Basic Set Rulebook changes                                                Home Up

     by Zenopus

This list attempts to document all of the differences between the first and final printings of the blue cover Holmes Basic Set rulebook, which according to the Acaeum are:

Lizard Logo, F-116-R code = 1st edition, 1st print = referred to as “1st print" or “1st” in this list
Wizard Logo, 2001 code, 3rd Edition, December 1979 = 3rd edition = referred to as “3rd edition” or “3rd”

Page numbers are listed 1st print / 3rd edition (e.g., pg 34/35). The pagination for the two prints is the same until the MONSTERS LIST (pg 22/22), where changes eventually lead to the 3rd being 1 page ahead.

Editor J. Eric Holmes writes, “I went through the original three rule books and the first two supplements, Blackmoor and Greyhawk, of which Greyhawk is the greatest help.  Trying to use the original words of the two game creators as much as possible, I edited a slim (48 page) handbook for beginners in role playing, published by TSR in 1977.” (from Fantasy Role-Playing Games, pg 68, 1981).

Throughout the 3rd edition “halfling” replaces “hobbit” (except page 17 as noted below).

FRONT COVER
1st: Code F-116-R; DUNGEONS & DRAGONS* logo with *T.M. Reg. App. For.; Lizard Logo, TSR GAMES
3rd: Code 2001; DUNGEONS & DRAGONS® logo; Wizard Logo, TSR GAMES”

TITLE PAGE (pg 1/1); each has logos as on cover, but with TSR Address (POB 756)
1st: “©1974, 1977 TACTICAL STUDIES RULES”
3rd: “Distributed to the book trade in the United States by Random House, Inc. and in Canada by Random House of Canada, LTD. ©1974, 1977, 1978 TACTICAL STUDIES RULES, 3rd EDITION, DECEMBER 1979”

PREFACE (pg 2/2)
No changes to the wording of the text, but the 3rd edition uses a smaller font.

TABLE OF CONTENTS
1st: 57 entries. LANGUAGES listed as page 8, though actually on page 9.
3rd: 58 entries. LANGUAGES correctly listed as page 9. New entry for ENCUMBERANCE, page 9.  The page numbers of the last 9 entries (starting with “TREASURE”) are each one number higher than 1st print.

INTRODUCTION (pg 5/5)
1st: “rolling special polyhedral 20-sided dice which come with this game.”
3rd: “rolling special polyhedral dice included with the game.”

TABLE OF BONUS AND PENALTIES DUE TO ABILITIES (pg 6/6)
3rd: An extra line of space between each section (Prime Req, Constitution and Dexterity), which pushes two lines of text at the bottom of the page to the top of the next column, filling in for the deletion in the Dwarves section.

DWARVES (pg 6/6)
1st: “They are the only ones who can wield the +3 Magic War Hammer (described later).”
3rd: Entire sentence deleted.
Notes: Neither print describes the +3 Hammer; the Weapons list has a War Hammer +1 (pg 35) and the text mentions a War Hammer +2 (pg 36). OD&D Volume II, Monsters and Treasure: “The Hammer +3 has double range (6") only if being used by a Dwarf, and the same is true regarding its automatic return.  Any other user of a +3 Hammer will throw it as if it were a +1 or +2 weapon as far as range is concerned, and it will not fly back to them.  When used by a Dwarf it does two dice of damage, and when striking a Giant gains a damage bonus of +3 (5-15 damage points when a hit is scored).  Otherwise it gains no damage bonus when striking, for it already does from 2-12 points of damage” (pg 31).

NON-PLAYER CHARACTERS (pg 8/8)
1st: “Only the lowest level of character types can be hired…”
3rd: “Generally, only the lowest level of character types can be hired…”

CHARACTER ALIGNMENT (pg 8/8)
1st: original alignment diagram
3rd: new alignment diagram with the following text changes:
LG: Lammasu -> Unicorn; Blink Dog -> Blink Dogs
CG: Brass Dragon -> Brass Dragon; [blank] -> Elf
LE: Beholder -> Gargoyle; Blue Dragon -> Spectre
CE: Bugbear -> Bugbear; Demon -> Chimera
N: Ape -> [deleted]; Cockatrice -> [deleted]
Note: Neither print has Lammasu, Beholder, Blue Dragon, Demon or Ape in the MONSTER LIST (but there is an Ape in the SAMPLE DUNGEON).

LANGUAGES (pg 9/9)
1st: Last sentence of paragraph ends “…understanding of languages.”
3rd: Adds new final sentence: “Any languages should be selected before the character begins play”.

ENCUMBERANCE (pg 9/9)
1st: Last item in list of Malchor’s equipment is “1 – 10’ pole (right hand)”
3rd: Deletes 10’ pole, last item is now “1 lantern, filled with oil (left hand)”
Notes: Otherwise the list of items is identical.

WANDERING MONSTER TABLE (pg 10/10); 1st: original tables -> 3rd: re-written tables
One Level Below Ground
Kobolds/Goblins (3-12/2-8) -> Kobolds (3-12)
Warriors/Seers (1-3/1-2) -> Goblins (2-8)
Orcs (2-5) -> Bandits (1-4)
Skeletons/Zombies (1-6/1-4) -> Orcs (2-5)
Giant Rats (3-12) -> Skeletons/Zombies (1-6/1-4)
Centipedes (2-8) -> Bandits (2-5)
Bandits/Berserkers (2-5/1-4) -> Berserkers (1-4)
Large Spiders (1-3) -> Stirges (2-5)
Stirges (2-5) -> Orcs (1-4)
Adepts/Footpads (1-4/1-4) -> Dwarves (2-5)
Dwarves/Elves (2-5/1-6) -> Elves (1-6)
Gelatinous Cube (1) -> [same]

Two Levels Below Ground
Hobgoblins (2-8) -> Orcs (5-20)
Gnolls (2-5) -> Hobgoblins (2-8)
Giant Toads/Huge Spiders (1-6/1-4) -> Gnomes (2-5)
Ghouls (1-4) -> [same]
Swordsmen (2-5) -> Bandits (2-5)
Conjurers (1-4) -> Skeletons (1-4)
Village Priests (Shamen) (2-5) -> Bandits (2-5)
Robbers (1-4) -> Orcs (2-8)
Leprechauns (2-8) -> Dwarves (4-16)
Troglodites [sic] (2-12) -> Elves (3-12)
Piercers (1-6) -> Giant Ticks (1-3)
Carrion Crawler (1) -> [same]

Three Levels Below Ground
Bugbears (2-8) -> Hobgoblins (5-20)
Ogres (1-4) -> Zombies (2-5)
Wights (1-3) -> Bugbears (2-8)
Heroes (1-4) -> Ogres (1-4)
Theurgists (1-3) -> Wights (1-3)
Vicars (2-5) -> Displacer Beasts (1-2)
Burglars (1-4) -> Dopplegangers (1-4)
Harpies/Wererats (1-3/1-4) -> Grey Ooze (1)
Shriekers (1-6) -> Blink Dogs (2-5)
Giant Snakes/Giant Spiders (1-3) -> Harpies (1-3)
Giant Weasels/Giant Lizards (1-2/1-3) -> Wererats (1-4)
Ochre Jelly (1) -> [same]

Notes: The 1st print TABLES are based loosely on the OD&D Tables (Volume 3, U&WA; pg 10), and include the following Monsters that are not in the 1st print MONSTER LIST:
1st level: Centipede, Large Spider, Giant Rat
2nd level: Troglodite [sic], Giant Toad, Huge Spider, Gnoll, Leprechaun, Piercer
3rd level: Shrieker, Giant Snake, Giant Spider, Giant Weasel, Giant Lizard
The 3rd edition deletes each of the above from the TABLES, despite adding Giant Rat, Giant Centipede, Troglodyte, Gnoll and Shrieker and each type of Spider to the MONSTER LIST, and despite the WANDERING MONSTER examples (pg 10, second column) still referring to a party encountering 3-12 giant rats.

The 3rd edition also deletes all human NPC classes from the TABLES, including those described (Warrior, Seer, Adepts, Footpads, Swordsmen, Conjurers, Priests, Robbers; all 2nd or 3rd level titles) and those not described (Heroes, Theurgists, Vicars, Burglars; all 4th level titles in the OD&D rules).

In each print, the associated text states, “Where a slash (/) appears between two monsters, roll again to see which of the two appears.”  The original table contained ten slashes; after revision only one slash is retained, possibly to avoid text editing. (Orcs appear twice in the Level One Table, so it wasn’t a matter of space)

In Dragon #52, Holmes writes, “The first Basic Set rulebook contained some irritating typographical errors. Someone at TSR rewrote the wandering monster table and put in a number of creatures that were not in my list of monster descriptions.  But most of the errors were corrected for the second printing.” (pg 18).

EXPERIENCE POINTS FOR MONSTERS OVERCOME (pg 11/11)
1st: The table is missing Hit Dice 2+1 entries for “Value” and “Bonus for Special Abilities”.
3rd: Adds 25 and 10, respectively.

1st: 2nd paragraph after table reads, “if a third level fighting man killed the first level orc…”
3rd: 2nd paragraph after table reads, “if a third level fighting man killed a first level orc…”

CLERICS (pg 11/11)
1st: Level table lists “1” and “2” for number of spells at 2nd & 3rd level.
3rd: Level table now lists “1 first level spell” and “2 first level spells”.

EXPLANATION OF THIEF’S ABILITIES (pg 12/12)
1st: Table has 6 columns; missing “Climb Sheer Surfaces”.
3rd: Table has 7 columns; includes “Climb Sheer Surfaces”. Adds an italicized “(Note: When a thief of any level strikes a blow from behind, a bonus of +4 to hit is given, and double damage is scored.)”
Note: These changes bring the table in line with all of the thieves’ abilities listed on page 6.

CLERICAL ABILITIES (pg 12/12)
1st: “When a cleric of the first three level confronts one or more undead, consult the table below.”
3rd: “When a cleric confronts one or more of the undead, consult the table below.

MONSTER SAVING THROWS (pg 14/14)
1st: “The undead are unaffected by poison (except zombies who are poisoned by salt)…”
3rd: “The undead are unaffected by poison…”
Notes: In Haitian folklore, salt will return a zombie to normal. Holmes house-rule? The description of Zombies in the 1st print MONSTER LIST does not refer to this.

FIRST LEVEL MAGIC-USER SPELLS – ENLARGEMENT (pg 14/14)
1st: “…and it increases the size of living matter by one-half.”
3rd: “…and it increases the size of living matter by one-half (example: a 6’ man would become 9’ tall).”
Note: In both prints, the spell’s name is written as ‘Enlargements’ in the Book of First Level Spells.

SECOND LEVEL MAGIC-USER SPELLS – LEVITATE (pg 16/16)
1st: “Range: 20 feet X level of spell caster in 10’s of feet”
3rd: “Range: 20 feet X level of spell caster”

CLERICAL SPELLS (pg 17/17)
1st: Paragraph ends: “...only that spell or spells selected can be used during the course of the adventure.”
3rd: Adds new final sentence: “Second level spells are not available to clerics of below fourth level, and are included for use with non-player characters and scrolls.”
Note: This paragraph is included on the REFERENCE TABLES sheet (page 47/47), but the 3rd edition sheet does not include the new final sentence found on pg 17.

FIRST LEVEL CLERICAL SPELLS – Cure Light Wounds (pg 17/17)
1st and 3rd: “including elves, dwarves and hobbits.”
Note: This usage of “hobbits” remains in the 3rd edition.

EVIL CLERIC SPELLS (pg 18/18)
1st and 3rd: Protection from Good is missing from the list of evil cleric spells.
Note: This is an uncorrected omission.  Protection from Evil is italicized (pg 17) and all italicized spells should be represented in the list of reversed spells for evil clerics.  Protection from Evil is also a MU spell, but the reverse is not described (no M-U spells are reversed).  The thaumaturgist in the SAMPLE DUNGEON knows “…protection from good (he is lawful evil)…” although no further explanation is given.

COMBAT MELEE (pg 19/19)
1st: First paragraph starts at the top of this page and reads, “A 20-sided die must be marked or colored so that one set of sides 0-9 is different from the other set.  Count 0 as a 10.  The marked set is then read as if 10 had been added to the roll (11-20), treating 0 as 10 or 20.  This die is used for all combat resolution.”  The Monster Combat Table is centered on the page, below the first two paragraphs of each column.
3rd: Deletes the entire “die” paragraph and moves the Monster Combat Table to the top of the page.

MONSTERS (pg 22/22)
1st: “For each monster listed we give the move in feet per turn and the hit dice are listed, which indicate… If the monster’s alignment is given here, then there follows a brief description which should include any special powers…”
3rd: “For each monster listed the move is given in feet per turn and the hit dice, which indicates… If the monsters’ alignment is not given, it may be assumed to be an unintelligent beast that will attack anyone who comes near.  “Attacks” means the numbers of blows, bites, etc. the creature can deliver in a single melee round.  “Damage” gives the effect of these attacks.  Then there follows a brief description which includes any special powers…”

1st: “A good guide to the amount of treasure any given monster should be guarding is given in the MONSTER & TREASURE ASSORTMENTS which are included in the game.”
3rd: “A good guide to the amount of treasure any given monster should be guarding is given in the MONSTER & TREASURE ASSORTMENTS (available from TSR or your retailer).”

Note: According to the Acaeum, the 1st-3rd prints of the Basic Set contained Dungeon Geomorphs Set One and M&TA Set One; the 3rd-6th prints contained B1; and the 6th and 7th prints contained B2.

MONSTER LIST – BANDIT TO ZOMBIE (pgs 22-33/22-34)
1st (pg 22, before Bandit): [blank]
3rd (pg 22, before Bandit): “Monsters’ hit dice are 8-sided”

1st: All monster stats are a single column
3rd: Most monster stats are in a double column that fits in a smaller vertical space; exceptions: Bandit, Horse

The 3rd edition deletes the following as compared to the 1st print: (page numbers are 1st print)
(1) Deletes Art: Gray Ooze on stone wall (artist unknown; between Goblin and Gray Ooze, pg 27);
Purple Worm encountering party of fighter, wizard, cleric (DCS; pg 31 between Purple Worm & Rust Monster)

(2) Deletes text from the entry for Giant.  The 1st print has two sentences following Giant Type table (pg 27), each a separate paragraph: “Giants in castles usually have other monsters there – a hydra, wolves, bears or referee’s choice.  Giants encountered outside their lair carry 1000 to 6000 gold pieces as well as rocks for throwing in their capacious shoulder sacks.”

Note: Neither print has wolves or bears in the MONSTER LIST, although vampires can also summon wolves. The 3rd edition retains to “giant-like sacks” in the Ogre entry (pg 30/31) despite deletion of the Giants’ sacks.

(3) Deletes the entry for Nixie (between Mummy and Ochre Jelly, pg 30/31):
Move: 60 feet/turn, 120 feet swimming
Hit Dice: 1
Armor Class: 7
Treasure Type: B
Alignment: neutral
Attacks: 1
Damage: 1-4
These water sprites will attempt to charm humans, lure them under water and enslave them for one year.  For every 10 nixies seen, one charm person spell will be thrown on the party.  They carry javelins and daggers and travel in the water with 10-100 fierce large fish.

Notes: Large fish are not in the MONSTER LIST.  Nixies are also included in the Charm Person list of humanoids in each print (pg 14/14); this reference was not changed in the 3rd edition despite deletion of the Nixie entry.

(4) Deletes the cross-reference for Werewolf (between Vampire and Wight; pg 32/33)
“Werewolf, etc – see Lycanthrope”

The 3rd edition adds the following as compared to the 1st print: (page numbers are 3rd edition)
(1) Adds Art: Harpies (DCS pg 28); Hydra (DCS pg 29); Manticore (DAT pg 30); Skeleton (DCS pg 32).

(2) Adds New MONSTER LIST entries for Fire Beetle (pg 25); Giant Ant, Giant Centipede, Giant Rats, Gnoll (pg 27); Shrieker, Spider - Large, Huge, Giant (pg 32); Troglodyte (pg 33)

Notes: The original monster entries in the MONSTER LIST appear to be edited versions of the descriptive text from OD&D Monsters and Treasure (Vol 2) or Greyhawk, whereas the new entries appear to be edited versions from the respective AD&D MONSTER MANUAL entries (Of note, the troglodyte entry includes gnomes with the other player character races).  Giant Rats are in the SAMPLE DUNGEON Rooms G, N and RT, the MISSILE FIRE example (pg 20), and in a WANDERING MONSTER example (pg10), and Spiders are in SAMPLE DUNGEON Room J and the SECOND EXAMPLE of Combat, but neither had an entry in the 1st print MONSTER LIST.

(3) Adds text to the entry for Horse (pg 28/29)
1st: Missing entries for “Attacks” and “Damage”.
3rd: Adds: “Attacks: 2 hooves, 1 bite” and “Damage: 1-6/hoof, 1-4/bite”

Notes: Each print refers to Pegasi as fighting “as a heavy war horse” and Unicorns as attacking “as a mounted lance or spear and as a heavy horse”.  It is not clear what these refer to, as Heavy War Horses, Pegasi and Unicorns each have different listed Hit Dice, Attacks and Damage, and there are no other rules for fighting for horses.  The Horse entry in each print also lists the Armor Class as “7, unless wearing barding (horse armor)” and the list for COST OF EQUIPMENT (pg 7) includes “Barding (Horse Armor)”, but nowhere do the rules state the armor class of a Horse with barding.

(4) Adds text to the entry for Mummy (pg 30/30-31)
1st: Second paragraph ends “…such as a torch.”
3rd: Second paragraph ends “…such as a torch, although it only does half damage to them.”

In each print, the Armor Class of Hippogriffs is listed as “CM, 5” which refers to Chainmail (AC5).

BASE TREASURE VALUES (pg 33/34)

1st: Coins:
1 copper piece (CP) equals 1/50 gold piece
1 silver piece (SP) equals 1/10 gold piece
1 electrum piece (EP) equals ½ gold piece
1 platinum piece (PP) equals 5/1 gold piece
or:
5 copper pieces equals 1 silver piece
10 silver pieces equals 1 gold piece
2 electrum pieces equals 1 gold piece
5 gold pieces equals 1 platinum piece

3rd: Coins:
5 copper pieces equals 1 silver piece
10 silver pieces equals 1 gold piece
2 electrum pieces equals 1 gold piece
5 gold pieces equals 1 platinum piece
or
50 CP = 10 SP = 2 EP = 1 GP = 1/5 PP
All coins are roughly equal in size and weight, being approximately the circumference and thickness of a quarter and weighing about twice as much as a quarter. [3rd adds this sentence]

MAPS AND MAGIC CATEGORIES (pg 33/34)
1st: Small (1” x 3.5”) art by DCS of treasure (gold, ring, gems, coins, chest, brazier etc)
3rd: Deletes art.

Potions List (pg 35/36)
1st: The sixth entry is “6 Speed”
3rd: The sixth entry is “6 Haste”
Note: this change makes the Potions list consistent with the descriptions (pg 36/37).

Rings – Protection +1 (pg 37/38)
1st: “serves as plate armor +1, and adds +1 to all saving throws.”
3rd: “adds +1 to armor class, i.e. a magic-user with no armor (armor class 9) would be treated as if he had armor class 8. Also, +1 is added to all saving throws.”

DUNGEON MASTERING AS A FINE ART (pg 38/39)
1st: “The geomorphic dungeon levels provided with this game contain many suggestions and will prove very useful.”
3rd: “The geomorphic dungeon levels (available from TSR or your retailer) contain many suggestions and will prove very useful. The Basic Set of DUNGEONS & DRAGONS includes the introductory module “In Search of the Unknown”, which will be usable for initial adventuring as well as provide ideas for dungeon construction.”

Notes: According to Acaeum, Basic Set 1st-3rd prints contained Dungeon Geomorphs Set 1 and M&TA Set 1; 3rd-6th prints contained B1; and 6th and 7th prints contained B2.  Unknown if this paragraph was ever updated to B2.

ILLUSTRATION OF SAMPLE FLOOR PLAN
1st: Map missing “START” (in white letters) and Compass at bottom showing “North”
3rd: Map includes “START” (in white letters) and Compass at bottom showing “North”

Note: The revised map matches the Background text on pg 40/41 (“The stairway from the surface leads twenty-five feet straight down and ends in the corridor marked START on the Dungeon Master’s map”) and clarifies the many references to compass points in the room descriptions.

SAMPLE DUNGEON (pgs 40-44/pgs 41-45)
Room J, giant spider (pg 42/43)
1st: “An enormous spider lurks... has 6 hit dice (31 hit points), and his bite causes 1-8 points of damage and is poisonous (-1 on saving throw dice because it is so strong).”
3rd: “A giant spider lurks… has 4+1 hit dice (21 hit points), and his bite causes 2-8 points of damage and is poisonous.”

Note: The 1st print MONSTER LIST does not have any Spiders. The 3rd edition adds Spiders (Large, Huge and Giant; pg 32/33). However, the new entry for the Giant Spider lists the Hit Dice as 4+4.

Room F, thaumaturgist (pg 42/43)
1st and 3rd: “The thaumaturgist (4th level magic-user) knows six spells”

Note: This is an uncorrected error.  In OD&D Men & Magic a 4th level MU is a “theurgist” with six spells (4/2) and a 5th level MU is a “thaumaturgist” with seven spells (4/2/1).  AD&D has similar level titles.  Possibly his level was changed because 3rd level spells are not described (as stated on pg 16, 5th level MU can use these).

Room L, giant crab (pg 43/44)
1st: “It strikes with its giant claws one at a time as fast as a man.”
3rd: “It strikes with its giant claws one at a time as fast as a man, doing 2-12 points of damage per hit.”

USING THE DICE (pg 45/46); Several changes.
1st (first paragraph): “By using the assortment of 4-, 6-, 8-, 12- and 20-sided dice…”
3rd (first paragraph): “By using the assortment of 4-, 6-, 8-, 10-, 12- and 20-sided dice…”

1st (second paragraph): “to generate 1-20, roll the 20-sided die and 6-sided die, and if the 6-sided die comes up 1-3, the number shown on the 20-sider is 1-10 (1-0), and if the 6-sider comes up 4-6, add 10 to the 20-sided die and its numbers becomes 11-20 (1-0).  This application is used with the 12-sided die to get 1-24.
3rd (second paragraph): “to generate 1-24, roll the 12 sided die and 6-sided die, and if the 6-sided die comes up 1-3, the number shown on the 12-sider is 1-12, and if the 6-sider comes up 4-6, add 12 to the 12-sided die and its numbers become 13-24.”

3rd: (new final paragraph): “In some places the reader will note an abbreviated notation…”

Following USING THE DICE (pg 45/46), the two printings differ as follows:
1st: Page 45: “Other Swords & Sorcery, Fantasy and Science Fiction Titles available from TSR” - Product List
Page 46: Product List continues; bottom of page has TSR Lizard Logo & TSR address (POB 756)
Page 47-48: detachable REFERENCE TABLE [missing in my copy]
Back Cover: [blank white - no writing]

3rd: Page 46: ABOUT THE EDITOR (two paragraphs); GenCon advertisement
Page 47-48: detachable REFERENCE TABLE
Back Cover: “Other Items From TSR” - Product List

Product List differences:
1st: List has prices; includes THE DUNGEONS AND DRAGONS GAME FAMILY: AD&D MONSTER MANUAL ($9.95**, **tentatively available in October 1977), PLAYERS’ HANDBOOK (Future Release), REFEREES GUIDE (Future Release), D&D PLAYING AIDS - DUNGEON GEMORPHS (each set $2.49), OUTDOOR GEOMORPHS (Walled City $3.49; Castle/Fortress; Ruins; and Rooms, Chambers & Passages each Future Release), M&TA (Sets 1-2, $2.49; Set 3 Future Release), Gods, Demigods & Heroes ($5), OCE ($14.95), Original D&D Collector’s Editions – DUNGEON AND DRAGONS, three booklets, boxed ($14.95), GREYHAWK, BLACKMOOR, ELDRITCH WIZARDRY (each $7.50), SWORDS & SPELLS ($5), THE DRAGON (6 issues, $9), D&D CHARACTER RECORDS ($2.98), DUNGEON! ($9.95), EPT ($27.50), WAR OF WIZARDS ($7.50), CHAINMAIL ($5), BATTLE OF THE FIVE ARMIES ($7.98), WARLOCKS & WARRIORS (FUTURE RELEASE), METAMORPHOSIS ALPHA ($5), STAR PROBE ($6; booklet only $4), STAR EMPIRES ($7.50, booklet only $5.50), ACCESSORIES: Polyhedra Dice ($1.49), Percentile Dice ($.89), Small Hex Sheet Pads ($3).

Ends with a few sentences: “If your favorite hobby, book, toy, or department store does not have what you want, you may order from us direct. ALL MAIL ORDERS MUST INCLUDE $1.00 FOR POSTAGE AND HANDLING, REGARDLESS OF HOW MANY OR HOW FEW ITEMS ARE ORDERED.”  Note: most of the catalog entries have a sentence of descriptive text.

3rd: List has no prices; includes DUNGEONS AND DRAGONS GAME FAMILY: COMPLETE BASIC GAME SET, Basic Game Book only, ADVENTURES MODULES FOR BASIC - B1 and B2, DUNGEON GEOMORPHS (Sets 1-3), OUTDOOR GEOMORPHS (Set 1 only), M&TA (SETS 1-3), D&D CHARACTER RECORDS, Gods, Demigods & Heroes, Original D&D Collector’s Editions – DUNGEON AND DRAGONS, three booklets, boxed, GREYHAWK, BLACKMOOR, ELDRITCH WIZARDRY, SWORDS & SPELLS, ACCESSORIES: Polyhedra Dice, Percentile Dice, Small Hex Sheet Pads. A paragraph describing THE DRAGON, including address (Dragon Publishing, POB 110).  Then the final sentences, same as 1st print but adds: “For a complete listing of the entire line of TSR games and rules, send for our free catalog."

LIST APPENDIX A: REFERENCES TO MONSTERS NOT DESCRIBED IN THE MONSTER LIST

Introduction: “a charismatic male defeated by a witch will not be turned into a frog…” (pg 5/5)
Note: Page 7 indicates that witches will be a player character class in AD&D.

Additional Character Classes: “a centaur, a lawful werebear, and a Japanese Samurai fighting man” (pg 7/7)

Magic Spells: “…conjuring a water elemental (5th level) requires a pinch of sand” (pg 13/13)

Monster Saving Throws: “demons, balrogs and dragons may be highly resistant to certain kinds of magic” (pg 14/14)

Charm Person spell affects: “sprites, pixies, nixies, kobolds, goblins, orcs, hobgoblins and gnolls (pg 14/14)
Notes: In the 1st print, pixies are “air sprites” and nixies are “water sprites”, but there is no separate entry for sprite. The 1st print MONSTER LIST includes nixies but not gnolls; the 3rd edition is the opposite.

Hold Portal spell: “a strong anti-magical creature like a Balrog will shatter it” (pg 14/14)

Protection from Evil spell: “This spell hedges the conjurer round with a magic circle to keep out attacks from enchanted monsters such as elementals, invisible stalkers, demons, etc” (pg 15/15)

Audible Glamer spell: “A lion roaring would require a fourth level casting, but the sound of a giant snake…” (pg 15/15)

Combat Melee: “Thus a small fast creature, like a vampire bat…” (pg 19/19)
Note: this may just refer to the bat form of a vampire, which is in the MONSTER LIST (pg 32/33).

Poisoned Weapons: “the poisoned sting of a giant scorpion” (pg 19/19)

Monsters: “No attempt has been made to include the demons or gods or goddesses from the GODS, DEMI-GODS & HEROES Supplement” (pg 22/22)

Nixie: “travel in the water with 10-100 large fierce fish” (pg 30; 1st only)

Pixie: “All are friendly with elves and fairies” (pg 31/31)

DUNGEON MASTERING: “a trip apt to be punctuated by attacks by brigands” (pg 40/41)

SAMPLE DUNGEON (these are given abbreviated stats)
Room L: phosphorescent fungus; giant crab
Room M: large octopus
Room S: giant snake
Room S2: ape

LIST APPENDIX B: REFERENCES TO WEAPONS NOT FOUND ON THE EQUIPMENT LIST
Clerics: “mace or the quarter staff” (pg 6/6)

Poisoned Weapons: “a curare tipped blowgun dart” (pg 19/19)

Missile Fire: Table includes Horse Bow (Short Composite Bow), Sling Stone and Javelin (pg 20/20)
“…unless in a very high roofed area, all slinging, as well as long range fire, is not possible” (pg 20/20)

Nixie entry: “they carry javelins” (pg 30; 1st only)

LIST APPENDIX C: REFERENCES TO HIGHER LEVEL PLAY
Introduction: Constitution will influence “being paralyzed or killed and raised from the dead” (pg 5/5)

Fighters: “After they reach the fourth level of experience they also increase their ability to get hits…” (pg 6/6)

Thieves: “Thieves above the 3rd level of experience can read magic scrolls and books and 80% of languages so that treasure maps, etc are easy for them” (pg 6/6)

Numbers of Characters: “A seventh level cleric can raise the dead, if you can find one!” (pg 8/8)

Experience Points: “There is no theoretical limit to the number of levels a character may progress (15th level fighting man, 14th level wizard, etc.). [sic] but only the first three levels are covered in this book” (pg 11/11)

Clerical Abilities: “higher level clerics can dispel” [the undead] (pg 12/12)

Use of the Word Level: “A fifth level monster, such as a 5-headed hydra, is worth many more experience points than an orc” and “Example: “While on the 4th dungeon level, my 6th level magic-user encountered a 5th level monster and attacked it with a 3rd level spell” (pg 12/12).

Magic Spells: “conjuring a water elemental (5th level) requires the presence of water, a sleep spell and a pinch of sand” (pg 13/13).

Monster Saving Throws: “undead are unaffected by spells which require a living mind: …hypnotism” (pg 14/14).

Enlargement spell: “A 10th level magic-user could enlarge an object up to 120 cubic feet in volume…” (pg 14/14).

Magic Missile spell: “Higher level magic-users fire more than one missile” (pg 15/15).
Note: The thaumaturgist in the Sample Dungeon knows this spell, but his description does not refer to this.

Audible Glamer spell: “A lion roaring would require a fourth level casting…” (pg 15/15)

Darkness spell: “(Dispel magic is a third level spell)” (pg 15/15)

Wizard Lock spell: “can be passed through without a spell by any magic-user three levels higher than the one who placed the spell” (pg 16/16)

Third level spells: “can only be used by magic-users of the fifth level and above” (pg 16/16)

Clerical spells: “Second level spells are not available to clerics of below fourth level, and are included for use with non-player characters and scrolls” (pg 17; 3rd only)

Remove Fear spell: “a 5th level cleric adds 5” [to a saving throw against fear] (pg 17/17)

Combat Melee Table: “For characters over 3rd level consult table in AD&D” (pg 18/18)

Monsters: “If one wanted to use a chimera…maybe it ran into a high level magic-user and was partially shrunk by a magic spell, reducing its hit points” (pg 22)

Bandits: can be accompanied by 4th-6th level fighter, 10th-11th level MU, or 8th level Cleric (pg 22/22)

Djinni: “Very great magic-users and exceptionally wise clerics are rumored to be able to command or capture djinni so as to have them as servants” (pg 24/24)

Dwarves & Elves: Leaders can be “level 2-7” (dwarves) or F/MU of “2-4 level/2-8 level ability” (elves) (pg 25/25)

Giant Rats: “Note to DM: Clerics of the 5th level or higher may have a Cure Disease spell, which they may administer in exchange for a suitable “donation” to their temple” (3rd only; pg 27). The entries for Giant Tick, Green Slime and Mummy also refer to the Cure Disease spell.

Ring of Contrariness: “cannot be removed without a remove curse spell (third level clerical spell)” (pg 37/38). The entries for Ring of Weakness and Helm of Good/Evil also refer to a cleric’s remove curse spell.

Sample Dungeon: The thaumaturgist is 4th level, and “If magic is thrown at him his saving throw is better than that of magic-users of the third level, add +1 to his saving throw score” (pg 42/43)

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