Damsels, Adventurers, and Dragons Errata & Clarifications
This page collects official errata, corrections, and clarifications for Damsels, Adventurers, and Dragons. These entries may correct first-printing text, clarify rule intent, or provide optional rules for Adventure Masters who want a different campaign model.
DAD Substack Errata Notices
Damsels, Adventurers, and Dragons Multi-Class Errata
Date Added: 2026-05-19
Original Substack Date: March 3, 2026
Source: Public Gorgon’s Grimoire Substack errata notice.
Summary: Addresses the omitted complete list of permitted multi-class combinations in the original Multi-Class rules section.
Status: Active Source Notice
Deck of Unbridled Destiny Errata
Date Added: 2026-05-19
Original Substack Date: January 26, 2026
Source: Public Gorgon’s Grimoire Substack errata notice.
Summary: Lists formal errata entries for the Deck of Unbridled Destiny.
Status: Active Source Notice
Elven Age Fix
Elven Age Fix
Date Added: 2026-05-19
Book Version / Printing: First Printing
Section: Races / Elven Age
Corrected Text / Ruling: The elven maximum age table, as written, produces implausible results, allowing elves to reach ages in excess of 140,000 years. This exceeds the intended scale of the setting and creates mechanical and historical inconsistencies. To correct this, all elves instead determine maximum age as 4d100 + 800 years.
Status: Active
Optional Rule: Elven Conditional Immortality
Optional Rule: Elven Conditional Immortality
Date Added: 2026-05-19
Book Version / Printing: First Printing
Section: Races / Elves
Optional Rule Text: Under this option, elves do not die of natural causes and do not suffer aging penalties once they reach maturity. Elves using Conditional Immortality must use the class level limits presented in the core rulebook. These limits represent the point at which an elf’s tolerance for prolonged separation from their ancestral lands reaches its end. Upon reaching their maximum level in a class, the elf ceases advancement and eventually withdraws from active adventuring life.
Elves who do not face natural death tend to regard risk differently than shorter-lived races. While capable of heroism and sacrifice, they are generally deliberate in their actions and avoid needless danger. When they do commit themselves to peril, it is with the belief that the outcome truly matters.
In campaigns using this rule, elven reproduction is significantly slower than that of most other races. Gestation may last a century or longer and births are rare. This natural limitation ensures that elven populations remain stable over long ages and do not overwhelm shorter-lived peoples.
Status: Optional Rule
Proficiencies Update
Proficiencies Update
Date Added: 2026-05-19
Book Version / Printing: First Printing
Section: Proficiencies / Nonweapon Proficiencies
In AD&D 2E, the original nonweapon proficiency system was bolted onto a framework that still assumed most routine, survival-critical, and professional actions would be resolved through broad ability score adjudication. Classes implied backgrounds, but those backgrounds were rarely expressed mechanically. As a result, characters frequently appeared under-skilled on paper despite possessing years of implied training, apprenticeship, or lived experience. This problem was not merely one of interpretation — it was structural.
The original system granted too few proficiency slots to represent even a minimally competent adult, let alone a trained professional or seasoned adventurer. Fighters, for example, could easily enter play unable to ride, swim, forage, navigate, or maintain equipment without penalties, despite those skills being narratively essential to the class. Wizards and priests suffered similarly, often forced to choose between basic literacy, scholarly knowledge, or survival skills — choices that made characters feel artificially incompetent rather than specialized.
Because slot availability was so limited, tables routinely ignored the system outright, defaulted back to ad hoc ability checks, or quietly waived requirements when they became inconvenient. In practice, this meant that nonweapon proficiencies existed in an unstable middle ground: too punitive to enforce strictly, yet too under-supported to function as a complete system. The result was inconsistency, table friction, and a growing gap between narrative expectation and mechanical reality. In Damsels, Adventurers, and Dragons, this issue is addressed directly.
Nonweapon proficiencies are mandatory and define what a character is formally trained to do. They are no longer optional flavor or an afterthought layered on top of ability scores. Any attempt to perform a task without the appropriate proficiency is subject to the standard –5 unskilled penalty, making gaps in training mechanically meaningful rather than abstract or hand-waved.
To ensure that characters begin play as competent, functional individuals — rather than artificially constrained caricatures — the proficiency slot corrections are presented in the updated rulebook table below:
| Group | Starting Nonweapon Proficiency Slots | New NWP Slot Gain |
|---|---|---|
| Warrior | 14 | 1 every 3 levels |
| Rogue | 15 | 1 every 2 levels |
| Priest | 16 | 1 every 2 levels |
| Wizard | 16 | 1 every 2 levels |
These slots represent foundational education, occupational training, cultural knowledge, and lived competence acquired prior to adventuring. They are not exceptional talents; they are the baseline skills required to survive, travel, interact socially, and perform professional duties without constant penalties or narrative excuses.
This adjustment allows the proficiency system to finally do the job it was always meant to do: define capability clearly, reward specialization meaningfully, and remove the need for constant ability-score improvisation. Characters are neither omnipotent nor helpless — they are trained where they should be trained, and untrained where that absence has real consequences. All other nonweapon proficiency rules, advancement costs, and unskilled penalties remain unchanged.
Wizards, Bards, and Priests all receive Reading/Writing for free due to literacy being integral to their class. Also, all races receive their modern racial language for free to avoid confusion with the original rules.
Status: Active
Revised Nonweapon Proficiency Slot Gain
Revised Nonweapon Proficiency Slot Gain
Date Added: 2026-05-19
Book Version / Printing: First Printing
Section: Proficiencies / Nonweapon Proficiency Advancement
The original rate of nonweapon proficiency advancement in Damsels, Adventurers, and Dragons is too slow to reflect meaningful growth over the course of play. Characters live through adventures, hardship, travel, training, and long experience in the world, and their broader practical abilities should expand at a pace that reflects that development.
Replace the standard nonweapon proficiency slot gain progression with the following:
| Class Group | New Nonweapon Proficiency Slot Gain |
|---|---|
| Warrior | 1 every 3 levels |
| Rogue | 1 every 2 levels |
| Priest | 1 every 2 levels |
| Wizard | 1 every 2 levels |
These slots are gained at every level evenly divisible by the class group’s listed progression, using the normal rules for selecting and learning nonweapon proficiencies.
Status: Active
Religion — Priest Group Nonweapon Proficiency Clarification
Religion — Priest Group Nonweapon Proficiency Clarification
Date Added: 2026-05-19
Book Version / Printing: First Printing
Section: Nonweapon Proficiencies / Priest Group
The description of the Religion proficiency is clarified to reflect its placement within the Priest Class Group.
Religion
1 Slot, Wisdom
The Religion proficiency represents formal training in theology, doctrine, and the comparative study of organized faiths. This includes the ability to interpret religious teachings, identify sects and heresies, understand ritual structure, and recognize the hierarchy and practices of priesthoods across regions. Characters with this proficiency possess reliable and actionable knowledge of religion beyond common understanding.
General knowledge of religion, such as the names of major deities, common symbols, and widely practiced beliefs, is assumed to be known by all characters appropriate to their background and does not require this proficiency.
Characters outside the Priest Group may select Religion using the standard cross-group rules. Priests are especially practiced in its use and apply it with any normal class advantages.
Status: Clarification
How to Report an Issue
If you find a possible correction, unclear rule, typo, table issue, or other matter requiring review for Damsels, Adventurers, and Dragons, send the details to Gorgon’s Grimoire by email.
Include the book title, page number, section heading, and a short description of the issue.
Email: gorgonsgrimoire@outlook.com