System Overview

Dungeons & Dragons has evolved over decades, with each edition refining its gameplay, worldbuilding, and mechanics:

  • Original D&D (OD&D) – The 1974 “White Box” launched the roleplaying genre with minimal rules and maximum imagination.

  • Advanced Dungeons & Dragons (AD&D) – Debuted in 1977, AD&D introduced structure and depth through 1st and 2nd edition core books.

  • D&D 3rd & 3.5 Edition – Standardized gameplay with the d20 System and embraced open licensing for third-party creators.

  • D&D 4th Edition – A tactical and power-based version with influences from MMORPG design.

  • D&D 5th Edition – Launched in 2014, 5e emphasizes narrative, balance, and accessibility. It remains the most widely played version today.

                                                         Setting the Stage

Explore the rich campaign worlds that define Dungeons & Dragons:

  • The Forgotten Realms – Epic high fantasy with gods, dragons, and world-shaking events.

  • Greyhawk – Gary Gygax’s original home campaign and the birthplace of AD&D modules.

  • Dragonlance – Heroic sagas with dragons, destiny, and war.

  • Eberron – Magic-punk noir with airships, sentient constructs, and a fractured world.

  • Ravenloft – Gothic horror and vampire lords.

  • Spelljammer, Mystara, Dark Sun, and others—each with its own lore and legacy.

Why It Matters

  • The first RPG to popularize concepts like character classes, levels, and hit points.
  • A catalyst for tabletop gaming culture, influencing everything from video games to film.
  • Endlessly customizable, empowering players and DMs to create homebrew worlds, rules, and adventures.
  • A launchpad for novels, TV shows, podcasts, and mainstream fantasy fandom.

What You’ll Find in the Archive

This archive curates a massive collection of official and notable D&D media, including:

  • ๐Ÿ“– Core Rulebooks, Boxed Sets, and Adventure Modules

  • ๐Ÿ—“๏ธ Edition-by-edition timelines and comparisons

  • ๐ŸŒ Campaign Setting Expansions and Gazetteers

  • ๐Ÿ“ธ Cover scans, component photos, and content breakdowns

  • ๐Ÿงพ Rare printings, collector editions, and international versions

  • ๐Ÿ› ๏ธ Select third-party publications (e.g., Judges Guild, Goodman Games, Kobold Press)

  • ๐Ÿ”ข Detailed documentation of different printings for each edition and box set (currently in progress and updated regularly)

Chainmail: Rules for Medieval Miniatures (1971)

The Wargame That Gave Birth to Dungeons & Dragons

Chainmail, first published in 1971 by Guidon Games and co-authored by Gary Gygax and Jeff Perren, was a medieval wargame ruleset designed for use with 25mm miniatures. It provided rules for simulating historical battles between medieval armies—but what makes Chainmail legendary is its role as the mechanical foundation of Dungeons & Dragons.

Initially a historical miniatures game, Chainmail eventually incorporated a Fantasy Supplement that introduced magic, monsters, and heroes—directly paving the way for the role-playing revolution that would follow.

Key Features:

โš”๏ธ Medieval Core Rules

  • Focused on mass combat, allowing players to control units like pikemen, knights, archers, and siege equipment.

  • Included rules for morale, movement, terrain, and formation tactics, offering realistic simulation of large-scale battles.

  • Could be played as either man-to-man skirmish combat or mass battles with dozens or hundreds of figures per side.

1974

Men & Magic

Original Dungeons & Dragons White Box Set (1974 / TSR-2002)

Edition: Original D&D (OD&D)
Released: 1974
Publisher: Tactical Studies Rules (TSR)
Authors: Gary Gygax & Dave Arneson

 

The Original Dungeons & Dragons White Box is where it all began. Released in January 1974, this small, unassuming box sparked a revolution in gaming, laying the foundation for the tabletop roleplaying game industry. Created by Gary Gygax and Dave Arneson, the White Box introduced players to a world of fantasy adventure, swords and sorcery, and open-ended storytelling.

๐Ÿ“˜ Contents

The original set included three digest-sized booklets:

  • Men & Magic – character creation, classes, spells, and equipment

  • Monsters & Treasure – stats for classic monsters and loot tables

  • The Underworld & Wilderness Adventures – dungeon creation, exploration rules, and wilderness encounters

 

1975

Dungeons & Dragons Supplement I: Greyhawk (1975 / TSR-2001)

The First Expansion of D&D’s Multiverse

Greyhawk was the first official supplement to the original Dungeons & Dragons ruleset, published in 1975 by Gary Gygax and Rob Kuntz. Named after Gygax’s own home campaign world, Greyhawk introduced a host of innovations that would become core to the D&D experience.

This supplement expanded the game with:

  • New character classes – the Thief and Paladin

  • Expanded combat rules – including variable weapon damage

  • New monsters, such as beholders, liches, and blink dogs

  • Magic items and dozens of new spells

Though the Greyhawk supplement didn’t include full world details yet, it laid the foundation for the World of Greyhawk, one of D&D’s earliest and most influential campaign settings. It was the first step in evolving D&D from a rules-light dungeon crawler into a rich fantasy world full of lore, politics, and history.

Dungeons & Dragons Supplement II: Blackmoor (1975 / TSR-2004)

The First Campaign Setting and the Birth of the Assassin

Blackmoor, released in 1975 and written by Dave Arneson, was the second official supplement to the original Dungeons & Dragons ruleset. Where Greyhawk expanded gameplay mechanics, Blackmoor broke new ground by introducing the first glimpse into a fully realized campaign setting—Arneson’s legendary Blackmoor world, the birthplace of role-playing itself.

๐Ÿ”‘ Key Features: of this supplement include:

  • New character classes – most notably the Assassin and Monk

  • Hit location rules and expanded combat options

  • A deeper look at underwater adventures, with aquatic monsters and gear

  • The Temple of the Frog – the very first published D&D adventure module and dungeon crawl

Blackmoor blended classic fantasy with strange proto-science fiction, including robotic creatures and alien tech—hinting at the experimental nature of Arneson's original campaigns. While it lacked the polish of later supplements, Blackmoor remains a foundational piece of TTRPG history and a tribute to one of D&D’s co-creators.

2nd, 3rd, 4th Printings

Original Dungeons & Dragons – Woodgrain Box Set (2nd, 3rd, and 4th Printings)

The Continued Dawn of Roleplaying—Refining the Foundations of Fantasy

After the initial success of the first print run in January 1974, TSR quickly issued additional printings of the Original Dungeons & Dragons boxed set throughout 1975. These second, third, and fourth printings—still housed in the iconic woodgrain-patterned boxes—marked subtle but important developments in the early history of the game. While the core content remained the same, each successive printing refined formatting, corrected typos, and incorporated player feedback as demand for the game skyrocketed.

These printings preserved the original three-booklet format but saw shifts in layout, artwork, and box dimensions. They were essential in transitioning D&D from a niche wargaming supplement into a fully realized and marketable fantasy roleplaying game.

๐Ÿ”‘ Key Features (Shared Across 2nd–4th Printings):

Core Three-Booklet Format
Each printing included:

  • Vol. 1: Men & Magic

  • Vol. 2: Monsters & Treasure

  • Vol. 3: The Underworld & Wilderness Adventures
    The rules remained largely intact, though minor edits, corrections, and format changes occurred over these reissues.

Same Classic Woodgrain Box Appearance
All three printings maintained the faux woodgrain cardboard box design with a glued-on white label. However, dimensions, ink tones, and cardboard textures varied slightly:

  • The 2nd printing box is almost identical to the 1st, but with small corrections in the booklets and more consistent paper stock.

  • The 3rd printing introduced staple-bound booklets rather than center-stitched ones and slightly improved legibility.

  • The 4th printing is the rarest of the three and introduced the inclusion of reference sheets (also known as the Reference Sheets for Dungeons & Dragons), typically printed on tan or white paper.

Improved Editing and Presentation
Successive printings corrected typographical and formatting issues found in the first print run. These minor improvements enhanced clarity while retaining the original tone and structure.

Transition Period to White Box
The 4th printing is particularly notable as the final version to use the woodgrain box before TSR transitioned to the more familiar white box format in late 1975.

Dungeon! (1975) – TSR Board Game

Delve for Gold, Battle Monsters, and Race for the Exit—The Dungeon Crawl Begins

Released in 1975 by TSR, Dungeon! is a fantasy board game designed by David R. Megarry, a member of Gary Gygax’s original gaming group. Developed prior to the publication of Dungeons & Dragons but refined afterward, Dungeon! was TSR's first mass-market fantasy board game, offering a streamlined, dice-driven experience of dungeon delving, monster-slaying, and treasure-gathering.

Originally inspired by the Castle Greyhawk campaign and intended as a solo or casual alternative to the complexity of early D&D, Dungeon! became a foundational product in TSR’s catalog. It introduced thousands of players to the core concepts of dungeon exploration, class selection, and combat—many of which mirrored mechanics found in D&D itself.

๐Ÿ”‘ Key Features:

Six-Tiered Dungeon Map
Players explore a large, colorful board featuring rooms connected by hallways, staircases, and doors. The deeper the level, the deadlier the monsters and richer the treasure.

Simple Yet Strategic Gameplay
Each turn, players move, draw encounter cards, fight monsters, and collect treasures. The first player to escape the dungeon with a set amount of gold wins—creating light competitive tension with replayable paths and risks.

Character Classes
Four core character types, each with unique strengths:

  • Elf – Quick and magical, but fragile.

  • Hero – A balanced adventurer.

  • Superhero – Strong in combat, ideal for deep delves.

  • Wizard – Weak in melee but armed with powerful spells like fireball and lightning bolt.

Combat and Loot Mechanics
Combat is resolved via 2d6 rolls against monster-specific target numbers. Defeated monsters drop randomized treasure cards, ranging from small gold purses to powerful magic items.

No Dungeon Master Needed
Unlike D&D, Dungeon! plays with 2–8 players and requires no referee—making it an accessible, family-friendly introduction to the genre.

Chainmail (3rd Edition, 1975)

The War Game That Birthed Roleplaying—Fantasy Battles and the Seeds of Dungeons & Dragons

Originally developed by Gary Gygax and Jeff Perren, Chainmail began as a set of rules for medieval miniature warfare. The third edition, released in 1975 by TSR, is historically significant for containing the first published fantasy combat system and serving as the mechanical foundation for Dungeons & Dragons.

While the first two editions (1971–1972) focused primarily on historical battles with knights, archers, and pikemen, the 3rd Edition formally included and expanded the Fantasy Supplement, featuring wizards, dragons, heroes, and fantastic creatures—laying the groundwork for the adventuring parties, monsters, and magic systems that would soon appear in OD&D.

๐Ÿ”‘ Key Features:

Mass-Combat Rules for Miniatures
At its core, Chainmail provided scalable rules for simulating battles between armies using 1:20 or 1:10 miniature ratios. Units included cavalry, foot soldiers, siege equipment, and ranged troops, with rules for morale, formations, and terrain.

The Fantasy Supplement
Added in the 2nd edition and expanded in the 3rd, this legendary section introduced:

  • Wizards and their spell lists (e.g., fireball, lightning bolt)

  • Monsters like dragons, giants, trolls, elementals, and undead

  • Heroic characters such as Heroes and Superheroes (precursors to fighters and paladins)

  • Fantastic dueling rules, including aerial and magical combat

1976

Dungeons & Dragons Supplement III: Eldritch Wizardry (1976)

The Rise of Psionics, Demons, and Artifacts of Power

Eldritch Wizardry, published in 1976 and authored by Gary Gygax and Brian Blume, marked a bold and controversial expansion of the original Dungeons & Dragons rules. This third supplement delved into darker and stranger realms of magic, introducing game mechanics and lore elements that pushed the boundaries of what D&D could be.

Key Features:

  • Psionics – A brand-new system of psychic powers available to players, with rules for mental combat and new abilities.

  • Demonic Entities – The first appearance of iconic demon lords like Orcus and Demogorgon, as well as rules for summoning and banishing them.

  • Druids as a Player Class – Expanding the role of neutral-aligned nature priests with unique spell lists and shape-shifting powers.

  • Artifacts and Relics – Introduced legendary, mysterious items such as the Rod of Seven Parts, Wand of Orcus, and Hand and Eye of Vecna—powerful tools shrouded in lore and hidden effects.

Eldritch Wizardry also brought a darker tone to D&D, reflecting the game's evolution into more complex and morally ambiguous storytelling. Its introduction of psionics and cosmic horror elements would go on to influence future editions and entire game systems.

Dungeons & Dragons Supplement IV: Gods, Demi-Gods & Heroes (1976)

The Mythological Power Behind the Multiverse

Gods, Demi-Gods & Heroes, published in 1976 and co-authored by Rob Kuntz and James M. Ward, was the fourth and final supplement to the original Dungeons & Dragons ruleset. This groundbreaking volume introduced mythology and divine power into the game, allowing Dungeon Masters and players to explore the realms of deities, avatars, and legendary heroes.

Key Features:

  • Stat Blocks for Gods – Provided game statistics for deities from real-world mythologies, such as Egyptian, Greek, Norse, and Hindu pantheons, enabling them to interact directly with player characters.

  • Mythological Heroes & Monsters – Included famous figures like Hercules and Achilles, as well as mythic beasts and relics.

  • Power Scaling – Introduced new benchmarks for divine power, establishing a framework for later editions’ deity classification (Gods, Demigods, Greater/Intermediate/Lesser deities).

  • Artifacts & Relics – Described powerful mythological weapons and items with game stats, many of which became the basis for iconic magical items in future editions.

This supplement blurred the line between myth and fantasy, giving DMs tools to incorporate divine conflict, religion, and cosmology into their campaigns. While it was primarily a reference work, it helped elevate the D&D multiverse from a monster-filled dungeon crawl to a theologically rich, high-fantasy epic.

Swords & Spells (1976)

Mass Combat Rules for Fantasy Armies

Swords & Spells was released in 1976 and authored by Gary Gygax as a supplement to the original Dungeons & Dragons rules, though it was not officially labeled as "Supplement V." Instead, it acted as a standalone capstone to the OD&D era by returning to the game’s wargaming roots.

Where the core D&D rules focused on small-scale adventuring parties, Swords & Spells provided a miniatures-based mass combat system for resolving battles between large armies of fantasy creatures, player-led troops, or summoned forces.

Key Features:

  • Miniature Ruleset – Designed for use with 25mm miniatures, it allowed players to simulate large-scale fantasy battles using simplified mechanics derived from Chainmail.

  • Integration with D&D – Allowed characters, monsters, spells, and items from D&D to be translated into mass combat values.

  • Streamlined Combat – Focused on faster resolution than Chainmail, with less dice-rolling and more unit-based interactions.

  • Spell Scaling – Included rules for scaling spells like Fireball and Lightning Bolt across formations, bringing magic to the battlefield in dramatic fashion.

Though never as popular or enduring as the core D&D rules, Swords & Spells stands as a fascinating relic of D&D’s wargaming ancestry. It also served as a precursor to later large-scale battle rules seen in products like Battlesystem for AD&D and the various skirmish games that followed.

Dungeon Geomorphs (1976)

Modular Maps for Infinite Exploration

Released in 1976, the Dungeon Geomorphs were a series of modular dungeon mapping aids created by Gary Gygax and Rob Kuntz for use with the original Dungeons & Dragons rules. These geomorphs were among the earliest official tools TSR offered to help Dungeon Masters quickly create dynamic dungeon layouts—long before digital mapping, random generators, or boxed sets with fully mapped adventures.

Each set contained a series of interlocking dungeon map tiles that could be rearranged endlessly, allowing for nearly infinite combinations of rooms, corridors, and passageways.

Key Features:

  • Modular Design

    • Each geomorph tile was designed with edges that seamlessly connected to others, enabling quick assembly of unique dungeon layouts.

    • Maps were pre-printed in blue ink on cardstock, designed for use with graph paper or to be cut out and rearranged.

  • No Numbered Keys

    • Geomorphs were unkeyed, allowing DMs to populate them with monsters, traps, and treasures of their own.

    • Encouraged improvisation and creativity while maintaining spatial consistency.

  • Scaled for Miniatures

    • Tiles were drawn on a 1-square = 10 feet scale, ideal for tactical movement and miniatures play—a nod to D&D’s roots in wargaming.

1977

Dungeons & Dragons Basic Set (Holmes Edition, 1977)

The Gateway to Adventure for a New Generation

The Holmes Basic Set, released in 1977, marked the first major attempt to present Dungeons & Dragons as an accessible product for new players. Edited by Dr. J. Eric Holmes, a practicing neurologist and avid fan of the game, this boxed set served as a streamlined and revised introduction to D&D, bridging the gap between the original 1974 rules and the more complex Advanced Dungeons & Dragons line then in development.

Key Features:

  • Rulebook Coverage – Covered character levels 1 to 3, providing simplified rules for new players to create characters, explore dungeons, and understand basic combat and spellcasting.

  • Based on OD&D – Derived from the original three-booklet set, but clarified and reorganized with more accessible language and examples.

  • First Iconic Boxed Set – Packaged as a full entry point, including:

    • The 48-page rulebook

    • A set of polyhedral dice (or chits in some printings)

    • Dungeon Geomorphs and Monster & Treasure Assortment booklets (in later printings)

  • Introductory Module (B1 or B2) – Later versions included the classic adventures B1: In Search of the Unknown or B2: The Keep on the Borderlands.

Advanced Dungeons & Dragons: Monster Manual (1977)

The First Bestiary in RPG History

The Monster Manual, published in 1977 and authored by Gary Gygax, was the first hardcover rulebook released for the Advanced Dungeons & Dragons (AD&D) line—and the first bestiary of its kind in tabletop role-playing. It set a groundbreaking precedent by offering Dungeon Masters a fully indexed, illustrated, and standardized collection of monsters for use in fantasy campaigns.

๐Ÿ“– Key Features:

  • Over 350 Monsters – The book cataloged creatures from myth, folklore, literature, and original TSR creations. From goblins, dragons, and elementals to beholders, mind flayers, and gelatinous cubes, it offered a massive range of foes and allies.

  • Stat Block Format – Standardized monster stat presentation including hit dice, attacks, special abilities, and alignment, creating a universal format for encounter building.

  • Illustrated Entries – Nearly every monster was accompanied by black-and-white line art, making it the first visual monster index in the genre.

  • Cross-System Compatibility – While written for AD&D, many of the creatures could still be used with OD&D and Basic sets with minor adjustments.

First Print

Second Print

Dungeons & Dragons Character Record Sheets (1977)

The First Official Tool for Tracking Heroes

Published by TSR in 1977, the Character Record Sheets marked the first officially licensed character sheet product for use with Advanced Dungeons & Dragons. Prior to their release, most players used homemade or hand-written sheets—often copied from each other or from templates printed in magazines like The Strategic Review or Dragon.

This accessory provided players and Dungeon Masters with pre-printed, professionally formatted sheets that standardized how character information was recorded, paving the way for organized campaigns, conventions, and tournament play.

Key Features:

  • Designed for Advanced Dungeons & Dragons (AD&D)

    • Structured specifically to reflect the rules and stats of early AD&D classes, spells, gear, and combat systems.

    • Included fields for:

      • Name, race, class, level, alignment

      • Ability scores (Strength, Intelligence, etc.)

      • Armor class, hit points, saving throws

      • Spell slots and spell lists

      • Equipment, magic items, gold, and notes

  • Class-Specific Layouts

    • Certain sheets were tailored for different classes—such as Magic-Users or Clerics—to accommodate spellcasting tables and unique abilities.

  • Clean, Simple Design

    • Printed on white or light blue paper, with clear sectioning and ample writing space.

    • Meant to be photocopied or used as originals, allowing for physical durability during long campaigns.

  • Packaged in a Booklet

    • The original 1977 product was a booklet of 28 character sheets, ready for immediate use.

    • Often included a cardstock cover featuring the TSR Lizard Logo and classic fantasy artwork.

Dungeon Geomorphs Set Two: Caves & Caverns (1977)

Irregular Depths for Endless Exploration

Published in 1977 by TSR, Dungeon Geomorphs Set Two: Caves & Caverns was the second entry in the Dungeon Geomorphs series—a line of modular mapping aids designed to help Dungeon Masters quickly construct dungeon layouts. Created by Gary Gygax and Rob Kuntz, this set expanded the original concept of structured dungeon rooms by offering a more naturalistic, cave-like design, ideal for simulating sprawling underground lairs, forgotten tombs, and monster-filled wilderness caverns.

Key Features:

  • Organic Dungeon Design

    • Featured irregular chambers, twisting corridors, and dead-end passages that mimicked natural cave systems rather than man-made dungeons.

    • Allowed for a more dynamic and immersive mapping experience, encouraging creative layouts and unexpected encounters.

  • Modular Format

    • Each tile was printed on heavy cardstock and drawn on a 1-square = 10 feet scale, allowing them to be cut out and rearranged.

    • The edges of each tile were designed to interlock, making it easy to create random, connected cavern systems.

  • Blank Areas for Customization

    • No keyed encounters or numbers—just the map layouts, letting DMs populate rooms and hallways however they wished.

    • Encouraged improvisation and flexibility during play.

  • Designed for OD&D and Early AD&D

    • Though system-neutral, the set was made to complement Original Dungeons & Dragons (OD&D) and early AD&D dungeon design, making it an ideal tool for homebrew modules and sandbox campaigns.

Dungeon Geomorphs Set Three: Lower Dungeons (1977)

Descending Into Darkness and Danger

Released in 1977, Dungeon Geomorphs Set Three: Lower Dungeons was the third and final entry in TSR’s original Geomorph mapping series, created by Gary Gygax and Rob Kuntz. Following the structured rooms of Set One and the natural cave layouts of Set Two, this set introduced more complex, multi-level dungeon sections—offering Dungeon Masters the tools to build deeper, deadlier, and more intricate underground environments.

Key Features:

  • More Complex Dungeon Design

    • Featured multi-level rooms, trick passages, secret doors, and dead ends to increase challenge and unpredictability.

    • Introduced tighter corridors, irregular shapes, and vertical design elements ideal for lower dungeon levels.

  • Greater Mapping Variety

    • Emphasized non-linear layouts, perfect for labyrinths, tombs, and long-forgotten crypts.

    • Designed to test navigation, memory, and caution—ideal for old-school dungeon crawling.

  • Modular Format

    • Each geomorph tile was printed in blue ink on 8.5" x 11" cardstock sheets.

    • All tiles featured interlocking edges, allowing seamless assembly with Sets One and Two.

    • Like earlier sets, the maps were unkeyed, giving DMs full control over encounter design.

  • Graph Scale

    • Used the classic 1 square = 10 feet scale, compatible with OD&D, early AD&D, and miniature-based play.

Outdoor Geomorphs Set One: Walled City (1977)

Modular Mapping Beyond the Dungeon Walls

Published in 1977, Outdoor Geomorphs Set One: Walled City was TSR’s attempt to bring the same modular design philosophy of dungeon mapping into the urban wilderness. Created by Gary Gygax, this supplement offered Dungeon Masters a set of interlocking city map tiles, allowing them to quickly design sprawling medieval cityscapes with towers, streets, alleys, walls, and buildings—ideal for use with Original Dungeons & Dragons or AD&D campaigns.

Although it was titled Set One, no subsequent outdoor geomorph sets were ever released, making this a unique one-off product in TSR’s early accessory lineup.

Key Features:

  • Modular City Mapping

    • The geomorph tiles were designed to be cut out and rearranged, creating randomized or planned medieval-style cities.

    • Featured sections of city walls, gates, streets, plazas, inns, towers, and winding alleyways.

  • Map Scale

    • Used a 1 square = 10 feet scale, consistent with dungeon-scale maps, allowing for compatibility with miniature play or tactical movement in urban environments.

  • Unkeyed Layouts

    • Like the dungeon geomorphs, the tiles were not keyed, allowing DMs to populate buildings and locations freely—taverns, guildhalls, thieves’ dens, temples, or anything else.

  • Urban Adventures Made Easy

    • Great for city-based campaigns, sandbox play, or random city encounters.

    • Allowed for on-the-fly city generation during downtime, chases, or surprise events.

Monster & Treasure Assortment, Set One: Levels One to Three (1977)

Quick Encounters for Early Delves

Released by TSR in 1977, Monster & Treasure Assortment, Set One: Levels One to Three was the first booklet in a three-part series designed to help Dungeon Masters quickly populate low-level dungeon rooms. Tailored for use with Original Dungeons & Dragons and compatible with Basic D&D, this digest-sized booklet provided dozens of ready-to-use monster and treasure pairings ideal for levels 1–3 adventuring parties.

Whether creating dungeons on the fly or stocking a premade map, Set One offered an efficient, randomized method for generating balanced early-game encounters.

Key Features:

  • System-Neutral Simplicity – Designed with minimal stat lines, making it usable with OD&D, Basic/Expert D&D, or homebrew systems.

  • Perfectly Suited for Dungeon Geomorphs – Originally intended to pair with Dungeon Geomorphs Set One, allowing fast creation of stocked dungeons with minimal prep.

  • Balanced for Early Play – All encounters were appropriate for 1st to 3rd level characters and helped GMs maintain the feel of classic dungeon crawls.

Monster & Treasure Assortment, Set Two: Levels Four to Six (1977)

Richer Rewards, Deadlier Monsters

Published in 1977 by TSR, Monster & Treasure Assortment, Set Two: Levels Four to Six was the second booklet in the trilogy of encounter generation aids created for Original Dungeons & Dragons. This volume expanded upon Set One by offering pre-built monster and treasure combinations designed specifically for mid-level adventurers, when challenges increase, enemies get smarter and tougher, and magical loot becomes more tantalizing.

Designed for on-the-fly dungeon stocking, Set Two streamlined the process of filling rooms, lairs, and wilderness areas with level-appropriate encounters while maintaining the old-school emphasis on surprise and variability.

Key Features:

  • Perfect for Levels 4–6 – Balanced for characters with increased hit points, access to better spells, and +1/+2 gear

  • Plug-and-Play Simplicity – Just roll or choose an entry and insert into your dungeon or wilderness layout

  • Increased Magic Item Frequency – Including rare potions, enchanted armor, scrolls, and cursed items

1978

Advanced Dungeons & Dragons: Player’s Handbook (1978)

The Book That Defined the Modern Roleplayer

The Player’s Handbook, first published in 1978 and written by Gary Gygax, was the inaugural core rulebook for the Advanced Dungeons & Dragons (AD&D) system. Unlike the original D&D booklets of the mid-1970s, which were loose and modular, the Player’s Handbook delivered a structured, comprehensive guide to creating and playing characters in a fantasy world—firmly establishing the format of RPG rulebooks for decades to come.

It was the first hardcover RPG book ever released and a cornerstone of the iconic “trinity” alongside the Monster Manual (1977) and Dungeon Master’s Guide (1979).

Key Features:

  • Character Creation Rules – Detailed instructions for rolling stats, choosing races (human, elf, dwarf, etc.), and selecting from a range of classes including:

    • Fighter, Cleric, Thief, Magic-User

    • Paladin, Ranger, Illusionist, Monk, Assassin, and Druid (some requiring ability minimums)

  • Level Progression & Spellcasting – Included experience charts, hit dice tables, and extensive spell lists up to 9th level, particularly for Clerics, Magic-Users, Druids, and Illusionists.

  • Equipment & Gear – Detailed price lists and item descriptions, covering weapons, armor, animals, and adventuring supplies.

  • Combat, Alignment & Roleplay Concepts – Introduced core mechanics like THAC0, saving throws, initiative, alignment systems (Lawful Good to Chaotic Evil), and the concept of roleplaying your character's class and alignment traits.

Monster & Treasure Assortment, Set Three: Levels Seven to Nine (1978)

High-Risk, High-Reward Encounters for Veteran Adventurers

Released in 1977 by TSR, Monster & Treasure Assortment Set Three: Levels Seven to Nine completed the trilogy of quick-reference dungeon stocking aids designed for Original Dungeons & Dragons. This volume escalated the danger and potential treasure, catering to seasoned characters venturing into the deepest, deadliest levels of dungeons or the wildest regions of the wilderness.

Packed with tougher foes and powerful loot, Set Three brought a deadly edge to the game—perfect for parties braving ancient ruins, dragon lairs, or cursed tombs.

Key Features:

  • Designed for High-Level Play – Tailored to challenge well-equipped characters with strong spell access

  • Loaded with Magic – Introduces many classic magic items, some of which are extremely powerful or cursed

  • Perfect for Stocking the Deepest Levels – Ideal for megadungeons, boss rooms, and ancient strongholds

Module B1: In Search of the Unknown (1978)

A Beginner’s Gateway to Adventure

Published in 1978 and authored by Mike Carr, B1: In Search of the Unknown was one of the first official adventure modules created for Basic Dungeons & Dragons. Designed specifically for beginning Dungeon Masters and players, this module introduced a partially stocked dungeon with ample room for customization—a hybrid between an adventure and a dungeon-building toolkit.

As the original module packed with many early printings of the Holmes Basic Set, B1 became a foundational experience for thousands of new players in the late 1970s and early 1980s.

Key Features:

  • Partially Stocked Dungeon

    • While the dungeon map and descriptive room text are provided, the monsters and treasures are left blank for the Dungeon Master to populate using random tables or custom ideas.

    • Encourages DM creativity and hands-on learning in dungeon design.

  • Introductory Guidance

    • Includes tips for new DMs, such as how to describe rooms, manage encounters, track time, and reward treasure.

    • Helps teach core mechanics: light sources, searching for traps, wandering monsters, and player decision-making.

  • Dual-Level Design

    • The upper and lower levels of Quasqueton offer increasing challenge and mystery.

    • Emphasizes classic dungeon crawl elements: exploration, resource management, and risk-vs-reward tension.

Module G1: Steading of the Hill Giant Chief (1978)

Giants Are on the Move — Find Out Who’s Pulling the Strings

Published in 1978 and written by Gary Gygax, G1: Steading of the Hill Giant Chief was the first official tournament module for Advanced Dungeons & Dragons and the beginning of the legendary G-Series (G1–G3). It plunges players into a mission of tactical combat, infiltration, and mystery as they confront powerful giants and uncover clues pointing to a far more dangerous plot.

Originally used in tournament play at Gen Con XI, G1 became a blueprint for high-stakes, high-level dungeon modules and marked the start of what would become the GDQ series, one of the most iconic adventure paths in RPG history.

Key Features:

  • Nonlinear Dungeon Design

    • The steading is open and multi-layered, offering stealth, frontal assault, or infiltration approaches.

    • Includes ground floor, upper level, and basement dungeon with unique threats and treasure.

  • Tournament Roots

    • Designed for timed, high-pressure play, rewarding strategic planning and efficient use of abilities.

    • Excellent for introducing players to elite-level adventuring where every choice matters.

  • Foreshadowing of the Drow

    • Hidden scrolls, orders, and prisoners hint at a darker, more intelligent force behind the giant uprising—laying groundwork for G2, G3, and the D-series.

  • Tactical Combat Challenges

    • Giants hit hard—players must use terrain, spells, and clever thinking to survive.

    • Enemies react dynamically to intrusions, sounding alarms or reinforcing areas.

Module G2: The Glacial Rift of the Frost Giant Jarl (1978)

Cold Steel, Icy Death, and a Growing Threat Beneath the Frost

Published in 1978 and written by Gary Gygax, G2: The Glacial Rift of the Frost Giant Jarl is the second module in the Giants trilogy (G1–G3), continuing the party’s investigation into the mysterious alliance behind the monstrous raids plaguing the surface world. Following the battle against Hill Giant Chief Nosnra (G1), the heroes travel north into the frozen mountains—deep into the icy lair of the Frost Giants—to uncover more about the dark forces behind the uprising.

A brilliant mix of brutal combat, subterranean wilderness exploration, and looming political danger, G2 expands the campaign both in scope and deadliness.

Key Features:

  • Environmental Challenges

    • Ice and snow create hazardous conditions—slippery floors, freezing temperatures, difficult terrain

    • Maps require careful movement and clever tactics

  • Complex Lair Design

    • Divided into upper caves (inhabited and patrolled) and lower caverns (more dangerous and secretive)

    • Encourages exploration, scouting, and risk-reward decisions

  • Faction Dynamics and Clues

    • The giants aren’t acting alone—players find correspondence, agents, and symbols suggesting an unnatural coalition

    • Offers non-combat paths: potential alliances with captives, use of stealth or disguise

Module G3: Hall of the Fire Giant King (1978)

The Heart of the Inferno — Confront the Giants, Uncover the Abyss

Published in 1978 and authored by Gary Gygax, G3: Hall of the Fire Giant King is the final chapter in the original G-Series and the turning point that transitions the campaign from terrestrial threats into the deep, dark mysteries of the Underdark. Building upon the revelations uncovered in G1 and G2, this high-level module challenges players with brutal foes, clever traps, and a stronghold built for war and worship—a fortress of obsidian and fire ruled by King Snurre Iron Belly.

G3 blends military-style siege tactics, deadly combat, and clues to an unholy alliance with creatures far more sinister than giants.

Key Features:

  • Heavily Defended Stronghold

    • Designed as a military complex, the hall features well-armed guards, patrol schedules, alarm systems, and elite units

    • Includes caverns, barracks, royal chambers, a temple, forge areas, and secret tunnels

  • Smart, Deadly Enemies

    • Fire giants are strategic, intelligent, and organized, often supported by hell hounds, trolls, salamanders, and drow

    • Enemies coordinate, reinforce, and react to intrusion—players must be equally clever to survive

  • Climactic Story Shift

    • Clues throughout the hall point to alliance with the drow, and ultimately Lolth, Demon Queen of Spiders

    • The module transitions the campaign into the Underdark (D-Series) and beyond

Module D1: Descent into the Depths of the Earth (1978 / TSR-9019)

Into the Underworld, Where Shadows Rule

Published in 1978 and written by Gary Gygax, D1: Descent into the Depths of the Earth was the first in the “D-Series” of modules that introduced players to the vast, alien world beneath the surface of Greyhawk—what would later become known as the Underdark. This module picks up directly after the events of the G-Series (Giants) modules and sends the adventuring party into a sprawling subterranean wilderness in pursuit of mysterious drow and even darker forces.

Descent into the Depths of the Earth was not only a challenging high-level adventure—it was the origin of the Underdark, the Drow, and a whole new dimension of D&D worldbuilding.

Key Features:

  • Introduction of the Drow

    • This module marked the first appearance of the Drow (dark elves) in D&D canon.

    • Drow tactics, poison use, and noble houses are hinted at, with full lore developed further in D3: Vault of the Drow.

  • Underground Wilderness Exploration

    • Instead of a traditional room-by-room dungeon, D1 provides open-ended subterranean terrain, including side caves and mapped regions with lairs and encounters.

    • Players must choose their routes, manage resources, and stay alert for ambushes.

  • Travel Mechanics

    • Rules for fatigue, torchlight, foraging, and travel pace are all emphasized.

    • Encounter tables for both fixed and random locations maintain high tension throughout.

Module D2: The Shrine of the Kuo-Toa (1978)

Madness in the Deep and the Rise of a Fish-God Cult

Published in 1978 and written by Gary Gygax, D2: The Shrine of the Kuo-Toa is the second installment in the legendary D-Series, following D1: Descent into the Depths of the Earth. It continues the adventurers’ journey through the Underdark—a sprawling subterranean realm filled with ancient horrors, hostile factions, and alien civilizations. This module presents the first detailed depiction of the kuo-toa, a bizarre and fanatical race of fish-like humanoids, and introduces one of the earliest examples of a fully realized religious cult in Dungeons & Dragons.

Designed for Advanced Dungeons & Dragons and high-level play, D2 blends dungeon exploration, faction intrigue, and ritual horror into a surreal descent into madness.

Key Features:

  • First Appearance of the Kuo-Toa

    • A fanatical, amphibious race, blind to reason and obsessed with worship of Blibdoolpoolp (a terrifying, lobster-headed deity).

    • Introduced their unique society, religious hierarchy, and strange psionic-like abilities, such as detecting lies and overwhelming enemies with mass faith.

  • Roleplaying and Combat Blend

    • Offers multiple approaches: stealth, diplomacy, alliance-building, or full combat assault.

    • Includes tactical battle maps for the shrine complex and suggestions for dynamic encounters.

  • Detailed Ecology and Lore

    • Expanded description of kuo-toa anatomy, psychology, clerical ranks (whips, monitors), and daily life in the shrine.

    • Introduces Blibdoolpoolp, one of the earliest original deities created specifically for a nonhuman race.

  • Faction and Religion Mechanics

    • The first AD&D module to showcase a living, breathing enemy society with rituals, beliefs, and internal structure.

    • Potential for nonlinear outcomes depending on how the party interacts with the cult.

Module D3: Vault of the Drow (1978 / TSR-9021)

Into the Heart of Darkness—The City of the Drow

Published in 1978 and written by Gary Gygax, D3: Vault of the Drow is the climactic third chapter in the famous D-Series adventure path, following D1: Descent into the Depths of the Earth and D2: The Shrine of the Kuo-Toa. Designed for Advanced Dungeons & Dragons, this high-level module sends the adventuring party into the hidden subterranean city of Erelhei-Cinlu, home of the decadent, powerful, and utterly dangerous drow.

Vault of the Drow is not just a dungeon crawl—it’s a sprawling urban espionage and infiltration mission set in an alien society filled with treachery, factions, deadly politics, and demonic influence. It remains one of the most ambitious and influential modules ever produced.

Key Features:

  • First Fully Realized Drow Society

    • Introduced drow houses, matriarchal rule, priesthoods, merchant guilds, and secret police.

    • Drow are portrayed as highly intelligent, deeply evil, politically cunning, and openly aligned with demons—especially the goddess Lolth.

  • Urban Stealth and Espionage

    • Unlike traditional dungeon crawls, the module features an open-ended approach: players can infiltrate, disguise, ally with factions, or go full assault.

    • Social encounters are as important (and dangerous) as combat.

  • The Vault Itself

    • A massive underground cavern with glowing fungi, black rivers, and unmapped zones for DM expansion.

    • Erelhei-Cinlu is teeming with noble houses, inns, back alleys, strange architecture, and unpredictable NPCs.

  • The Fane of Lolth

    • The climax of the module: a demonic temple and site of deadly ritual magic.

    • Heavily guarded and full of traps, illusions, and elite drow priestesses.

    • Provides a lead-in to Q1: Queen of the Demonweb Pits, where players confront Lolth herself.

Module S1: Tomb of Horrors (1978 / TSR-9022)

The Deadliest Dungeon of All—A Challenge for the Bold (or the Foolhardy)

Written by Gary Gygax and published in 1978, S1: Tomb of Horrors is one of the most legendary, feared, and revered adventure modules in all of tabletop RPG history. Designed as a lethal puzzle-box dungeon for high-level characters, it was originally created to test the skill and creativity of players—not their power or stats.

The Tomb contains the resting place (and trap-laden gauntlet) of the demilich Acererak, a malevolent and cunning undead entity who lures adventurers to their deaths for his own gain. Packed with deceptions, deadly traps, no-win scenarios, and almost no combat, Tomb of Horrors is not about how hard you hit—it’s about how smart you play.

Key Features:

  • The Original Killer Dungeon

    • Created to challenge players who thought they had “won D&D”

    • Nearly every room contains deadly tricks, traps, or puzzle challenges

  • Minimal Combat, Maximum Puzzle Solving

    • Players must use wit, caution, and creative problem-solving

    • Failure often results in death, dismemberment, or magical annihilation

  • Illustration Booklet

    • A separate visual handout for players shows key rooms, traps, and statues

    • Enhances immersion and provides visual clues (and red herrings)

  • The Demilich Acererak

    • One of D&D’s earliest and most iconic villains

    • Not encountered until the final room—he can drain souls with a glance

Player Character Record Sheets (1978)

TSR's First Official Character Pad for D&D and AD&D

Published in 1978, the Player Character Record Sheets is a top-tearing, 50-page character sheet pad designed to help players maintain organized and standardized records of their adventuring personas. This product is one of TSR’s earliest accessories, bridging both the original Basic D&D and the emerging Advanced Dungeons & Dragons (AD&D) systems during their period of overlap.

The product reflects a transitional time in TSR's publishing history, providing tools compatible with both systems as the gaming landscape evolved. It remains a sought-after collector’s item and a nostalgic artifact for many early players.

Key Features:

  • Cleanly formatted pages for players to track:

    • Character statistics (STR, INT, WIS, etc.)

    • Class and level

    • Equipment, weapons, and spells

    • Hit points and saving throws

    • Experience points and alignment

  • Simplified design intended for rapid character creation and in-play reference

  • Top-bound pad made it ideal for tabletop organization or group distribution

  • Each sheet was system-neutral enough to serve in early AD&D or late OD&D campaigns

1979

True First Print

Advanced Dungeons & Dragons: Dungeon Masters Guide (1979)

The Architect’s Blueprint for the World of Adventure

Released in 1979 and authored by Gary Gygax, the Dungeon Masters Guide (DMG) was the third core volume of Advanced Dungeons & Dragons (AD&D) and the final piece of the original “holy trinity” alongside the Player’s Handbook (1978) and Monster Manual (1977). More than just a rulebook, the DMG was a vast and visionary toolkit—a deep dive into the mechanics, philosophy, and secrets behind running a campaign.

This was the book that turned Dungeon Masters into world-builders, referees, narrators, and architects of imagination.

Key Features:

  • Behind-the-Screen Mechanics – Covered everything the players weren’t meant to see: treasure tables, magic item generation, random dungeon creation, and encounter balancing.

  • Magic Item Encyclopedia – Included hundreds of iconic items, including intelligent swords, artifacts, cursed relics, and potions, with rich lore and mechanical depth.

  • Combat Clarifications – Explained initiative, surprise, weapon speed, armor types, and movement with deep granularity.

  • Worldbuilding Tools – Detailed rules for wilderness exploration, urban encounters, naval combat, and even sieges and stronghold construction.

  • Random Generators & Tables – Dozens of charts for generating names, dungeons, traps, NPC traits, social encounters, and more—many of which became foundational GM tools.

  • Dungeon Master Philosophy – Gygax offered advice, warnings, and commentary throughout the book on how to maintain fairness, mystery, and fun in a campaign.

Advanced Dungeons & Dragons Player Character Record Sheets (1979)

The Iconic Goldenrod Sheets — For Heroes of a New Era

Released by TSR in 1979, the Advanced Dungeons & Dragons Player Character Record Sheets marked the first official, system-specific character record product for AD&D. With its striking goldenrod-colored paper, structured layout, and system-specific fields, this product became a staple at gaming tables well into the 1980s.

These sheets were designed specifically for use with the rapidly expanding AD&D ruleset, aligning with the releases of the Players Handbook (1978), Monster Manual (1977), and Dungeon Masters Guide (1979). For many, these sheets defined what an “official character sheet” looked like.

Key Features:

  • Highly detailed fields covering:

    • All six primary ability scores and their modifiers

    • Class, race, alignment, level progression

    • Combat stats, including armor class, THAC0, weapon proficiencies, and saving throws

    • Spells by level, magic items, treasure, experience point tracking

    • Space for henchmen, followers, and encumbrance

  • Tailored to match the structure of the AD&D rules, making it easier to reference the PHB and DMG during play

  • Top-glued pad format allowed easy removal and flat use at the table

Dungeon Masters Screen (1979 / TSR-9024)

The Original Shield Behind the Screen—TSR’s First Official DM Tool

Released in 1979, the Dungeon Masters Screen was the first-ever official GM screen published for Advanced Dungeons & Dragons. It was created to provide Dungeon Masters with quick-reference tables, streamlined rules, and a practical way to keep notes and maps hidden from players. With bold yellow and gold cover art by Erol Otus, the screen is as visually iconic as it is functionally groundbreaking.

This accessory marked a shift toward gameplay efficiency and table immersion, helping DMs manage the increasingly complex systems of AD&D while reinforcing their air of mystery and authority behind the screen.

Key Features:

  • Two-panel cardstock screen with printed reference charts:

    • Combat matrices for all classes and levels

    • Saving throws by class and level

    • Attack rolls vs. armor class

    • Experience point tables

    • Weapon damage and speed

    • Monster hit dice and morale modifiers

    • Turn undead table

    • Encounter distance and surprise modifiers

  • Purpose: Consolidated and protected vital DM information while allowing hidden dice rolls, secret maps, and behind-the-scenes actions

  • Durability: Sturdy fold-out cardstock designed for repeat use

  • Design Aesthetic:

    • Original yellow/gold Erol Otus cover: Stylized image of adventurers and monsters framed by a stone archway

    • Later Jeff Dee cover: Blue-green color scheme with dynamic hero-monster confrontation illustration

Non-Player Character Records (1979 / TSR-9030)

TSR 9030 — Track the World Behind the Screen

Published in 1979, Non-Player Character Records was one of TSR’s first products designed exclusively for Dungeon Masters. These pre-printed sheets allowed DMs to efficiently create, track, and manage non-player characters for use in any AD&D campaign. Whether barkeep or bandit king, noble or necromancer, this product gave DMs a structured format to bring the people of their world to life.

Key Features:

Each record sheet included:

  • Basic Stats (STR, INT, WIS, DEX, CON, CHA)

  • Class, level, alignment, race, and gender

  • Armor class, hit points, movement speed, and attack routines

  • Saving throws and spellcasting abilities (if applicable)

  • Personality traits, goals, and distinguishing features

  • Equipment, magical items, monetary wealth

  • Space for notes on background, relationships, and loyalties

Designed for quick access during gameplay, the sheets could be filled in ahead of time or on-the-fly to flesh out a living, breathing world of NPCs.

Permanent Character Folder (1979 / TSR-9029)

TSR 9031 — Preserve Your Hero’s Legacy

Released in 1979, the Permanent Character Folder was a TSR product designed to give players a durable and organized way to manage their AD&D characters over long-term campaigns. Rather than a simple character sheet, this product functioned like a foldable character dossier, offering space for detailed stats, notes, equipment, and spells, all contained within a protective cardstock folder. Its release signaled TSR’s push toward products supporting long-form campaign play and character continuity—a concept gaining momentum as the AD&D rules matured.

Key Features:

Each folder opened to reveal a fully pre-printed AD&D character layout, with space to record:

  • Full ability scores and modifiers

  • Race, class, alignment, level, and deity

  • Hit points, armor class, movement, and saving throws

  • Weapon proficiencies and magical items

  • Spells by level and number of uses per day

  • Experience tracking and level advancement notes

  • Physical description and personality traits

  • Special notes for henchmen, familiars, and stronghold status

The folder itself included pockets to hold small notes, treasure lists, maps, or rolled character sheets. Designed to travel with the player, it helped preserve a character’s full legacy through dungeon after dungeon.

Official Advanced Dungeons & Dragons Coloring Album (1979)

Fantasy, Art, and Lore—Through a Psychedelic Lens

One of the most unusual and collectible products TSR ever licensed, the Official Advanced Dungeons & Dragons Coloring Album was released in 1979 through Troubador Press, under license from TSR. This was not just a standard coloring book—it was an illustrated storybook, coloring adventure, and puzzle book, combining surreal 1970s fantasy art with an original narrative that loosely adapted elements of the AD&D game world.

It stands out in the D&D product line for its trippy aesthetic, poetic text, and imaginative interpretations of classic monsters and settings—all captured in the expressive, psychedelic linework of illustrator Greg Irons.

Key Features:

  • Original Storyline following a young adventurer’s quest to rescue a kidnapped princess

  • Coloring pages featuring iconic D&D monsters:

    • Beholders

    • Rust Monsters

    • Owlbears

    • Liches

    • Bugbears

    • Elementals

    • Dragons and more

  • Creative puzzles and mazes interwoven with the story

  • Rhyme-based narrative prose that added a fairy-tale or dreamlike quality

  • Highly detailed line art in a style that blends underground comics with medieval fantasy

1981 Green Cover Reprint

T1: The Village of Hommlet (1979 / TSR-9026)

A Quiet Village... with Shadows Beneath the Surface

Published in Spring 1979, T1: The Village of Hommlet is a legendary low-level AD&D adventure module written by Gary Gygax. It was designed as the introductory scenario for what was intended to be a much larger campaign—The Temple of Elemental Evil—and serves as a bridge between peaceful roleplay and deep, deadly dungeon delving.

This module introduced players to Hommlet, a modest yet mysterious frontier village teetering on the edge of lingering evil. Its mix of richly detailed NPCs, a semi-sandbox environment, and a dangerous nearby dungeon—the ruined Moathouse—made it an instant classic and a foundational piece of D&D campaign design.

Key Features:

  • Highly Detailed Village Setting:
    Every building and resident in Hommlet is described in detail, with hidden motives, hooks, and connections to the broader Temple plotline.

  • The Moathouse Dungeon:
    A two-level dungeon crawl filled with bandits, giant frogs, ghouls, bugbears, and a cleric of the dark powers plotting from below.

  • Foreshadowing of a Larger Evil:
    Clues planted throughout the Moathouse and in character dialogue hint at rising cult activity and the revival of the Temple of Elemental Evil.

  • Tactical Encounters with Consequences:
    Not all enemies are meant to be fought head-on—stealth, retreat, or diplomacy may be better options in several key moments.

  • Memorable NPCs:
    From Burne and Rufus, powerful local allies, to Mother Screng, the enigmatic wise woman—every NPC feels like part of a living world.

  • Flexible Campaign Foundation:
    The module is structured so DMs can expand the village into an ongoing base of operations or use it as a springboard to entirely new adventures.

S2: White Plume Mountain (1979 / TSR-9027)

A Classic Puzzle Dungeon with Legendary Treasures

Published in Summer 1979, S2: White Plume Mountain is widely regarded as one of the most creative and iconic adventure modules of Dungeons & Dragons' golden age. Written by Lawrence Schick as a writing sample for TSR, the module was so inventive and polished that TSR published it almost as-is, launching it as the second in the Special (S) series of modules.

Set in the shadow of a mysterious, steaming mountain, the adventure features a trap-filled, puzzle-centric dungeon filled with bizarre encounters, unusual terrain, and three legendary sentient weaponsWave, Whelm, and Blackrazor—each with their own personalities and hidden agendas.

Key Features:

  • Nonlinear Dungeon Design:
    Players choose between three main paths—each culminating in a powerful artifact. Each path is loaded with unique traps, riddles, and magical phenomena.

  • Iconic Magical Weapons:

    • Wave – A lawful good trident with aquatic powers

    • Whelm – A lawful neutral warhammer that hates goblins

    • Blackrazor – A chaotic evil greatsword inspired by Elric’s Stormbringer; it eats souls and grants power to its wielder

  • Creative Room Design:

    • A frictionless, rotating tunnel of death

    • A sphinx with a riddle challenge

    • A giant crab guarding treasure in a submerged dome

    • A room filled with reverse gravity traps

    • A vampire illusionist as a boss encounter

  • A Touch of Humor & Whimsy:
    The adventure walks the line between deadly and delightfully strange, with offbeat tone, talking weapons, and theatrical flair.

  • Unique Monster Encounters:
    Features kelpies, ghouls, a gynosphinx, and a lava-floored hallway—all carefully tuned to create memorable battles and mental puzzles.

B2: The Keep on the Borderlands (1979 / TSR-9033)

Adventure Begins Where Civilization Ends

Published in late 1979, B2: The Keep on the Borderlands is the quintessential introductory adventure for Basic Dungeons & Dragons. Written by Gary Gygax, it was included in most printings of the Holmes and Moldvay Basic Sets, making it the first adventure module played by an entire generation of gamers.

Designed as a low-level sandbox, the module offers players the freedom to explore the wilderness surrounding a remote keep, delve into the infamous Caves of Chaos, and confront the rising threat of chaos cults and monstrous tribes. Unlike many linear modules of its time, B2 encourages emergent storytelling, player choice, and exploration.

๐Ÿ”‘ Key Features:

  • The Keep:
    A fully detailed fortress with:

    • Merchants, guards, priests, and secretive figures

    • Numerous plot hooks and roleplay opportunities

    • Can serve as a home base for an entire campaign

  • The Caves of Chaos:

    • A multi-cave dungeon complex featuring orcs, kobolds, gnolls, goblins, bugbears, and an evil cult

    • Each faction occupies a unique cave system

    • Encourages tactics, diplomacy, and divide-and-conquer strategies

  • Emergent Narrative:
    The adventure allows storylines to unfold based on player actions, such as:

    • Faction warfare between monster tribes

    • Betrayal and espionage from within the Keep

    • Discoveries of ancient relics and hidden treasures

  • Flexible Playstyle:
    Works for new Dungeon Masters, with guidance on running sessions, managing wilderness travel, and handling encounters

1980

The Rogues Gallery (1980 / TSR-9031)

From Dungeon Delvers to Deadly Foes—A Cast of Characters for Every Campaign

Released in 1980, The Rogues Gallery was TSR’s first official character compendium for Advanced Dungeons & Dragons (1st Edition). Compiled by Brian Blume, this accessory provided a massive roster of pre-generated characters for Dungeon Masters and players alike—ranging from fledgling fighters to powerful wizards, cunning rogues, and iconic figures drawn directly from the home campaigns of D&D’s earliest creators.

Aimed at easing preparation and expanding story possibilities, The Rogues Gallery made it simple to fill out a tavern, generate rival adventuring parties, or inject ready-to-use NPCs into a living world. It remains one of the most practical and historically rich supplements in the early AD&D catalog.

๐Ÿ”‘ Key Features:

Massive Character Collection
Includes hundreds of stat blocks across all major AD&D classes—fighters, clerics, thieves, assassins, monks, druids, paladins, rangers, illusionists, and multiclassed characters at various levels.

Greyhawk Legends in Stat Form
Introduces canonical AD&D characters for the first time in published form:

  • Mordenkainen

  • Bigby

  • Tenser

  • Robilar

  • Zagyg
    These legendary NPCs emerged from Gary Gygax’s personal Greyhawk campaign, forming the foundation of D&D’s early mythology.

For DMs and Players
Provides instant-use NPCs as henchmen, rivals, villains, or replacement PCs—ideal for sandbox play, random encounters, or tournament-style modules.

Random Personality and Role Tables
Includes personality traits and backgrounds to flesh out stat blocks, making it easier to turn mechanical entries into narrative characters.

First of Its Kind
This was the first character-focused supplement ever officially published, laying groundwork for later tools like the NPC Codex, Monstrous Compendium: Characters, and Heroes of Legend.

World of Greyhawk (Folio Edition) (1980 / TSR-9025)

Explore the Flanaess—Birthplace of Adventure and the First Campaign Setting

Released in 1980, the World of Greyhawk Fantasy World Setting—often referred to as the Folio Edition—was the first official campaign setting published for Advanced Dungeons & Dragons (1st Edition). Created by Gary Gygax, this product introduced players to the richly detailed world of Oerth, focusing specifically on the continent of Flanaess, where Gygax’s own home campaign had unfolded since the early 1970s.

Presented in a sleek cardstock folio with stunning cover art by Erol Otus, the package included a 32-page gazetteer and an oversized two-piece color map featuring political borders, terrain types, and major settlements. It was not only the first TSR product to codify an entire world but also became the foundation for decades of lore, modules, and characters in the Greyhawk setting.

Key Features:

The First Published Campaign World
World of Greyhawk brought the concept of a cohesive setting to the forefront of tabletop roleplaying. It laid out a vast political, geographical, and mythological framework for DMs to build within.

32-Page Gazetteer
The folio’s booklet covered:

  • Nations and political boundaries

  • Languages, races, and deities

  • Major cities, rivers, and terrain features

  • Calendar, timekeeping, and climate zones
    All presented in concise but evocative prose ideal for expansion.

Two-Piece Poster Map
The included large color hex map, illustrated by Darlene, remains one of the most beloved and recognizable pieces of D&D cartography. Its intricate line work and calligraphy brought the Flanaess to life with incredible visual clarity.

Deity Lists and Cosmology Seeds
Introduced the early pantheon of Greyhawk deities (including Pelor, St. Cuthbert, Pholtus, and Nerull) and set the tone for divine politics in later supplements.

Flexible Framework, Not Heavy Lore
Unlike later boxed settings, the folio edition provided just enough information to inspire creativity, leaving most cities, dungeons, and regions open to DM invention.

Monster & Treasure Assortment Sets One–Three (1980 / TSR-9047)

Stock Your Dungeons with Classic Foes and Glittering Hoards

Published in 1980, Monster & Treasure Assortment Sets One–Three (TSR 9047) collected and revised material from earlier monochrome releases (1977–1978) into a single digest-sized booklet. It was designed to support Basic Dungeons & Dragons, though it was easily adaptable to Advanced D&D or any early homebrew system.

Compiled and updated by TSR’s design team, this edition brought together Set One: Levels 1–3, Set Two: Levels 4–6, and Set Three: Levels 7–9—offering a massive random-generation tool for Dungeon Masters to quickly populate dungeons with appropriately leveled monsters and treasures.

Packed with classic monsters, tables, and sample loot, this release was one of the earliest resources focused entirely on DM utility and improvisation, setting the stage for modern encounter-building tools.


๐Ÿ”‘ Key Features:

Three Classic Sets in One Volume
Combines the previously separate Sets 1–3 into a single 48-page booklet:

  • Set One: Encounters for Levels 1–3

  • Set Two: Encounters for Levels 4–6

  • Set Three: Encounters for Levels 7–9
    Each level range includes random monster tables followed by random treasure tables, tailored to party strength.

Perfect for On-the-Fly Dungeon Prep
Designed for quick, random generation—ideal for DMs building dungeons room-by-room or improvising content between sessions.

Classic Monsters and Hoards
Features iconic early D&D creatures like orcs, skeletons, wights, ogres, and dragons alongside a wide variety of gold, gems, potions, magic weapons, and cursed items.

Digest-Sized for Portability
Released in the smaller format used by Basic D&D booklets—easy to carry, reference, and store behind the screen.

Compatible with Multiple Editions
Though written for Basic D&D, the stat formatting was loose enough to be used with AD&D 1e or even Original D&D with minimal conversion.

S3: Expedition to the Barrier Peaks (1980)

When Swords Meet Lasers in a Dungeon Among the Stars

Published in 1980, S3: Expedition to the Barrier Peaks is one of the most unconventional and influential modules in Dungeons & Dragons history. Written by Gary Gygax for the 1976 Origins II convention, it was revised and released commercially as part of the S-series (“Special” modules). The adventure merges fantasy with science fiction as adventurers are sent to investigate strange happenings in the mountains—only to discover a crashed alien starship buried beneath the Barrier Peaks.

Designed for AD&D 1st Edition, the module blends classic dungeon exploration with futuristic technology, introducing robots, laser pistols, powered armor, and medical pods into the fantasy world of Greyhawk.

Key Features:

Genre-Blending Innovation
The first official D&D module to fuse science fiction with fantasy, it introduces high-tech items and enemies alongside traditional swords and spells.

The Starship Dungeon
The “dungeon” is a massive, multi-deck alien vessel filled with malfunctioning robots, rogue AI systems, quarantine zones, automated defenses, and bizarre alien life forms.

Handout-Heavy Adventure
Included a full set of 24 full-color illustration handouts drawn by Erol Otus, which provided players with visual clues for rooms, robots, and alien items—innovative at the time.

Tech Meets Magic Mechanics
Players must decipher how futuristic tech works using their medieval knowledge—requiring creativity and experimentation. Magical spells may malfunction or interact oddly with technology.

Tournament Origin, Home Game Expanded
Originally designed for convention play, the module was expanded with added content, making it ideal for both one-shots and campaign integration.

C1: The Hidden Shrine of Tamoachan (1980)

Deadly Traps and Forgotten Gods Beneath the Jungle Temple

Originally introduced as a tournament module for Origins ’79, C1: The Hidden Shrine of Tamoachan received its full public release in 1980 as the first entry in TSR’s “C” (Competition) series. Written by Harold Johnson and Jeff R. Leason, this module transports players to a ruined temple deep in the jungles of a far-off land—heavily inspired by Mesoamerican mythology, iconography, and architecture.

Designed for tournament-style timed play, the adventure is infamous for its lethal traps, puzzle-filled chambers, and poisonous gas that slowly consumes the players’ time—and air. Part archaeological expedition, part deathtrap gauntlet, Tamoachan challenges both player ingenuity and character survivability.

Key Features:

Tournament Legacy
Originally created as a timed module for tournament use, the published version retains its room-by-room scoring system, encouraging fast thinking and precise action.

Mesoamerican-Inspired Temple
The dungeon’s visual style and lore draw heavily from Mayan and Aztec cultures, with gods, symbols, and room design rooted in real-world aesthetics—unique among TSR’s early modules.

Deadly Poison Gas Timer
The players are trapped inside a buried temple slowly filling with toxic gas. This creates an ever-present time limit, pushing urgency and tension throughout the adventure.

Puzzle Rooms and Roleplay Opportunities
Each chamber is crafted to offer more than just combat—many require deciphering glyphs, solving riddles, or interacting with cursed relics and divine guardians.

Pre-generated Characters Included
The original module comes with tournament-ready characters and scoring instructions, true to its competitive roots.

1st - 3rd Print Cthulhu/Melnibonéan

Advanced Dungeons & Dragons: Deities & Demigods (1980)

Where Myth Meets Magic

Deities & Demigods, published in 1980 by TSR and authored by James M. Ward and Robert J. Kuntz, was a hardcover supplement for Advanced Dungeons & Dragons 1st Edition. This ambitious volume compiled gods, pantheons, and mythological figures from around the world—and beyond—into a fully playable reference guide for use in fantasy campaigns.

It gave Dungeon Masters and players the tools to integrate divine beings into gameplay, from the worship of gods and clerical powers to epic-level encounters with deities themselves.

Key Features:

  • 17+ Pantheons – The book included a wide range of mythological and fictional pantheons, such as:

    • Greek, Norse, Egyptian, Sumerian, Celtic, Indian, and Finnish mythology

    • Elric of Melniboné (Michael Moorcock) and Cthulhu Mythos (H.P. Lovecraft)*

    • Unique D&D pantheons like the Arthurian Heroes and Nonhuman Deities

  • Stat Blocks for Deities – Gods were fully statted with hit points, armor class, attack abilities, and spell-like powers—allowing them to be worshipped, invoked, or fought.

  • Clerical Details – Each pantheon listed associated alignment, spheres of influence, and spells granted to followers, creating a divine framework for roleplaying priests and cults.

  • Artifacts and Relics – Legendary items such as Mjolnir, Excalibur, and the Sword of Kas were included, tying mythology into powerful in-game treasures.

Controversy & Rarity:

  • Early printings included the Cthulhu Mythos and Melnibonéan Mythos (with permission), but legal complications with Chaosium (who held the licenses) led to their removal.

  • Later printings were renamed Legends & Lore (1985) and revised for broader appeal and copyright safety.

  • The original Deities & Demigods with all 17 pantheons (including Cthulhu and Elric) is considered a highly sought-after collector’s item.

A1: Slave Pits of the Undercity (1980)

The Slaver Threat Begins Beneath a Crumbling City

Published in 1980, A1: Slave Pits of the Undercity launched the A-series of tournament modules originally used in Gen Con XIII’s official AD&D tournament. Written by David "Zeb" Cook, it introduced players to a dark and gritty storyline involving a resurgent slaver ring operating out of a ruined city.

The module is known for its tight design, deadly traps, time pressure, and a blend of above-ground ruins and a trap-laden dungeon beneath, where monstrous allies of the slavers—including aspis, giant ants, and undead—lurk in the shadows.

Key Features:

  • Classic Tournament Layout:
    The module was designed for competitive play—each section is timed and scored based on character survival, success, and pacing.

  • Two-Level Dungeon:
    A surface-level ruined temple leads into a multi-path undercity dungeon filled with traps, secret doors, and choke points.

  • Unusual and Deadly Monsters:
    Introduces the Aspis, a now-iconic insectoid slaver race; also features giant ants, ghouls, and aggressive undead.

  • Slaver Themes Begin Here:
    Captured prisoners, evidence of human trafficking, and villainous NPCs appear throughout—setting the tone for the full A-series narrative.

  • Premade Tournament Characters:
    Included in original printings, showing 1e formatting and tournament play structure

C2: The Ghost Tower of Inverness (1980)

A Timeless Tower, A Forbidden Gem, and Puzzles That Twist Reality

Released in 1980 as part of TSR’s “C” for Competition series, C2: The Ghost Tower of Inverness was written by Allen Hammack and originally used as a tournament module at Wintercon VIII. It invites players to explore the long-lost tower of the archmage Galap-Dreidel, located within the haunted ruins of Castle Inverness. Tasked with retrieving the legendary Soul Gem, the adventurers must survive shifting realities, deadly traps, and magical madness in a tower that obeys no natural laws.

C2 stands out for its twisted logic, puzzle-centric encounters, and imaginative flair—making it one of the most cerebral and visually unique modules of its time.

Key Features:

Reality-Bending Dungeon Design
Each level of the Ghost Tower challenges players with unique magical rules, surreal environments, and strange puzzles—making exploration feel like unraveling a dream.

Tournament Structure
As a competition module, C2 includes scoring metrics, pregenerated characters, and timed progression—ideal for one-shot play or convention settings.

The Soul Gem
The party's objective is to locate and recover the Soul Gem, a powerful magical relic locked behind illusions, guardians, and extra-dimensional traps.

Unique and Thematic Enemies
The module avoids standard dungeon foes, instead offering creative and thematic enemies like animated statues, temporal echoes, and magical constructs.

Self-Contained but High Fantasy
Though not originally tied to a setting, it has since been associated with the world of Greyhawk. The story, however, functions perfectly as a standalone magical dungeon suitable for insertion into any campaign.

Q1: Queen of the Demonweb Pits (1980)

Step Into the Demonweb—Where the Spider Queen Reigns Supreme

Released in 1980, Q1: Queen of the Demonweb Pits served as the climactic conclusion to one of the most legendary adventure arcs in D&D history—the GDQ series, beginning with the Giant modules (G1–G3) and continuing through the Drow trilogy (D1–D3). Co-written by David C. Sutherland III and Gary Gygax, Q1 transports the party into the Abyss itself, where they must navigate the maddening dimension of Lolth, the Demon Queen of Spiders.

The module pits high-level adventurers against demonic forces in the Demonweb, a surreal interplanar labyrinth of shifting portals, technological surprises, and alien horrors—all while pursuing a final confrontation with a god.

Key Features:

Epic Planar Scope
This was the first official D&D module set in the Abyss, showcasing the twisted extraplanar lair of Lolth, filled with dimensional gates, chaos, and lethal unpredictability.

The Demonweb as a Living Dungeon
The Demonweb Pits are a non-Euclidean maze of silken corridors suspended in a void, shifting as players explore. Webbed walkways and mechanical portals connect to bizarre demonic subrealms and other planes of existence.

Technological Crossovers
The module includes sci-fi-inspired enemies and environments, such as steampunk-like chambers, power stations, and even mechanical monsters—echoing ideas introduced in S3: Expedition to the Barrier Peaks.

Final Confrontation with Lolth
The climax offers an epic boss fight against a deity, with rules for handling divine combat, legendary magic, and extraplanar consequences. Facing Lolth is as much a battle of strategy as power.

Multiple Paths to Victory
Players can choose how to approach the Demonweb—bypassing certain areas, forming temporary alliances, or uncovering powerful artifacts. The open-ended layout allows for many outcomes.

Advanced Dungeons & Dragons: Fiend Folio (1981)

A Menagerie of the Macabre and the Bizarre

Fiend Folio, published in 1981 by TSR UK, was the second major monster supplement for Advanced Dungeons & Dragons 1st Edition, following the Monster Manual (1977). Edited by Don Turnbull, this hardcover volume introduced a wide range of monsters—many of them strange, deadly, or delightfully weird—making it both beloved and controversial among DMs and players alike.

It became known for expanding the flavor and diversity of D&D's bestiary while incorporating fan-created creatures from the pages of White Dwarf Magazine.

 

  • Over 130 New Monsters – Introduced a wide variety of monsters, including:

    • The terrifying Githyanki

    • The ever-annoying Flumph

    • The dreaded Death Knight

    • The bizarre Mephits, Tween, and Adherer

    • Expanded undead, demons, extraplanar beings, and unique NPC threats

  • British Flavor – Assembled primarily by TSR UK, Fiend Folio had a distinct tone and often a more surreal, horror-influenced vibe than its American counterparts.

  • Art & Presentation – Known for its detailed and sometimes whimsical black-and-white illustrations, Fiend Folio offered a darker, more eclectic visual identity compared to the Monster Manual.

  • Rules Consistency with AD&D – Included full AD&D stat blocks, alignment, attack types, and lore entries, integrating seamlessly into ongoing campaigns.

 

Dungeons & Dragons Character Sheets (1981)

Roslof’s Heroes Await Adventure—Now So Can You

Published in 1981 by TSR, the Dungeons & Dragons Character Sheets product offered players a professionally printed pad of blank character record sheets for use with the Basic and Expert D&D Sets. It was the first official product of its kind, designed to streamline the player experience while reinforcing the visual identity of the evolving D&D brand.

The release is most remembered for its bold and dynamic cover art by Jim Roslof, which depicted a party of adventurers—human, dwarf, elf, and halfling—charging heroically into a dungeon’s fiery mouth. This striking illustration became a visual hallmark of early 1980s D&D and remains one of Roslof’s most celebrated contributions to the franchise.

Key Features:

First Official Character Sheet Pad
This was the first standalone product that provided blank character sheets in bulk, printed on high-quality paper with standardized fields for all major stats, gear, spells, and XP tracking.

Compatible with Basic and Expert Sets
The sheets were formatted for characters built under the Moldvay/Cook Basic and Expert rules (released the same year), making them ideal for early campaign play.

Pad of 28 Sheets
Each pad included 28 identical single-sided character sheets. The layout emphasized usability and reference speed during gameplay.

Jim Roslof Cover Art
The vivid cover illustration featured a heroic party entering a hellish dungeon, setting a tone of high-stakes adventure. Roslof's work here established the "feel" of early 1980s D&D and helped push the game's fantasy aesthetic into a more mature, action-driven space.

Encouraged Organization and Immersion
By providing a uniform format, these sheets encouraged players to take their characters more seriously—tracking gold, hit points, languages, spells, and items with clarity.

A2: Secret of the Slavers Stockade (1981)

The Fortress of Flesh Merchants Lies Hidden in the Wilds

Published in 1980, A2: Secret of the Slavers Stockade is the second installment in the Slavers series, continuing the quest to dismantle a brutal slave-trading operation. Written by Harold Johnson and Tom Moldvay, this module transports adventurers into the perilous wilderness where a heavily fortified outpost hides dangerous secrets—and the next link in the slavers’ chain.

Designed for tournament play, A2 tests party cohesion and tactical thinking as players must infiltrate, disrupt, and survive an organized and guarded compound filled with humanoid mercenaries and monstrous allies. Its design rewards stealth, cunning, and adaptability, making it a standout entry in the A-series.

Key Features:

Tactical Wilderness and Fortress Infiltration
Unlike dungeon crawls, this module focuses on breaching a living enemy base with guards on alert, coordinated patrols, and intelligent responses to intrusion.

Layered Defense Design
The stockade is equipped with traps, false doors, alarm systems, and overlapping fields of defense, forcing players to scout, plan, and adapt their approach.

Iconic Slaver Foes
Players encounter gnolls, bugbears, hobgoblins, and trained beasts—all organized under ruthless leadership that responds dynamically to the party’s actions.

Wilderness Entry and Siege Scenario
Includes a forested approach, environmental hazards, and multiple potential infiltration points—a rare feature in early AD&D modules.

Tournament Ready with Scoring Mechanics
A2 was crafted for competitive play, including structured scoring rules for tracking progress, survival, and mission success.

Dungeons & Dragons Basic Set (Moldvay Edition) (1981)

Streamlined Rules, Endless Imagination

Published in 1981 and edited by Tom Moldvay, the Dungeons & Dragons Basic Set—often referred to as the Moldvay Basic—was a complete overhaul and modernization of the earlier Holmes Basic Set (1977). Designed to be easier to learn, more cohesive, and fully compatible with the Expert Set that followed, this edition served as the definitive introduction to D&D for a generation of players in the 1980s.

With clear rules, fast-paced gameplay, and an iconic presentation, Moldvay's version of Basic D&D made the game accessible, adventurous, and enduring.

 

  • Levels 1–3

    • Covered character creation and adventuring rules for levels 1–3.

    • Designed to transition smoothly into the Expert Set (edited by Dave Cook and Steve Marsh) for levels 4–14.

  • Core Classes and Races

    • Offered simple, unified class/race combinations:

      • Cleric, Fighter, Magic-User, Thief (Human classes)

      • Elf, Dwarf, Halfling (Race-as-class)

    • Encouraged fast character creation and play.

  • Dungeon-Centric Play

    • Focused on dungeon crawling, exploration, trap detection, and treasure hunting.

    • Introduced clear rules for light sources, encumbrance, wandering monsters, morale, and reaction rolls.

  • Simple Yet Powerful Magic System

    • Each spell had limited uses per day, encouraging creative resource management.

    • Clean presentation of spell effects and limitations for quick use at the table.

  • Clear Writing and Organization

    • Moldvay’s writing was praised for being concise, engaging, and approachable.

    • Rules were arranged for easy reference and use during play—no prior wargaming experience needed.

 

Advanced Dungeons & Dragons: Unearthed Arcana (1985)

Expanding the Boundaries of the Game

Unearthed Arcana, published in 1985 and authored by Gary Gygax, was one of the most ambitious expansions for Advanced Dungeons & Dragons (1e). Intended as a bridge to future developments in the game—and as a consolidation of previously scattered rules—this hardcover volume introduced new classes, races, spells, equipment, and character options that pushed the boundaries of what was possible in AD&D.

It was both innovative and divisive, beloved for its creativity but critiqued for its balance issues.

Key Features:

  • New Classes:

    • Cavalier – A mounted noble warrior with strict codes of honor.

    • Barbarian – A primal fighter with natural resistances and disdain for magic.

    • Thief-Acrobat – An agile variant of the thief class with special movement abilities.

  • Expanded Races:

    • Introduced drow, duergar, svirfneblin (deep gnomes), and half-ogres as playable races.

    • Expanded level limits and multiclassing options for demi-humans.

  • Ability Score Overhaul:

    • Increased the maximum scores to 18/00 for Strength and introduced percentile strength specifically for fighters.

    • Introduced Comeliness as a seventh ability score—reflecting personal magnetism or physical beauty.

  • New Spells and Magic Items:

    • Dozens of new spells for Clerics, Druids, Magic-Users, and Illusionists.

    • Introduced powerful new items and artifacts, including those tied to the new classes and races.

  • Weapon Specialization & Proficiency Expansion:

    • Fighters (and certain subclasses) could now specialize in specific weapons for bonuses to hit and damage, opening up new tactical depth in melee combat.

5th Print (Deities & Demigods)

6th Print (Deities & Demigods)

Advanced Dungeons & Dragons: Legends & Lore (1985)

The Divine Powers, Reimagined and Rebalanced

Legends & Lore, released in 1985 by TSR, is a revised edition of the earlier Deities & Demigods (1980). This updated volume for Advanced Dungeons & Dragons 1st Edition preserved the concept of presenting gods and mythological figures for in-game use, while shifting the tone and structure toward a more game-neutral, less controversial reference work.

This book served as both a spiritual sequel and a sanitized successor—removing copyrighted material while refining the treatment of divine powers in the D&D universe.

Key Changes & Features:

  • Renamed for Broader Appeal – TSR changed the title from Deities & Demigods to Legends & Lore in part to ease public concern during the height of the 1980s "Satanic Panic." The new name sounded more scholarly and less confrontational.

  • Removed Pantheons – The Cthulhu Mythos and Melnibonéan Mythos (Michael Moorcock) were completely removed, following legal pressure from Chaosium and licensing complications.

  • Tone Adjustment – The tone shifted from stat-heavy divine battlegrounds to more roleplay-friendly content. Gods were still statted, but divine combat was downplayed in favor of using religion as a tool for storytelling, character development, and campaign depth.

  • Retained Pantheons – Included a wide range of real-world mythologies, such as:

    • Greek, Norse, Egyptian, Babylonian, Celtic, Chinese, Japanese, Indian, American Indian (Native American), and Arthurian legends

    • Some unique D&D-specific additions like the Nonhuman Deities (e.g., Corellon Larethian, Moradin)

  • Cleric Guidance – Provided expanded rules on how deities influence priesthoods, spell access, religious customs, and moral alignment—useful for both roleplay and game mechanics.

Advanced Dungeons & Dragons: Dungeoneer’s Survival Guide (1986)

Mastering the Depths Below

Published in 1986 and written by Douglas Niles, the Dungeoneer’s Survival Guide was a groundbreaking supplement for Advanced Dungeons & Dragons 1st Edition. Designed to expand the Dungeon Master's and player's toolkit for adventuring in subterranean environments, this guide introduced new rules, systems, and survival techniques specifically for dungeon delving and underground exploration.

It also introduced one of the most influential elements in D&D worldbuilding: the Underdark.

Key Features:

  • New Proficiencies System

    • Introduced non-weapon proficiencies, a major innovation in character customization that expanded roleplaying possibilities beyond combat.

    • Covered skills like rope use, mining, spelunking, cartography, and tunneling.

  • Environmental Challenges

    • Detailed rules for underground hazards such as darkness, tight passages, cave-ins, lack of air, and underground rivers.

    • Provided mechanics for navigating difficult terrain, using climbing gear, and surviving in pitch-black wilderness.

  • The Underdark is Born

    • The Dungeoneer’s Survival Guide is credited with introducing and naming the Underdark, a vast, interconnected subterranean world filled with danger, mystery, and unique civilizations.

    • Laid the groundwork for future campaigns and settings involving drow, duergar, illithids, and deep gnomes (svirfneblin).

  • New Equipment and Gear

    • Described specialized gear for underground travel, such as climbing spikes, 10-foot poles, glowstones, and portable bridges.

  • DM Tools and Advice

    • Included sections for Dungeon Masters on designing multi-level dungeons, tracking supplies, dealing with player movement in tight spaces, and narrating subterranean environments.

  • Sample Dungeon

    • Featured a ready-to-run dungeon setting—Deepearth—to showcase how the rules and advice could be used in a full-fledged campaign.

Advanced Dungeons & Dragons: Wilderness Survival Guide (1986)

Adventure Beyond the Dungeon Walls

Published in 1986 and written by Kim Mohan, the Wilderness Survival Guide (WSG) was designed as a companion volume to the Dungeoneer’s Survival Guide for AD&D 1st Edition. While that book focused on underground adventures, the WSG expanded gameplay into natural, outdoor environments—forests, deserts, mountains, tundras, and swamps—bringing new realism and depth to wilderness travel and survival.

This guide empowered Dungeon Masters and players to handle harsh weather, starvation, foraging, exhaustion, encumbrance, and other outdoor hazards, pushing the game closer to a living, breathing simulation of fantasy exploration.

Key Features:

  • Environmental Rules for Terrain & Climate

    • Detailed systems for dealing with different terrains (plains, forests, deserts, jungles, etc.)

    • Introduced rules for weather effects, temperature extremes, natural disasters, and how they affect travel and combat.

  • Encumbrance & Fatigue Systems

    • Reworked encumbrance rules to reflect real-world limitations of weight and terrain.

    • Introduced fatigue mechanics, showing how long-term travel, lack of rest, and overexertion can degrade performance.

  • Expanded Movement Rules

    • Covered forced marching, mount use, vehicle travel, and waterborne movement.

    • Factored in terrain difficulty, visibility, and natural obstacles.

  • Non-Weapon Proficiencies

    • Further expanded the non-weapon proficiency system first introduced in the Dungeoneer’s Survival Guide.

    • Added skills such as direction sense, tracking, weather sense, fishing, and animal lore.

  • Survival Equipment & Gear

    • Provided lists and mechanics for outdoor gear—tents, sleds, climbing equipment, snowshoes, and boats.

    • Emphasized preparation and strategy over brute strength.

  • DM Support for Wilderness Campaigns

    • Tools for worldbuilding, including wilderness map design, random encounter tables, and overland travel timelines.

    • Advice on creating believable wilderness encounters and integrating natural challenges into the narrative.

Advanced Dungeons & Dragons: Manual of the Planes (1987)

The Keys to the Multiverse Unlocked

Published in 1987 and authored by Jeff Grubb, Manual of the Planes was the first official supplement to fully explore the cosmology of the Dungeons & Dragons multiverse. Released for AD&D 1st Edition, it offered Dungeon Masters and players a comprehensive guide to traveling beyond the Prime Material Plane—into the strange, wondrous, and often deadly realms of the Elemental Planes, the Outer Planes, and beyond.

This book took the implied cosmology of earlier AD&D lore and mapped it into a structured, playable multiverse, setting the foundation for countless adventures and future settings like Planescape.

Key Features:

  • The Great Wheel Cosmology

    • Formalized the Great Wheel model of the multiverse:

      • Inner Planes (Fire, Air, Earth, Water, Positive/Negative Energy)

      • Outer Planes (the realms of gods and alignment-based afterlives like the Abyss, Mount Celestia, and Limbo)

      • Transitive Planes such as the Astral Plane and Ethereal Plane

    • Each plane had its own laws of magic, gravity, time, and morality.

  • Planar Travel Mechanics

    • Rules for navigating portals, color pools, conduits, and shifting planar boundaries.

    • Included risks like disorientation, time dilation, planar gravity, and hostile environments.

  • Encounters & Hazards

    • Described native creatures, hostile planar environments, and encounter conditions—such as elemental storms, planar tides, and alignment shifts.

    • Introduced the concept of planar alignment affinity, where the character's alignment can be influenced (or punished) by the plane itself.

  • Spells & Magic Variance

    • Not all magic works the same across the planes. Some spells are altered, blocked, or enhanced depending on where they are cast.

    • Specific rules for extraplanar spellcasting made high-level travel more complex and dangerous.

  • Divine Realms & Deities

    • Offered glimpses into the homes of the gods, including the Seven Heavens, Hades, and the Nine Hells—allowing high-level characters to visit or even challenge divine forces.

Advanced Dungeons & Dragons: Dragonlance Adventures (1987)

The World of Krynn Comes to Life

Published in August 1987 and written by Tracy Hickman and Margaret Weis, Dragonlance Adventures brought the beloved world of Krynn—from the best-selling Dragonlance Chronicles and Legends novels—into the official ruleset of Advanced Dungeons & Dragons 1st Edition. This hardcover sourcebook served as both a campaign setting guide and rules supplement, providing everything Dungeon Masters and players needed to run adventures in the war-torn, dragon-filled world of Dragonlance.

It was the first time a D&D novel series and roleplaying game were tightly integrated, setting a new standard for storytelling in tabletop gaming.

 

  • The World of Krynn

    • Detailed lore on Krynn’s creation, pantheon, geography, history, and major eras—especially focusing on the War of the Lance.

    • Descriptions of key regions such as Solamnia, Silvanesti, and Ansalon.

  • New Player Options

    • Rules for playing Kender, Gully Dwarves, Irda (High Ogres), and other Krynn-specific races.

    • Revised class rules:

      • Knights of Solamnia (Crown, Sword, Rose orders)

      • Wizards of High Sorcery (Black, Red, White robes)

      • Clerics and Paladins based on the gods of Krynn, with alignment-specific restrictions and powers.

  • Magic in Krynn

    • Unique spellcasting mechanics tied to the moons of magic (Solinari, Lunitari, Nuitari).

    • Details on the loss and return of divine magic after the Cataclysm.

  • Deities and Alignment Structure

    • A rich pantheon divided among Good, Neutral, and Evil with mortal followers and cultural influence.

    • Clerics had to worship specific deities with appropriate behavior and beliefs.

  • Monsters and Creatures

    • Introduced iconic Dragonlance monsters, including Draconians, Tarmak, Shadowpeople, and Spectral Minions.

    • Stats and lore for key NPCs like Raistlin Majere, Tika Waylan, and Sturm Brightblade.