson's Dodecahedron #3, BX or LL, for level 4)
Atarin's Delve (PWYW, Dyson's Dodecahedron #1, BX or LL, for level 4)
The Keep of the Necromancer (S&W compatible, for low levels)
Thrymjahellir (2 pager, levels 4-7, link is at the bottom)
The Hanging Garden (2 pager, levels 1-3, link is at the bottom)
The Caves of Cormakir the Conjurer (LL, for levels 1-3?)
Slave Pits of Abhoth (LL, for levels 4-7?)
Shrine of the Demon Depths (for low levels) 
Nashka's Lair (small orc lair for levels 1-3)
KH-1 Something's Rotten in Riverton (for level 1, Classic)
Three Sad Wizards (for levels 1-2, Classic and 1E suitable)
BL1-2 The Ruined Hamlet/Terror in the Gloaming (for levels 1-2, Classic)
Death Mask (for levels 1-3, Classic, Encounter Magazine #1)
Out of the Shadows (Classic, levels 1-3, Encounter Magazine #2)
The Oracle of Talena (for low levels, Classic, Encounter Magazine #3)
Quest for the Enchanted Sword (for level 1, Classic, for kids, Encounter Magazine #4)
BF1 Morgansfort
BF2 Fortress, Tomb and Tower: The Glain Campaign
JN1 The Chaotic Caves
JN2 Monkey Isle
SG1 Saga of the Giants: Hill Giant Hall
SG2 Saga of the Giants: Caverns of the Stone Giants
SG3 Saga of the Giants: Frost Giant Fortress
SG4 Saga of the Giants: Fire Giant Forge
SG5 Saga of the Giants: CLoud Giant Castle
DC1 Tales from the Laughing Dragon
AA1 Adventure Anthology (Fourteen Short Adventures for levels 1-6)
Blueholme: The Maze of Nuromen (for 1st level)
Chaotic Caves II (for levels 1-4)
Dreaded Island (for levels 4-6)
TSR '83 Basic Starter Adventure (basic starter adventure from WOC's website)
TSR '77 Basic Starter Adventure (basic starter adventure from WOC's website)
Gold in the Hills (levels 1-3, BFRPG)
The Tomb of Sigyfel (levels 1-3, LL)
The Charmed Grotto (levels 5-8, BX)
The Sewers of Travon(BX)
The Courtyard of Gerald Red(levles 1-3, LL)
Dyson’s Delve, All 11 Levels(levels 1-6, BX)
Return to the Ziggurat (a Dyson work)
A Return to the Ruins on Corvel Mount (a Dyson work)
Challenge of the Frog Idol (levels 3-6, LL)
Infinite Caves of the Shroom Goblins (LL)
Prison of the Hated Contender (LL, for levels 0-1)
The Red Demon (LL, for levels 2-4, gonzo ASE)
Obelisk of Forgotten Memories (LL, for levels 1-2, gonzo ASE)
Tempus Gelidium (LL, for levels 3-5, gonzo ASE)
Dungeons Are Real (S&W, for level 1) 
Halls of the Gods (LL, for low levels)
Hostages at the Wizard Academy (BFRPG, for levels 3-5)
A Shortcut to Fortune (BFRPG, for levels 3-5)
The Manse on Murder Hill (LL, for levels 3-5)
Targker Goblins (PWYW, LL, for levels 1-3, in Brave the Labyrinth #3)
The Screams From Jedder's Hole (PWYW, LL, for levels 4-5, in Brave the Labyrinth #1)
Taglar’s Tomb (PWYW, for S&W, Low Level)
A Promise of Vengeance Fulfilled (PWYW, LL, 5th-7th)
Fabled Curse of the Brigand Crypt (PWYW, LL, 1st-3rd)
The Lost Staves of Maurath (PWYW, LL, 4th-6th)
The Ruined Tower of Hilsosk the Mad (PWYW, LL, for levels 1-3, in Brave the Labyrinth #4)
The Beleaguered Burrow (PWYW, LL, for levels 1-3)
Graveyard of Dusk (LL, low levels, very short)
Taglar's Tomb (PWYW, LL, low levels)
The Mausoleum of L.P. Silvereyes (not sure if this is a repeat)

Other Sites' Any-RPG Compatibles:

SLave Pits of Sippar (Blood & Bronze System)
The Tower of Horace Sharpcheeks (for level 1)
The Undertemple of Arkon (PWYW, for levels 1-3)
Keroth's Bridge (S&W, for levels 5-7)
Come To Daddy (Swords and Wizardry, levels 4-6)
No Country for Weak Men (Blood and Treasure Adventure, levels 3-5)
Abandoned Smugglers Caves and Crabfishmen
They Came from the Stars (for levels 1-3)
Mischievous Monsters (for low levels)
Escape from Groncho's Lair (for levels 1-3)
The Hidden Tomb of Slaggoth the Necromancer (for low levels)
The Black Tower (from Midkemia Press)
Citadel of Evil (for levels 1-3)
Gone Fishin’ (for low levels)
Shrine of the Scaled One (for low levels)
White Palette, Ivory Horns (for low levels, Hackmaster)
Swords and Wizardry Quick Start (S&W)
The Last Priest of Sebek (levels 7-10, S&W at Lulu)
Nautical Adventure: The Temple of Tides (levels 3-5, LotFP)
The Pathway to the Stars (LotFP)
The Haunted Tower on the Hill (LotFP)
The Pythagorean Triage (LotFP, levels 1-3)
Better Than Any Man (LotFP, Pay WHat You Want, levels 1-4)
Shane's Delve (no stats, low levels)

Other Sites' OGLs:

The Santa Situation (levels 3-5)
B1 The Tumbled Tower (for level 1)
A Typical Tomb (3E)
The Werewolves of Hargaldor (3E)
A Derelict House (3E)
A Simple Lair (3E)
An Abandoned Fortress (3E)
Set’s Daughters (for level 10, 3E with 1E feel)
W0: The Wizard’s Amulet (for level 1, 3E with 1E feel, *free accessory award winner)
Canonfire Chronicles Adventures (3 adventures)] (3.5E Greyhawk Adventures)
The Auroral Arcazal of Aethaungor(d30 system)
Temple of Maldiboga (Levels 2-4, Portal to Adventure System)
Stonehell Supplement Brigand Cave
A Thief Amongst Us (d20, levels 1-2)
Curse of Manslaughter Manor (3.5E, levels 1-2)
For Whom the War Rages (3E, for level 3)
Gabberson's Keep (3E, for level 1)
Introduction to Amberdale (d20, for level 1)
Sacred Temple (3E, for level 2)
Old Rock Tower (3E, for level 4-6)
Temple of Pelor (3E, for level 5-7)
The Underway (3E, for level 4)
Thieves' Guild (2E)
Trouble at Troublewater (3.5E)
Slaves of Time (3E)
The Circlet of Life (3E)
The Desolation of Oakhurst (Mazes and Monsters, levels 5-7)
Howler (d20/3E)
The Cooperative Dungeon Compendium (d20/3E, 4 separate adventures)


last edit 7/22/2018

Ye Olde School Google+ Groups

This is a list of old school Google+ Groups for D&D and other related games. I know this is just a sampling, so if you have any groups to add, please let me know and I will be happy to update this list.


AD&D

Adventurer Conqueror King

Adventures Dark and Deep

Adventurers Unlimited (OSR D&D)

An Age Undreamed

BLUEHOLME™

Boot Hill RPG

B/X D&D

Carcosa

Chaosium Runequest 2

D&D Rules Cyclopedia

Dangerous Journeys

Dark Dungeons

Darker Dungeons


Delving Deeper FRPG 

Holmes Basic

Old School Editions Dungeons & Dragons

KC Old School Gaming

Knights and Knaves Alehouse

Labyrinth Lord

Madison Traditional Gaming

Mythus Meet

Original Dungeons Dragons (OD&D)

OSRIC GOOGLE+ COMMUNITY

OSR

Powers & Perils

San Diego OSR Gamers

Swords & Wizardry Discussion

Tekumel

The Ruins of Murkhill - True Original D&D

TSR Chainmail

Tunnels & Trolls

TSR Chainmail

Vintage Role Playing Games

Warriors of the Red Planet


 

Ye Olde School Facebook Groups

This is a list of old school Facebook Groups for D&D and other related things. If you have any groups to add, please let me know and I will be happy to update this list.


1st Edition Advanced Dungeons & Dragons
Advanced Dungeons & Dragons
Advanced Dungeons and Dragons (AD&D 2nd Edition)/a]BECMI
Conan RPG Players
DMs & GMslink
Dungeons & Dragons
Frank Frazetta
Gary Gygax - Remembering the Great Dungeon Master
Holmes Basic Dungeons & Dragonslink
Homebrewed RPG Worlds
H.P. Lovecraft Historical Societylink
Mystara
Mystara Reborn
OLD SCHOOL ADVENTURES
Old School Gamers
Old School Roleplaying
Old School TSR gamers
Original Dungeons & Dragons (OD&D) Group 1
Original Dungeons & Dragons
Original Dungeons & Dragons (OD&D) Group 2
RPGs, Mythos & Mythology
Swords & Wizardry
The Hobby Shop Dungeon Facebook Group
The International Robert E Howard Fan Association
The Piazza
Vintage Role Playing Games
Wilderlands Fans

Ye Olde School Blog List! Update 001

Ye Olde School Blog List!  Look at the right hand side of my blog at the blog list, it currently contains 374 blogs, all of which I have read at least some of and many quite a bit of and a few almost all of. Obviously I can not keep up with all of the posts on all of them, but I do periodically check them, several at a time to look for posts of particular interest to me and those interests are broad, likely broader than most would suspect.  I would love to make that list longer and test the limits of blogger with the number there, so please feel free to recommend more blogs to me that you feel are old school and worth reading. There is a lot of great information collected in those blogs and mining it for ideas is a lot of fun. Thinking about those ideas, tweaking them for my campaigns and sharing them is even more fun.

EDIT: As of 01/07/15  377 Blogs 
EDIT: As of 01/08/15 401 Blogs

Saturday, January 3, 2015

OD&D - Mixing in some Original Arduin Trilogy 002

Dave Hargrave created his game world of Arduin as an OD&D campaign and his style was similar to that of Dave Arneson in many ways - the main one being that it was "gonzo". :) He typed the first Volume of The Arduin Grimoire as a OD&D supplement and self-published it in 1977.  It contained many references to Dungeons & Dragons and Gary Gygax at TSR immediately moved to quash it.  One wanders what might have been had Dave Arneson continued as part of TSR and much more of the real Blackmoor ideas (First Fantasy Campaign) been published by TSR. One also wanders what might have happened if Dave Hargrove had been welcomed with open arms and brought into the TSR fold. Both Dave's would have benefited from good editing and a larger budget. But all were human and all had ego's as creative people do and it was not to be. At least we have what was published.

In the post below I updated the Wikipedia with the information in the first paragraph for The Arduin Grimoire (Arduin Grimoire Vol. I), 1977 and it is completely correct, although I fully expect Wikipedia to change it back to the incorrect information as they have a habit of doing. The only  printing of Volume One that  I have not seen is the first print with the OD&D references; however, in the second print which I have seen the whiteouts are clearly visible as such. The back cover of the third and fourth(and later) printing I have also personally seen and are as reported below. I have posted this here to preserve the correct information at least for a while. :)


The Arduin Grimoire (Arduin Grimoire Vol. I), 1977. There are four different editions (printings) of this volume. These editions (printings) differ via internal verbiage, cover and back cover artwork and some internal artwork (p. 79, among others). The first edition (printing) of volume one features cover art by Erol Otus and references to Dungeons & Dragons. The second edition (printing) of volume one features cover art by Erol Otus and the references to Dungeons & Dragons have been whited out and typed over. The third edition (printing) has the cover picture of multiple characters fighting and on the back cover the female character is topless and is the David Hargrove character known as Shardra the Castrator that appears topless in the drawing on page 1 of Vol III The Runes of Doom, the page following the Table of Contents. The fourth edition (printing) and later printings, which comprise the vast majority of copies of Vol 1, are identical to the third edition (printing) except that the topless women on the back cover has a halter top (editorial swimwear) added to cover her up. 

Welcome to Skull Tower (Arduin Grimoire Vol. II), 1978.

The Runes of Doom (Arduin Grimoire Vol. III), 1978. The first printings of the first three books were self-published by Dave Hargrave. 

The Arduin Trilogy is a box set containing the first three Arduin Grimoires and published by Grimoire Games.

All three volumes are a great source of ideas and were never really intended to be adopted wholesale by anyone - they were Dave Hargrave's collection of specific campaign house rules for Arduin that he was compelled to share with all of us. Anyone with a long running campaign that flies by the seat of the pants and could remember or document everything they did would probably have a like collection of brilliant and silly stuff to publish and I only wish more of us had and did.

OD&D Races & Classes for PCs & NPCs 008

As I have been looking at Races and Classes and as I have been re-writing things like the Paladin, Ranger, Bard and Thief(Scout) I have been considering many different things. One is allowing half-elves to be in the game and another is perhaps doing yet another re-write of the humanoid monsters (orcs and such). 

Along with this, I am thinking of re-writing the three core OD&D classes of Fighting-Men, Magic-Users and Clerics so that they will have distinct advantages that the subclasses do not in order to more fully offset the advantages that the subclasses have.

I will first need to finish the Scout write-up and then start work on the core classes.  Core classes, now there is a non-old school term. :)

As part of this process I will also need to write a better description of Humans, Elves, Half-Elves, Dwarves, Gnomes, Hobbits and Halflings. What I am currently thinking of for PC classes (Lawful and Neutral) are as follows: Fighting-Men are open to all races; Magic-Users open to Humans, Elves, Half-Elves, and Gnomes; Clerics open to Humans and Dwarves; Paladins open only to Humans; Rangers open to Humans, Elves, Half-Elves and Hobbits; Bards open to Humans, Elves, and Half-Elves; and Scouts open to Humans, Elves, Half-Elves, and Hobbits. I think I will also write-up a Dungeoneers class open only to Dwarves.

Classes open only to NPCs will be the Evil High Priest (i.e. the Chaotic anti-cleric) open only to Humans and the Thief (Chaotic) open to Humans, Half-Elves, Halflings, the rare renegage Elf. There will also be Chaotic Fighting-Men and Chaotic Magic-Users which are also reserved for NPCs.

These are some of my plans as things stand at this moment. As usual suggestions and comments are appreciated.

Friday, January 2, 2015

OD&D - Dungeons & Dragons Correction Sheet (Printings one thru four) - 001

When Dungeons & Dragons was originally published there were many typos in the text. a few of those were addressed on the following correction sheet that applies to the first four printings of OD&D. I am posting it here just to help the information be readily available and for general interest. There are hundreds of typos spread across the 3LBBs and perhaps someday that might be posted as well. I am deleting the address below because it has been obsolete for many, many years!


DUNGEONS & DRAGONS
--Correction Sheet--

MEN & MAGIC, Volume 1
Page 9: Add “Griffons” under the neutrality column. Delete the first listing for “Wights” under the Chaos column.

Page 11, line 35: “30% to 40%” should be 40% to 50%.

Page 22, line 21: The “T” cross index for Zombie/Adept should be 7.

Page 23, line 34: “…2+1), (“and” deleted) from 1-6, 3rd level types, and but 1 4th level type (up to 4+1 hit dice).”

Page 28, line 9: “each” should be east (it may be this in the 1st , 2nd, 3rd and 4th printing I do not have any of those to check. However, in the 5th and 6th printing the reference is page 27, line 18: “each” should be east and it was corrected.

MONSTERS & TREASURE, Volume 2
Page 3: Table heading “% In Liar” should be “% In Lair”

Page 3: Skeletons/Zombies hit dice should read 1/2/1 (read as one-half / one)

Page 14, line 24: “doing two, three or four dice of damage (depending on size)!” Refers to Balrogs description, which is not in the 6th printing.

Page 14, line 31: add Only magical weapons/attacks affect Gargoyles. In the 6th printing, this is Page 14, line 15

Page 14, line 33: add Only silver weapons or magical weapons/attacks affect Lycanthropes. In the 6th printing, this is Page 14, Line 18

Page 14 In the 5th printing and earlier Balrogs appears immediately after dragon treasure, but in the 6th printing Balrogs is replaced with an illustration.

Page 18, line 22: add Only magical weapons/attacks affect Elementals.

Page 24, SCROLLS: There is a 25% chance that any scroll of spells found will contain those useable by Clerics.

Page 32, Heroism: add The potion will cause fighters of 5th – 7th level to increase two levels, and 8th – 10th level to increase by one level of ability.

SCROLLS: N.B. After reading a spell from a scroll the writing disappears, so the spell is usable one time only! In the 5th and 6th printing, this correction was made except that the “N.B.” was not inserted.

THE UNDERWORLD & WILDERNESS ADVENTURES, Volume 3
Page 11: Balrogs should have “Die” 9. In the 6th printing “Spectres” were inserted in place of Balrogs.

Page 18, line 10: An Encounter occurs in a City on a 6. Actually, line 7, at least in the 5th and 6th printings.

Page 24, line 16: The missing word is ten. Actually, line 18, at least in the 5th and 6th printings and is inserted as the number 10.

Published by
Tactical Studies Rules
deleted this address

since obsolete

OD&D - FAQ 001 - Originally appeared in THE STRATEGIC REVIEW Vol. 1, No. 2 (Summer 1975):

This has appeared many places and I am re-posting it here for accessibility to the information:

Originally appeared in THE STRATEGIC REVIEW Vol. 1, No. 2 (Summer 1975):

QUESTIONS MOST FREQUENTLY ASKED ABOUT DUNGEONS & DRAGONS RULES

The space limitations of D&D (and it was difficult to get all we managed to in three booklets!) forced us to gloss over certain areas, hoping that this would not cause undue problems for readers. While the number of letters with questions regarding D & D indicates that our assumption was correct, even one or two percent of the readers represents too large a portion of unsatisfied buyers, so we herewith offer a few more details in those areas where questions most frequently occur.


In addition, there are a few errors which have been corrected by means of additional sheet in the latest printing of D & D. Those of you with sets of the rules which do not contain these corrections can acquire one simply by sending a stamped return envelope to TSR requesting “D & D Corrections”.


Combat: CHAINMAIL is primarily a system for 1:20 combat, although it provides a basic understanding for man-to-man fighting also. The “Man-To-Man” and “Fantasy Supplement” sections of Chainmail provide systems for table-top actions of small size. The regular CHAINMAIL system is for larger actions where man-like types are mainly involved, i.e. kobolds, goblins, dwarves, orcs, elves, men, hobgoblins, etc. It is suggested that the alternate system in D & D be used to resolve the important melees where principal figures are concerned, as well as those involving the stronger monsters.


When fantastic combat is taking place there is normally only one exchange of attacks per round, and unless the rules state otherwise, a six-sided die is used to determine how many hit points damage is sustained when an attack succeeds. Weapon type is not considered, save where magical weapons are concerned. A super hero, for example, would attack eight times only if he were fighting normal men (or creatures basically that strength, i.e.,kobolds, goblins, gnomes, dwarves, and so on).


Considerations such as weapon-type, damage by weapon-type, and damage by monster attack tables appear in the first booklet to be added to the D & D series --SUPPLEMENT I, GREYHAWK, which should be available about the time this publication is, or shortly thereafter.


Initiative is always checked. Surprise naturally allows first attack in many cases. Initiative thereafter is simply a matter of rolling two dice (assuming that is the number of combatants) with the higher score gaining first attack that round. Dice scores are adjusted for dexterity and so on.


Combat Example:


10 ORCS surprise a lone Hero wandering lost in the dungeons, but the die check reveals they are 30’ distant at the time of surprise, so they use their initiative to close to melee distance. initiative is now checked. The Hero scores a 3, plus 1 for his high dexterity, so it is counted 4. The Orcs score 6, and even a minus 1 for their lack of dexterity (optional) still allows them first attack. As they outnumber their opponent so heavily it is likely that they will try to overpower him rather than kill, so each hit they score will be counted as attempts to grapple the Hero:


- Assumed armor of the Hero: Chainmail & Shield -- AC 4.


- Score required to hit AC 4 -- 15 (by monsters with 1 hit die).


- Only 5 Orcs can attack, as they haven’t had time to surround.


Assume the following dice scores for the Orcs attacks:

Orc #1 - 06; #2 - 10; #3 - 18; #4 - 20; #5 - 03.

Two of the Orcs have grappled the Hero, and if his score with 4 dice is less than their score with 2 dice he has been pinned helplessly. If it is a tie they are struggling, with the Hero still on his feet, but he will be unable to defend himself with his weapon. If the Hero scores higher than the Orcs use the positive difference to throw off his attackers, i.e. the Hero scores 15 and the Orcs scored but 8, so the Hero has tossed both aside, stunning them for 7 turns between them.


- Round 2: initiative goes to the Hero.


- Score required to hit Orcs -- 11 (4th level fighter vs. AC 6).


Assume the following dice score by the Hero. Note that he is allowed one attack for each of his combat levels as the ratio of one Orc vs. the Hero is 1:4, so this is treated as normal (non-fantastic) melee, as is any combat where the score of one side is a base 1 hit die or less.


Hero: 19; 01; 16; 09. Two out of four blows struck. There are 8 orcs which can be possibly hit. An 8-sided die is rolled to determine which have been struck. Assume a 3 and an 8 are rolled. Orcs #3 and #8 are diced for to determine their hit points, and they have 3 and 4 points respectively. Orc #3 takes 6 damage points and is killed. Orc #8 takes 1 damage point and is able to fight.


- All 7 surviving/non-stunned Orcs are now able to attack.


Continued attempts to overpower the Hero are assumed, and no less than 4 Orcs are able to attack the Hero from positions where his shield cannot be brought into play, so his AC is there considered 5, and those Orcs which attack from behind add +2 to their hit dice. In the case it is quite likely that the Orcs will capture the Hero.


Saving throws for monsters are the same as for the appropriate type and level of man, i.e. a balrog would gain the saving throw of either a 10th level fighter or a 12th level magic-user (the latter based upon the balrog’s magic resistance), whichever score is the more favorable for the balrog. A troll would be equal to a 7th level fighter as it has 6 dice +3, virtually seven dice.


Morale: This is a factor which is seldom considered. The players, basically representing only their own character and a few others, have their own personal morale in reality. Unintelligent monsters fight until death. Occasionally, however, it is necessary to check either troops serving with a party (in whatever respect) or the morale of intelligent monsters. This is strictly a decision for the referee. The system used is likewise up to the referee, although there is one in CHAINMAIL which can be employed, or he can simply throw two dice -- a 2 being very bad morale, a 12 being very good morale. With situational adjustments this score will serve as a guideline for what action will be taken by the party checked.


Experience: Low value should be placed upon magical items as far as experience is concerned, as such items will be highly useful in gaining still more treasure. Thus, in the Greyhawk campaign a magic arrow (+1) is worth a maximum of 100 points experience, a +1 magic sword with no special abilities is valued at a maximum of 1,000 points, a scroll of spells at either 500 or at 100 points per level per spell (so a 6th level spell is worth a maximum of 600 experience points), a potion is worth between 250 and 500 points, and even a genie ring is worth no more than about 5,000 points maximum. Valuable metals and stones, however, are awarded experience points on a 1 gold piece to 1 experience point ratio, adjusted for circumstances -- as explained in D & D, a 10th level fighter cannot roust a bunch of kobolds and expect to gain anything but about 1/10th experience unless the number of the kobolds and the circumstances of the combat were such as to seriously challenge the fighter and actually jeopardize his life. For purposes of experience determination the level, of the monster is equivalent to its hit dice, and additional abilities add to the level in this case. A gorgon is certainly worth about 10 level factors, a balrog not less than 12, the largest red dragon not less than 16 or 17, and so on. The referee’s judgement must be used to determine such matters, but with the foregoing examples it should prove to be no difficulty.


Spells: A magic-user can use a given spell but once during any given day, even if he is carrying his books with him. This is not to say that he cannot equip himself with a multiplicity of the same spell so as to have its use more than a single time. Therefore, a magic-user could, for example, equip himself with three sleep spells, each of which would be usable but once. He could also have a scroll of let us say two spells, both of which are also sleep spells. As the spells were read from the scrolls they would disappear, so in total that magic-user would have a maximum of five sleep spells to use that day. If he had no books with him there would be no renewal of spells on the next day, as the game assumes that the magic-use gains spells by preparations such as memorizing incantations, and once the spell is spoken that particular memory pattern is gone completely. ln a similar manner spells are inscribed on a scroll, and as the words are uttered they vanish from the scroll.

If you have questions a great place to go for assistance is the Original Dungeons & Dragons Discussion.

Thursday, January 1, 2015

Happy New Year! 2015!

Just wanted to take a moment to wish everyone a Happy and Joyous New Year! I hope this is the best year that you have ever had and that all "Live long and prosper!" this year.

Regularly scheduled posting on OD&D resumes tomorrow.