The Unofficial Dungeon & Dragons Rules Cyclopedia Errata -------------------------------------------------------- By Jason MacInnes ----------------- Errata Revision 4.5 -- August 10, 1997. What follows are rule corrections, clarifications, and suggested changes for the Rules Cyclopedia first published in 1991. Contact Information ------------------- If you spot further errors, or see errors in the errata itself, please send comments to me at: Internet: jason.macinnes@sheridanc.on.ca CompuServe: 110253.2542@compuserve.com (preferred) WWW: http://ourworld.compuserve.com/homepages/MacInnes/homepage.htm Thanks ------ Thanks go out to my players of the past several years. They've helped work out rule errors, and moan quietly when the changes have had negative effects on their characters. Ray: A true role-player in every sense of the word. Steve: The only man who can solve every problem with a violent solution. Tony: A man who has tried hard to be chaotic, but has never had the heart for it. Anna: An adventurer who's tried to hug every furry monster she's met. Thanks to the dozen players who I have DMed for over the past 12 years for making all the games a memorable experience. And of course: Gary Gygax and Dave Arneson for making a fantastic game! And Aaron Allston and Frank Mentzer for taking the game to new heights. The Corrections --------------- Please keep in mind that I love Aaron's Cyclopedia! For such a monstrous task, Aaron and the editors did an amazing job. All that follows are corrections, not criticisms. This book is fantastic and truly a must if you want to be a DM. For these rule corrections I've used the following sources: '81 Basic/Expert binder rules '83 Basic/Expert/Companion/Immortal boxed sets '94 Classic D&D boxed set The following errata is in the order that they appear in my Cyclopedia (I mean where I scribbled in the margins): For the Front blank pages, here's the average Inn menu from "Dungeon Module B2: The Keep on the Borderlands" by Gary Gygax, page 10: Ale 1 ep Small Beer 1 sp Wine 1 ep Honey Mead 1 gp Bark Tea 1 sp Bread 1 cp/slice Pudding 1 sp/bowl Soup 1 sp Stew 1 ep Roast fowl 1 gp Roast joint 2 gp Hot pie 1 ep Cheese 1 sp/wedge Fruit 1 sp For a complete list of inn lodging prices, stabling costs, and house renting fees refer to the "Dawn of the Emperors: Thyatis and Alphatia" boxed set. Page 9: ------ The open doors roll under the "Strength" column is fairly useless, since it's for stuck or jammed doors (also appearing on page 147). If you find yourself without a thief I suggest this new rule: Use the chart on page 137 that lists the hit point and armour values for doors and walls. Have the character hack/bash at the door until the HP value reaches zero. This is useful for dramatic flights from monsters! Page 12: ------- There's space at the bottom of this page, which bears the column about hit points, where we can place the MISSING natural healing rule by Gary Gygax: Each full day of complete rest (no fighting or traveling!) will restore 1 - 3 hit points. Roll 1d6: on a 1 or 2 they receive 1 hp back, on a 3 or 4 they get 2 hp, and on a 5 or 6 they get 3 hp. If those resting are interrupted during that day in any way, then no healing will take place. Or, from the 1994 Edition (or the 1944 edition, if you see the copyright at the back!): Instead roll 1d4 and give the player the total of die back in hit points (1-4). There's also a mistake on this page, in the third column under "Maximum Levels and Experience Points." Score a line through "and elves" that appears in the first paragraph. Elves can only attain a level of 10. Page 18: ------- For Paladins, the last line in the 4th requirement should read: "Therefore, a 16th or 17th level paladin can turn undead with the same ability of a 5th level cleric." (Paladins start at 9th level in D&D! The Avengers column on the opposite side of the page has the correct values if you want to compare them.) Page 19: ------- I recommend removing the Magic-User's optional weapons of blowgun and whip. Each require greater skill than the magic-user is suppose to have allotted to weapons training (which is the whole concept behind the magic-user originally only being allowed to use a dagger). Page 20: ------- Magi: Item one for the magi suggests that they can assist land-owning magic users with spell/item research "as described in Chapter 3." That topic is actually covered in Chapter 16, starting on page 250. However, nowhere in Chapter 3, 13 or 16 does it mention how a magus decreases time or increases chance of success. From the Companion rules: Any item or spell research can be completed in half the normal time and with double the chance of success. Also, the original item number two was removed from the list. It stated that the Magus, like the thief, has a chance (determined by the DM) of finding treasure maps, and hearing rare rumors of powerful magic items. Page 25: ------- The special abilities "Detection" description of Elves does not mention the exact rule (as the Dwarf area did on the previous page). Under the detection section in the third column note that it's a 1d6 roll, rolling a 1 or 2 for success. This rule is mentioned on page 147, but you'll find it more convenient if you scribble it here. One of the common complaints I hear is that if the Elf lives up to his 800 years, then he should have more spells and knowledge than your human magic-user. Which, logically, is true. However, in D&D an Elf is really a multi-class character; the fighter and magic-user merged together. I recommend the following NPC Elf-Magic-user class for clan leaders or such. It allows the Elf race to master the higher spells, without unbalancing the game by making Elves more powerful. (If Elves had all the powers of the magic-user, no one would play a magic-user - there would be no point.) NPC Elf-Magic-user class: - Spells/levels as per magic-user (use chart on page 266) - No Attack Rank, Combat options, or Fighter Maneuvers - Fight as Magic-user and Prime requisite as magic-user - Only medium and small weapons allowed - no ranged weapons - No shield or armour - Weapon skill slots as magic-user - No General skills slots It could be used as a PC class as is, it should be balanced. But I wouldn't recommend it. Page 32: ------- In the third column, at the end of the second paragraph place an asterisk, then scribble this missing rule somewhere: If the caster loses initiative and takes damage or fails a saving through, the spell is interrupted and lost. Page 33: ------- Under the section "Learning New Spells", you may wish to note: Clerics receive new spells directly from the power they serve, so they will be able to learn any spell on the clerical spell list once they gain enough experience to cast spells of that level. The DM may, however, have their immortal restrict certain spells. Simple, but it's not explained clearly in these rules. Page 35: ------- For the resist spells (Resist Cold, Resist Fire), I suggest noting that the minus one point per hit die be applied after the saving throw. Mathematically this is an important decision (it's better for the players this way). Although it is implied by their use of "Furthermore", it's not actually stated when to apply it. Silence 15' Radius: This point may seem trivial depending on how you perceive this spell. But the questions may soon arise: Does the spell go through solid substances? Walls? If a character stands before an open door, will it spill into the next room? Or if it doesn't pass through walls, and character opens a door, then will it expand through the door? How will it fill the new room? Yes, as I said, it's a little pointless unless you have a player who wants to argue the point. Write down whether it can pass through walls (only so thick, or of such a material, if you like) or if solid substances block this magical sphere entirely. Myself, I only permit it to be blocked by solid/non-porous walls; ex, a vegetation wall would allow the spell to extend through it. Page 37: ------- Create Food Spell: Originally, clerics/magic-users didn't have as many levels or spells, so they acquired higher level spells earlier and were able to cast a greater number per day. The authors forgot, however, to update a few of the spell descriptions. So, the second sentence should now read: "For every level of the cleric above 10th, the spell..." Page 38: ------- Raise Dead: Again, this is an old rule not revised. The second paragraph should read: "A 10th level cleric can raise a body that has been dead for up to four days. For each level of the cleric above 10th add four days to this time. Thus, a 12th level cleric can raise bodies that have been dead for up to twelve days." Truesight: This error originates with the companion set. The duration should read either: "1 turn + 1 turn per level of the caster" or "1 round + 1 round per level for the caster." You can choose which you like better. Page 45: ------- Shield: This spell is not cumulative with other magics (from AD&D). In other words, when the armour class is lowered to AC 4, a Plate+2 is only treated as it's normal AC 2. The magical auras do not overlap or combine upon magical armour, rings, or other spells. Page 47: ------- Phantasmal Force: You may want to consider that this spell, in relation to its description and other spells, must be an immobile 20' cube. For example, you can create a flying monster, but it can't move outside the original 20' cube. Defining whether this is true or not will avoid arguments later. Page 49: ------- Confusion: Something to consider before the magic-user casts this spell, is that the effect slot states 2d8 creatures. But the description suggests it effects all creatures within the radius. Page 50: ------- Ice Storm/Wall of Ice: This spell, originally having only one effect, has two. This first line of the description states this, but then it states there are three effects. The effect "Icy blast" does not exist, and never did. So, the first line should read, "This spell may be cast in either of two ways: either as an ice storm, or wall of ice." Polymorph spells: The D&D rules are never actually clear as to whether such spells, or related potions, change just the body or include the possessions. You may want to make a ruling on this before a player argues differently. Page 51: ------- Animate Dead: Of little importance here, but every time they use "Cleric" they obviously mean "Magic User." (The same is actually true of Hold Person on page 48 as well.) Cloudkill: As noted in "Explosive Cloud", this spell creates a greenish gas cloud. Further, you may wish to consider whether the cloud is opaque is translucent. Dissolve: The spell's range, as first noted in its description, is 120'. The second value mentioned later in its description, 240', is incorrect. Page 52: ------- Teleport: Decide whether, like in movies, etc, does Teleport make a sound or flash of light when it occurs. It may seem trivial, but this flourish is important if the character is trying to leave or arrive unsuspected. Page 62: ------- Money: Okay, here the authors were trying to confuse you as much as possible. Scribble this down and you'll never get confused! Conversion # Platinum 5 dollars 5 Gold 1 dollar 1 Electrum 50 Cent Piece 2 Silver Dimes 10 Copper Pennies 100 Weapons table; missing weapons: ------------------------------ Item Damage Range Cost Enc. Notes Morning Star 1d6+1 - 5 30 M Flail 1d6 - 5 40 c, M For the sales of used equipment, just use half the listed price. Here's a few thoughts: non-magical weapons must be sharpened after every adventure, non-magical armour must be repaired, and bow strings must be replaced. Decide on your own values for these services; I suggest 1/4 or 1/2 price of the new item or less. Under the Weapons Special Effects table, note down that page 80 has the full tables -- you'll need them for reference during the game play. Page 67: ------- In the editions in the early 80's and the 94 edition, magical armour only weighed half the encumbrance of its normal counterpart, but this rule was omitted from the Cyclopedia. In the Armour Table, create a "Magic enc." column. Here are the values that appeared in the Companion boxed set. Magic Encumbrance Leather 100 Scale Mail 125 Chain Mail 150 Banded Mail 175 Plate Mail 200 Another point, if you consider "Leather" to be "Hardened Leather" at AC 7, you can have "Padded Leather" at AC 8 (cost 15 GP). "Padded Fur" would also occupy AC 8 (in cold weather campaigns) for 10 GP. A last point here, consider how long does it take to change into or out of armour. On the next page, for example, it takes 2 turns to change into Suit Armour, and 1 turn to remove it. This is something to consider, assuming the characters aren't trying to sleep in their plate mail (ouch, that's gotta hurt in the morning). I state that it takes: 3 rounds for leather, 6 for chain, and 12 for plate. This is just to discourage waking characters from trying to don their armour; it's always good to see them charge into combat in the middle of a night attack with nothing but their sword. (Overconfident players get scared easily when their AC is suddenly a positive number.) Page 68: ------- The last sentence in the fourth paragraph of the third column is wrong. The griffin's MAXIMUM is 7000, its half is 3500. You can confirm this on page 181. Score out 7000 and 14000 and replace it with the correct values. But take note that the prior logic the author was working through is no longer valid with these new values. Page 69: ------- For the "Adventuring Gear" table, here's a missing item: Spell Book 200 cn (from page 43, last paragraph) According to Fabrizio Paoli, Dragon Magazine issue #191 lists new adventuring gear for D&D. I can't verify this myself, but you may wish to check it out. Page 70: ------- Torch: In the excitement of combat, a character may try to quickly remove the burden of his torch by throwing it. As it hits the ground, might it not go out? How about a 20% chance it's extinguished. That'll shock them. Page 71: ------- The price listed for a Troop Transport (30,000 gp), is actually the price for the conversion of a sailing ship into a troop transport. Technically, the price should be 27,000 gp (which is closer to 1/3 of a large ship's price). However, to buy a Troop Transport off the shelf, so to speak, it costs 40,000 gp (from the Expert sets). The difference here is time: can the characters wait around to have their ship upgraded, or instead shop around for an available Troop Transport vessel. Page 72: ------- Jimmy Kerl has spotted an error under the "Troop Transport" section in the first column. The additional cost to convert a sailing ship into a troop transport actually costs 1/3 of the ship's listed cost, not 1/2. The cost is correctly listed on the chart's footnotes on page 71. Page 74: ------- Note that treasure encumbrance is handled in chapter 16, but if you want to use the simpler original '81 Expert edition rules you can write them down at the bottom of this page. Also included are missing values for other items: CN Gem 1 Jewelry 10 (if not worn) Potion 10 Rod 20 Scroll 1 Staff 40 Wand 10 Page 75: ------- The weapon mastery system COMPLETELY unbalances the game! When your players have plus 9 or more to hit, you know something is wrong! I HIGHLY suggest using the system with one change: don't let any player get a weapon mastery above "skilled." With this restriction the rules do work very well. You can then move some of the higher level options to apply to the skilled level. Page 80: ------- Related the page 75 note, I suggest removing the "Deflect" ability under the "Special Effects Descriptions." This makes it VERY, VERY hard to hit the player (you never will with high characters). Since they'll argue, point out the older "Parry" option on page 104. Page 82: ------- Danger Sense: I really don't like Danger Sense. When your Mystic (with his innate Awareness ability) takes this and the Alertness option, it's very hard to surprise him. Regardless, Danger Sense is an odd skill. I mean, how do you train at that, anyway? All the other abilities, like Alertness, are learned skills. Danger sense is the odd ball, and also illogical. I removed it from my campaign along time ago. Page 85: ------- Assuming you don't read the book straight cover to cover, you might miss a few rules under the "Riding Skill" section. It mentions restrictions if you DON'T have the skill (they should have been mentioned elsewhere in combat and travel). Page 89: ------- Under the section "Long-Distance Travel and Rest" the missing forced march rule of the Expert boxed set (pg. 21) can be re-added. The rule is essentially: "A forced march can be undertaken to increase the party's movement rate by 50%, but the whole day after the march must be spent resting." Furthermore the original rules state that when pursuing and fleeing in the wilderness you may triple your normal movement rate for a "short" period of time; and it requires immediate rest afterward Under the section "Food in the wild": Decide on a rule for water requirements. You may make it highly realistic (average people need about 8-10 glasses of liquid a day), or something easy for your players to cart around like needing 2 glasses. Page 93: ------- As the last line of the "Encounter Distances" table, enter: Surprise 1d4 x 10 yards Page 102: -------- Okay, the first paragraph states that: "During a round, characters can do one thing..." and "A character cannot do two things in a single round, such as run 20 feet and then attack." Then in the next paragraph, "To reflect this limited movement, a character can move up to 5 feet while he is fighting." So, if you move MORE than that you can not attack. Okay? Good. Now let's look at page 103.... Page 103: -------- Look over at the third column section "Movement", under the sub heading "Encounter Speed." Put a line through the last sentence that reads "...and still make his attack this round." That rule is wrong, as we have just seen on page 102! Confusing? Simply, you can't move and attack at the same time unless you're within 5 feet of your opponent (you can only perform one action in a round). Page 104: -------- Smash: I suggest that when the "Smash" maneuver is performed the players are not allowed to use their weapon mastery (since this is brute force instead of skill). This will make the -5 penalty something for players to be concerned about (otherwise this will become their standard attack). And, just to make it clear, you can't use "Smash" with "Multiple Attacks." Page 108: -------- For "Attack Roll Modifiers" in the first column, may I suggest that you note somewhere that if the characters are fighting in the dark or their adversary is invisible, then they are not permitted their weapon defense bonus from the chapter 5 optional weapon mastery rules. Just a logical rule modification. Here's a few more adjustments for the Missile Checklist: - Crouching -1 - Moving Quickly -1 Page 110: -------- For the "Two Weapons Combat" rule, may I suggest that characters who wield two weapons can only attack 1 attacker until they get their fighter combat options. I also suggest that the second weapon (the offhand one), be a short sword or smaller. This will keep the game balanced. Page 111: -------- I don't know WHAT they were thinking, but here's a correction. Look at the optional "Striking Procedure Checklist", specifically section 3. The last part of the line should read, "...base damage of 1 plus any bonuses from a high strength." Both the Companion and Cyclopedia rules actually state a base damage of 0. However, if that's true, then people with an average strength can not fight at all (they never do damage!). Optionally, you could state, that only people with superior strength can use the striking rules; but the rules don't actually state that. You decide which you prefer. Look over on the third column, under "Striking and Two Weapons Combat." At the end of the first paragraph in this section add this, "... and the character must be at least skilled at boxing (next page) to do this." This will keep the rules balanced. Page 113: -------- Fabrizio Paoli has pointed out a rule conflict on this page. Under "Wrestling Effects" in its last paragraph, it states that the pinning character can inflict 1-6 damage plus strength on his opponents. However, the "Wrestling Combat Mastery Table" states a base damage of 1, and then increasing in regard to the various skill levels. This is a rule conflict originating with the Companion and Master boxed sets. I would suggest that the 1-6 be used if you don't use the optional Weapon Mastery rules (it was written before them anyway). If you do use those rules, follow the table as it's laid out. Page 115: -------- An error in the "Ram Attacks Table" was spotted by Jimmy Kerl. The damage for a small galley ramming a ship is correct at 50-80. However, the die calculation for this should be "1d4+4x10". Page 145: -------- Under the section "Climbing" add, "A character receives 1 point of damage for falls under 10'." It makes it a lot easier on your players' 1st and 2nd level characters. In the second column, the section titled "Damage to Magical Items" should read "Damage to Magical and Normal Items", which is what it's about. Page 150: -------- The following weapon mastery notes should be added for each of the respective sections: Blindness: Weapon mastery skills are completely negated Deafness: Weapon mastery attack bonus is negated, but damage remains the same. Invisibility: Weapon mastery is completely negated. Stunning, sections 1 and 4: Weapon mastery is negated. At the bottom of the page, the "Movement Rates" column of the chart should read "x 1/4" for the 24% - 49% line. Page 154: -------- Poison: Omitted from the Companion set (Book 2 pg. 22), summarized: 1) Monster poison, emanating from sacs or glands, is only poisonous while in the creature; when exposed to air it becomes useless in 1-10 rounds. 2) An intact poison sac (rare after a fight) lasts for 1-10 rounds per hit die of the monster. 3) As per the poison spell, the use of poison is considered an evil act. Page 163: -------- Carrion Crawler: Cross out the words "except when" from the second line of the second paragraph. Someone rewrote the entry and left a few extra words in there. Centipede, Giant: You may want to consider a penalty to allow combat. Since the characters can move, but not attack, when paralyzed your players will argue this point, especially if their characters are adventuring alone. Try a penalty of -4 without weapon mastery bonuses. Page 168: -------- Dragons: This is just a highlighted point for AD&D players who play your D&D games. D&D Dragons collect treasure, they don't eat it! Why AD&D Dragons do this is something I've never cared to look into. [But then, there are SO many monsters between these gaming systems that sound the same, but are radically different. An AD&D Hellhound, for example, is pathetic. But a D&D Hellhound is something to be feared.] Page 182: -------- Haunt: In the "Save As" row it states "See below." That, in itself, is okay. The problem is that although it states the special rules, it never actually states what they save as (this dates back to the original Companion set). Consulting the D&D Creature Catalog under "Banshee, Lesser", I think it's safe to say that the three Haunts save as fighters of equivalent level. That's F13, F14, and F12 respectively. Page 185: -------- Hellhound: As far as I can tell they've never had a range stated for their breath weapon. You may want to interpret this as meaning they can only use their breath weapon against adjacent targets. Or, taken from AD&D, they have a range of 30'. Page 200: -------- Rat, Giant: For some reason the Giant Rat's treasure type has been changed to "L". Originally it was "C"; which you may prefer if you perceive giant rats as pack rats. Page 212: -------- Wight: These creatures do 1d4 damage when they attack (taken from AD&D). Page 232: -------- Potions: ------- In older versions of the errata I was a little unclear about this potion list. Essentially, the module O2: Blade of Vengeance by Jim Bambra introduces the concept that each potion has a unique taste and colour combination. When a player gets an unknown potion, give them the taste and colour (they'll need both to determine what it is when the find another of its type in the future). Once they know what the potion does, they'll be able to identify the same potion easily again in the future. In this way they can compile a listings of those they know. This replaces the normal D&D concept that anyone tasting a potion will automatically realize what it does. Here's my expanded list, including Bambra's from O2: Agility Green/Bland Animal Control Dusty red/Chocolate Antidote Blue/Bitter Blending Brown/Sweet Bug Repellent Black/Tangy Clairaudience Clear/Sour Clairvoyance Yellow/Sour Climbing Blue/Apples Defense Green/Milk Delusion Any/Any Diminution Red/Cheese Dragon Control Red/Prunes Dreamspeech Yellow/Bitter Elasticity Blue/Sour Elemental Form Brown/Spicy ESP Black/Spicy Etherality Red/Milk Fire Resistance Silvery/Chocolate Flying Yellow/Lemons Fortitude Red-Brown/Bananas Freedom Blue/Pears Gaseous Form Green/Dirt Giant Control Yellow/Limes Giant Strength Red Brown/Earthy Taste Growth Silvery/Sweet Healing Green/Oranges Heroism Purple/Grapes Human Control Purple/Limes Invisibility Silvery/Lemons Invulnerability Red/Garlic Levitation Milky white/Sour Longevity Blue/Tasteless Luck Milky white/Onion Merging Green/Celery Plant Control Red/Radish Poison Any/Any Polymorph Self Yellow/Bland Sight Red-brown/Hot Speech Brown/garlic Speed Silvery/Wheat germ Strength Violet, peppermint Super-Healing Black/Raspberry Swimming Blue/Chlorine Treasure Finding Yellow/Earth Undead Control Green/Strawberry Water Breathing Red/Dust Page 236: -------- Wand of Polymorphing: As the spell, the range is 60'. Wands: It should be noted that none of the detection wands, such as Enemy Detection or Metal Detection, mention anything about the duration of a charge. Nor can I find any such rule in any other source. I suggest noting that the charges last only for 1 round, as these are detection wands, not locating wands; the wands show the player where something is, but not giving them the ability to go hunting for things. Page 238: -------- Telekinesis ring: The speed for the ring is 20' per round (from page 52) Protection rings: Magic is not cumulative with other rings (Protection +1 and Protection +5 is *not* +6; it is +5). The rings are also not cumulative with magic armour (from AD&D). Hence, Magic-users use the ring for the AC bonus, and Fighters (et all) use it for it's saving throw bonus. Page 239: -------- Bag of holding: What they should have said is that you should calculate the normal cn for the sacks contents, and note this down. Then multiply it by 0.06 to determine its actual weight. Easy to notice, but if you write it down here it'll save you time later. Page 242: -------- "Armor and Shields." As mentioned by my notes for page 67, the magic armour rules (half encumbrance) can be found in the '83 and '94 editions. Or you can use the Companion set magic encumbrance values I listed earlier. Page 245: -------- A line needs to be crossed out on this page. Look at the second last column under "Sword Intelligence..." on the third column. The sentence in parentheses should be scored out; it starts with "The read magic ability is discussed below..." Well, this line doesn't appear in the older additions. Why? Well, because it's wrong. Someone has confused "read magic" with "detect magic". Assume that read magic has the properties stated at the beginning of "Primary Powers" - that it may be used once per round and as often as desired. It might also be worth mentioning here the omission of the section entitled "Special Swords" that appeared in the '83 Expert rules. That section is, more or less, similar to the new section on "Weapon Bonus vs. Opponent" that's on page 247. However, here's a rule you may find useful: If both the intelligence and ego scores of a sword are 12, then the sword will have the following additional power: A lawful sword will paralyze a chaotic opponent struck unless the victim makes a Saving Throw vs. Spells. A neutral sword adds +1 to all of the user's Saving Throws A chaotic sword will cause a lawful opponent struck to make a Saving Throw vs. Turn to Stone or be turned to stone. Page 266: -------- The "Ability Scores and Saving Throws" optional rules will unbalance the game, don't use them. I highly suggest the use of the "Keeping Characters Alive" rules exactly as they appear. Drop them when the characters reach "name" level if you wish. Page 293: -------- Look at the bottom of the chart under "Skills Proficiencies." The D&D and AD&D lines are mixed up. Add an "A" to the first line, and scratch out the "A" in front of the second area. Page 302 - 304: -------------- If you use my suggestions, here are the updated Index listings: Encumbrance 63,88,74 Falling 145 Forced march 89,121 Healing 12,83 Magical items 228, 239-242,252 Money 8,62,130,226, Front Cover (FC) Open doors 10,147 (locked) (Note: Pages 78, 79 and 106 are missing their page numbers) Tournaments: ----------- In the earlier versions of the errata I mentioned that the Tournament rules had been omitted from the Cyclopedia. I contacted TSR and was informed by Michael Huebbe (the Consumer Inquiries Manager, who can be reached through TSRConSvc@aol.com) that they had omitted these rules intentionally because of space requirements. Michael mentioned that photocopies of these missing rules can be sent out if they're required. Contact him through the aforementioned address. Jason MacInnes' Ultimate D&D DM Kit: ----------------------------------- D&D Rules Cyclopedia D&D Creature Catalog (DMR2) AD&D Monstrous Manual Gazetteer 1: Grand Duchy of Karameikos AD&D Mystara: Karameikos -- Kingdom of Adventure D&D Wraith of the Immortals Boxed Set Poor Wizard's Almanac AC1010 Well, I hope you've found this text file useful. Good luck with your adventures. :) Jason MacInnes ###