r/adnd • • Aug 26 '26

New Subreddit Rules for r/adnd

36 Upvotes

Greetings,

The mods have posted a set of rules about content sharing. The new "self-promotion" tag should be used if you're sharing anything designed to drive traffic to your (or your friend's) site, Patreon, or Kickstarter, or to generate business in whatever you're sharing.

Thank you


r/adnd • • 26d ago

Regular AD&D looking for group (RADDLFG) thread

7 Upvotes

Hi adnd folks,

Reddit now has the ability to schedule posts! Please post your LFG threads here. That includes your "DM wanting players" and "Players wanting DM". Be as specific or as general as you like.

Do try searching and posting on r/lfg, as that is its sole and intended purpose. However, if you want to crosspost here, please do so.

This should repost automatically on the 1st of every Month. If not, please message the mods.


r/adnd • • 1d ago

AD&D2e 2nd Monster Manual

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228 Upvotes

Sorting out my old stuff and I've still got my old monster manual folder with the first three packs. I sold the books on eBay a while ago but couldn't sell the MM. Happy to give it away to a good home. Let me know. I'm in the UK.


r/adnd • • 23h ago

Vintage DnD

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172 Upvotes

My girlfriend’s dad gave me all of his 90’s DnD stuff. The Campaign box set has battle maps, posters, character art for the NPCs with their character sheets on the back, side quest books and a lot more. The Master Mage sets have all the pieces in the original plastic. He said he hopes I get some good use out of them, safe to say I’m a part of the family now. By far the coolest gift I’ve ever gotten.


r/adnd • • 11h ago

self-promotion Dungeon Almanac - New Issue!

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11 Upvotes

Harken adventurers!

Below is the fifth issue of the Dungeon Almanac, a release from the Architect discussing different elements rumored to be in the Dwarven Dungeon. This issue is the first in the next volume, covering the second level of the dungeon!

In this edition, the Architect contemplates the uncovering of ancient temples and new cults, warns of the deadly terror known only as the Phobia, and ponders the benefits of engaging with the animal inhabitants of dungeons.

The Architect humbly presents his notes, annotations, and eyewitness accounts for explorers and lorekeepers alike. He has been hard at work compiling adventures and lore to show you soon!

You can get all five issues for free on our patreon today!

www.patreon.com/basementgamesrpg

www.basementgames.com


r/adnd • • 13h ago

Theater of the Mind - internal Render

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6 Upvotes

How do you render the scenes described by the DM? Sketchy, Manja, Cartoon, as your favorite computer game, or like walking through a painted world perhaps, or like a trip through Skyrim or even as a LEGO world?


r/adnd • • 12h ago

Looking for an easy-to-read AD&D 1e character creation guide

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3 Upvotes

r/adnd • • 1d ago

Cauldron Con 2026

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10 Upvotes

After sitting on it for two weeks, here is my short recap of 2026's Cauldron Con, where I managed to play Chainmail + OD&D, OD&D, and AD&D1e. This time there was no hangover and came home with a medal.


r/adnd • • 2d ago

AD&D2e [Update] Playing in an adnd 2e game, we are having our session zero in a few minutes.

14 Upvotes

Original post is here.

https://www.reddit.com/r/adnd/s/5l6rfCfWZ3

He's working with us to make our characters. And we are going to be starting a small dungeon after we make our characters.


r/adnd • • 4d ago

Expanded shelfie

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374 Upvotes

Wife let me move some more things down from the attic. Hopefully soon box sets


r/adnd • • 3d ago

self-promotion Earlier this week, I asked for advice to spice up my AD&D combat. Tomorrow, I'm putting all your advice into action on Twitch!

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4 Upvotes

Greetings, travelers! I didn't introduce myself last time, but I am Oac the thief. With me are Althea the Magic-user, Raewyn the Druid, and Arhmin the Dungeon-Master. We have a few other characters such as Agate the Fighter and Valeria (another fighter) whose players haven't been able to make it for a while, so it's mostly been the 3 players + DM for a while.

We play in the Wild Coast area of Greyhawk and are currently in the town of Wyvernen, investigating a nearby stone quarry that has had some mysterious goings-on. We've investigated the quarry twice for information, and we'll (hopefully!) head back in the next session to stop whatever is going on there once and for all.

We play on Sundays at 12 PM NZT (UTC +12), which will be in roughly 23 hours from this post. We don't play every Sunday... busy adults and all that, but we're playing this Sunday, and our DM Arhmin streams the games live on twitch, so feel free to give us a watch if you're around, and hopefully I can do everyone proud!

https://www.twitch.tv/arhmin


r/adnd • • 3d ago

self-promotion Against the Slave Lords A2: Stockade

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41 Upvotes

r/adnd • • 3d ago

AD&D General Using Patrons in Adventures - Dwarven Dungeon Blog

5 Upvotes

The dwarven dungeon is vast, with tens of thousands of rooms to explore. Although exploration can be exciting on its own, having a goal can make players' engagement much easier. To facilitate this, patrons become an important part of the adventure. Patrons ask characters to accomplish tasks in exchange for a reward. Some patrons offer payment to everyone, but some limit quests to certain classes or races. As characters complete quests, they will unlock new quests with greater hazards and greater rewards.

Some patrons start in Thelsberry. They provide quests to help the characters begin their adventures. These help players focus their attention on specific things rather than wander down the rabbit hole of passageways and rooms. Other patrons will arrive in Thelsberry once the characters exit the dungeon with an item. For example, an ancient religious tome might attract a cleric of that god. The cleric might desire more tomes or the location of temples. Their quests might focus only on clerics. Or artwork removed from the dungeon might draw a collector who will purchase paintings, tapestries, and the like at a higher rate from any group that finds them.

As buildings are built and new shopkeepers arrive, new quests might become available. The alchemist will commission adventuring parties to find components they need to make potions. By finding and selling the components, the characters not only get paid for their discoveries but unlock potions they can purchase. Even the thieves' guild, which will form over time, might offer to buy poisonous molds or venom sacs that they can turn into poisons that thief characters can buy.

Patrons are quest givers, buyers, sellers, teachers, and more. They offer characters opportunities to enrich themselves, learn new skills, and gain reputation as they become legendary heroes. Not every character will benefit from every patron, but a broad mix of quest-givers will ensure that all players can engage and benefit from the dangers they undertake.


r/adnd • • 4d ago

AD&D General Help finding an old module?

22 Upvotes

Hi everyone, I have an unusual request.

When I was 10 years old or so (in the 00s) my father taught me how to play D&D, and let me read his old modules and advantures that he had. Village of Hommlet, Die Vecna, Die!, ect

These modules and books were tragically destroyed in a house fire around 2009 or so. What wasn't burned , got destroyed by water damage from the fire department, so I have no way to access them anymore.

One of the modules that really stands out in my memory was one where the players are in... I think the setting's equivalent of The New World, or a continent that was only recently discovered.

Anyhow, the thing that burned this into my brain was that in the module, the players enter a tavern and encounter a juggler who is juggling three live rats. The juggler tosses the rats to the players as they enter, and if the players manage to catch a rat they get some kind of blessing?

Does anybody know what module this could be? I'm sorry if this is jumbled or vague - it was literally around 23 years ago, I think, and I was a little girl at the time and just the memory of a juggler juggling rats and the players getting a blessing if they catch them has stuck in my mind for literally over 20 years.

Edit: it is either from ebberon and 3.5 in "Prophecy's Unwitting Servant" where the players encounter a urchin juggling rats, or %he New Easy to Master Dungeons & Dragons Game (Black Box) that also has someone juggling rats, and you do get a blessing for catching them.


r/adnd • • 4d ago

Weapon Specialization: Is it OP?

16 Upvotes

Many of you helped quite a bit in my last question so I figured I'd ask this to you all as well. As mentioned before, I'm a returning DM who hasn't played tabletop AD&D in many years (we are using 2e). I allowed weapon proficiencies and weapon specialization as I'm familiar with them, especially from the old AD&D PC games, which I still play.

However, I'm wondering if specialization is really too strong. The fighter in our group is getting a +1 to hit, +2 damage as well as a starting 3/2 weapon attacks for his specialization. This just seems outrageous to me. Considering that a fighter already gets a strength bonus, I'm curious as to why the specialization gives so many bonuses. The Berserker in our party has a 18/45 strength, so his bonuses are really through the roof, especially if he goes berserk, although berserk has negatives along with it so I feel it's more balanced. I also see no reason why he would even use another weapon other than the broad sword, which he is specialized in.

Does this even out more later in a campaign, at higher levels? It seems quite excessive to me thus far. Do other DMs here opt to modify it or simply not use it?

I definitely want to keep proficiencies and specializations in the game but I'm wondering if specializations need to be tweaked a bit in order to make them more balanced.

Thank you again.


r/adnd • • 4d ago

AD&D2e Twenty new magical items...

11 Upvotes

I have been working on a library of new magical items. The linked PDF contains twenty new items; some are combat-oriented, some are utility items, others are more for roleplay or world building.

All of these items are designed for my own campaign setting of Audalis, but can be easily dropped into any world or game.

This document includes five Anathari devices - the Anathari are an ancient lost empire in my world. Their magic works differently than contemporary magic, and may include elements of lost technology, as well. Generally speaking, these are more "quality of life" items as opposed to flaming swords or wands of power, although there are exceptions.

This is volume one - I already have completed volume two, and have a ton of other items in the brainstorming phase. I hope that you enjoy.

https://rdinn.net/downloads/Audalis_Magical_Treasures_Volume_I.pdf


r/adnd • • 3d ago

AD&D General Gods, Goddesses, and non-binary Eldridge entities of the Dredge and D&D communities I require your assistance, if you would so kindly.

0 Upvotes

I need help with a Loot/fishing d100 table for my Saturday group just in time for Halloween, that is involved around the fish from the game Dredge, i’ve been struggling on it for a while and I know what I basically wanna do is have them do a bit of fishing with a certain fishing rod item they will get from the merchant NPC.

Like there will likely be two sets of the tables being the normal and the aberration fish, but I do not know what stat blocks, checks and data should I use around it along with what kinds of food or consumables they could make out of the aberration fish? (since my campaign is wrapped around cooking and crafting)

Does anyone have any suggestions for what I should do? I would really appreciate it.


r/adnd • • 4d ago

OSRIC/OSR/Other Tékumel Thursday: The Languages of Tékumel

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5 Upvotes

r/adnd • • 5d ago

AD&D General Loyalty Checks for Henchmen and Hirelings

15 Upvotes

For those of you who have used party-aligned NPCs extensively, how frequently do you make loyalty checks? I believe by the book (1e) checks must be made when the NPCs have to determine whether to pursue their own interest or their employer's, and henchmen get a +30%.

Do you make a roll whenever they are ordered into danger? If so, does that mean every combat? Or do you treat them as extensions of the party's will like retainers in B/X?


r/adnd • • 5d ago

X1: The Isle of Dread 2e Conversion, Tanaroan NPCs

4 Upvotes

This is a short list of Important NPC’s for the Tamaroan villages. For now I’m just doing the Matriarch, Militia Leader, and Zombie Master as these would be the three that visitors would most likely be dealing with. I am using the 2e Sages and Specialists rules for the Matriarchs, and the Zombie Masters are either Shamans or Witch-Doctors and are required to take Necromancy as one of their three Spheres.

Village of Tamaroa:

Pop: 500

Clans: Hawk (west) 125 , Tiger (north) 150, Sea Turtle (east)125, Elk (south) 100.

Matriarch: J’Kal, Human Female Historian 6 (Hawk Clan)

Age: 62

AL: NG

S: 8, D: 11, C: 8, I: 14, W: 14, Ch: 12; Hp: 20, AC: 10, THAC0:20, Att: 1, d4

NWP: Astrology (14), Cooking (14), Fishing (13), Pottery (12), Swimming (8), Weaving (13)

Traits: Shrewd, Cheerful

Items: Necklace of Tanaroa (Medallion of ESP)

Notes: J’Kal’s facade of a kind if somewhat absent-minded grandmother is not insincere, but it does mask a keen and perceptive nature. Her necklace is an heirloom that has been passed down through the generations to the Matriarch of the Village of Tanaroa, and while its exact function is a secret, it is well-known that she is supremely difficult to deceive. She does not reveal how she learns the secrets that are revealed to her, but she does use the information that is gleaned to best serve the interests of her village and her people.

Militia Leader: Bakora, Weretiger Male (Tiger Clan)

Age: 30

AL: LN

S: 16, D: 16, C: 17, I: 8, W: 10, CH: 11; HP: 42, AC: 6/3, THAC0: 15, Att: 1, d8+3 or 3, d4/d4/d12

NWP: Animal Lore (8), Direction Sense (11), Survival (9), Tracking (11), Set Snares (15), Swimming (16)

Traits: Brave, Dim

Notes: Bakora is a skinwalker (as Lycanthropes are known to the Tanaroans). He has kept his true nature secret from his fellow villagers not because he wishes to deceive them, but because he knows that they would fear and mistrust him otherwise. He takes great care to be away from the village during the night of the full moon and his absence is not unusual as this coincides with ceremonies performed by the Cult of the Walking Dead. (Membership in the Cult is secret and it is taboo to speak about it, so if anyone is not at a ceremony they are simply assumed to be one of the many masked cult figures who participate in the rites.) J’Kal is aware of his secret but keeps it, and the Zombie Master Xati knows he is not a member of the cult, but likewise does not reveal that he knows this.

Zombie Master: Xati, Human Female Shaman 5

Age: 40

AL: N

S: 10, D: 12, C: 14, I: 12, W: 16, Ch: 13; HP: 19, AC: 8, THAC0: 18, Att: 1, d4

NWP: Agriculture (12), Healing (14), Herbalism (10), Religion (16), Spellcraft (15), Singing (13)

Traits: Shrewd, Diplomatic

Spells per Day: 3+2, 3+2, 1

Spheres: Necromancy, Plant, Protection

Notes: As the head of the Cult of the Walking Dead in Tanaroa, Xati takes her position as a spiritual leader seriously. She is less enigmatic than many who have held the title of Zombie Master, although she rarely betrays her true feelings she still tends to be straightforward in her dealings with others. Her access to the Plant sphere means that Tanaroa tends to have bumper crops as well as nigh-impenetrable defensive thickets, as she will generally cast Plant Growth at least once a week.

Cult of the Walking Dead

Members: 50, Shaman 3, Shaman 2 x2, Shaman 1 x5

Zombies: 75

Village of Mora:

Pop: 400

Clans: Hawk (west) 100, Tiger (north) 75, Sea Turtle (east) 100, Ape (south) 125.

Matriarch: Sanar, Human Female Scribe 5 (Tiger Clan)

Age: 54

AL: NE

S: 9, D: 12, C: 10, I: 14, W: 9, Ch: 17; HP: 18, AC: 10, THAC0: 20, Att: 1, d4

NWP: Agriculture (14), Ancient History (14), Brewing (14), Leatherworking (13), Local History (17)

Traits: Conniving, Secretive

Notes: Sanar is the reason for the expression, Why are island politics so vicious? Because the stakes are so small. She would like to see her village become the primary village among the Tanaroan peninsula, to receive tributes from others and bask in the status that it would give her, while relegating the village of Tanaroa to a military outpost. She has not had much luck in her schemes, in part because the Matriarch of Tanaroa tends to see through her machinations and also because the other Matriarchs don’t see much value in change. She has begun looking beyond the island for alliances and trade that would elevate Mora to the position she feels it deserves.

Militia Leader: Masawa, Human Male Fighter 7 (Hawk Clan)

Age: 28

AL: LE

S: 15, D: 14, C: 13, I: 10, W: 8, Ch: 7; HP: 60, AC: 3, THAC0: 14, Att: 2/1, d6+3

NWP: Blind-Fighting, Endurance (13), Running (7), Survival (10), Swimming (15)

WP: Wpn Mastery: Spear, Wpn & Shield Style Spec. x2, Thrown Wpn Style Spec.

Traits: Cruel, Overbearing

Notes: Masawa is a bully, and therefore exactly the sort of Militia Leader Sanar wants to enforce her will.

Zombie Master: T’Brex, Human Male Witch Doctor 5

Age: 54

AL: CN

S: 10, D:10, C: 12, I: 14, W: 14, Ch: 8; HP: 24, AC: 10, THAC0: 18, Att: 1, d4

NWP: Ancient History (13), Ancient Language (14), Healing (12), Herbalism (12), Religion (14), Spellcraft (12), Weather Sense (13).

Traits: Narrow-minded, Reverent

Spheres: Necromancy, Divination, Charm.

School: Alteration.

Spells Per Day: 3+2, 3, 1. Wiz: 2+2, 1.

Notes: One of T’Brex’s chief concerns is to be left alone. To that end, he doesn’t really care what the Matriarch or Militia Leader are up to and will generally cast whichever spells he needs to keep them off his back. He frequently casts Strength on Masawa before battles or challenges, and uses his Divinations as necessary to satisfy Sanar. He is captivated by the history of the Isle and of the forgotten civilization that built many of the ruins. Although he is incapable of exploring the island himself, he is keenly curious about any artifacts that are brought back from beyond the wall. He is also one of the few Tanaroans who have studied the ancient languages found on the ruins, and so is often called upon to decipher hieroglyphics when they are found.

Cult of the Walking Dead

Members: 40, Shaman 3, Shaman 2 x2, Shaman 1 x3, Witch Doctor 1

Zombies: 40

Village of Burowao:

Pop: 300

Clans: Hawk (west) 50, Boar (north) 75, Sea Turtle (east) 75, Elk (south) 100.

Matriarch: Kura, Human Female Historian 3 (Elk Clan)

Age: 55

AL: N

S: 12, D: 12, C: 12, I: 6, W: 7, Ch: 12; HP: 12, AC: 10, THAC0: 20, Att: 1, d4.

NWP: Etiquette (12), Seamstress (11), Singing (12), Swimming (12), Weaving (11).

Traits: Dim, Likeable.

Notes: Kura is pleasant. She disliked intrigue and is happy to leave most of the decision making to the Zombie Master and the Council of Grandmothers. While some might say she lacks the ability to lead, she would happily add that she also lacks the desire, but she’s the oldest woman in the village and that’s the system of government they picked so it’s not her fault she’s in charge. Having no strong desires in politics she also has no enemies, and so is generally well-liked.

Militia Leader: Kuro, Human Male Fighter 4 (Boar Clan)

Age: 48

AL: LG

S: 17, D: 15, C: 16, I: 10, W: 9, Ch: 12; HP: 40, AC: 5, THAC0: 17, Att: 3/2, d6+4 (Spear)

NWP: Agriculture (10), Fishing (8), Hunting (8), Running (10), Survival (9), Swimming (17)

WP: Wpn Spec. Spear, Two-Hand Style Spec., Thrown Style Spec.

Traits: Kind, Honest.

Items: Spear +1

Notes: Kuro is known across the peninsula as an honorable man. His spear (that is carved from the tusk of a boar of immense size) is a family heirloom that has been passed down for generations and is wielded by the oldest male warrior in the Boar Clan. He is honest, sometimes to a fault, and generally assumes other people are honest as well. He has lost several challenges of strength to Masawa, the Militia Leader of Mora, and is somewhat perplexed by this but thinks that he has been unlucky.

Zombie Master: Vyrd’Bog, Human Male Shaman 7

Age: 60

AL: CE

S: 12, D: 10, C: 12, I: 14, W: 16, Ch: 12; HP: 30, AC: 8, THAC0: 18, Att: 1, d4 (plus Poison).

NWP: Animal Lore (14), Brewing (14), Healing (14), Herbalism (12), Religion (16), Spellcraft (12).

Traits: Boorish, Biased.

Spheres: Necromancy, Healing, Protection.

Spells per Day: 3+2, 3+2, 2+1, 1

Notes: The mind of a Zombie Master is fertile ground, particularly when the seeds of madness are planted. Anyone who is given power over life and death (and undeath) is tempted by that, and Vyrd’Bog has begun to give into that temptation. There are moments when he wonders if he needs the living at all, and dreams of the future of Tanaroa as a land of the dead, past need or warmth or hunger or comfort. For now he keeps those desires hidden until such time as his last few shreds of sanity give way, and he no longer needs to hide his true nature. In the meantime, he covets lore on how to create and control more powerful undead servants.

Cult of the Walking Dead

Members: 60, Shaman 4 x2, Shaman 3 x2, Shaman 2 x6, Shaman 1 x8.

Zombies: 80

.

Village of Panitube:

Pop: 300

Clans: Hawk (west) 50, Tiger (north) 50, Sea Turtle (east) 150, Elk (south) 50.

Matriarch: Myr’tl, Human Female Historian 4 (Sea Turtle Clan)

Age: 70+

AL: LG

S: 7, D: 8, C: 10, I: 14, W: 16, Ch: 15; HP: 18, AC: 10, THAC0: 20, Att: 1, d4-1

NWP: Agriculture (14), Astrology (14), Ancient History (14), Cooking (14), Religion (16), Swimming (7), Weaving (13).

Traits: Mischievous, Kind.

Notes: Panitube is known as the Village of the Sea Turtle, and as the oldest Matriarch among the Tanaroans, Myr’tl enjoys a certain prominence in this regard. Most other villages will defer to Panitube with regards to festivals honoring the Sea Turtle, which largely celebrate rebirth and renewal. Myr’tl enjoys playing the role of the kindly and absent-minded grandmother but it is not wholly an act; she has lived a long time and has trouble remembering names and faces and is prone to bouts of confusion, and so relies more heavily on her subordinates.

Militia Leader: Prex, Human Male Fighter 3 (Hawk Clan)

Age: 33

AL: N

S: 14, D: 16, C: 15, I: 10, W: 12, Ch: 12; HP: 25, AC: 4/2, THAC0: 18, Att: 1, d6 or 2, d6/d6

NWP: Artistic Ability (12), Bowyer/Fletcher (15), Fishing (11), Hunting (11), Stone Carving (12), Swimming (14).

WP: Wpn Spec. Short Bow, One Wpn Style Spec. x2, Missile Wpn Style Spec.

Traits: Foolhardy, Crude

Items: Masterwork Shortbow, +10% to Range Categories

Notes: Prex has been lucky in battle and so he is prone to take risks other more careful warriors might not. He has a well-deserved reputation as a dead-eye with an arrow and enjoys making trick shots to impress and delight on-lookers. He takes great care in the items he makes, but is not known to take even moderate care in most other matters. He is overly fond of fermented beverages and is considered one of the foremost belchers on the peninsula (which is at times even more impressive than his archery).

Zombie Master: Akati, Human Female Shaman 5

Age: 45

AL: N

S: 12, D: 12, C: 14, I: 10, W: 14, Ch: 12; HP: 23, AC: 8, THAC0: 18, Att: 1, d4

NWP: Agriculture (10), Healing (12), Herbalism (8), Religion (14), Spellcraft (8), Swimming (12).

Traits: Friendly, Opinionated.

Spheres: Necromancy, Plant, Animal.

Spells Per Day: 3+1, 3, 1.

Animal Companion: Habu, Tiny Viper. THAC0: 20, Att: 1, 1+Poison (Save -1, Onset 2-8 Rounds, d4 Days Incapacitated).

Notes: Akati enjoys a good argument, but she is not mean-spirited about it. While some feel she is needlessly antagonistic, in truth she revels in vigorous debate and views it as the quickest and surest way to judge someone’s character. She enjoys losing a good argument almost as much as winning one and does not hold a grudge when she is bested, as long as she feels she loses honestly. She is usually attended by various snakes that she has tamed and this has led to rumors that she is a poisoner (although these are unfounded, it’s not an uncommon pastime for Zombie Masters in general). As far as Zombie Masters go, she spends relatively little time on Cult business and most of her time gardening, tending to the animals, and swimming.

Cult of the Walking Dead

Members: 20, Shaman 3, Shaman 1 x3.

Zombies: 10

Village of Kirikua:

Pop: 200

Clans: Hawk (west) 50, Tiger (north) 50, Sea Turtle (east) 50, Dolphin (south) 50.

Matriarch: W’zak, Human Female Scribe 3 (Dolphin Clan)

Age: 65

AL: N

S: 7, D: 10, C: 10, I: 9, W: 16, Ch: 13; HP: 15, AC: 10, THAC0: 20, Att: 1, d3-1

NWP: Astrology (9), Fire-Building (16), Fishing (16), Healing (14), Weather Sense (15).

Traits: Hot-Tempered, Bigoted.

Notes: W’zak is quick to anger at any perceived threat to her village and people. In particular, she feels that visitors to the Isle, however infrequent, are a corrupting influence that will eventually destroy their way of life. She often turns to the stars and is very good at finding astrological evidence to confirm her beliefs.

Militia Leader: T’Ly, Human Male Fighter 8 (Tiger Clan)

Age: 50

AL: CN

S: 13, D: 10, C: 13, I: 8, W: 4, Ch: 5; HP: 65, AC: 5, THAC0: 13, Att: 2, d8+3

NWP: Blind-Fighting, Endurance (13), Gaming (5), Running (7), Survival (8), Swimming (13).

WP: Wpn Mastery War Club, Wpn & Shield Style Spec.

Traits: Nervous, Absent-Minded.

Notes: T’Ly is a once great warrior whose best days (he will sadly admit) have passed him by. He enjoys games of chance despite being terrible at them, and often finds himself in the unusual position as a militia leader of being the voice of reason to his Matriarch’s reactionary nature. He believes that most problems will go away if you ignore them long enough, and it’s much easier to ignore something when you’re asleep, so his first instinct when facing difficulty is to take a nap. He rarely swims anymore since he has started having dreams of sharks.

Zombie Master: Tez, Human Male Witch Doctor 5

Age: 60

AL: LE

S: 9, D: 7, C: 8, I: 11, W: 9, Ch: 5; HP: 20, AC: 9, THAC0: 18, Att: 1, d4.

NWP: Healing (7), Herbalism (9), Leatherworking (11), Survival (11).

Spheres: Necromancy, Animal, Healing.

School: Necromancy.

Spells Per Day: 3, 3, 1. Wiz: 2/1.

Traits: Suspicious, Barbaric.

Notes: Tez revels in the stereotype of the savage. He dislikes almost everyone and uses his animalistic nature to keep people at bay. Always sickly and unathletic, as a boy he would often wander alone rather than attempt to compete with the other children. He was adopted by a previous Zombie Master as much out of pity as anything else and he became a Zombie Master himself simply by outliving all the others.

Cult of the Walking Dead

Members: 30, Shaman 2 x2, Shaman 1 x4.

Zombies: 30.

Village of Usi:

Pop: 200

Clans: Hawk (west) 40, Shark (north) 60, Sea Turtle (east) 60, Elk (south) 40.

Matriarch: V’Kraz, Human Female Historian 3 (Elk Clan)

Age: 67

AL: LN

S: 8, D: 10, C: 13, I: 16, W: 13, Ch: 18; HP: 18, AC: 10, THAC0: 20, Att: 1, d2.

NWP: Agriculture (16), Animal Handling (12), Animal Lore (16), Brewing (16), Herbalism (14), Local History (18), Singing (18), Weaving (15).

Traits: Kind, Generous.

Notes: V’Kraz is respected among the people of Tanaroa, and is valued by the other Matriarchs for her wise council and good humor. Though her village is among the most secluded, she keeps abreast of the goings on of the peninsula and has recently become worried at the number of fishermen who have not returned. While fishing the waters of the Isle is one of the most dangerous things the Tanaroans do (second only to going north of the wall to collect tar), the numbers that have disappeared seems to go beyond mere bad luck or coincidence. She has yet to raise her concerns among the other Matriarchs though, as she is not sure if it is an outside threat or other treachery that is responsible.

Militia Leader: Te, Human Male Fighter 3 (Shark Clan)

Age: 35

AL: N

S: 12, D: 13, C: 14, I: 11, W: 13, Ch: 12; HP: 24, AC: 6, THAC0: 18, Att: 3/2, d6+2 or 2, d6/d6. NWP: Animal Lore (11), Direction Sense (14), Fishing (12), Hunting (12), Swimming (12), Weather Sense (13).

WP: Wpn Spec. Club, Missile Style Spec., One Wpn Style Spec x2.

Traits: Argumentative, Arrogant.

Notes: As the lead warrior in a secluded and quiet village, Te sometimes chafes at not having enough to do. He feels that V’Kraz is too careful and he would have long since taken all his boats and all his warriors to sea to seek out whatever lurks beneath the waves, but he would not go so far as to challenge her authority. Despite his relative inexperience, he feels like he could probably take most of the other warriors on the peninsula and often dreams of the circumstance that would allow him to prove his true worth.

Zombie Master: R’Vex, Human Male Shaman 5

Age: 77

AL: LN

S: 7, D: 7, C: 3, I: 11, W: 11, Ch: 11; HP: 18, AC: 10, THAC0: 20, Att: 1, d3-1

NWP: Ancient History (10), Astrology (11), Healing (9), Herbalism (9), Local History (11), Religion (11).

Traits: Gloomy, Absent-Minded.

Spheres: Necromancy, Elemental, Divination.

Spells Per Day: 3, 3, 1.

Notes: R’Vex is the oldest man he knows. He is the oldest man anyone knows. He has been the Zombie Master of Usi for decades, and can dimly recall the ambition he had in his youth that drove him to attain that position. He recalls many old enemies that he bested or who bested him, some of whom remained enemies and others who became friends, all of whom are now gone. Everything hurts, at least a little, and everything takes more effort than seems worth it. He sometimes wonders if the Hawk has forgotten his name and he will be doomed to live forever. He has little patience for the living and even less patience for the dead, but he goes through the motions out of habit.

Cult of the Walking Dead

Members: 20, Shaman 3, Shaman 1 x3.

Zombies: 20.

Village of Dawa:

Pop: 150

Clans: Hawk (west): 30, Shark (north): 40, Sea Turtle (east) 40, Dolphin (south): 40.

Matriarch: Ze’Pak, Human Female Scribe 3 (Hawk Clan)

Age: 50

AL: CN

S: 5, D: 12, C: 15, I: 14, W: 14, Ch: 17; HP: 20, AC: 10, THAC0: 20, d4-2.

NWP: Agriculture (14), Astrology (14), Cooking (14), Fishing (14), Local History (17), Singing (17).

Traits: Blustering, Haughty.

Notes: Being the youngest of the Matriarchs of Tanaroa, and being from one of the most isolated villages, Ze’Pak often feels like she is slighted by the other leaders. She makes up for this by sniping and gossiping where she can. She likes to point out that only Sanar of Mora is close to her age (though still older), and not so pleasing in either face or figure. She is vain and vulnerable to flattery.

Militia Leader: Quazry, Human Male Fighter 3 (Dolphin Clan)

Age: 42

AL: N

S: 10, D: 11, C: 13, I: 7, W: 9, Ch: 7; HP: 22, AC: 4, THAC0: 18, Att: 3/2, d6+2

NWP: Endurance (13), Fishing (7), Set Snares (10), Swimming (10).

WP: Wpn Spec. Spear. Wpn & Shield Style Spec., Thrown Wpn Style.

Traits: Brave, Dreamy.

Notes: Quazry was never a great warrior, but he never aspired to be. He was simply happy to help where he could. His mind was never on where he was or what he was doing, his head was always in the clouds. As a child he idolized his older brother Quaxar who later became the Zombie Master of the village, and they have not spoken as brothers in many years. This is not due to any animosity between them, simply that as a Zombie Master his brother is no longer a member of their clan, and so their lives have taken different paths.

Zombie Master: Quaxar, Human Male Witch Doctor 5.

Age: 58

AL: LE

S: 8, D: 10, C: 13, I: 14, W: 14, Ch: 13; HP: 20, AC: 8, THAC0: 18, Att: 1, d4.

NWP: Animal Lore (14), Agriculture (14), Brewing (14), Healing (12), Herbalism (12), Religion (14), Spellcraft (14).

Spheres: Necromancy, Divination, Elemental.

School: Enchantment/Charm.

Spells Per Day: 3+2, 3, 1. Wiz: 2+2/1.

Traits: Curious, Friendly.

Notes: Quaxar is primarily concerned with himself. Being the Zombie Master of the village has a lot of perks, and he isn’t shy about taking advantage. He is adept with making potions and libations from various local plants and animals that have a variety of pleasurable (if addictive) effects on the imbibers. There isn’t much else required of him, and as long as he plies Ze’Pak with favorable divinations and compliments he can do as he wishes, which is all he wishes to do.

Cult of the Walking Dead

Members: 20, Shaman 3, Shaman 2 x2, Shaman 1 x3, Witch Doctor 1.

Zombies: 20.


r/adnd • • 5d ago

D&D "Brief Case"?

10 Upvotes

I'm looking for something that may not exist, but I have to ask. I'm looking for something like a compact-ish brief case that can hold dice, pencils, and character sheets, and also contains some sort of unfolding/popup dice tower. Anyone seen something like this? TIA!


r/adnd • • 6d ago

AD&D1e Henchmen - question re: policy about who keeps character sheets

11 Upvotes

DMs: I realize it could go either way, but which do you prefer - for players to keep their henchmen's character sheets or to keep the henchmen's character sheet yourself? My players are starting to collect henches, it's been a long time since I last ran AD&D, and I am mulling my options for this go-around. Thank you in advance.


r/adnd • • 6d ago

AD&D General Advanced D&D 2E V. 1E: The Changes Many Missed (Daddy Rolled A 1)

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73 Upvotes

r/adnd • • 6d ago

AD&D2e Loot for Psionicists

14 Upvotes

I have a 2e AD&D game running where the player characters are between level 10-12. We recently finished up the module we started with, How the Mighty are Fallen, and have moved on into an adventure I am designing myself.

One of my players is playing a Psionicist from The Complete Psionic Handbook. I've never played with this sourcebook before, but no problem, we're learning together on this one. However, one of the things that's stumping me is what sort of items I should sprinkle into the game for this player. The wizard makes out like a bandit, comparatively. (No one has complained about this and everyone is having fun, but I have noticed the discrepancy).

Important context: while I played 2e as a young adult, this is my first time DMing in this edition, and roughly half of my players, including my psionicist, have never played in it until now. They don't know what to ask for any more than I know what to give. We started at the level we did because our intention was just to play this specific module we had an interest in, but we decided to keep going, haha.

General advice for running with psionicists, specific item recommendations, or sourcebook recommendations would all be very appreciated!


r/adnd • • 6d ago

How can i be more creative (and effective) in combat in AD&D?

13 Upvotes

sorry that this is long, but a TL;DR could be just to tell me fun and creative things you have done in AD&D combat encounters

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i'll preface this by giving my dnd background, which is that i played revised 2nd edition (i think a lot of people call this 2.5) in high school a handful of times. in my 20s, i played a lot of 3.5, and that's the game i know the best. it's extremely extensive with character builds and complicated multiclassing, etc. i have also played 4e, 5e, and various other tabletop rpgs (star wars, cyberpunk, vampire: the masquerade, etc.)

i've recently joined a group with someone who grew up with first edition, and we use sort of a mesh of 1st and 2nd edition rules. one of the main reasons provided by the DM is that it's not like a video game where you just press the right skill at the right time. i can completely see his point, especially coming from 3.5, where you can create some of the most absurd combinations of abilities to do crazy things. unfortunately, i'm unable to really see the vision. most combats play out in a relatively similar way. we just keep rolling attacks and hope it's high enough until the encounter is done.

i'm playing a legally-distinct hobbit (ie: halfling) thief. i have a short sword for close-range melee that i often have to roll 16 or higher to hit with (so it usually misses), a sling that doesn't really do much damage, and a really powerful backstab ability that i hardly get to use because i don't really get to sneak up on many enemies. the DM has allowed a couple of times that i could spend a round to back up, then spend the next round to sneak back and attack. this is usually preferrable as it means that's a much greater chance of hitting. there was another time i was looking over a small ventilation shaft as some norkers ambushed us (2 near me and 1 behind the rest of my party about 10-15' away). i was able to kind of keep on the other side of the hole while shootings slings at them until the rest of the party could arrive and save me.

in 3.5, i remember one playing with a swordsage from the book of 9 swords. it had an ability that let you essentially suplex an enemy and move it from an adjacent 5' square to another adjacent 5' square. that's such a creative ability to me because of all the crazy things you could possible do with it. i once used that ability to move an enemy that had charged into me over the pitfall trap i had just discovered when it decided to ambush me. even the DM was surprised when i decided to use that skill in that way.

and i know i could for example just ask to replicate these other abilities i know about from other games, and my DM would then discuss how difficult it would be. usually they don't how i'd like. for example, i at first tried to replicate that movement with the norker. i was told it was too big to move. ok, no problem. i decided to run to the other side and taunt it. it was too smart to just fall in. so basically the whole time i was just keeping it busy until the warrior came over and one-shot it with his greataxe. and maybe that's fine too.

but, my question as per the title is, how can i be more creative in combat with the sparse abilities in AD&D? i guess another component to this is what can i do to make myself more effective? what kinds of things should i be doing to think more tactically or concepts/mechanics/whatever that i may not know that are at my disposal as someone who's much more used to later editions?

PS: i'll also add that this is strictly combat-related. i think that with the time allowed for non-combat encounters, there's a lot of opportunity to be creative. i made a crude vine trap just to see if if anyone trampled over it while crossing an entrance, and we've used our non-weapon proficiencies quite a bit for non-combat encounters with puzzles, locked doors, tracking enemies, traveling, etc.; i'm pretty much just asking for ideas to help me generate something for combat outside of simply standing in front of someone and rolling to hit until one of us drops

EDIT: thank you everyone so much for all of your help. it seems that a big part of it was just changing my perspective on the role of a thief in combat and how it's not really a rogue from later editions with sneak attack, evasion, uncanny dodge, etc. but still just the same with having a lot of utility and non-combat skills. so i'll definitely be checking all of the books suggested and send some options to my DM if they're allowed (he's pretty open to most things though). you've all given me a lot to think about.