CASTLE OLDSKULL Gaming Supplement ~ the Classic Dungeon Design Guide ~ Illustrated Second Edition

CASTLE OLDSKULL Gaming Supplement ~ the Classic Dungeon Design Guide ~ Illustrated Second Edition PDF Author: Kent David Kelly
Publisher:
ISBN:
Category :
Languages : en
Pages : 211

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Book Description
Deep dwarven cities of the underworld, Infested by conquering orcs, Enslaved by demons of skull and pyre ... Black labyrinths of mad demigods, Proving grounds for daring adventurers And graveyards for greedy fools ... Twisting passages, all alike, Where lurking trolls and shadow beasts Guard the deepest riddles of the nether ... If you have ever wanted to know how to quickly and masterfully create your own mega-dungeon for your pen-and-paper Fantasy Role-Playing Game (PNP FRPG) campaigns, this is the perfect book for you. This Game Master's guide will show you, step by step, how to take your vague-yet-promising ideas and how to sculpt them with precise and careful design decisions (enhanced, if you prefer, by random die rolls), allowing you to conceive an endless mega-dungeon in record time. Best of all, the CASTLE OLDSKULL CLASSIC DUNGEON DESIGN GUIDE is also system-neutral. No matter which of the many FRPGs you choose to play, from basic skill level to advanced, a first edition or a fifth or anything in between, the lessons you master here will serve you in your gaming for years to come. Learn how to make the most of your ever-dwindling prep time, so that you can spend those saved hours gaming with your friends! This old school Guide is filled to overflowing with over 200 pages of design material and dungeon generation tables. Highlights include: Hack and slash and beyond. 39 adventure scenarios, with 20 diabolical twists, totaling 780 great ideas for your next campaign. A myriad of options. Over 10,000 unusual benefactors ("quest givers"), unusual wilderness encounters your players will never forget, and extensive rumor and dungeon history generation systems. Every endless labyrinth ever, under one cover. Extensive details on realistic underworlds, hundreds of dungeon dressing ideas, over 10,000 room types, and much more. The imagined made real. A complete second book is included herein as a detailed example of dungeon design, featuring many pages of specific examples. The Goblin Head campaign environment supplement reveals exactly how a 13-level mega-dungeon can be conceived in a matter of hours. The CLASSIC DUNGEON DESIGN GUIDE is brought to you by Kent David Kelly of Wonderland Imprints, a role-player and Game Master with over 35 years of play experience. Best of all, if there are any other materials you would like to see relating to dungeon design, feel free to contact the author. Many more CASTLE OLDSKULL supplements are being prepared specifically to support the players, initiates and Game Masters of the Old School Revival (OSR). This Guide is your gateway to the realms of sword and sorcery. Join us for the adventure! (A complete reference work designed to supplement existing pen-and-paper Fantasy Role-Playing Games. 12 chapters, over 100 section topics; organized via a fully ordered table of contents. Just one of the proud creations available now from Wonderland Imprints -- Only the Finest Works of Fantasy.)

CASTLE OLDSKULL Gaming Supplement ~ the Classic Dungeon Design Guide ~ Illustrated Second Edition

CASTLE OLDSKULL Gaming Supplement ~ the Classic Dungeon Design Guide ~ Illustrated Second Edition PDF Author: Kent David Kelly
Publisher:
ISBN:
Category :
Languages : en
Pages : 211

Get Book Here

Book Description
Deep dwarven cities of the underworld, Infested by conquering orcs, Enslaved by demons of skull and pyre ... Black labyrinths of mad demigods, Proving grounds for daring adventurers And graveyards for greedy fools ... Twisting passages, all alike, Where lurking trolls and shadow beasts Guard the deepest riddles of the nether ... If you have ever wanted to know how to quickly and masterfully create your own mega-dungeon for your pen-and-paper Fantasy Role-Playing Game (PNP FRPG) campaigns, this is the perfect book for you. This Game Master's guide will show you, step by step, how to take your vague-yet-promising ideas and how to sculpt them with precise and careful design decisions (enhanced, if you prefer, by random die rolls), allowing you to conceive an endless mega-dungeon in record time. Best of all, the CASTLE OLDSKULL CLASSIC DUNGEON DESIGN GUIDE is also system-neutral. No matter which of the many FRPGs you choose to play, from basic skill level to advanced, a first edition or a fifth or anything in between, the lessons you master here will serve you in your gaming for years to come. Learn how to make the most of your ever-dwindling prep time, so that you can spend those saved hours gaming with your friends! This old school Guide is filled to overflowing with over 200 pages of design material and dungeon generation tables. Highlights include: Hack and slash and beyond. 39 adventure scenarios, with 20 diabolical twists, totaling 780 great ideas for your next campaign. A myriad of options. Over 10,000 unusual benefactors ("quest givers"), unusual wilderness encounters your players will never forget, and extensive rumor and dungeon history generation systems. Every endless labyrinth ever, under one cover. Extensive details on realistic underworlds, hundreds of dungeon dressing ideas, over 10,000 room types, and much more. The imagined made real. A complete second book is included herein as a detailed example of dungeon design, featuring many pages of specific examples. The Goblin Head campaign environment supplement reveals exactly how a 13-level mega-dungeon can be conceived in a matter of hours. The CLASSIC DUNGEON DESIGN GUIDE is brought to you by Kent David Kelly of Wonderland Imprints, a role-player and Game Master with over 35 years of play experience. Best of all, if there are any other materials you would like to see relating to dungeon design, feel free to contact the author. Many more CASTLE OLDSKULL supplements are being prepared specifically to support the players, initiates and Game Masters of the Old School Revival (OSR). This Guide is your gateway to the realms of sword and sorcery. Join us for the adventure! (A complete reference work designed to supplement existing pen-and-paper Fantasy Role-Playing Games. 12 chapters, over 100 section topics; organized via a fully ordered table of contents. Just one of the proud creations available now from Wonderland Imprints -- Only the Finest Works of Fantasy.)

The Classic Dungeon Design Guide

The Classic Dungeon Design Guide PDF Author: Kent David Kelly
Publisher: Createspace Independent Publishing Platform
ISBN: 9781542405409
Category :
Languages : en
Pages : 476

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Book Description
Deep dwarven cities of the underworld, Infested by conquering orcs, Enslaved by demons of skull and pyre ... Black labyrinths of mad demigods, Proving grounds for daring adventurers And graveyards for greedy fools ... Twisting passages, all alike, Where lurking trolls and shadow beasts Guard the deepest riddles of the nether ... If you have ever wanted to know how to quickly and masterfully create your own mega-dungeon for your pen-and-paper Fantasy Role-Playing Game (PNP FRPG) campaigns, this is the perfect book for you. This Game Master's guide will show you, step by step, how to take your vague-yet-promising ideas and how to sculpt them with precise and careful design decisions (enhanced, if you prefer, by random die rolls), allowing you to conceive an endless mega-dungeon in record time. Best of all, the CASTLE OLDSKULL CLASSIC DUNGEON DESIGN GUIDE is also system-neutral. No matter which of the many FRPGs you choose to play, from basic skill level to advanced, a first edition or a fifth or anything in between, the lessons you master here will serve you in your gaming for years to come. Learn how to make the most of your ever-dwindling prep time, so that you can spend those saved hours gaming with your friends! This old school Guide is filled to overflowing with more than 450 pages of design material and dungeon generation tables. Highlights include: * Hack and slash and beyond. 39 adventure scenarios, with 20 diabolical twists, totaling 780 great ideas for your next campaign. * A myriad of options. Over 10,000 unusual benefactors ("quest givers"), unusual wilderness encounters your players will never forget, and extensive rumor and dungeon history generation systems. * Every endless labyrinth ever, under one cover. Extensive details on realistic underworlds, hundreds of dungeon dressing ideas, over 10,000 room types, and much more. * The imagined made real. A complete second book is included herein as a detailed example of dungeon design, featuring over 60 pages of specific examples. The Goblin Head campaign environment supplement reveals exactly how a 13-level mega-dungeon can be conceived in a matter of hours. The CLASSIC DUNGEON DESIGN GUIDE is brought to you by Kent David Kelly of Wonderland Imprints, a role-player and Game Master with over 30 years of play experience. Best of all, if there are any other materials you would like to see relating to dungeon design, feel free to contact the author. Many more CASTLE OLDSKULL supplements are being prepared specifically to support the players, initiates and Game Masters of the Old School Revival (OSR). This Guide is your gateway to the realms of sword and sorcery. Join us for the adventure! (A complete reference work designed to supplement existing pen-and-paper Fantasy Role-Playing Games. 12 chapters, over 100 section topics, 60,000 words, 475+ pages; organized via a fully ordered table of contents. Just one of the proud creations available now from Wonderland Imprints - Only the Finest Works of Fantasy.)

The Classic Dungeon Design Guide II

The Classic Dungeon Design Guide II PDF Author: Kent David Kelly
Publisher: Createspace Independent Publishing Platform
ISBN: 9781727110753
Category :
Languages : en
Pages : 356

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Book Description
The sequel to the Classic Dungeon Design Guide is here ... Have you read every dungeon design book out there, but you're still hungry for great ideas to amaze your players? Would you like to possess the tools to generate countless millions of randomized results for bizarre rooms and shrines, dungeon doors, magical laboratories, skeletons, Lovecraftian abominations, and torture chambers? Then this is the book for you. This massive tome is the direct sequel to Wonderland Imprints' Gold Medal Best Seller, CDDG1: THE CLASSIC DUNGEON DESIGN GUIDE. Where Book 1 was a basic inspirational tome filled with thousands of ideas, Book II: Dungeon Mastery Design Tables is an advanced nuts-and-bolts guide that provides you with hundreds of pages of tables which you can use to create an infinite number of dungeon rooms, monster lairs, thematic levels and endless details such as barracks, caves, chests, corpses, fountains, prisoner cells, quarters, shrines, and magical gateways. You can even use this book's treasure trove of systems to create millions of deities, slime monsters, prisoner NPCs, and unique NPC villains and prisoners, using nearly 1,000 different experience level titles and other tools that intersect with DDE1, DUNGEON DELVER ENHANCER. Book One was only the beginning, the entry work to a series. This is one of the largest and most extensive dungeon design books in existence, with features branching out from CDDG1 including: data for on-the-spot creation of altars, barracks, caves, containers, corpses, doors, dungeon dressing, fountains, fungi, galleries, hideouts, laboratories, magical gateways, prisoners, quarters, stairways, torture chambers, unusual rooms, and those ever-baffling magical "unclassifiable chambers" which no one can fully comprehend. It's all here, the massive set of tables I have used for years to create new mega-dungeons for the Castle Oldskull OSR campaign. I have refined and expanded them over many months of writing, and now I offer them to you. So what are you waiting for? This book is the perfect companion for THE CLASSIC DUNGEON DESIGN GUIDE, and has been specially designed to serve both as a learning grimoire and as a tabletop go-to book for design and for sandbox play. After all, if you're going to dare to delve into the netherworld, you should probably take not just a lantern and an elvish sword of great antiquity; you should also carry the ultimate guidebook to help you from getting lost along the way ... Another classic Fantasy Role-Playing Game Supplement from Wonderland Imprints, Only the Finest Works of Fantasy.

CASTLE OLDSKULL - The Classic Dungeon Design Guide III

CASTLE OLDSKULL - The Classic Dungeon Design Guide III PDF Author: Kent David Kelly
Publisher: Independently Published
ISBN:
Category :
Languages : en
Pages : 0

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Book Description
10th Anniversary Illustrated Treasury Edition 150 unique illustrations in full color Enchanted fountains shadowed by gargoyle sentries, Tricksy nymphs cavorting in crystal pools, Unholy altars, sacred shrines, Undiscovered treasure vaults, Thousands upon thousands of wondrous rooms Filled with treasure, tricks, magic and eldritch horror, All awaiting your heroes' intrepid discovery ... What greater mysteries await far below, For only the most dauntless magi And fearless warlords to ever find? Continuing the proud tradition of The Classic Dungeon Design Guide (Books I and II), Book III provides you with a nearly endless array of dungeon room types which you can use to build any size, plan and theme of dungeon you desire. This is the largest and most extensive dictionary of dungeon rooms in existence, featuring over 1,300 unique entries and 6 matrixed D1000 generation tables for the appropriate thematic structuring of underworld strongholds, ruins, temples, tombs, cave labyrinths, and more. The exhaustively complete matrix tables allow you to build thematic dungeons with ease, just using room size consideration, floor planning, and random die rolls. When coupled with the dungeon content generation systems featured in Book II, you will now have everything you need to create an infinite number of instant dungeon rooms with instant contents and unique features. In this massive tome you will also find many detailed real-world examples of layouts and room arrangements for caves, dungeons, manor houses, castles, and catacombs; and underworld lore that explains how to turn random results into coherently structured underworlds (such as deep dwarven undercities, arenas, hideouts, haunted fanes, and more). So what are you waiting for? This book is the perfect companion to The Classic Dungeon Design Guides I and II, and has been specially designed to serve both as a learning grimoire and as a tabletop go-to book for design and for sandbox play. After all, if you're going to dare to delve into the netherworld, you should probably take not just a lantern and an elvish sword of great antiquity; you should also carry the ultimate guidebook with you along the way ... Another classic and epic Fantasy Role-Playing Game Supplement from Wonderland Imprints, Only the Finest Works of Fantasy. (85,500 words, 272 pages. With 150 illustrations in full color.)

The Classic Dungeon Design Guide I - Black Label Edition

The Classic Dungeon Design Guide I - Black Label Edition PDF Author: Kent David Kelly
Publisher: Independently Published
ISBN:
Category :
Languages : en
Pages : 0

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Book Description
The Castle Oldskull black label editions, featuring black and white interiors with a beautiful color cover, are designed as affordable 8 1/2" x 11" paperback volumes for use at your gaming table. * * * Deep dwarven cities of the underworld, Infested by conquering orcs, Enslaved by demons of skull and pyre ... Black labyrinths of mad demigods, Proving grounds for daring adventurers And graveyards for greedy fools ... Twisting passages, all alike, Where lurking trolls and shadow beasts Guard the deepest riddles of the nether ... If you have ever wanted to know how to quickly and masterfully create your own mega-dungeon for your pen-and-paper Fantasy Role-Playing Game (PNP FRPG) campaigns, this is the perfect book for you. This Game Master's guide will show you, step by step, how to take your vague-yet-promising ideas and how to sculpt them with precise and careful design decisions (enhanced, if you prefer, by random die rolls), allowing you to conceive an endless mega-dungeon in record time. Best of all, the CASTLE OLDSKULL CLASSIC DUNGEON DESIGN GUIDE is also system-neutral. No matter which of the many FRPGs you choose to play, from basic skill level to advanced, a first edition or a fifth or anything in between, the lessons you master here will serve you in your gaming for years to come. Learn how to make the most of your ever-dwindling prep time, so that you can spend those saved hours gaming with your friends! This old school Guide is filled to overflowing with over 180 pages of design material and dungeon generation tables. Highlights include: Hack and slash and beyond. 39 adventure scenarios, with 20 diabolical twists, totaling 780 great ideas for your next campaign. A myriad of options. Over 10,000 unusual benefactors ("quest givers"), unusual wilderness encounters your players will never forget, and extensive rumor and dungeon history generation systems. Every endless labyrinth ever, under one cover. Extensive details on realistic underworlds, hundreds of dungeon dressing ideas, over 10,000 room types, and much more. The imagined made real. A complete second book is included herein as a detailed example of dungeon design, featuring many pages of specific examples. The example Goblin Head campaign environment supplement reveals exactly how a 13-level mega-dungeon can be conceived in a matter of hours. The CLASSIC DUNGEON DESIGN GUIDE is brought to you by Kent David Kelly of Wonderland Imprints, a role-player and Game Master with over 35 years of play experience. Best of all, if there are any other materials you would like to see relating to dungeon design, feel free to contact the author. Many more CASTLE OLDSKULL supplements are being prepared specifically to support the players, initiates and Game Masters of the Old School Revival (OSR). This Guide is your gateway to the realms of sword and sorcery. Join us for the adventure! (A complete reference work designed to supplement existing pen-and-paper Fantasy Role-Playing Games. 12 chapters, 74,000 words, over 100 section topics; organized via a fully ordered table of contents. Just one of the proud creations available now from Wonderland Imprints - Only the Finest Works of Fantasy.)

The Oldskull Dungeon Generator - Level 1

The Oldskull Dungeon Generator - Level 1 PDF Author: Kent David Kelly
Publisher: Createspace Independent Publishing Platform
ISBN: 9781727165098
Category :
Languages : en
Pages : 210

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Book Description
This supplement features an immense Gygaxian OSR random dungeon generator system, crammed into 83 pages. It's focused on empowering you to create the sprawling level 1 of any mega-dungeon, or any smaller dungeon set to challenge adventurers of experience levels 1 to 3. The challenge levels of the monsters, traps, tricks, and treasures all reflect that difficulty level. You can use this book to design any number of dungeons, and if your group is patient you can even use it during play. You will also find some experimental solitaire rules here, if you like to practice the dungeon crawling yourself! This book's systems interlock with the Classic Dungeon Design Guide series (CDDG1-3) as well as the Book of Dungeon Traps (BDT1) if you want to add more detail to any aspect of the design. The system is comprised of many branching D100 and D1000 tables. Sub-systems are provided to generate: [1] starting areas, [2] random doorways, [3] corridors, [4] dead ends, [5] level connectors (stairs etc.), [6] unusual level connectors (teleporters, slides, etc.), [7] monster lairs, [8] monster-guarded treasures, [9] room size and dimensions, [10] room exits, [11] unusual doors, [12] room contents (lair, trap, trick, etc.), [13] side passages, [14] traps, [15] tricks (a full 17-page system with millions of potential results), and [16] unguarded treasure hoards. At the end you'll find an Appendix with troubleshooting and solitaire advice, and a quick reference hyperlink section which will allow you to flip through the tables quickly. From Kent David Kelly and Wonderland Imprints, Only the Finest Works of Fantasy.

The Classic Dungeon Design Guide

The Classic Dungeon Design Guide PDF Author: Kent David Kelly
Publisher:
ISBN:
Category :
Languages : en
Pages :

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Book Description
Designed for use with TSR Advanced, TSR Basic, TSR Expert, Old-School Essentials, Swords & Wizardry, and other Swords & Sorcery Fantasy Role-Playing Games, The Classic Dungeon Design Guide (Volume I) is the original Mithral-bestselling guide to Gygaxian and Arnesonian era old school dungeon design. This book is system neutral, and while written for First Edition (1E) it can also be fully used with Fifth Edition (5E). Intended for Game Masters as well as players, this book features generation systems and advice for dungeon types, levels, rooms, tunnels, doors, secrets, traps, tricks, monsters, encounters, adventure hooks, and more.

The Book of Dungeon Traps

The Book of Dungeon Traps PDF Author: Kent David Kelly
Publisher: Createspace Independent Publishing Platform
ISBN: 9781983723933
Category :
Languages : en
Pages : 344

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Book Description
Tumbling boulders crushing over powdered bones, Death pits filled with gibbering slime, Strangling vines, enchanted lodestones, lightning bolts, Hateful wraiths Imprisoned in chests of ancient gold, Chained by holy symbol and silver seal ... Every mechanical horror, every thief's demise, Every fell contraption Lies here, deep in this book of secrets. Would you like to fill your dungeons with traps, but you can never find coherent rules or guidelines to show the way? Are your players weary of arbitrary deathtraps? Have you ever searched in vain for a system which codifies spells into magical traps? Are you bored with the "famous four" - pits, gas, arrows and poisoned needles - but never know what to replace them with? Castle Oldskull Supplement BDT1, THE BOOK OF DUNGEON TRAPS, is filled with over 800 classic traps and trap variations. Herein you will find rules for boiling mud, Illusionary bridges, amnesia vapor, polymorph traps, unseen servant-triggered machinations, collapsing columns, and much more. Best of all, all traps are collated into hierarchies of Lethality Levels, so that you can always challenge your players without killing their heroes outright. This elaborate tome also includes rules for trap placement in dungeon designs, advice on trap locations, trap triggers, trap detection, trap removal, 10' poles as trap detection devices, and even a complete set of random monster tables to aid you in populating monster pits, cages, summoning traps, alarm-trapped dungeon chambers, and much more. Every trap type features detailed rules which have been culled from dozens of books and dungeon modules, turning hidden and obscure rulings into a methodical and internally consistent system for trap design. Everything you will ever need to fill every dungeon you create with any trap you can dream of, it's all here in a single source. This book is made to interface with Castle Oldskull Supplement CDDG1, THE CLASSIC DUNGEON DESIGN GUIDE, but the integration is completely optional. You do not need both books to make use of them; they simply amplify one another. 49,800 words, 308 pages. Another classic Fantasy Role-Playing Game Supplement from Wonderland Imprints, Only the Finest Works of Fantasy.

CASTLE OLDSKULL Gaming Supplement Chaotic Descriptor Table

CASTLE OLDSKULL Gaming Supplement Chaotic Descriptor Table PDF Author: Kent David Kelly
Publisher: Independently Published
ISBN:
Category :
Languages : en
Pages : 254

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Book Description
An infinite array of fantasy possibilities ... Endless monsters, treasures, and mysteries at your fingertips. What will you dream, how creative can you be, When you're handed the keys to the Oldskull imagination engine? Is it possible to distill the entire world design creative process into a single essential volume? Perhaps, and perhaps not. If it can be done, this is the book that is up to the task! This is the D10000 Chaotic Descriptor Table, a deluxe version of one of my favorite and most popular idea generation systems. The "Chaotic" system has proven to be popular over the years with Game Masters, solo gamers, storytellers, and game designers alike. As featured in the Oldskull Adventure Generator and the Classic Dungeon Design Guide series, the Chaotic Descriptor Table offers an array of 1,000 strange adjectives (Deathly, Bloodstone, Phantasmagorian, Shivering, etc.) that can be used to give unique life to generic ideas such as dungeon rooms, monsters, characters, treasures, and plot hooks. Whatever you can imagine, the Chaotic system can enhance. It does not replace your creativity, it magnifies it and sets an unexpected direction for your efforts. But where the former system only had 1,000 entries, this one has been expanded to a full 10,000 entries that you can roll on 1D10000 to come up with even more random mayhem! Additional features include named gods and goddesses, character names, a massive NPC personality generation array, and of course thousands of new adjectives. This supplement also includes a detailed chapter of examples, and the Chaotic table itself (data covering nearly 100 pages). These tools are fully compatible with the Oldskull Dungeon Tools, the Dungeon Design Guides, the Game World Generator, and all of the other supplements offered by Kent David Kelly and Wonderland Imprints, Only the Finest Works of Fantasy. Other supplements are recommended for maximum use, but none are necessary. Have fun!

CASTLE OLDSKULL Gaming Supplement ~ 1977 Bestiary

CASTLE OLDSKULL Gaming Supplement ~ 1977 Bestiary PDF Author: Kent David Kelly
Publisher:
ISBN:
Category :
Languages : en
Pages : 349

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Book Description
Wonderland Imprints is proud to present the second volume of the Oldskull Game Expansion series, providing exciting and inspirational materials for players and Game Masters who prefer to play the Original (OSR), First Edition (1E), and Second Edition (2E) versions of the world's greatest role-playing game. If you're looking for universal and directly compatible old school materials to bridge the original game editions created by Arneson and Gygax (1974-1985), Holmes (1977), Moldvay and Cook (1981), Mentzer (1983-1986), and other luminaries of TSR (1974-1989), you've come to the right place. Players of Fifth Edition will also discover much of resourceful interest here, because these historically-informed systems are rules-light and concept-heavy, ready for quick conversion to the ruleset of your choice.This is my first supplement in the requested 1977 Bestiary sequence, fulfilling a design goal which I've wanted to tackle for decades: a comprehensive page-by-page revision and full expansion of the game's 1977 monstrous bestiary, the famous hardcover tome wherein E. Gary Gygax first bridged the Basic and Advanced editions long ago.In this book you will find over 130 OGL-compliant monsters (beginning with the letter A) for your campaigns and projects, including iconic beasties such as aerial servants, anhkhegs, ants and beetles, bugbear variants, bulettes, demon lords, the horrific Evil Eyes of Yog-Sothoth, and much more.The primary goal of the 1977 Bestiary project is to unify the Basic, Expert, and Advanced games with a universally compatible monster resource. The second goal is to bring classic Gygaxian monsters into your Basic campaigns, with clarified stat templates of many Advanced monsters that never crossed into Basic territory. Thirdly, if you're well-versed in the Advanced game, you will note that this book addresses hundreds of vagaries and ambiguities in the 1977 bestiary, bringing forth many implied or half-developed subtypes of monsters alluded to in the original tome, such as chieftains, sub-adults and young, large and huge creatures, orders (such as clerical, magical, and sacred couatls), Balor tiers, evil eye hierarchies, and much more.Chronic issues such as ambiguity in proportional treasure assignment, the exact meaning of the term "lair" (and its implications for treasure generation), incidental treasure, inconsistent numbers appearing, humanoid weapon selections, psionics, unstated morale levels, varying XP values for subtypes (such as varying-power anhkhegs of 3 to 8 hit dice), and other nettlesome technicalities have been corrected and clarified in this tome, and these improvements will carry their way throughout the 1977 Bestiary series. All monsters are presented with clean and updated stat blocks (check out the preview), with an easy-to-use quick reference format that is perfect for use at the game table.The improved and profusely illustrated monster stat blocks will also give you immediate details on rarity, monster type (elemental, undead, etc.), average hit points, attack accuracy, average damage, vulnerabilities, clarified special abilities (such as demonic gating), clearer special attack mechanics (for charges, catoblepas gazes, evil eye rays, etc.), average treasure type values, and many other pieces of information that the original books never fully provided, all in a single master resource. Whatever your interest in old school monsters, you will find much to love herein.I hope you enjoy this celebration of the old school TSR tradition. Be sure to watch for future volumes in this series which will detail character classes, races, equipment, domains, spells, treasures, and more. Another fine gaming supplement from Kent David Kelly and Wonderland Imprints, Only the Finest Works of Fantasy.Requires Old-School Essentials Core Rules.