"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal

Friday, August 16, 2024

Island Book 1 (1978)

From the web:

A 64-page booklet which includes 48 pages of small island groups and atolls for adventuring: passing ships, damaged by storms, may drop anchor here for repairs or be breached on the rocks, marooning their crewman; or it may be the stronghold of pirates, the sanctuary of a secret religion, or a coven of witches. Included are three pages of charts for generating island terrain, natives and encounters, mysterious finds, and even volcanic eruptions. Ideal for insertion into a campaign expanding into maritime traffic and trade. The islands are mapped on hex grids in light gray for additions and changes by the Judge. 

 A book to help a DM/campaign judge to quickly generate and populate a fantasy island. It contains tables that can be used to randomly generate island attributes such as:

- Soil Type
- Size, Elevation
- Features, Landmarks
- Weather
- Volcanoes
- Inhabitant type, population
- Mysterious Finds
- Encounters
and so on.

The majority of the book is comprised of island layouts that are mapped using Judges Guild's Campaign Hexagon System.

It was originally published as an official Dungeons & Dragons supplement in 1978 and was later reprinted as part of Judges Guild's generic "Universal Fantasy Supplement" line.


 

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