2nd Edition D D Dmg Pdf


The final manual of the first three core books. Describes the actual AD&D game system (in unbelievable detail).

In a second or third storyline with those same characters. A character’s level is the only limitation. The D&D Basic Rules. This PDF document is available for free on the Wizards of the Coast. The Dungeon Master’s Guide also contains descriptions of magic items. 'Essential reference information for gamemastering Advanced D&D' From the back cover: 'Dungeon masters everywhere, rejoice! Too long have you had to suffer along with crucial charts and tables spread through many works. Too long have you had to use makeshift references trying to solve the problem. Handbook with your first edition AD&D® game instead of the new second edition: This supplement mentions a lot of page numbers from the Player's Handbook and the Dungeon Master's Guide. The page numbers cited are for the second edition, not the first; you'll have to ignore the page numbers given. Table of Contents Introduction Character Creation.

2nd edition d d dmg pdf downloads

Dungeon Masters Guide by Gary Gygax

After more than two years since tantalizing players with the AD&D Monster Manual, Gygax finished work on his most impressive project, the Dungeon Masters Guide. Oft-criticized for its complicated rules and wordiness, the DMs Guide nevertheless has held up remarkably well over time, and is an impressive milestone in role-playing-game history.

Printing Information

The Dungeon Masters Guide lacks printing information on the copyright page, at least up until 1985. Much of what we have learned has been through extensive detective work; special thanks to Paul Stormberg for divining much of the information below. Thanks also Jim Fetzner, Paul Hennz, Rudy Hess, Oliver Rathbone, Bruce Robertson, and Jean-Philippe Suter for their contributions.

Because it is very difficult to determine what printing you have, you may find this flowchart easier to follow.

  • 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

    • 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

    • Wizard logo and 'TSR Games' appears on the spine instead of TSR address. Wizard logo on spine is smaller Xcode 9 dmg file download.

    • 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'

      Jan 16, 2019  All you should need to do is insert your usb stick into a suitable port, run transmac, right click on the usb stick, select 'format for mac', when complete, write the dmg directly to usb stick. It will create UEFI bootable GPT/EFI image on the usb stick, shut down your pc, disconnect all your drives except the ssd you're going to build mojave on (you don't need to clean your ssd beforehand!), power. Unmount the dmg file named “Install macOS Sierra.dmg” (if it is mounted:) Go to the top menu of “Disk Utility” window and select “images” and then “Scan image for restore” Go to the “Install macOS Sierra.dmg” and click open. Now you are able to restore the dmg-file to your usb drive. Dmg file to bootable usb on mac. Jul 10, 2018  In this tutorial we will show you step by step how to create ans make a bootable USB Flash Drive from a Mac OSX.DMG image file from Windows 10 (Sometimes called pen drive / thumb dive) so you. Create Bootable USB from DMG File on Windows Mac Install USB TransMac - Make DMG File Bootable USB on Windows. Convert DMG to ISO and Create macOS Boot USB from Windows. PowerISO: Make Bootable Mac Install USB on Windows 10/8/7. Conclusion: All of. Method 1: How to Burn DMG to USB on macOS or Mac OS X. Step 1: Open Disk Utility by going to Applications Utilities and clicking on the tool. Step 2: You should be able to see all the drive names in the left-side panel. Now open a Finder window and drag your DMG file into Disk Utility.

    • 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!

Printing info most likely began to be added to the copyright page around 1985; discoveries of print info lower than 9th will throw our sequence above into chaos. :) The 9th printing was in August 1987, 10th printing was in 1987, the 11th printing was in April 1988, the 12th printing was in November 1988, the 13th printing was in July 1989, and the 14th printing was in July 1990. The description on the copyright page of the rear-cover artwork was never corrected. (Thanks to Michael Deaton and Gordon Richards for help with this info).

Auction Commentary

2nd Edition D D Dmg Pdf Downloads

First prints are reasonably scarce, but by no means 'rare' -- a Second Alpha print, with the Monster Manual pages inside, is much rarer.

Dmg Dnd Pdf

Advanced Dungeons & Dragons 2nd Edition - Character Races and Classes
General AD&D & Spelljammer
RaceFighterRangerPaladinMageSpecialistClericDruidShamanWitch DoctorThiefBardSource
Aarakocra11711PHBR10
Alaghi1211*PHBR10
Beastman101210PHBR10
Bugbear128559PHBR10
Bullywug, Advanced1079PHBR10
Centaur12101214712PHBR10
Dracon1412CGR1
Dwarf, Deep141210PHBR6
Dwarf, Duergar121214PHBR6
Dwarf, Gully8816PHBR6
Dwarf, Hill151012PHBR6
Dwarf, Mountain161012PHBR6
Dwarf, Sundered141015PHBR6
Elf1215151212DMG
Elf, Half-14161214912UDMG
Fremlin101012PHBR10
Giant-kin, Firbolg127PHBR10
Giant-kin, Voadkyn11118710PHBR10
Giff1510CGR1
Gnoll1195511PHBR10
Gnoll, Flind1297711PHBR10
Gnome1115913DMG
Goblin1097712PHBR10
Grommam151015CGR1
Hadozee14815CGR1
Halfling9815DMG
Hobgoblin1197712PHBR10
HumanUUUUUUUUUDMG
Hurwaet1214CGR1
Kobold897712PHBR10
Lizard Man1279PHBR10
Lizard Man, Spelljamming124711CGR1
Minotaur1288710PHBR10
Mongrelman1010107128*PHBR10
Ogre123PHBR10
Ogre, Half-12444PHBR10
Ogre Mage9878PHBR10
Orc1096611PHBR10
Orc, Half-10*4*4*4*8*PHBR10
Pixie712PHBR10
Rastipede84116CGR1
Satyr11711PHBR10
Saurial, Bladeback9*9*U9*9*PHBR10
Saurial, FinheadU12129*9*9*9*PHBR10
Saurial, Flyer9*9*9*9*UPHBR10
Saurial, Hornhead9*U129*9*9*PHBR10
Scro155512CGR1
Swanmay1412PHBR10
Wemic127710PHBR10
Xixchil14515CGR1
U = Unlimited Level Advancement
* = Special Restrictions Apply (See Source)

Forgotten Realms
RaceFighterRangerPaladinMageSpecialistClericDruidShamanWitch DoctorThiefBardSource
Dwarf, Gold151012FR11
Dwarf, Grey121214FR11
Dwarf, Half-161012FR11
Dwarf, Shield161012FR11
Dwarf, Wild710FR11
Elf, Drow1215U2212FOR2
U = Unlimited Level Advancement
* = Special Restrictions Apply (See Source)

Half-Dragons
RaceFighterRangerPaladinMageSpecialistClericDruidThiefBardSource
Bronze141489*911Dragon #206
Chiang LungU/12*Dragon #206
Deep (aka Drow)12151216Dragon #206
Gold111014109Dragon #206
Greyhawk10101415*814Dragon #206
Iron15138914Dragon #206
Shen LungU/12*Dragon #206
Silver1012111414Dragon #206
Silver, Krynnish151717*1414Dragon #206
Steel1191415614Dragon #206
U = Unlimited Level Advancement
* = Special Restrictions Apply (See Source)

Dark Sun
RaceFighterGladiatorRangerDefilerPreserverIllusionistClericDruidTemplarPsionicistThiefBard
Dray, 1st Generation14U1416*1212
Dray, 2nd Generation1212818U16
Dwarf16U1210U12
Elf1410161615121516U12
Elf, Half-UU14U1216161414U12U
Giant, Half-1614812U
Halfling121216161212U16
HumanUUUUUUUUUUUU
MulUU1012U12
Thri-kreen1615121216U
U = Unlimited Level Advancement
* = First generation dray may only become magma clerics.

Planescape
RaceFighterRangerPaladinMageSpecialistClericDruidShamanWitch DoctorThiefBardSource
Aasimar*141414141215159TPH
Bariaur**131313131313TPH
Elf, Half-*14161214912UTPH
Genasi, Air101515TPH
Genasi, Earth1515***1513TPH
Genasi, Fire1416TPH
Genasi, Water1215141512TPH
Githyanki1111****1111MC8
Githzerai91215TPH
Modron1512TPH
Tiefling*12141015TPH
U = Unlimited Level Advancement
* = Single-classed members of these races can rise two levels above the stated maximums.
** = Only male bariaur may become rangers or paladins; only female bariaur may be wizards.
*** = Stone champions only.
**** = Githyanki paladins are known as Knights, and have reversed (i.e. evil) paladin powers.

Aquatic Races
RaceFighterRangerPaladinMageSpecialistClericDruidShamanWitch DoctorThiefBardSource
Crabman129Dragon #250
Koalinth11977Dragon #250
Liminal14151212UDragon #250
Locathah107*310Dragon #250
Malenti12158Dragon #250
Merfolk127*39**Dragon #250
Pahari141415Dragon #250
Selkie8810512Dragon #250
Vodyanoi123Dragon #250
* = Specialty Priest Only
** = Female Only

Dragonlance
RaceFighterRangerPaladinSolamnic KnightMageIllusionistWizard of High SorceryClericDruidHoly Order of the StarsThiefBard
Dwarf, DaergarU8108
Dwarf, Gully658
Dwarf, HylarU8108
Dwarf, NeidarU81010
Dwarf, TheiwarU8108
Dwarf, ZakharU
Elf, Dargonesti*14/U8/U14/U14/UU
Elf, Dimernesti*16/U10/U10/UU
Elf, Half-911107105UUUU
Elf, KagonestiUU7U
Elf, Qualinesti14U11UU
Elf, Silvanesti10U12UU
Gnome, Minoi**
Kender5***5***65***12U
Lizard Man, Bakali108
MinotaurU81410
Ogre, IrdaUUUUUU
U = Unlimited level advancement. Note that 18th level is maximum in Dragonlance.
* = First number is limit on land, second number is limit in the sea.
** = Minoi can only be of the Tinker class and can advance to 18th level.
*** = Kender with Str 17 can advance to level 6.

Council of Wyrms
Dragon RaceDragonClericMagePsionicist
Amethyst12121212
Black*1212
Blue*121212
Brass121212
Bronze121212
Copper121212
Crystal12121212
Emerald12121212
Gold121212
Green*121212
Red*121212
Sapphire12121212
Silver121212
Topaz12121212
White*1212
* = Not a PC race.

Fiendish Spellcasters
RaceMageClericDivinerEnchanterIllusionistInvokerNecromancerTransmuterWild MageElementalistSpecialty Priest
Baatezu, Amnizu999999*
Baatezu, Cornugon10101010101010
Baatezu, Erinyes66*666666
Baatezu, Gelugon111111111111
Baatezu, Hamatula7777777
Baatezu, Osyluth55*555555
Baatezu, Pit FiendUUU*UUU
Baatezu, Spinagon**3333333
Tanar'ri, Alu-Fiend1212
Tanar'ri, Babau88888
Tanar'ri, Balor2020202020
Tanar'ri, Baron/Marquis Cambion66
Tanar'ri, Chasme88888
Tanar'ri, Glabrezu101010*1010
Tanar'ri, Hezrou**99999*9
Tanar'ri, Major Cambion44
Tanar'ri, Marilith1212
Tanar'ri, Nabassu77777
Tanar'ri, Nalfeshnee11111111
Tanar'ri, Succubus666*666
Tanar'ri, Vrock***16
Yugoloth, Arcanaloth12
Yugoloth, Ultroloth13
Yugoloth, Yagnoloth10
U = Unlimited Level Advancement
* = Most common type of specialist wizards for given race.
** = Only those with Very (11+) Intelligence can become a spellcaster.
*** = Individual Vrocks cannot be wizards, but a flock of 5 or more can study and cast spells up to 16th level.
A diety can allow any fiendish speciality priest to advance up to double the listed maximum.

Ad&d 2nd Edition Pdf

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