"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
Sunday, December 31, 2017
Kingdoms of Kalamar - Player Character Record Book
Publisher Blurb:
"Don't waste your time with those dinky one-page character sheets - pick up a copy of the official Kingdoms of Kalamar Player Character Record Book instead! This full-size, 16-page book gives you a sheet for everything you need, no matter what type of character you're playing, with space for all the information on your character, all your treasure and magic items, a complete spell log and adventure log and much MUCH more! And remember, the Player Character Record Book is usable not just for the Kingdoms of Kalamar, but for any medieval fantasy campaign!"
Saturday, December 30, 2017
Kingdoms of Kalamar - Loona: Port of Intrigue
Publisher Blurb:
"From the Stones of Peace to the Port of Intrigue...
Welcome to Loona, the Port of Intrigue: a completely detailed fantasy port town for D&D campaign play. From the pens of Phil Thompson and Ed Greenwood, one of the best-known D&D writers of all time, comes this richly detailed setting. Loona is the trade center of the nearby city of Geanavue: the Stones of Peace - but the politics and alliances of this den of thieves is even more dangerous for the unwary.
Enter this ramshackle, lawless chaos where sailors brawl, rats scuttle, and death comes quietly in the night. Beware of thieves' and assassins' guilds, dark conspiracies and religions, and seedy merchant cabals, as you become tangled in the webs of intrigue that run through this colorful port town. Join fully developed guilds and societies, and side with prominent powers and enigmas, or ready your weapons and attempt to explore the town on your own. But beware - sometimes the local rumors are even more terrifying than they appear, and death is only one dark alley away. Welcome to Loona, adventurers.
Loona can be used either as a 'home base' or simply as a stopover in your campaign. From the salty Dock District to the Bowery to the better-kept Master's District and all those in between, this sourcebook presents a firm foundation for years of adventure.
Like all Kenzer and Company products, this supplement was designed with the Dungeon Master in mind. We prepare all the details so you can spend less time flipping pages and more time gaming. Being a DM has never been so easy, or so much fun! Here's some of what you get:
- 96 pages of useful background, maps, rumors, adventure hooks, a full glossary, artwork and campaign details: no fluff!
- Over 100 NPC profiles and statistics, including all of the major players in town, and most of the minor ones.
- Loona also comes packed with nearly 100,000 words detailing inns, taverns, guilds, nobles and more, as well as several pages of maps of Loona and the surrounding countryside.
All done in the quality you've come to expect from Kenzer and Company.
Although easily converted for use in any campaign setting, this book is designed for use of Dungeons & Dragons v3.5 rules with the Kingdoms of Kalamar - a realistic, dynamic world where complex political alliances mix with marauding bands of humanoids, and medieval technology and culture come faces to face with magic and the fantastic. Whatever type of adventure you seek, you can find it here."
Friday, December 29, 2017
Kingdoms of Kalamar - Geanavue: The Stones of Peace
Publisher Blurb:
"A sourcebook for use with the Dungeons & Dragons Kingdoms of Kalamar campaign setting.
A detailed guide to the city of Geanavue, including NPC background and statistics, information on guilds, noble houses, and other aspects the vibrant, diverse life of this city.
Looking for more excitement than your local town or village can give you? Missing that hustle and bustle of city life? Or do you just need a place to hide out from those raiding giants, pirates and other dangers? If so, look no further.
Welcome to Geanavue, the Stones of Peace: a completely detailed fantasy city for D&D campaign play, set in the popular Kingdoms of Kalamar setting. From the pen of Ed Greenwood, one of the best-known D&D writers of all time, comes this richly-detailed setting. Geanavue is a haven of justice and prosperity for your characters - but one that, for the unwary, can be just as deadly as the monster-haunted hills. Join fully-developed guilds, and ready your weapons as you become involved in the long-running intrigues of colorful, detailed noble families. See famous landmarks and be guided to interesting shops and underground societies. Hear the local rumors and seek the dangers that lie behind them. Welcome home, adventurers.
Geanavue is a city designed to be used either as a 'home base' or simply as a stopover in a Kalamar campaign. From the daily lives of commoners and castle officials to precarious conditions in the lawless port of nearby Loona, this sourcebook presents a firm foundation for years of adventure."
Thursday, December 28, 2017
Kenzer & Company: GMW1 - Bemeath the Waves
From the back cover:
"Game Master's Workshop (GMW) is a series of source material designed for use with an role-playing system, including, but not limited to, Advanced Dungeons and Dragons and Hackmaster. Each volume of GMW contains valuable tools and aids to help make GMing easier and exciting for both you and your players. This edition of GMW is set in the popular Kingdoms of Kalamar Fantasy Campaign setting in Whimdol Bay on the southern shores of the Elos Desert. Howevr, he material is sufficiently generic so that the GameMaster can simply drop this material into his or her own campaign (if different from Kalamar) with virtually no alterations."
Wednesday, December 27, 2017
Jolly Roger Games: Swashbuckler (First Edition)
From the back of the book:
"Ahoy, Matey, and Welcome to my ship, the Jolly Roger 'erself!
It was a time of daring, a time of great nobility and dastardly deeds. It is the era of the rise of nations and the greatness of their kings and queens. And within their realms, there are struggles for power where the innocent are trampled, the churches are sacked, and evil exists with the law powerless before it.
In Jolly Roger Games' exciting role-playing game Swashbuckler!, players become heroes, championing the causes of right and justice agianst all foes whether malicious criminals or unscrupulous monarchs. Live the life of high seas captains, armed with letters of marque, battling pirates and Spaniards for gold in the Caribbean. Become a gallant knight rescuing maidens from towers. The possibilities are unlimited, expect for your imagination."
"Ahoy, Matey, and Welcome to my ship, the Jolly Roger 'erself!
It was a time of daring, a time of great nobility and dastardly deeds. It is the era of the rise of nations and the greatness of their kings and queens. And within their realms, there are struggles for power where the innocent are trampled, the churches are sacked, and evil exists with the law powerless before it.
In Jolly Roger Games' exciting role-playing game Swashbuckler!, players become heroes, championing the causes of right and justice agianst all foes whether malicious criminals or unscrupulous monarchs. Live the life of high seas captains, armed with letters of marque, battling pirates and Spaniards for gold in the Caribbean. Become a gallant knight rescuing maidens from towers. The possibilities are unlimited, expect for your imagination."
Tuesday, December 26, 2017
Judges Guild: Doom of the Singing Star
From the web:
"Included within the Guidebook are scenarios covering hijacking, piracy rescue, and hunts on shipboard, as well as security and mercenary assignments planet side. The package also includes 24 Giant 15 mm7military capabilities of these ships permit them to play a prominent part in any campaign."
Monday, December 25, 2017
Judges Guild: Zienteck
From the web:
"This is an adventure involving a wilderness trek to gain a forgotten Wizard's treasure. All previous expeditions have disappeared and only wild rumors have reached the outside world. Featured are new monsters, created by the Wizard that could still be lurking around the ruins in search of prey. Included also are Maps of the surrounding area and the ruins, monster descriptions and encounter tables, and descriptions of the rooms plus their contents. This Scenario makes for some suspenseful hours of playing."
Sunday, December 24, 2017
Judges Guild: Wraith Overlord - Terror Beneath the City State
From the web:
"Danger lurks below! Beneath the City State of the Invincible Overlord lies a maze of tunnels and sewers populated by criminals, fugitives, and a host of strange creatures. This massive product includes many NPCs, multiple underground areas to be explored, and several new monsters. This Scenario contains maps and text figured down to the last detail for the most exacting Judge. Wraith Overlord is an absolute must for anyone campaigning in the City State."
Saturday, December 23, 2017
Judges Guild: Witches Court Marshes
From the web:
"The fifth book in the "Wilderness Series", danger awaits on All Hallow's Eve, Witches of the world are gathering en masse, the peasants of the area are going to leave, unless you can stop the wicked Black Mass. 26-pages of maps detail the area around the Witches Court Marshes and the village of Grita Heath. Complete description of the Witch character class. Many witch NPCs are detailed. Three level lair of Mordridda Dungeon under the Marshes contains fabulous wealth and dangerous adventure."
Friday, December 22, 2017
Judges Guild: Wilderlands Hex Sheets (1st Print - 2nd Release)
From the web:
"These blank numbered hex-grid sheets are printed on both sides of high-quality brown pebble-grain stock for a total of eight grids. These are ideal for use by the Judge in creating their personal wilderlands, and may be used for the standard D&D 5-mile wilderness hex. The sheets are printed in the same size as the standard Judges Guild City State campaign maps of the wilderlands, so that the Judges may expand their works as they desire. Printed with a double-burning process (half-tones), these are very large (34 hexes long and 52 wide) and can be used for anything in any gaming system; they are as versatile and useful to the war gamer as notebook filler is to a student. Colored pencils and felt-tipped pens work beautifully on this surface and will not soak through."
Thursday, December 21, 2017
Judges Guild: Wilderlands of the Magic Realm (Third Printing)
From the web:
"The third of the wilderness series, the first book of the Magic Realm covers the settlements and regions for Campaign Map #12: Isles of the Blest / Campaign Map #13: Ebony Coast. This was sold with Installment V. The second book of the Magic Realm covers the settlements and regions for Campaign Map #11: Ghinor / Campaign Map #14: Ament Tundra. This was sold with Installment W.
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."
Wednesday, December 20, 2017
Judges Guild: Wilderlands of High Fantasy (Fourth Printing)
From the web:
"The first of the wilderness series, the first book of the Wilderlands of High Fantasy covers the settlements and regions for Campaign Map #2-Barbarian Altanis / Campaign Map #3-Glow Worm Steppes. This was sold with Installment N. The second book of the Wilderlands of High Fantasy covers the settlements and regions for Campaign Map #4-Tarantis / Campaign Map #5-Valon. This was sold with Installment O.
This campaign setting includes information on the villages, populations, leaders, technological levels, citadels and castles, and wilderness monster lairs of these areas. This covers the settlements of the City State of the Invincible Overlord, Tegel Manor, Modron, Thunderhold, and Haghill. Six maps (three Judge, three Player) are also included: Campaign Map 1: City State of Invincible Overlord, Campaign Map 2: Barbarian Altantis / Campaign Map 3: Glow Worm Steppes and Campaign Map 4: Tarantis / Campaign Map 5: Valon. "
Tuesday, December 19, 2017
Judges Guild: Wilderlands of the Fantastic Reaches
From the web:
" The fourth of the wilderness series, the first book of the Fantastic Reaches covers the settlements and regions for Campaign Map #15-Isles of the Dawn/Campaign Map #16-Southern Reaches. This was sold with Installment 22. The second book of the Fantastic Reaches covers the settlements and regions for Campaign Map #17-Silver Skein Isles/Campaign Map #18-Ghinor Highlands. This was sold with Installment 23.
The guidebook describes in the detail the areas resources, civilizations, wilderness monster lairs, villages, castles and ruins, and relics. Fantastic Reaches completes the initial 18 map set of the Judges Guild Campaign World. Maps included with the 2nd printing are: Campaign Map #15-Isles of the Dawn/Campaign Map #16-Southern Reaches and Campaign Map #17-Silver Skein Isles/Campaign Map #18-Ghinor Highlands."
Monday, December 18, 2017
Judges Guild: War Cry and Battle Lust (First & Second Printings)
From the web:
"A set of miniatures rules including reference charts, pull-out gaming aids, and figure set-up and construction guide suitable for battles ranging from the ancient era through the Middle Ages, simulated with 25mm miniatures. Included are extensive rules on the siege engines of medieval artillery, and their effects on both field formations and fortified positions, plus moral rules, simplified missile fire and melee, extremely quick and easy-to-use combat modifiers, point values of the different troop types to prepare even sides for competition, priority targets for missile fire, and much more. This is a basic set of simple rules which emphasizes action and quick resolution, affording a balance of simplicity and realism, fighting out a full-fledged battle will take less time than with most rules sets, yet results are practical and believable."
"A set of miniatures rules including reference charts, pull-out gaming aids, and figure set-up and construction guide suitable for battles ranging from the ancient era through the Middle Ages, simulated with 25mm miniatures. Included are extensive rules on the siege engines of medieval artillery, and their effects on both field formations and fortified positions, plus moral rules, simplified missile fire and melee, extremely quick and easy-to-use combat modifiers, point values of the different troop types to prepare even sides for competition, priority targets for missile fire, and much more. This is a basic set of simple rules which emphasizes action and quick resolution, affording a balance of simplicity and realism, fighting out a full-fledged battle will take less time than with most rules sets, yet results are practical and believable."
Sunday, December 17, 2017
Judges Guild: Village Book 2 (First Printing)
From the web:
"This booklet contains 50 pages of maps of various small settlements, villages, and hamlets, intended to fill the needs of any active campaign Judge to populate a large area for his fantasy role-players. The book includes nine pages of tables on the generation of various heraldry and coats of arms. The maps are printed on light gray hex fields to facilitate modifications by the Judge; colored felt-tipped pens can be used to great advantage to code buildings and other terrain features. This is a Judges Guild Campaign Hexagon Sub-System."
Saturday, December 16, 2017
Judges Guild: Village Book
From the web:
"This booklet contains 48 village maps and nine pages of tables for generating village names, building sizes and types, government works, village shops and inns, population levels and technologies. Ideal for various "out-of-dungeon" activities by parties of adventurers, the villages are mapped on numbered hex grids in light gray so that Judges may easily make additions and changes. The various settlements herein may be used to detail or expand upon the Judges Guild wilderness or any other campaign system as desired. A Judges Guild Campaign Hexagon Sub-System especially designed to help beginning players and Judges."
Friday, December 15, 2017
Judges Guild: Verbosh (Various Printings)
From the web:
"This booklet with color cover details the city of Verbosh and surrounding wilderness areas, including the villages of Warrenburg and Haygaras. Verbosh provides thorough coverage of street encounters, underwater adventures, two complete dungeons, and two wilderness areas. More than the usual dungeon adventure, this is a complete micro-campaign that will keep the players busy for days on end... if they survive. The two dungeons include the three-level sewers and dungeons beneath the city of Verbosh and the nine-level Schawang-Nau Tower."
Thursday, December 14, 2017
Judges Guild: Unknown Gods
From the web:
"This illustrated booklet contains complete statistics and comprehensive descriptions of 83 gods. Find out about Dorak, the God of Peace; Grismal, Guardian of the Underworld; Suthak, the Goddess of Fertility; Kuvartma, God of the Moon, and many more."
Wednesday, December 13, 2017
Judges Guild: Under the Storm Giant's Castle (Various Printings)
From the web:
"A unique dungeon adventure set inside a magic cloud: a Storm Giant has his stronghold on it, but his son was kidnapped by a worm-creature that vanished into the cloud, and the players are offered great rewards to rescue him. The booklet lavishly illustrated and mapped contains six levels and nine unique monsters. Intelligent monsters are given names and certain characteristics, and devilish traps and innovations are scattered here and there: a tornado within the cloud that takes characters from level to level without injury, and eleven new "miscellaneous magic" artifacts."
Tuesday, December 12, 2017
Judges Guild: Trial By Fire
From the front cover:
"An introductory adventure for AD&D. Discover the secret fortress! See if your character can survive Trial by Fire! Use your own characters, or use the fully equipped characters that are provided. Also contains maps of the fortress and a detailed wandering monster table."
Monday, December 11, 2017
Judges Guild: The Treasure Vaults of Lindoran
From the web:
"The location of the fabulous treasure of the Elven King has been discovered. Some of the guardians and dangers are known but many more must be hidden. Can your party win through to the Scepter and Ring of Ancient Power?"
Sunday, December 10, 2017
Judges Guild: Treasury of Archaic Names
From the web:
"This tome provides tables for random generation of olden names, nicknames, titles, town and tavern names for fantasy and science-fiction role-playing games. The English language and its antecedents such as Celtic, Teutonic, Scandinavian, Latin and Greek tongues have been used as sources, so that name meanings would be on the fringes of the familiar and exotic simultaneously. A good name will establish a character's personality or an inn's or village's atmosphere and history; it encourages a credible rapport and reminds players that all of the characters have a strong self-interest and identity in the game. Forty-six pages of various tables are provided with extensive guidelines to their application. The various tables provide 320,000 possible name combinations."
Saturday, December 9, 2017
Judges Guild: The Traveller Logbook
From the web:
"This book of summaries for character generation includes a convenient rearrangement of the appropriate tables for Traveller. Provided are tables on physical characteristics and personal background, accurate combat damage tables for all standard types and auxiliaries, complete interstellar trade tables and much more."
Friday, December 8, 2017
Judges Guild: The Tower of Indomitable Circumstance (Damaged)
From the web:
"The God Math needs you! Only the daring may enter the ancient Tower to prove worthy to serve him. Maps of each level and what lies in each are furnished in this guidebook, as well as a nasty surprise for unwary players."
From the front cover:
"Dare the Black Tower! Brave the Initiation Test of the Old Order! contains Maps of the Land and the Black Tower. This first-time, or solo, adventure can be used with almost any fantasy role playing system!'
Thursday, December 7, 2017
Judges Guild: Tower of Ulission (First Printing)
From the web:
"The first round of the same tournament dungeon of Winter War IV as Sword of Hope, Tower of Ulission begins as a wilderness quest designed to test the characters' reactions in certain situations, preparing them for the even greater quest later. The players pass by the dead cities of Shota, Levin, and Pas Toneh, before encountering the dead village of Ulission and its Black Tower. There are twenty-five buildings in the village, populated by various monsters, and the wilderness way to the village is populated by hill giants, frost giants, wereboars, griffons, and an ancient Blue Dragon."
Wednesday, December 6, 2017
Judges Guild: The Maltese Clue
From the web:
"The official AD&D tournament dungeon from Wintercon VIII, based on available maps and photographs of Hedingham Castle in Essex, England, the "dungeon" contains the key to a magic book; this key is the subject of a quest by the players. Five detailed dungeon levels with keyed rooms and secret passages are provided, as is a list of pre-rolled characters from the tournament. These characters are mostly members of a thieves' guild, a spoof of the old private detective sagas, led by Sam "The Spade". Also included are some new magic items such as magic card decks and a labyrinthine set of caverns beneath the castle (also keyed and populated)."
Tuesday, December 5, 2017
Judges Guild: The Illhiedrin Book
From the web:
"A search by a beautiful wizardress involves the recovery of the fabulous Illhiedrin Book, lost during a raging storm amid bolts of lightning in a titanic battle between an inhuman creature and a now-dead wizard who was the former possessor of the book. They party must recover the book, defeat the creature, and stay alive in the process. This scenario is designed for use with low-level characters and includes wilderness maps, dungeon maps and inhabitants, plus the dangers of a lost city."
Monday, December 4, 2017
Judges Guild: The Dungeoneer #18
From the web:
Sunday, December 3, 2017
Judges Guild: The Dungeoneer #17
From the web:
Saturday, December 2, 2017
Judges Guild: The Dungeoneer #16
From the web:
Columns:
|
||
The Lab'Oratory by Bryan Hinnen | 02 | |
Words & Whips | 03 | |
Under Toe: Current Happenings | 30 | |
Dungeoneer Depths (Mini-Dungeon) | ||
The Lair of Krepache the Leper | 47 | |
Features: | ||
Players' Errors In Under Skyking's Light by Bill Paley | 05 | |
This fiction serial was drawn directly from the campaign which | ||
Paley judged. Now he reveals what he felt to be the causes of the | ||
characters� demise. | ||
The Mystic: A New Magic-User Sub-Class by Jon Mattson | 06 | |
Designed for the AD&D tm system, the mystic concentrates | ||
on necromancy, prediction and divination. This is suggested as | ||
the class of a nemesis NPC. | ||
A New and Radically Different Expertise System by Bill Seligman | 09 | |
The fourth in a series of articles detailing Seligman's new FRP | ||
rules system, this ties together the first three and adds his | ||
"Ranking" experience rules. | ||
The High Priesthood of Thebes by Steve Marsh | 13 | |
Marsh introduces the lawful secret cult of Thebes, its various | ||
rituals for advancement of characters, and the sonar benefits | ||
gained at each level. | ||
The 'Other' Class In Traveller by Bill Paley | 17 | |
Here is an opportunity to make this rather nondescript class a | ||
hit more exciting by subdividing it: cops, robbers, smugglers and | ||
spies can be played. | ||
Fiction: Winter Encounters by J. Brightman & W. Sommers | 21 | |
A wandering minstrel remembers a tale of Dragon Hunters, and | ||
how they came to do battle with something that they hadn�t been | ||
hunting. | ||
Warlocks: A New Magic-User Sub-Claw by Anthony D. Barnstone | 33 | |
Warlocks deal with demonology, alchemy and the occult: yet | ||
another fine candidate for the Master of Evil in your campaign, but | ||
designed for �Old D&D� | ||
The Armed Forces In Traveller by Bill Paley | 55 | |
Paley gives a brief outline of the set-up and interaction of the | ||
six Traveller classes in his campaign. It eases players' | ||
identification with character roles. | ||
Serials:
|
||
The Edge of the Galaxy by Paul Jaquays | Back Cover |
Friday, December 1, 2017
Judges Guild: The Dungeoneer #15
From the web:
Columns:
|
||
The Lab'Oratory by Bryan Hinnen | 01 | |
Words & Whips | 03 | |
The Booty Bag | ||
The Lords and Devices of Dragonkind by James M. Ward | 11 | |
Under Toe: Current Happenings | 17 | |
Dungeoneer Depths (Mini-Dungeon) | ||
Tower of the Singing Doom by Steve Marsh | 48 | |
Features: | ||
Initiates of the White God by Steve Marsh | 06 | |
A Magic Compendium by Scott Fordyce | 19 | |
A New and Radically Different Combat System by Bill Seligman | 24 | |
Serials:
|
||
Questing by Aaron Arocho | 08 | |
The Arcane Elders by J. Mark Hendricks | 13 | |
A Private Hell by Bryan Hinnen | 41 | |
Under Skyking's Light by Bill Paley | 54 | |
The Edge of the Galaxy by Paul Jaquays | Back Cover |
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