"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

Tuesday, October 31, 2017

Judges Guild: The Mines of Custalcon (2nd Printing)





From the web:

"A booklet with full-color cover includes Mini-dungeon, Histories, Descriptions, NPCs, Maps, and Tables for two villages and 476 square miles of wilderness.  The first of a new "Wilderness Series" of playing aids that maps in great detail the Judges Guild's City State wilderness area, using the Campaign Hexagon System.  Twenty-two five-mile hexes, covering over 476 square miles of wilderness, are mapped out, as are the two villages in this area, Byrny and Trollslore. Keyed shops, inns and taverns, as well as histories and ways of life of these villages are provided.  Wilderness encounter tables and a three-level mini-dungeon in the ancient mines of a lost civilization beneath Trollslore are also included."

Monday, October 30, 2017

Judges Guild: Maranantha-Alkahest Sector






From the web:

The fourth and final Traveller sector completes the Judges Guild Gateway Quadrant Campaign background.  The map gives Steller Location, political Divisions and Jump Routes in the sector.  The reverse of the map has eight significant planets of the Sector mapped in detail with historical background and statistics on each.  The Guidebook details each of the 392 systems.  Background history of each of the 16 sub-sectors is provided as well as Political and Military information on the nine significant interstellar states, empires, sultanantes, and einarchys located here.  Complete events, Rumors, and Encounter Charts are provided for the Judge in this product.

Sunday, October 29, 2017

Judges Guild - Wilderlands of the Magic Realm (2nd Printing)



From the web:

"There are over 300 islands detailed on the maps and described in the accompanying book, which also covers the area's resources, wilderness monster lairs, villages and castles, technological levels, civilizations and more.  The third of the wilderness series, the Magic Realm covers the settlements of Oricha and Chim and extends the areas already covered to the south, far into the vast reaches of the Sea of Five Winds.  The four maps (2 Judge, 2 Player) include with the 2nd and 3rd printings are: Campaign Map #11: Ghinor / Campaign Map #14: Ament Tundra and Campaign Map #12: Isles of the Blest / Campaign Map #13: Ebony Coast."

Saturday, October 28, 2017

Judges Guild - Ley Sector (2nd Printing)



From the web:

Ley Sector is a supplement for Traveller. A 32 page guidebook includes 16 subsector maps describing 411 planets, encounter tables, rumors, and news. Also included is a 22" x 34" full-color sector map with 8 planetary maps on the reverse side.

The Guidebook goes into detail on each of the 16 Sub-Sectors with full statistics on each system, and gives Encounter and Rumor Charts and Table.  The Map gives Stellar Location, Jump Routes, and Political Divisions.  The reverse of the Map has detailed Maps of eight significant Planets along with the statistics and complete historical background of each.

Note that Ley Sector was redefined in GDW's The Atlas of the Imperium.

Friday, October 27, 2017

Judges Guild - Lara's Tower



From the publisher:

"This Scenario features a Tower once owned by a beautiful Magic user, but presently inhabited by a foul horde of evil creatures, monsters and treasures abound throughout the Tower. Are you brave and strong enough to regain Lara's Tower, or will you succumb to the evil luring there?"

Thursday, October 26, 2017

Judges Guild Journal #21 (June/July80)






From the web:


Columns:
   
  Jocular Judgements 03
       A report on Novacon.  
  A Day in the City State by Ronald Pehr 05
       The story of one Drfaf and his first day in our fair City.  
  How to Cross a River Without Losing Half the Party by Bill Paley 10
       A few simple tips for survival.  
  This Is the Way Heroes Die by Thomas McCloud 11
       The first two chapters of a new serial concerning this hijacking  
  of spaceship Fountainebleu.  
  The Alternative Combat System by Michael A. Dodge 15
       A table of monster attacks for use with the Alternative Combat  
  System.  
  Call Me Friend by Bob Pryor 15
       A tale of revenge by a "Friendly" thief.  
  Shrewd Slants from the Sagacious Sap 17
       The Sage reports on our adventures at Michicon.  
  Survey Replies: The Guidmembers Speak 21
       A selection of comments sent in by you, the readers.  
  Fraternity for the Eradication of Armored Riffraff By Bill Paley 22
       A group designed to put a little Fear into your players who  
  insist on wearing plate armor.  
  The Black Prince by Wilbur Ochiltree 23
       The story of Veron Kereg, a man to whom evil deeds are the  
  spice of life.  
  Dungeon Contest Winners 27
       At long last, a listing of the winners in TGJ - BO - TSO -    
  TWFAG DCC - C -C.  
  The Misadventures of Erroneous Grog 31
       The further adventures of our fearless hero.  
  Quests in AD&U by David Fkaag 32
       Suggestions for spicing up your quests.  
  Multiple Mage Magics by Geoffrey O. Dale 34
       Have you ever wanted to form a chain of mountains? Hurl   
  insect plagues at entire nations? Cause a tidal wave? Geoffrey O.  
  Dale supplies the means.  
  The Wreck of the Titan by Stephen H. Domtsnan 39
       Our adventure offering, this month involving a trading ship  
  wrecked on a coral reef.  
  Random Character Weapons by Tom Jones 43
       Charts to individualize your NPC parties.  
  The Swamp Rats by Bill Paley 50
       Ever needed a small band of brigands? Bill Paley outlines a  
  tiny band of the outlaws.  
  Two Voluble Equipment Items by James Young 58
       Two simple pieces of equipment to use in place of your 5th  
  level spells.  
  Prodigious Platemail 59
  The Mountain Lions by Bit Paley 61
       A detailing of an NPC group of kidnappers in the Cloudwall  
  Mountains.  
  Convention Watch 62
  Tips from the Tower 63
       Quick review of our new products.

Wednesday, October 25, 2017

Judges Guild Journal #20 (Apr/May80)






From the web:


Columns:
   
  Shrewd Slants From the Sagacious Sage by Chuck Anrhell 02
  Omniscient Opinion. "Scroll Determination Chart" by Scott Arndt 16
  Conventionwatch 22
  Jocular Judgements by Chuck Anshell 31
  The Magical Staff 32
     
Features:    
  City State of the World Emperor Additional Shops 02
  "Traveller Merchants: An Expanded Character Generation 03
  System" by Patrick Larkin  
       Larkin provides as much detailing for the merchant service in  
  Traveller as has been done for the army, navy, marines and   
  scouts in the Traveller supplements.  
  " 'Chivalry & Sorcery' Conversion Tables" by Jack L. Webb 06
       Webb provides a complete conversion system to integrate  
  ideas and weapons from C&S into an existing D&D campaign.  
  "Campaign Use Of 'City State Of the World Emperor' " - by Dave 14
  Sering  
       Sering provides full details of the relationship of the Immortal   
  City of Viridistan to other playing aids for the Judges Guild  
  wilderness campaign.  
  "The Halls Of Theorat" by Robert Bowes 35
       A bit richer in treasure than most of our offered dungeons,  
  Bowes' work is also much larger - six complete dungeon levels.

Tuesday, October 24, 2017

Judges Guild Journal #19 (Feb/Mar80)






From the web:


Columns:
   
  Omniscient Opinions by Bryan Hinnen 01
  Prodigious Platemail 03
  Tips From the Tower by Mike Reagen 05
  Conventionwatch 06
  The Die Is Cast: "Review Star Trek: The Movie" by Bryan Hinnen 21
  Dungeon Dilemma by Kevin Siembieda Inside Back Cover
     
Features:    
  "A Melee System" by Lenard Lakofka 09
  "Martial Artists Errata" by Brian Wagner 15
  "Class Consciousness" by Bob Pryor 16
  "Witches" by Geoffrey Tolle 17
  "Doors" by Bill Paley 19
  "Who Cares If Magic-Users Are Equal To Fighters?" by Bob Pryor 20
  "An Adjusted Dexterity Table" by Scott Fordyce 22
  "A New Wargames Rating System" by Bob Bingham 23
  "The Dungeon Vlademor" by Bill Peschel 24
  "Lord Foul's Demondim Spawn" by Louis Soldano 47
  "Poisons Types and Reactions" by David Mackenzie 49
  "Falling Accidents" by James Masianka 51
  "Beating, Bashing and General Mugging" by David Parker 53
  "Estimating Power" by Thomas A. McCloud 54
  "Players' and Judge's Flowcharts" by Bill Paley 59

Monday, October 23, 2017

Judges Guild Journal #16 (Aug/Sep79)



From the web:

Columns:
   
  Tips from the Tower by Chuck Anshell 01
  Prodigious Platemail 02
  Under Toe 08
  New Contest Announcement 09
  Our Magical Staff: Kevin Siembieda 27
     
Features:    
  Ancients Column by David Petrowsky 10
  Survival of Fittest Explanations and Map by Michael Mayeau 12
  G Modules by Richard Forster 14
  Encounters in D&D by Ronald Pehr 18
  Writing Good Computer Games by Rev. George Blank 24
  Daymark by Dean Kunigisky 28
  Generals of the City State by Bill Paley 29
  Whitestone Castle by Eric Hill 30
  Black Lotus by Bill Paley 33
  White Lotus by Bill Paley 35
  The Escaping of Monsters and Traps by James Ward 36
  Thieves: Two Views by Bill Paley 37
  Dungeon Contest Winners Announced! 40

Sunday, October 22, 2017

Judges Guild Journal #15 (June/July79)


From the web:


Columns:
   
  Tips from the Tower 01
  Prodigious Platemail 02
  Conventions 05
  Whitestone Castle by Eric Hill 08
  Shrewd Slants from Sagacious Sage 15
  The Rage by Wilbur Ochiltree. Jr. 27
  Turtledragon Castle by Steve Huff 38
  Magical Staff 41
  What do you Want? by Thomas McCloud 47
     
Features:    
  Ancients Column by David Petrowsky 07
  Creating Good Computer Games by Rev. George Blank 11
  Planning Ecology by Bill Paley 16
  Fantasy Music by Mark Holmer 17
  Inn-naming by Bill Paley 18
  Random Magic by Eric Olson 19
  Aha! by Bill Paley 29
  Systematic Magic by Robin W. Rhodes 30
  Intership Combat: A Game Error? by Bill Paley 41

Saturday, October 21, 2017

Judges Guild Journal #14 (APR/MAY79)






From the web:


Columns:
   
  Jocular Judgements by Chuck Anshell 01
  Tips from the Tower 03
  Of Skulls & Scrapfaggot Green Errata 10
  Wilderlands of the Magic Realm Designer's Notes by Mark 15
  Holmer  
  Comic by Rusty Lamont 16
  Con Listings 22
  Dungeon Contest Rules 26
     
Features:    
  Runic Scrolls & Translations by Bryan Hinnen 04
  Using Slings by Kevin Dautremont 14
  More NPCs by Ronald Pehr 18
  Occupational Chart by Paul Pruett 24
  Letters of Marque by Bob Bledsaw 28
  Details by Tom Holsinger 29
  A Clarification of Character Types by N. Morgan 30

Friday, October 20, 2017

Judges Guild Journal #13 (FEB/MAR79)



From the web:

Columns:
   
  Jocular Judgements by Chuck Anshell 03
  Prodigious Platemail  
       By Ronald Pehr 04
       By Tom Nelson 05
  Dungeon Contest Rules 06
  Tips from the Tower  
       By Michael Rowsey 07
       By Dean Kunigisky 07
       By Michael Rowsey (again) 07
       By Scott Arndt 08
       By W. L. Roberts 08
       By Earl Gessner 24
     
Features:    
  Contest Winning Dungeon Levels  
       6th level - 3rd place by John Pugh 09
       Missing 4th level map of Henry Veldenz (from Journal U) 23
  Ancients Column by David Petrowsky 12
  The Misadventures of Erroneous Grog by Greg MacKenzie 22
  Omnicient Opinions by Steven Huff 25

Thursday, October 19, 2017

Judges Guild Journal #12 (DEC78/JAN79)



From the web:

Contents


Publishers Statement 02
  Jocular Judgements 03
  Dungeon Creation Contest Winners 04
  Kevin Garbelman - Levels 2-3 05
  Henry Veldenz - Levels 3-6 11
  Charles Sagui - Levels 1-6 18
  Jay Miller - Levels 1-5 (2-4 missing) 31
  Robert Gallasch - Levels 1-3 35
  Rusty Lamont - Levels 1-6 44
  Booty List 54

Wednesday, October 18, 2017

Judges Guild Journal #4



From the web:

This eight page publication from 1977 contained the following articles and items of interest.

Jocular Judgements
Shrewd Slants from the Sagacious Sage
Demented Demography
Religion and the Justification for Magic
Economics and Technology
Acknowledgements
Booty List

Tuesday, October 17, 2017

Judges Guild: Island Book 1 (First & Second Printings)



From the web:

"This booklet 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."


From the web:

"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."

Monday, October 16, 2017

Judges Guild - Inferno


From the author's Foreword:

"Inferno is based primarily upon the poem "Inferno" by Dante and is also fitted as a scenario into my campaign, Nidevellir. My purpose in writing it is twofold -- first, to answer the perennial question of Judge's when the party finds a cursed scroll: "GO DIRECTLY TO HELL!!" now what do I do? And secondly, to provide a power base to the evil immortals in the campaign. There may arise occasions in which an irate Cleric will geas some poor fighter into returning something that is on the Devil's plane and this allows the character somewhere to go for the adventure."

Sunday, October 15, 2017

Judges Guild: House On Hangman's Hill






From the front cover:

"What is the Secret of the House on Hangman's Hill? Only the Dead know, and They aren't Talking. This 32-page book contains maps, tables and guidelines for use with AD&D in this Haunted House Adventure. BOO!"


From the web:

"This Scenario pits a party of explorers against the secrets of an old and deadly fortress Manor.  House on Hangman's Hill contains room descriptions, monsters, encounters, and treasure for the taking.  Can you clear this house of evil, or will you die trying?"

Saturday, October 14, 2017

Judges Guild - Booklet K





From the web:

"This installment featured information on the area surrounding the City-State of the Invincible Overlord with particular mention made of NPCs and the living conditions of the areas including guides to the baronies and the trade economy of the surrounding areas."

Friday, October 13, 2017

Judges Guild - Booklet J

From the web:

Additional charts, rules and background data for Thunderhold and the Sunstone Caverns. The installment includes Ready Ref Chart J-5.

Thursday, October 12, 2017

Judges Guild - Booklet I (Second Printing)



From the web:

"Additional charts, rules and background data for the City State such as NPCs, rules on social level, ads, crimes and trials, etc. (first book of three to the original City State)."

Wednesday, October 11, 2017

Judges Guild - Glimmerdrift Reaches



From the web:

"Glimmerdrift Reaches is the second entire Traveller Sector produced by Judges Guild.  The three-color map gives Stellar Locations, political Divisions and Jump Routes in the Sector.  Eight significant planets are mapped in detail on the back, along with complete historical background and statistics on each.  The Guidebook contains details on each of the 16 Sub-Sectors with complete statistics on each of the hundreds of systems, Background history is given on the current political situation, as well as Rumor and Encounter Charts for the Referee."

Tuesday, October 10, 2017

Judges Guild - Frontier Forts of Kelnore (Both Printings)


From the web:

"This book provides a basic, modularized map of a border fort (all Kelnore forts were designed to these specifications).  Since their construction, the forts have been populated by various monsters and tables are provided to put in random groups of creatures and individualize the forts on these basic designs.  There are three sample forts, filled out according to die rolls on the tables, to illustrate their application.  Using them, the Judge can easily create on the same basic map a different "dungeon" every time his players get together; this provides the maximum playing time with a minimal investment of the Judge's money and design time."

Monday, October 9, 2017

Judges Guild - The Thieves of Fortress Badabaskor




From the web:

"An adventure in the wilderness stronghold of a band of brigands that includes the background and statistics of an evil local deity, plus history, maps, and keyed room descriptions of a five-level dungeon carved out of the side of a mountain. The first three levels are fairly easy and suitable for breaking in new and inexperienced players; but the lower two are far tougher, and include a cavern that has a series of four dragon dens, indicative of the difficulty of the lower levels."


Sunday, October 8, 2017

Judges Guild - The First Fantasy Campain (First Printing)



From the web:

"The book details the assorted baronies, citadels, leaders' histories and development of the original fantasy role-playing campaign, and the entire Blackmoor Dungeon.  Herein are many new guidelines on lair generation, character interests and vocations (hunting, farming, fishing, trapping, etc.), the resources and manpower of the various feudal holdings and nomadic hordes of this landmark in war gaming, and much more.  Carefully mapped are the twelve levels of Blackmoor Dungeon beneath the five levels of Blackmoor Castle, the village of Blackmoor, the home of Mello the Halfling, and the tower of Svenson's Freehold.  Included with the book is the First Fantasy Campaign Maps (Judge, Player)"

Saturday, October 7, 2017

Judges Guild: Fifty Starbases






From the web:

This playing aid provides the essential Starbases necessary to any space faring culture.  Extensive tables are provided to detail the facilities of each starbase as well as the services available to Star travelers in the nearby area.

More from the web:


On top of 50 starport maps and keys, the module includes additional rules for using this resource which cover:
  • Starport Size Table
  • Starport Service Summary
  • Survey Beacon
  • Berthing Fees
  • Consumables Replacement
  • Refueling
  • Armament
  • Repair
  • Annual Maintenance
  • Starship Construction
  • Passenger Traffic
  • Transportation Technology
  • Cargo
  • Orbital Facilities
  • Orbital Docks
  • Orbital Stations
  • Orbital Ports
  • Starport Working Craft
  • Starport Generation Tables
  • Warehouse and Cargo
  • Technical Guilds

Friday, October 6, 2017

Judges Guild: Field Guide To Encounters









From the front cover:

"Two huge volumes containing rules and guidelines for the new role playing system, 600 familiar and not-so-familiar monsters, provisions for godhood, and intelligent character monsters. Good for hours of intriguing fun!"

Thursday, October 5, 2017

Judges Guild - November 1979 Fantasy Catalog



From the web:

Clocks in at 96 pages and was originally free.  Light blue page 1/mail cover.  Product list is titled "Booty List" with the highest number being 115.  Descriptions are given for products with the highest number being 114.

Wednesday, October 4, 2017

Judges Guild - The Fantasy Cartographer's Field Book





From the front cover:

"Complete fantasy mapping system. Four different mapping grids. Special map key & record pages."



From the web:

"The Fantasy Cartographer's Field Book is the Judges Guild solution to many of the Fantasy role-playing mapping problems.  This book provides a set of comprehensive mapping symbols that can be used to mark all features and encounters.  Four separate types of Mapping Grids are provided plus Map Key and Record pages.  Gamers are sure to find this book useful for record keeping and mapping their own campaigns.  The increasing number of gamers who are writing magazine articles, designing products, and submitting contest adventure scenarios will find this book invaluable."

 


Tuesday, October 3, 2017

Judges Guild: Fantastic Wilderlands Beyonde



From the web:

The second supplement in Judges Guild's Wilderness series. It details the villages, castles, citadels, lairs, islands, ruins, and terrain in a section of the "Wilderlands of High Fantasy" campaign setting. It consists of a 32-page book and four double-sided 17" x 22" maps (2 for the judge, 2 for the players):

Campaign Map #7: Desert Lands
Campaign Map #8: Sea of Five Winds
Campaign Map #9: Elphand Lands
Campaign Map #10: Lenap

Monday, October 2, 2017

Judges Guild - Wilderlands of the Fantastic Reaches (2nd or 3rd print)

From the web:

The fourth and final supplement in Judges Guild's Wilderness series. It details the villages, castles, citadels, lairs, islands, ruins, and terrain in a section of the Wilderlands of High Fantasy campaign setting. It consists of two 16-page booklets (one 32-page book in later printings) and two double-sided 17" x 22" maps:

Campaign Map #15: Isles of the Dawn
Campaign Map #16: Southern Reaches
Campaign Map #17: Silver Skein Isles
Campaign Map #18: Ghinor Highlands


Sunday, October 1, 2017

Judges Guild - Fantastic Personalities

From the web:

"This compilation details 78 fantastic personalities for use in any fantasy campaign.  Each character comes complete with background information, religious inclinations, personal quirks, magic items, favorite tactics, spell knowledge, and much more.  Many character classes are represented, such as Assassins, Thieves, Warrior-Priests, Fighters, Bards, Monks, Wizards, Illusionists, Rangers, Clerics, and Druids, as well as the various races (Gnomes, Dwarves, Elves, etc.).  Characters range in power from the totally inexperienced to the Elven Prince of 2,000 years old.  Included herein are such notables as Aeschulas the gambling wizard, Rivera the happy-go-lucky Thief, Sheila the she-wolf, Cherliy the Rotund, Tina of Tergonis, and Rita Nimblefingers.  The personalities are keyed to the Judges Guilde Campaign Maps, but they can be used in anyone's world.  This is a must for any serious Judge who recognizes the importance of fantastic personalities with which the players can interact."
 

Note: The cover say 85 characters but I am not sure which is right.

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