r/adnd • • Aug 26 '26

New Subreddit Rules for r/adnd

34 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 • • 17d ago

Regular AD&D looking for group (RADDLFG) thread

6 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

Spelljammers and mind flayers 1e/2e Ad&d

19 Upvotes

i am reaching out to the community for a bit of assistance.

While the purpose and fun of any adventure is playing in the moment, I am racking my brain to figure out a solution to a problem i have with control of a nautiloid.

long story short, We found a nautiliod, killed the Mind flayer contolling it, installed a gnomish helm to bypass the damaged helm on board. replaced the entire crew and refitted and repaired the entire ship.

The DM has eluded that the ship may still be in contact with the hive mind but i cannot concieve how, and if it is i am at a loss as how to complely sever that conection.

What books would i look at to understand how this works completely.i know i have read about this in the past but most of my books have either vanished or disintigrated with time.

This is a 1e/2e ad&d setting and we are all high level as this particular adventure is going on 6 years long. ( 40 year players for context). I will do my best to check back for answers suggestions.

I thank you in advance, and may all your rolls be 20's :)


r/adnd • • 20h ago

X1: Isle of Dread 2e Conversion, Factions Part 3

6 Upvotes

This is the final block of Factions on the Isle of Dread, and includes the numbered Encounters and creatures from the Wandering Monster Tables. Some of these factions will be fleshed out with named NPC's at a later date, but this serves as a general overview of how I see them fitting in to the existing power structure of the island.

Troglodytes:

The most remote group on the Isle of Dread are the troglodytes that live in the caves on the north coast of the island, surrounded on all sides by treacherous mountains and on the shore of the bay that is home to a great sea monster. Isolated as they are by the terrain, they rarely encounter other intelligent creatures and so their savagery and depravity are not well known. When confronted with more powerful creatures (like giants or dragons), they retreat into the depths of their caves until the danger is passed. They hunt dinosaurs in the mountains and fish from the bay, and gather edible fungi and insect larvae but do not practice any organized farming or herding.

Troglodytes consider the sea monster to be an aspect of their foul god (named Lao’gzed, who is usually depicted with features of both lizard and toad), and will offer tribute by casting sacrifices –usually troglodytes, but any living creature they capture– into the waves from their cliffside homes. On the rare occasion that unlucky or unwary ships sail into the sea monster’s bay, the circular currents generally will bring the flotsam and jetsam of the wreckage to the troglodytes’ shore, and they consider these blessings from their aquatic god. Items scavenged from these wrecks are often considered religious icons and are either used to decorate crude statues of their god or given to high status members of the group. The troglodytes most prize steel and bronze weapons, which are reserved for the war leaders, and any metal that can be used to fashion heads for their javelins.

The caves of the troglodytes go deep into the Isle of Dread, and it is possible that they connect to the other cave systems in the south or on the Central Plateau, although these have not been explored. Troglodytes rarely go that deep into the earth because food becomes scarce and the caverns stretch and honeycomb for countless miles, and they believe their god resides in the waters below the deepest cavern and will devour anything that comes too close, and even the most devout troglodytes don’t want to meet Lao’gzed until they must.

Troglodytes and lizard men hate one another and often attack each other on sight. This is an exception to the lizardfolk’s preference for other egg-laying creatures, (although the possibility exists that troglodytes do give live birth, as no scholar has done exhaustive work in that area of study), and seems to hint at some ancient rivalry. This is also not unusual behavior on the part of the troglodytes, who tend to attack most things on sight.

Giant lizards are sometimes used by troglodytes as mounts or guard animals, although this seems to be an example of a symbiotic relationship rather than traditional domestication. Giant lizards do not view the troglodytes as food and so they will only attack them when there is great provocation. A good example of how unappetizing troglodytes are is that even ghouls are reluctant to feed on them. As troglodytes prefer warm meals (ideally living flesh), they in turn will often ignore ghouls when they encounter them, unless they are in competition for the same prey.

Rock Baboons:

The rock baboons make their homes in the broken lands around two volcanoes on the peninsula on the southwest of the Isle of Dread. They are larger and more aggressive than normal baboons and are more intelligent (ranging from semi to low). They do not speak a language or have any culture to speak of, nor do they use complex tools. They will hoard shiny objects but do not wear clothing or jewelry. The closest thing they have to religion is the fear they have of the red dragons that are occasionally drawn to the volcanoes.

Rock baboons will generally perform threat displays to drive off intruders, howling and throwing rocks. They will only outright attack groups that appear much smaller and weaker than them. They consider virtually any creature either predator or prey.

Centaurs:

There is a small group of nomadic centaurs on the island. They have no permanent home and may be found anywhere on the southern half of the island. They do not have more than they can carry, graze wild, and their only wealth is in the form of the simple musical instruments they have crafted themselves. They are wary of outsiders but not outright hostile. They ally with the phanaton in times of need and avoid the rakasta at all cost.

Giants:

There are several loosely-affiliated giants who call the Isle of Dread home. While these are separate sub-races that are distinct from one another, they are broadly similar in outlook and behavior, and have limited contact with one another.

The ogres are a small family group that make their home in the mountains east of the Central Plateau. They are mostly sedentary and rarely venture forth from their mountains. They have limited contact with the Aranea who will sometimes bribe them for a particular service (and pay handsomely for any phanaton they capture, although this is a rare windfall.) They will sometimes have contact with the cavemen to their south or the other giants, and they tend to bully those smaller than them and are obsequious to the larger giants. They will also serve the green dragon when his need arises.

The northern part of the island is home to isolated groups of hill and stone giants. These two groups occupy the same basic territory but don’t interact with each other unless they are in direct competition on a hunt, and the hill giants will usually defer to their larger cousins.
The southern part of the island is home to a solitary cyclops. He roams the island freely as most creatures are beneath his notice, although he is roused to anger quickly if he is attacked. He will sometimes carry smaller animals back to his cave and block them in with large boulder. He also tends a nest of giant bees and collects their honey.

Pirates:

A temporary encampment of about forty pirates has formed on an island off the southwest coast of the Isle of Dread. It is unclear if they know where they are or if they think this is just a random uncharted island in the Archipelago. They have been left here by their pirate captain who wants them to capture slaves, which they will pick up when they return in a few months. The pirates have been capturing lone groups of Tamaroan and have so far been able to keep their presence a secret. They avoid the mainland as their initial forays there did not go well.

The pirates are led by a former captain who lost his ship in a battle (to legendary pirate hunter Bob Loblaw no less), though they were able to escape in rowboats under the cover of darkness. Disgraced by this defeat, the former captain is hoping to win another ship and regain his lost glory.

Dragons:

The Isle is home to a few dragons. The most powerful is the juvenile green dragon Iumgala Perjore (as he is called by the Tanaroans), who lives in the jungles on the northeast peninsula. He is the only dragon to make a permanent home on the island, and he takes a dim view of interlopers (draconic or otherwise). Very young black, green and red dragons will sometimes make their way to the island, riding the western trade winds after being cast out of the lairs of their parents. The Isle of Dread is a savage paradise for these young dragons, with the many miles of trackless verdant swamps for the black dragons and a few active volcanoes that call to the reds. Iumgala makes it clear to these vagrants that he expects them to move along before too long, although the nature of dragons is to bite and claw and there is always one or two that are scheming to claim his hoard. The juvenile green has some dealings with the Aranea; he does not trust them, but there is little on the island they do not know about.

All dragons tend to give the Central Plateau a wide berth, and they never venture to the peak at its center. This avoidance seems to be instinctual. One reason Iumgala has not been challenged by a more powerful dragon for claim of the Isle is that simply, no dragon more powerful than he wants it. Even the dragons that spend a few decades in respite on the island tend to move on less out of fear of the green dragon and more out of some vague unease at what lies at the island’s center.


r/adnd • • 1d ago

self-promotion Announcing the release of my first module!

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67 Upvotes

Nearly twenty years after my parents introduced me to their childhood game, AD&D, I have released my first published adventure, The Hive Under Eisenstead. This module was crowdfunded on Kickstarter earlier this year, and is now live on DriveThruRPG.

Crawl through the ruins of an underground fortress ruled by a Psychic Wasp Queen who inhabits the corpse of dragon and commands his army of former thralls. Avoid (or make a deal with) the hoard of monsters that have been infected by the mind-control fungus. Sneak past the nigh-indestructible Blind Golem, and watch out for the rogue illusions. Make a blood pact with an elemental, if you dare (it's not really an elemental).

Key details:

  • Designed for characters of 2nd to 4th level.
  • 84 keyed locations across four areas. 
  • Big ol' boss fight in the treasure room.
  • Four new monsters and several riffs on classic foes.
  • Two rival adventuring parties.
  • Several unique magic items and two new Magma Sorcery spells.
  • 14 handouts, both digital and printer-friendly. 
  • Player-ready maps and digital tokens for a virtual tabletop. 

It has been a blast seeing this come to life, I hope you will check it out!


r/adnd • • 2d ago

[my art]Delvei

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8 Upvotes

r/adnd • • 2d ago

AD&D2e New AD&D 2e Character Sheet

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82 Upvotes

r/adnd • • 2d ago

OSRIC/OSR/Other Tékumel Thursday: The Gods & Cohorts

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5 Upvotes

r/adnd • • 2d ago

AD&D2e Going to be playing my first game any tips or pointers?

16 Upvotes

I've glanced at equipment and made a small list of things I'd like to get, I haven't rolled the character yet, but I'm a sword and board type of player in my soul, so yeah any advice to give me an edge? I hope I can roll a paladin but I'm also feeling a fighter.


r/adnd • • 2d ago

AD&D2e how many people keep track of encumberance

38 Upvotes

is this a rule that people follow? especially calculating the exact weight of things?


r/adnd • • 3d ago

AD&D General Sinister Secret of Saltmarsh- what to do with Ned Shakeshaft?

9 Upvotes

I'm preparing a session that rips most of the plot form this adventure and while I love the fact that the antagonists are smugglers in league with a merchant in the town, and that the villains are in a way proactive with setting up Ned's trap in the bedroom... I just don't buy this setup? Why would he need to pretend he was jumped? Why risk by getting him gagged and tied? What if nobody even enters the room?

It seems overcomplicated for what it needs to be and like... if they had the time and knowledge to set him up in the house- wouldn't they have the time to let the smugglers below know about the PCs and let them just set up an ambush the second they enter?

I still kind of want to use him in some way but the more I think about the situation the more unwieldy it becomes. Maybe he should enter the house a bit after the pcs have already explored it and pretend like something happened down the road to lead them into an actual ambush there? What if he volunteers to join them right there in town, claiming he was "good with the council" to lend any aid he can? Or find something they "claim to possibly still be there?"

I'm in a picke here.


r/adnd • • 3d ago

AD&D: Pool of Radiance | Retro Reviews

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54 Upvotes

This is an almost ten hour video about the first of our beloved Gold Box games. Staggering amounts of work have gone in to this and I am not even half way through.


r/adnd • • 4d ago

AD&D1e Review: I6 Ravenloft (AD&D 1e)

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28 Upvotes

This is a read-through review of the original Ravenloft module (for AD&D 1e) on my blog. I mostly review Warhammer RPG material there, but since Hallowe'en is approaching I thought I'd take a look at the grandaddy of gothic horror adventures!

Feedback here or on the blog post itself very welcome.


r/adnd • • 5d ago

I just realized:

58 Upvotes

That the name of the Cooshee from the Complete Book of Elves is derived from Cù Sìth, the Scottish fae hound. I'm incredibly embarrassed that in decades of reading AD&D rulebooks and folklore, I never made that connection. Everyone mock me now.


r/adnd • • 5d ago

AD&D General Paid my respects to the man who stole my youth

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1.0k Upvotes

r/adnd • • 4d ago

X1: Isle of Dread 2e Conversion, Factions of the Isle Part Two: Phanaton and Aranea

3 Upvotes

Phanaton:

The dense jungles on the western side of the southern half of the Isle of Dread are home to the phanaton, a race of halfling-sized primates. The lemur-like Phanaton look like a cross between a raccoon and a monkey, and have a thin membrane of skin that stretches from under their arms to their legs and allows them to glide much like a flying squirrel. They are adept climbers and are able to navigate through the jungle quickly by jumping and gliding through the canopy. Phanaton are omnivores whose diet consists mainly of fruits, nuts and insects, although it is said they can and will eat anything (except elves).

Phanaton live in villages of about fifty to one-hundred individuals. Their homes are often constructed high in the trees, and are connected to one another by platforms and bridges made of vine and rope. These villages are difficult to see from the ground or the air, as they are built within the thick canopy of the jungle. Phanaton will defend their homes from some threats, but if the danger seems too great they will often flee in all directions, leaping and gliding from tree to tree in an attempt to confuse their attackers, while the warriors perform hit-and-run counterattacks.

The diminutive stature of the phanaton is misleading, as warriors are surprisingly strong for their size. While they are adept at using stealth and ambushes (often in conjunction with constructed traps), they are also dangerous in direct combat with larger opponents. Phanaton prefer blowguns and small thrown weapons and will sometimes employ poison collected from tree frogs and toads. When attacking larger foes, they tend to try to overwhelm them with their superior numbers.

Phanaton speak their own language and seem to be able to communicate with dryads and treants, who will often come to the aid of the phanaton against outside threats. The language of the phanaton consists of high-pitched hoots and clicks, which has an almost musical sound. Some phanaton have learned elven or fey, and some have picked up a few words in common, however they are distrustful of outsiders and will generally hide. The exception to this is elves, who they seem to regard as fellow forest creatures. Their written language is crude and involves claw marks on wooden slats or a rough paper made of tree bark, and is used primarily as a primitive counting system. Some part of phanaton communication is scent-based, the subtleties of which are often lost on non-phanatons or creatures without a sharp sense of smell, however phanaton are said to have a noticeable musk.

Phanaton groups tend to be familial, with several villages within a territory sharing broad physical characteristics in fur coloration and pattern. The most common of these are the ring-tailed, however Avahi (wooly), Indri (mountain), Mizra (giant mouse), Phaner (fork-marked), Varecia (ruffled), Aye-Aye, and Hapalemur (bamboo) also can be found in smaller numbers. Open conflicts between groups of phanaton are rare.

Aranea:

The aranea are intelligent giant spiders with innate magical abilities that live in the jungle on the central east coast of the Isle, bordered by the mountains on the south and west, and the sea to the north and east. Aranea are all female and their means of reproduction are unknown, although it is theorized that they are an evolved form of rhagodessa and mate with males of that species.

Aranea are web-spinners and are adept at moving through webs, so their homes are interwoven into the dense jungle trees. They will also create several false lairs, while taking great care to disguise their true home. They tend to be solitary but will band together for mutual defense, and will often use other creatures as guards for their lairs. They also employ complex traps that utilize their webs to harry and delay trespassers. The bite of the aranea is venomous, although there is a range in severity depending on the age of the individual.

Aranea are highly intelligent and are skilled at manipulating lesser minds. They tend to work in less than obvious ways, guiding other creatures to perform tasks without betraying their motives. They are also one of the few creatures who can navigate the central mountain range and can therefore be found almost anywhere on the island, although take great care when moving outside of their home jungle. They avoid the Central Plateau and most open terrain as it is difficult for them to move stealthily without cover from trees or mountains, however their innate magical ability with illusions helps them in this regard.

Aranea are carnivorous and prefer warm meals that they store in their webs. Phanaton are especially prized as a food source and as such they will usually attack each other on sight. The aranea are usually not openly aggressive towards other creatures unless all other options have been exhausted, or they are defending their lair.

While aranea are solitary by nature, a group of three will form a covey which grants them enhanced magical powers (similar to hags). This is usually in the form of more powerful spells that they can only cast together and are usually illusions or divinations. Only one covey will form at a time, although if a single member of a covey is slain another aranea will take their place. If two or more members of a covey are killed, it will take some time before a new covey can be established, and a surviving member of the covey may or may not be in the new one.
Aranea of a covey also gain the ability to take an alternate form, usually that of a human, elf or half elf woman (including drow or half-drow). This form is fixed and does not change (although it can be magically disguised) and the aranea does not gain any of the special or spell-like abilities of the form, though they retain all of their normal abilities. They also have a hybrid form, which is the same type as their alternate form with spider-like features including multiple eyes and mandibles. Aranea in their alternate and hybrid form retain their venomous bite.

Aranea weave intricate carpets and tapestries with the silk they produce or harvest from other spiders. It is said they can imbue their magic into the items they weave from their own silk. They will often use these items to bribe or reward other creatures to perform whatever tasks will further their nebulous aims.


r/adnd • • 5d ago

AD&D General What movie not named D&D should be considered a D&D movie?

101 Upvotes

I think this is the right subreddit.

I just re-watched LadyHawke. That's definitely a D&D adventure.

The Hobbit and Lord of the Rings is some of what D&D was based on.

What movie you've seen would be a good Dungeons and Dragons adventure?


r/adnd • • 5d ago

AD&D1e New Magic Items: Necklaces of Burps

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3 Upvotes

r/adnd • • 5d ago

Political intrigue in the B Series? The Analog Dungeon takes on B6: The Veiled Society

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1 Upvotes

r/adnd • • 5d ago

My Custom Sheet (re-upload)

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16 Upvotes

Not long ago I shared my custom sheets, today, I bring you the generic version

Note: One of the pages had a typing error, I couldn't change it so I'm redoing the post


r/adnd • • 6d ago

ORIGINAL Ghost Tower of Inverness

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192 Upvotes

r/adnd • • 5d ago

My report from Cauldron OSR Eurocon 2026

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5 Upvotes

r/adnd • • 6d ago

AD&D1e January 1984, The Ruins of Andril

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52 Upvotes

I have begun running a 5e converted (faithful) rendition of The Ruins of Andril. I stumbled upon the 1eonline copy of the dungeon on accident, and a ranger beat a dc 25 perception check to spot it from afar- so they have sidetracked themselves to investigate it. 5e is otherwise quite irrelevant.

I have made the following changes:

Room 10's death trap seems absurd. I should leave on a body or on the wall a message showing a previous adventuring mage crossing off all but two spell schools- and to make it so having an abjuration spell cast on you simply makes you immune to the dimension door effect.

I have swapped Thoth for Ptah and made the ruin's origin up-in-the-air as to if it is an ancient ruin native to this world or a dimensionally travelling site of great calamity and trauma.

I have made the whole area a wild magic zone with a 5% surge chance on all spells of 1st level or greater.

I have made Divination spells able to be succesfully cast with a die roll- but the visions happen regardless.

I had the party able to detect movement at the top of the monument. Nobody has detected either the Gynosphynx or the Lamia specifically yet. Hundreds of gold was left as an offering to the illusion of a ghostly male spirit- but half of the party couldn't make it to or finish the session so powerful PCs were left above ground to guard the entrance. Thusly, the loot has not been stolen yet and simply lies there.

I did not devote proper time to fully statting out the Algoid as a 5e conversion but I did mind blast the party with my established psionic rules. The algoid is immune to fireball, but I could not argue that it was immune to fire in general and a combination flame blade and radiant bolt defeated it before it got to follow up its stunning mind blast with wicked physical blows.

___

Has anyone any experience with the dungeon?

Link: https://1eonline.info/d/ruins.andril.htm

PS: I scale 1e/2e damage up one die size or double the dice. Even before reminding the party of this conversion rule, the party was "blown away" when they identified the one volatile barrel of drink and I showed them its description and associated damage/disease. I am sharing a lot with them on floor one- but I need to be strict and brutal with every room on floor 2 and beyond.


r/adnd • • 5d ago

Sacred Heart of Gary Gygax picture?

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0 Upvotes

r/adnd • • 6d ago

self-promotion Dungeon Design Tips: Ensure There Are Ways To Deal With Environmental Challenges And Penalties

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2 Upvotes