Rules:
- Swords & Wizardry Rules in PDF and Editable Formats
- White Box Fantastic Medieval Adventure Game (FMAG – Free in PDF)
- Labyrinth Lord Original Edition Characters (free no-art PDF)
- Labyrinth Lord Revised Edition (docx text format)
- Labyrinth Lord Revised Edition (free no-art PDF)
- Labyrinth Lord Advanced Edition Companion (docx text format)
- Labyrinth Lord Advanced Edition Companion (free no-art PDF)
- Mutant Future (free no-art PDF)
Character Generators:
- OD&D 3LBB (text output)
- Holmes Basic D&D (text output)
- Labyrinth Lord (text output)
- Labyrinth Lord OEC (text output)
- Moldvay Basic D&D (text output)
- Swords & Wizardry Whitebox (text output)
- White Box Fantastic Medieval Adventure Game (FMAG) (text output)
Character Sheets:
The ones I’ve created are all modeled after the 1983 Basic D&D character sheet, edited to suit each game’s quirks and put into digest format on one page. There is also a link to the Swords & Wizardry Forum page where you can find a miscellaneous collection of character sheets.
- 3LBB OD&D Character Sheet (PDF)
- AS&SH Character Sheet (PDF)
- BLUEHOLME (TM) Character Sheet (PDF)
- Delving Deeper Character Sheet (PDF)
- Holmes Basic Character Sheet (PDF)
- Labyrinth Lord OEC Character Sheet (PDF)
- OD&D/Greyhawk Character Sheet (PDF)
- Seven Voyages of Zylarthen Character Sheet (PDF)
- Swords & Wizardry Whitebox Character Sheet (PDF)
- Swords & Wizardry Character Sheet Collection
Hireling Generators
Adventures in Text:
Reference Sheets, House Rules, Quickstarts, Other Generators:
- Cryptworld Character Statblocks
- Labyrinth Lord Player Quickstart (LibreOffice)
- Labyrinth Lord Player Quickstart (PDF)
- Labyrinth Lord OEC Player Quickstart (LibreOffice)
- Labyrinth Lord OEC Player Quickstart (PDF)
- Moldvay Basic D&D Player Quickstart v2 (LibreOffice)
- Moldvay Basic D&D Player Quickstart v2 (PDF)
- OD&D – House Rules (v 1.3 updated 2015-06-02)
- OD&D Reference Sheets
- OD&D Player Quickstart (LibreOffice)
- OD&D Player Quicklstart (PDF)
- Old-School RPG Character Generators
- Swords & Wizardry Whitebox Reference Sheets v2 (PDF)
- Swords & Wizardry Whitebox Essential Adventuring Rules V1 (Any format)
- Swords & Wizardry Whitebox Essential Adventuring Rules V2 (Any format)
- Swords & Wizardry Whitebox – House Rules (updated 2015-06-02)
- Tips for Play-by-Post Dungeon Mastering
- White Box: Fantastic Medieval Adventure Game House Rules (Any format)
- White Box: Fantastic Medieval Adventure Game Player Quickstart (PDF)
- White Box: Fantastic Medieval Adventure Game Player Quickstart (LibreOffice)
- White Box: Fantastic Medieval Adventure Game Reference Sheets (PDF)
- X-plorers Reference Sheets (PDF)
- X-plorers Rules Supplement – New Weapons and Zero-G Combat Rules (PDF)
New Classes:
- The Warden – for Original D&D (v2 PDF)
- The Warden – for Swords & Wizardry White Box (v4 PDF – with animal companion rules)
- The Warden – for Swords & Wizardry White Box (v5 PDF)
- The Warden – For Labyrinth Lord (v3 PDF)
- The Rogue – for Swords & Wizardry White Box (v2 PDF)
- The Knave – for Labyrinth Lord (PDF)
- The Knave – for Original D&D (v2 PDF)
New Monsters:
- The Grendel
- The Undead Bat
- The Cave Ripper
- Vision Moss
- Tree Striker
- The Voorhin – a new X-plorers Alien
- Worm of 1000 Cuts
New Spells:
New Races:
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Hi!
I have been playing Whitebox FMAG for about 6 months now and I have been loving it. Tremendous love letter to the D&D I played for years circa 1980. Nice to get back to basics.
I have a question- in order to increase monster choices, etc, I purchased Matt Finch’s Monstrosities. Fantastic book and all the monsters I can ask for. However- are these monsters compatible with White Box FMAG? If not, what adjustments do I need to make them playable?
Thanks!
Hi Frank, thanks for the comment! I also have Monstrosities, and while it was written with S&W Complete in mind, it will work for FMAG or White Box with some changes. Hit dice will have to be d6-based, not d8-based. For attacks, you’ll need to change the attack routines to a single unified attack and use your judgement as to damage, but typically scaled down and d6-based. As an example I picked at random, the Hellcat converted to FMAG would have 7d6 hit dice and instead of 1 bite (2d6 dmg) and 2 claws (1d4+1 dmg each), I would change that to a single attack that did 1d6+2 damage, or even 2d6 damage if you wanted it to be more powerful.
Thank you so much for your quick reply. That seems simple enough to do. I was scared for a minute that I would have to do a huge conversion when the whole reason I stepped back to my 1980 start with the game was that I wanted that great simplicity. I am running Whitebox FMAG for my 14 year old son and he loves it.
Any other cool compatible things I could or should get? Modules and the like! Anything for Solo play?
There is so much… anything written for 1974 original D&D or S&W White Box is compatible out of the box. I wrote an intro adventure for FMAG that is in the Wizard’s Scroll zine, which you can get free here: https://www.drivethrurpg.com/product/200491/The-Wizards-Scroll–Issue-1. Also free, the S&W quickstart was written for the original S&W, so needs a little conversion but has good tips on running games as well as an adventure: https://www.drivethrurpg.com/product/63665/Swords–Wizardry-Quick-Start. Not free but very low-cost is the Gatehouse on Cormac’s Crag by David Bezio (https://www.drivethrurpg.com/product/315159/Gatehouse-on-Cormacs-Crag) and for a setting, also by the same author, The Phoenix Barony, which I reviewed here: https://smolderingwizard.wordpress.com/2020/02/11/forgotten-gems-of-the-osr-the-phoenix-barony/.
For solo play, I like to keep things simple and use the random dungeon generator from The Strategic Review or the AD&D 1e DMG, along with oracles from Scarlet Heroes and treasure/monster tables from the old Monster and Treasure Assortment. The wizardawn or donjon online generators are also useful for solo play, as are the OD&D referee tools at https://mrjoshbear.net/odd-referee.html and the OSRIC tools site at https://osricrpg.com/tools/index.php.