1st Edition Dmg Succubus Edition
Dungeon Masters Guide Errata![1st edition dmg succubus series 1st edition dmg succubus series](https://www.dmsguild.com/images/8957/213448.jpg)
Additionally, one of the artists credited in the pre-revision DMG, Todd Oleck, was replaced by Erol Otus in the Revised print (along with Oleck's sole illustration, on page 40). The reasons for his replacement are unknown. (Thanks to Christopher Motta for first noticing this!)
Page 13: AGING: Middle Aged.
Delete '(or half exceptional rating)'. The paragraph should read:
Page 20: ADDITION
ASSASSINATION EXPERIENCE POINTS
An assassin receives 100 x.p./level of the character assassinated minus or plus 50 x.p. for every level the assassin is greater or lesser than his or her victim. This is modified by multipliers for the degree of difficulty of the mission‑simple (X 1/2), difficult (X 1), or extraordinary (X 1 1/2).The explanations for difficulty given under SPYING should be used as guidelines here. The experience given above is added to the regular experience earned for killing the victim, as if he or she were a monster. Experience is also given for the fee the assassin is paid.
Therefore, if an 8th level assassin snuck up on and surprised a 10th level magic‑user in the dungeon and successfully assassinated him, the assassin would receive 1,000 x.p. plus another 100 x.p. since the magic‑user was 2 levels higher than he. However, since it was a simple mission, the total 1100 x.p. would be multiplied by 1/2, giving 550 points. This is added to the 2400 x.p. normally received for killing this magic‑user, making a final total of 2950 x.p. earned, exclusive of fees.
Page 26: Increase Or Decrease Of Worth Beyond Base Value.
On a die roll of 1, the Result should read:
On a die roll of 0, the Result should read:
Page 39: ACQUISITION OF MAGIC‑USER SPELLS.
Acquisition of Illusionists' Spells
Page 40: Demon-summoning art dropped for a smaller undead-wizard battle drawing.
Page 52: Fly spell.
The first sentence in this paragraph should read:
Page 61: Surprise.
Replace the last paragraph with the following:
Page 62: SurpriseTable.
Replace the first table with the following:
Party's Monster's Surprise
Die Die Effect
3 to 6 3 to 6 none
1 1 both surprised
2 2 both surprised
1 or 2 3 to 6 party surprised
3 to 6 1 or 2 monster surprised
1 2 party surprised
2 1 monster surprised
Page 71: Example of Melee.
Replace the 4th and 5th paragraphs with the following:
The second sentence in the 8th paragraph should read:
Balto attacks Aggro (who is in AC 2) with his staff.
The third sentence in the 11th paragraph should read:
Page 73: Opponent With Weapons Used Normally.
Replace this paragraph with the following:
Page 74: I.B. ATTACK MATRIX FOR FIGHTERS, PALADINS, RANGERS, BARDS, AND 0 LEVEL HALFLINGS AND HUMANS*.
The Note below the table should read:
Page 116: Poison.
This paragraph should read:
Page 117: Manufacture of Scrolls.
The table in the 5th paragraph should read, in part:
vellum, per sheet 8 g.p. and up ‑5% chance of failure
Page 118: Fabrication Of Other Magic Items.
Fabrication Of Magic Items By Illusionists:
At the 11th level illusionists may be able to create one‑shot or charged magic items, things without a permanent dweomer, such as potions or a wand of illusion, for example. Such items are really merely storehouses of magical energy which can be released in various ways. Like any other spell‑caster, the illusionist must fashion the item out of rare and expensive materials, but instead of using enchant an item to prepare the item to re足ceive its enchantment, the illusionist uses major creation to subtly alter its structure in a magical direction so that it can receive and retain the necessary spells. During the next 16 hours after casting the major creation, the illusionist instills the primary initial dweomers into the item, and if his concentration is interrupted even once during this period, the item instantly fades and forever disappears, like an illusion that has been dispelled.
Beginning at 14th level an illusionist may attempt to make items with a truly permanent dweomer, such as a + 1 dagger or a ring of protection, for example. This entails a similar process to the one described above. The crucial difference is that after a major creation spell has been used to adjust the material object, an alter reality must be cast to fix it permanently in place and make it able to contain a permanent magic. Thus, with a great expense in time, money and preparation, major creation, alter reality and true sight spells, and an unflawed gem worth not less than 10,000 g.p., an illusionist might be able to create a gem of seeing.
Page 119: Call of duty black ops 2 download mac. Deleted potions artwork.
Page 123: TABLE (III.E.) 2.
This table should read, in part:
86‑91 Dust of Disappearance 2,000 8,000
92 Dust of Sneezing and Choking --- 1,000
Page 125: POTIONS (III.A.)
The second paragraph should read:
Page 134: Staff of Striking.
Replace this paragraph with the following:
Page 145: Girdle of Giant Strength. Best mac drive cleaner.
Visual minteq for mac download. The Rock Hurling table should read as follows:
Weight Base Rock Bend Bars/
Type Allowance Range Damage Wt** Lift Gates
Logitech harmony smart hub mac software. Hill +4,500 8' 1-6 140 50%
Stone +5,000 16' 1-12 198 60%
Frost +6,000 10' 1-8 156 70%
Fire +7,500 12' 1-8 170 80%
Cloud +9,000 14' 1-10 184 90%
Storm +12,000 16' 1-12 212 100%
Page 149: Jewel of Flawlessness.
This paragraph should read as follows:
Page 167: Table 3.: Sword Primary Abilities.
This table should read:
Table 3.: Sword Primary Abilities
Roll Ability
01‑11 detect 'elevator'/shifting rooms/walls in a 1' radius
12‑22 detect sloping passages in a 1' radius
23‑33 detect traps of large size in a 1' radius
34‑44 detect evil/good in a 1' radius
45‑55 detect precious metals, kind, and amount in a 2' radius
56‑66 detect gems, kind, and number in a 1/2' radius
67‑77 detect magic in a 1' radius
78‑82 detect secret doors in a 1/2' radius
83‑87 detect invisible objects in a 1' radius
88‑92 locate object in a 12' radius
93‑98 roll twice on this table ignoring scores of 93 to 00
99‑00 roll on the Extraordinary Power Table instead
Page 169: Mace of Disruption.
Replace this paragraph with the following:
Pages 174‑175: MONSTER ENCOUNTERED ADJUSTMENT FOR RELATIVE DUNGEON LEVEL.
Replace the last paragraph with the following:
Pages 177-179: Banding added to Random Monster charts.
Pages 184-185: Temperature And Sub‑Tropical Conditions, Uninhabited/Wilderness Areas.
Plain should read, in part:
Bull/Cattle, wild 06-09
Scrub should read, in part:
Humanoid* 26‑32
Jackal** 33‑34
Ki‑rin/Lammasu/Shedu 35
Leprechaun/Brownie -‑
Leucrotta -‑
Lion 36‑40
Mountains should read, in part:
Troll 73‑78
Page 212: stirge.
Special Attacks should read:
attack as 4 hit dice monster, drain blood (1‑4)
Page 222: CONJURED ANIMALS TABLE.
This table should read, in part:
Hit Dice
Category
1 66‑00 Rat, giant 1/2
Page 223: APPENDIX NM: SUMMONED MONSTERS.
Add the following table after the first Monster Summoning VI: Dirty bomb cheaters 2016 dmg modifier.
Monster Summoning VII
Dice Score Monster Summoned
04‑06 Demon, succubus
07‑09 Demon, type I
10‑12 Demon, type II
13‑15 Demon, type III
16‑18 Devil, barbed
19‑21 Devil, bone
22‑23 Devil, horned
24‑26 Ettin
27‑29 Giant, fire
30‑32 Giant, frost
33‑35 Giant, hill
36‑38 Giant, stone
39‑41 Gorgon
42‑43 Groaning spirit
44‑46 Hydra, 10 heads
47‑49 Hydra, pyro‑, 8 heads
50‑52 Intellect devourer
53‑55 Invisible stalker
56‑58 Lamia
59‑61 Lizard, fire
62‑64 Mind flayer
65‑67 Mummy
68‑70 Naga, spirit
71‑73 Neo‑otyugh
74‑76 Night hag
77‑79 Roper (shedu)
80‑82 Shambling mound
83‑85 Slug, giant
86‑88 Spectre
89‑91 Sphinx, hieraco‑ (andro‑)
92‑94 Umber hulk
95‑97 Will‑o‑wisp
98‑00 Xorn
Replace the second Monster Summoning VI table with the following:
Monster Summoning VI
Dice Score Monster Summoned
Fresh or Salt
01‑33 Octopus, giant
34‑00 Snake, sea, giant
Add the following table after the second Monster Summoning VI:
Monster Summoning VII
Dice Score Monster Summoned
Fresh
01‑20 Morkoth
21‑00 Naga, water
Salt
01‑15 Morkoth
16‑70 Ray, manta
71‑00 Squid, giant
APPENDIX 0: ENCUMBRANCE OF STANDARD ITEMS
Item Encumbrance in gold pieces
Backpack 20
Belt 3
Belt pouch, large 10
small 5
Book, large metal‑bound 200
Boots, hard 60
soft 30
Bottles, flagons 60
Bow, composite long 80
composite short 50
long 100
short 50
Caltrop 50
Candle 5
Chest, large solid iron 1000-5000
small solid iron 200-500
small wooden 100-250
large wooden 500-1500
Clothes (1 set) 30
Cord, 10' 2
Crossbow, heavy 80
light 50
Crystal ball, base and wrapping 150
Flask, empty 7
full 20
Gem 1-5
Grapnel 100
Hand tool 10
Helm 45
Helm, great 100
Holy water, potion bottles 25
Horn 50
Jewelry, large 50
small 1-5
Lantern 60
Mirror 5
Musical instrument* 350
Pole, 10' 100
Purse 1
Quiver 30
Rations, iron 75
standard 200
Robe or cloak, folded 50
worn 25
Rod 60
Rope, 50' 75
Sack, large 20
small 5
Saddle, light horse 250
heavy horse 500
Saddlebag 150
Saddle blanket (pad) 20
Scroll case, bone or ivory 50
leather 25
Spike 10
Staff 100
Tapestry (very small to huge) 50-1000+
Tinderbox 2
Torch 25
Wand, bone or ivory case 60
box 80
leather case 30
Waterskin or wineskin, empty 5
full 50
* Musical instruments include only large and bulky instruments such as lutes and drums.
material components (unless large and bulky).
any helm but great helm, if the character has any armor.
one set of clothing.
thieves' picks and tools.
Appendix P added ('Creating a Party on the Spur of the Moment').
Added a catalog page and four quick-reference pages to the end.
Errata for the First and Second prints of the Dungeon Masters Guide in May 1979, and incorporated all at once into the Third print (Revised print, Dec 1979). These changes originally appeared inDragon Magazine #35; some additional changes (not listed in that article) have been noted since then, and are included here. Interestingly, the first correction listed in the article -- Page 13's Aging chart -- was never incorporated into any print of the DMG. |
The final manual of the first three core books. Describes the actual AD&D game system (in unbelievable detail).
Download spotify into mp3.
Printing Information |
-
First (Aug 1979)
-
Wizard logo
-
Cover art is of three adventurers fighting a large efreet
-
Flyleaves and endpapers are a yellow-orange color
-
'ADVANCED D&D' in the angled yellow banner is too large, and the 'D' of 'ADVANCED' partially runs off the cover
-
Wizard logo and TSR address appear on spine
-
No ISBN on spine, back cover, or title page
-
Textblock is stitched 5/8' apart
-
Spine inlay is yellow and red striped fabric
-
232 numbered pages
-
This designation refutes Harold Johnson in Collectable Toys and Values (Meyer 1994) and 'The Story of TSR' in the Silver Anniversary Collector's Set (1999). Both of these sources indicate that the Second Print Alpha, below, is the first print run. The full argument suggesting this print to be the First print may be found here.
-
Estimated print run is 40,000
-
This print was first available at GenCon XII (August 16-19, 1979)
-
Thanks to Hugh Marbach for the scan
-
-
Second Alpha (Aug 1979)
-
Wizard logo
-
Cover art is of three adventurers fighting a large efreet
-
Endpapers and flyleaves are a yellow-orange color
-
'ADVANCED D&D' in the angled yellow banner has been downsized, and no longer has the 'D' of 'ADVANCED' running off the edge of the cover
-
Wizard logo and TSR address appear on spine
-
No ISBN on spine, back cover, or title page
-
Textblock is now stitched 1' apart, on this an all subsequent prints (up to and including the Eighth print)
-
Spine inlay is no longer yellow and red striped fabric, on this and all subsequent prints
-
232 numbered pages
-
According to Harold Johnson in Collectable Toys and Values and 'The Story of TSR' in the Silver Anniversary Collector's Set, this print had sixteen pages of the Monster Manual (Fourth Print) mistakenly bound within. Johnson relates in his interview that copies of this print went out to retailers via outer shipping. Once the error was detected, the books were recalled, the covers were removed, the correct pages were inserted, and the books were rebound with the old covers (see Second Print Beta below). However, at least a few copies were purchased by customers before the recall and remain in circulation. The pages for the DMG were apparently printed 16 to a sheet (8 on the front and 8 on the back), known as a signature, then cut to be bound in the book. In this case, the printer printed one side of the sheet with the DMG pages and the other with the Monster Manual pages. When they were cut and bound, alternating pairs of facing pages were thus either DMG or MM pages. The MM pages were also placed in their technically correct position in the book -- the page numbers were the correct MM page numbers, replacing the page of the same number in the DMG. The specific pages that contained Monster Manual data were: 98/99 (facing pages), 102/103 (facing pages), 106/107 (facing pages), and 110/111 (facing pages), for a total of 8 MM pages. As a result (of this, as well as the issue with the Third Print Alpha below), there was a severe supply shortage of the Dungeon Masters Guide in those early months
-
A very rare DMG print. Only a few of these copies with Monster Manual pages managed to escape the recall
-
-
Second Beta (Aug-Sept 1979)
-
Recalled and rebound printing. As above, but MM pages were replaced by newly printed DMG pages and the books were rebound with the same covers. This print is recognizable by examining the endpapers -- the old endpapers are pasted over with the new endpapers. Also the textblock may have been stapled (three big staples) or re-stitched too far into the textblock during rebinding, leaving the gutter between pages too small or non-existent. Some text disappears into the gutter as a result. Also the new 16-page signatures were cut oddly and some page numbers are very close to the bottom edge of the page, with the text on those pages at a slight angle (quick check: page 99)
-
This print is otherwise identical to the Second Print Alpha, above
-
-
Third Alpha (Sept-Nov 1979)
-
The third print run (again, 40,000 copies), printed just two weeks after the Second Print, had the cover of every other book deeply scored across the front cover by a loose wire on the boxing machine. This run was recalled, the good books sorted out and shipped, and the scarred covers replaced (confirmation needed)
-
Third Print Alpha is the unscarred book that was shipped out. There should be about 20,000 of these in circulation
-
Wizard logo
-
Cover art is of three adventurers fighting a large efreet
-
Endpapers and flyleaves are a yellow-orange color
-
'ADVANCED D&D' in the angled yellow banner has been downsized, and no longer has the 'D' of 'ADVANCED' running off the edge of the cover
-
Wizard logo and TSR address appear on spine
-
Microsoft word for mac free download 2011. No ISBN on spine, back cover, or title page
-
232 numbered pages
-
You can distinguish this print from the Second Prints, above, by looking for two factors: no Monster Manual pages within, and no pasted-over endpapers
-
-
Third Beta (Sept-Nov 1979)
-
Third Print Beta is the scarred book that escaped the recall (confirmation needed; no specimens of this print have yet been spotted)
-
Other than the scar mark on the front cover, this print is otherwise identical to the Third Print Alpha, above
-
-
Third Gamma (Sept-Nov 1979)
-
Third Print Gamma is the scarred book that was recalled and the cover was replaced. This print is recognizable by examining the endpapers. The old endpapers are pasted over with the new endpapers. The holes from the previous binding are visible
-
The only discernable difference between this print and the Second Beta, above, is page 99: the text here is not at an angle
-
This print is otherwise identical to the Third Print Alpha, above
-
-
Fourth (Sept-Dec 1979)
-
Endpapers and flyleaves are white
-
This print is otherwise identical to the Third Print Alpha, above
-
-
Fifth (Sept-Dec 1979)
-
Wizard logo
-
Cover art is of three adventurers fighting a large efreet
-
Endpapers and flyleaves are a yellow-orange color
-
'ADVANCED D&D' in the angled yellow banner has been downsized, and no longer has the 'D' of 'ADVANCED' running off the edge of the cover
-
https://honeyever333.weebly.com/spotify-premium-free-trial-vodafone.html. Wizard logo and 'TSR Games' appears on the spine instead of TSR address. Wizard logo on spine is smaller
-
ISBN now appears on spine and lower left corner of back cover
-
232 numbered pages
-
-
Sixth Alpha (Dec 1979) (Revised Edition)
-
Wizard logo
-
Cover art is of three adventurers fighting a large efreet
-
Endpapers and flyleaves are a yellow-orange color
-
'ADVANCED D&D' in the angled yellow banner has been downsized, and no longer has the 'D' of 'ADVANCED' running off the edge of the cover
-
Wizard logo and 'TSR Games' appears on the spine instead of TSR address. Wizard logo on spine is smaller
-
ISBN now appears on spine, lower left corner of back cover, and bottom of title page
-
Title page now says 'Revised Edition — December, 1979'. Dragon Magazine #35 has an Errata article describing the revisions; click the link to read it.
-
Adds text, errata, Appendices O and P, product catalog, reference sheets, and survey form. Reference sheets are perforated
-
Removes Todd Oleck artwork (pg. 40 of 5th and earlier prints) and Dave Sutherland artwork (pg. 119 of 5th and earlier prints), presumably to accommodate the new layout. Some artwork is also resized and moved
-
238 numbered pages
-
-
Sixth Beta (1980)
-
Endpapers and flyleaves are white
-
Has a survey form, and reference sheets are perforated
-
238 numbered pages
-
This print is otherwise identical to the Sixth Alpha print, above
-
-
Sixth Gamma (1980)
-
Endpapers and flyleaves are white
-
The text on the spine is aligned to the 'bottom' of the spine, rather than being centered. This is possibly due to the printer using a slightly thinner cover and/or page stock, resulting in a thinner overall book
-
No survey form, and reference sheets are NOT perforated
-
236 numbered pages
-
This print is otherwise identical to the Sixth Alpha print, above
-
-
Seventh(1981)
-
TSR Face logo
-
Cover art is of three adventurers fighting a large efreet
-
Endpapers and flyleaves are white
-
Angled yellow banner with 'ADVANCED D&D' and adding 'Adventure Games' below that
-
TSR Face logo on spine. 'TSR Games' has been removed
-
'ADVANCED D&D' is now followed by 'Adventure Games' on spine
-
ISBN now appears on spine, lower left corner of back cover, and bottom of title page
-
'ESSENTIAL REFERENCE INFORMATION FOR GAMEMASTERING ADVANCED D&D™' on the front cover is changed to: 'ESSENTIAL REFERENCE INFORMATION FOR GAMEMASTERING ADVANCED D&D™ GAMES'
-
No survey card, and reference sheets are NOT perforated
-
Textblock is no longer stitched, but glued (adhesive binding)
-
238 numbered pages
-
Thanks to Michael Deaton for the scan
-
-
Eighth (1983)
-
Cover art is updated, in line with the other AD&D manuals; depicts a DM opening a pair of large doors
-
Orange spine
-
Copyright page still states 'Revised Edition, Dec 1979', and still describes the rear cover artwork as depicting the City of Brass
-
We've had to 'squish' the previous printings into several Alpha/Beta/Gamma prints so as not to collide with the actual print numbers that began to appear on the copyright page around 1985. Yes, it's a mess. Blame TSR -- there were far more than ten actual prints of the DMG by 1987!
-
1st Edition Dmg Succubus 2
Auction Commentary |