"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

Monday, October 28, 2024

Rifts (Silver Collector's Edition) (1995)

From the web:

Rifts is a multi-genre role-playing game that captures the elements of magic and the supernatural along with science fiction and high technology. It spans countless dimensions making anything and everything possible. Players are limited only by their imaginations! Rifts is a complete, role-playing game that can stand alone or be combined with characters and elements from the entire Palladium Megaverse. Players can easily bring in characters from Heroes Unlimited, Robotech, Nightbane, RECON, Mystic China, The Palladium Fantasy RPG, or any of Palladium's RPGs.
 

Sunday, October 27, 2024

Quantrigue (1993) Copy #2

Publisher Blurb:

The Crimson Horde is now recruiting mercenary cavaliers to supplement Kang road patrols in certain isolated corners of the Quan Empire. Recruits will be paid 100 gold lumens per hay, plus equipment valued at over 700 gold lumens. See an Ispasian representative for more information.

Let your players explore the mysterious Quan Empire, choose between duty and conscience, and affect the course of Talislantan history in this epic adventure of cultural clashes and military intrigue. Designed for 3 - 6 characters of 4th - 7th level (3rd edition), Quantrigue uncovers for the first time what's really going on beneath the surface of the Quan Empire since the Kang took control on 611 N.A. So expose your players to a little Kang culture; neither they nor the empire will ever be the same!


 

Friday, October 25, 2024

The Archaen Codex (1992)

 From the back cover:

"Lost spells and skills, artifacts and magical treatises, tidbits of history forgotten since the days of the Archeans - these ancient secrets have now been brought to light for the first time in The Archean Codex. In this book, you will learn the origin of the Black Savants, the technomantic techniques of the Neurians, the summoning spells devised by the magician Mordante, and the nature of the ruins in which these and other wonders of Talislanta's greatest magical era may be uncovered. So pack your research notes; the treasure hunt has begun!"

 From the web:

 Day 142: At long last, success!

With much difficulty, we finally located the true entrance to the ruins and defeated the magical wards guarding the ancient Phaedran burial chamber. Inside, among other artifacts, I have discovered a crystal-bound tome that appears to have been written by the master Koraq himself! If this book is indeed his Theory of Magic and Anti-Magic, I am certain my understanding of the nature of magic is about to increase greatly...

Lost spells and skills, artifacts and magical treatises, tidbits of history forgotten since the days of the Archaens - these ancient secrets have now been brought to light for the first time in the The Archaen Codex. In this book, you will learn the origin of the Black Savants, the technomantic techniques of the Neurians, the summoning spells devised by the magician Mordante, and the nature of the ruins in which these and other wonders of Talislanta's gratest magical era may be uncovered. So pack your research notes; the treasure hunt has begun!
 

Thursday, October 24, 2024

Talislanta Geographica (1992)

Third Edition packet containing:

  • Three-panel GM's screen
  • Full-color, poster-sized map of the continent of Talislanta.
  • 16-page book of geographical, climate, linguistic and historical info as well as some adventure outlines.

 

Wednesday, October 23, 2024

1996 TSR Product Catalog (1995)

From the web:

The Catalog featured coated interior pages and a heavy, embossed cardstock cover. In included a fold-out calendar that could be removed from the catalog. Product catalog of TSR from 1996, the year before Wizards of the Coast acquired them.
 

Tuesday, October 22, 2024

Pawns: The Opening Move (1992)

From the back cover:

Even in divine games of chess, the action begins with a clash of pawns. In Pawns: The Opening Move, the first supporting product for The Primal Order, you will find a collection of powerful minions, monsters, and other entities waiting to help you add some extra excitement and challenge to your game world. Whether you're searching for divine servants to intercede between your PCs and their distant deities, mighty beasts to defy even your strongest party, or just a few fascinating creatures for your adventurers to glimpse and wonder about, you need look no further.

 

Monday, October 21, 2024

The Compleat Alchemist (Second Edition) (1993)

From the back of the book:

Bridging the realms of science and magic, alchemists of old tried to bend the laws of nature to let them transmute lead into gold, isolate the magical essences of the elements, and perhaps even create artificial life. Now the Compleat Alchemist provides everything you need to bring these versatile historical characters into your game world. Inside, you'll find explanations of alchemic knowledge and skills, lists of alchemic ingredients and their innate properties, and descriptions of a wide variety of items and substances alchemists can create. There's also a special gamemaster's section that covers such topics as the cost of setting up an alchemist's laboratory, the traditional relationship between alchemists and magicians, the use of alchemic products in game play, and more.

Now with rules for both skill- and level-based roleplaying systems, this second edition also contains revised and expanded ingredient lists and an all new description of the ultimate alchemic artifact, the philosopher's stone. Whether you've been playing alchemists for years or are just discovering their unique possibilities, The Compleat Alchemist is a reference you'll turn to again and again.

 

Sunday, October 20, 2024

Talislanta: Quantrigue (1993)

Publisher Blurb:

The Crimson Horde is now recruiting mercenary cavaliers to supplement Kang road patrols in certain isolated corners of the Quan Empire. Recruits will be paid 100 gold lumens per hay, plus equipment valued at over 700 gold lumens. See an Ispasian representative for more information.

Let your players explore the mysterious Quan Empire, choose between duty and conscience, and affect the course of Talislantan history in this epic adventure of cultural clashes and military intrigue. Designed for 3 - 6 characters of 4th - 7th level (3rd edition), Quantrigue uncovers for the first time what's really going on beneath the surface of the Quan Empire since the Kang took control on 611 N.A. So expose your players to a little Kang culture; neither they nor the empire will ever be the same!

 

Saturday, October 19, 2024

The Cyclopedia Talislanta: The Seven Kingdoms (Volume II) (1989)

From the web:

Volume II of the Cyclopedia Talislanta series. Presents the Seven Kingdoms, a crossroads for the Talislanta setting. Product was distributed by Wizards of the Coast for a time, with a sticker placed on the back cover to indicate this.

From the Introduction:

Nestled in east-central Talislanta, the Seven Kingdoms is the spiritual heart. if not the geographical center of civilzed Talislanta. A loose union of semi-autonomous states, this nation is a prosperous, enlightened society where knowledge and advanced crafts flourish.


 

Friday, October 18, 2024

City State of the World Emperor (1980)

From the web:

Another detailed fortified city in Judges Guild's Wilderlands campaign world. This one is known as Viridistan, the City of Spices, or the Immortal City. This campaign supplement is comprised of three booklets and two maps.

Booklets:

  • Guidebook Map 6: a 48-page book detailing the lands around the city state (villages, ruins, religions, cultures, politics, etc.)
  • Shops: an 80-page book of all the shops within the city state
  • City: an 80-page book detailing all of the bars & taverns in the city state, available rumors, military layout, etc.

Maps:

  • Campaign Map 6: two 17" x 22" maps (Judge, Player) for the section of the Wilderlands of High Fantasy that contain the city state
  • Viridistan (Map): a 34" x 22" map of the city state

Personal Note: This system is designed so that the GM places the individual shops on the map themselves. Allowing that each city has unique locations for specific shops.
 

Thursday, October 17, 2024

Dark Tower (1979)

From the back cover:

An Ancient Evil has overtaken a once holy shrine. Thus, a sleepy mountain hamlet becomes a focal point for mysterious disappearances and even stranger legends of what lurks beneath the village.

Would any group of adventurous souls dare to probe the facts that lie behind the myths, or seek to right ancient wrongs, rescue secreted artifacts, or . . . even attempt to exterminate the source of evil itself?

This is no quest for the weak of spirit or strength. Beyond the cellars of Mitra's Fist lie strong allies and strange enemies, undead and undying, each seeking to involve the unwary in a titanic battle of good against evil, which can only end in destruction.

Riches, Power, Glory and Death! All are in Dark Tower

From the web:

A 72-page AD&D scenario, including four detailed dungeon levels, a village, and other items: new monsters and artifacts, the history of the area, and more. An ancient evil has overtaken a once holy shrine; thus, a sleepy mountain hamlet becomes the focal point for strange disappearances and even stranger legends. 

One of the most popular adventures produced by Judges Guild, Dark Tower was the first-ever officially licensed Advanced Dungeons & Dragons module from any company other than TSR. It was designed, written and illustrated completely by Paul Jaquays. It was nominated for the 1979 H.G. Wells award.

 

Wednesday, October 16, 2024

OP1: Tales of the Outer Planes (1988)

From the back cover:

"Has reality got you down? Tired of everyday, humdrum, commonplace happenings of life on the Prime Material Plane? Want to really get away from it all? Then step right up for the chance for adventure out of the ordinary...way out of the ordinary...

Tales of the Outer Planes is an anthology of short adventures set throughout the many Outer Planes for use with the AD&D Manual of the Planes. Some of gaming's best designers have contributed adventures to this set, which includes scenarios set in the Seven Heavens, Olympus, the four Elemental Planes, the Nine Hells, and the Astral and Ethereal Planes. Tales of the Outer Planes is a perfect collection for powerful characters who have it too easy at home and are looking for new challenges. Many of the most fearsome monsters are even more dangerous on their own planes - can you take them on and live to tell the tale?

These adventures can be inserted as a "change of pace" in an existing campaign, or can be the foundation of an entire new set of adventures. Either way, Tales of the Outer Planes will be sure to open up a whole new frontier for AD&D game players everywhere."

 

Tuesday, October 15, 2024

Elminster's Ecologies: Appendix II (1995)

From the back of the book:

An excerpt from A Treatise on the Life of the High Moor by the druid Bara:

The environment includes things such as terrain, flora, fauna, weather, and natural and arcane forces. All these elements--each aspect of the environment and each organism--form a tapestry known as the ecology. And like a tapestry of cloth, this one can suffer severe damage if a single thread is removed, no matter how ugly the thread.

This appendix includes two booklets penned by friends of Elminster of Shadowdale. Collected here are:

- a 32-page booklet containing the words of the inimitable Bara, feisty druid of the High Moor, describing the ecology of that region;

- a 32-page booklet by the Lark of Suzail that gives her descriptions of the slithering inhabitants of the Serpent Hills; and

- a brief booklet of tables to aid the Dungeon Master in determining random encounters for adventurers whose travels take them through these areas.

Those planning to explore these regions would be well advised to read the works herein to prepare themselves for the reptilian dangers of the Serpent Hills and the hazards of the High Moor--from its beast to its protective druid herself!

 

Monday, October 14, 2024

Country Sites (1995)

From the back of the book:

Get out of town and into the world!

Country Sites, the third in a series of AD&D game accessories, is a compendium of challenging and distinctive settings that will test the mettle of any group of player characters. Herein is all the information a Dungeon Master needs to build adventures within these settings and incorporate them into an existing campaign: background information, maps, location descriptions, and summary profiles of the unusual characters who populate these strange places.

Take your characters into the "City of the Dead." See if they can overcome the obstacles of "Darian's Wall," or arrange for them to pay a visit to "The Place of Broken Dreams." Every one of the 11 Country Sites in this 96-page book will open new vistas for adventuring in (and sometimes under) the great outdoors.

Previous books in this series include City Sites and Castle Sites.

Suitable for all levels of play.

 

Sunday, October 13, 2024

B11: King's Festival (1989)

From the publisher:

Someone has "borrowed" a cleric, and without him, the fabled King's Festival cannot go on. Unfortunately, it looks like the orcs have him, and your characters must rescue him.

A great learning adventure, King's Festival provides players and DMs with a valuable introduction to fantasy role-playing in the land of Karameikos. Full of helpful hints for the players and the DM, this module also provides a full dose of excitement! Orcs, carrion crawlers, and villains challenge the characters' fighting skills, and a host of traps and puzzles confound their wits!

 

Saturday, October 12, 2024

Call of Cthulhu (4th Edition - 1989)

From the web:

Popular horror system based on the Cthulhu Mythos of H.P. Lovecraft, set in the 1920's. Players are investigators, solving mysterious and horrible crimes often perpetrated by supernatural minions of the dreaded Old Ones. Features the Basic Role-Playing game system, with the landmark Sanity rules.

Contents: Foreword, Introduction,The Game Rules, Investigator Creation, Game System, Sanity, Cthulhu Mythos, Magic & Spells, Playing the Game, Color Portfolio, Scenarios (The Haunted House, The Madman, The Brockford House, Paper Chase, The Underground Menace, The Rescue, Mystery of Loch Feinn), 1920s Sourcebook, Beasts, Monsters, Time, Prices & Cash, Travel, Crime, Weapons, Prisons, Biographies, On Cultists, Researches, Automobile Chases, Spells: A Grimoire, Ritual Curses, Excerpts, Plan: Rail Coaches, Poetry (& Song), Cthulhu Cartoons, Sanity Quiz, Map: Arkham, Investigator Sheet, Map: Mass., R.I., Size Table, Size Foldout. 


 

Friday, October 11, 2024

At Your Door (1990)

From the back cover:

At Your Door

A Campaign of Madness and Terror in the Days to Come

Salvaging Our Children's Heritage
Full Wilderness Inc. is a wealthy environmental organization dedicated to the maintenance and expansion of protected wilderness reserves. In addition, Full Wilderness funds legitimate biological researches for the greater understanding of our natural environment.

Dr Peter Tait, a respected microbiologist from a major grant recipient, disappeared after reporting disturbing research irregularities. Backed by the considerable resources of Full Wilderness, the investigators uncover the facts surrounding Dr. Tait's disappearance.

In succeeding adventures, the Mythos manifests itself in ways unexpected and extreme.

AT YOUR DOOR contains six linked adventures forming a campaign set in the 1990s. Constructed to allow players greater freedom of action, the investigators may enter a chapter several times as the meaning of earlier events and experiences are understood, or as alternative meanings are perceived. The effects of the Mythos are generally subtle, and the confrontations with nigh-invincible powers are few. There is ample opportunity for new investigators to succeed and propser.


 

Thursday, October 10, 2024

Werewolf: The Apocalypse (2nd Edition) (1994)

From the web:

This is the core book for Werewolf: The Apocalypse. In this game, players play werewolves (the Garou). The Garou believe they were made by Gaia to protect the weaker species and fight against The Wyrm, who tries to corrupt the world.

This book mainly deals with the different characters a player can create. A characters abilities are governed by three important facts: his breed, auspice and tribe.

Breed denotes the character's parents: a Homid had human parents, a Metis had (two) Garou parents (and is sterile himself) and a Lupus had wolf parents. A Homid will have more aptitude for dealing with humans, a Lupus will better know his way in the wilds, while the Metis has the best understanding of Garou culture.

Auspice is the moon under which the character was born, which determines his role in the pack:
- Ragabash (New Moon - The Trickster: questioner of the ways)
- Theurge (Crescent Moon - The Seer: searcher of the ways)
- Philodox (Half Moon - The Judge: keeper of the ways)
- Galliard (Gibbous Moon - The Moon Dancer: lover of the ways)
- Ahroun (Full Moon - The Warrior: protector of the ways).

Tribe is the group of Garoun the character belongs to. These are like "nations" to the Garou, and have different territories and a different outlook on the world.

Character advancement is done in two ways. First of all, characters will earn experience and will grow in strenght because of that. However, a Garou also needs to accumulate Renown in order to advance in their society. Renown comes in three forms: Glory, Honor and Wisdom. A Garou will need all three to advance, though the emphasis does differ between the Auspices. An Ahroun will set less stock by Wisdom than a Theurge will.


 

Wednesday, October 9, 2024

Legend of the Five Rings (1996)

From the web: 

These are the core rules for the L5R RPG.

From the introduction:

Welcome to Rokugan, the Emerald Empire(TM). Rokugan is a place of mystery and wonder, inspired by the legends of feudal Japan and other places in the far East. It's a world of samurai and ninja and spellcasting shugenja, where dragons soar the skies and danger lurks in every shadow. The Legend of the Five Rings Role-Playing Game (L5R RPG) allows you to take the role of one of those legendary figures in search of honor, glory, and adventure.

 In development for over two years, the Legend of the Five Rings role playing game is here! Within these pages you will find everything you need to play heroic Samurai, spell-casting Shugenja, and treacherous Ninjas.


 

Tuesday, October 8, 2024

FOR1: Draconomicon (1990)

Sorry for the shitty picture :(

From the back cover:

The creatures of lore and legend - of myth and mystery - only the dragons know the answers to the secrets and ciphers that surround them. But brave adventuring souls who have gone before have left behind clues and epistles with valuable information for anyone in persuit of dragons. This tome is a compilation of the lifetime efforts numerous dragon-hunting adventurers, presented to those who crave hints and leads for dragon-questing.

 

Monday, October 7, 2024

Monstrous Compendium Planescape Appendix (1994)

From the web:

There are lots of bashers that can plant you pretty fast, out here in the planes. And that's the only "pretty" thing about most of 'em. A blood's got to know what's what, or the results won't rise. A lot of creatures out here're just plain bad, and even the good ones can burn you if you rattle your bonebox wrong. What a cutter needs is a guide to what's out there, and if it's twice as big as the previous guide and illustrated in color, that's just a bonus. Sure, there's been other guides to planar creatures, but most are hard to find, don't scan the turf, or just don't have the straight chant....

This MONSTROUS COMPENDIUM appendix includes a broad spectrum of monsters from the Inner, Outer, Astral, and Ethereal Planes - all geared to provide hours of adventure in the PLANESCAPE campaign setting. Replacing the original Outer Planes Appendix, this new and enlarged compendium includes full-color illustrations, reintroducing many of the best multiplanar monsters from a wide variety of out-of-print sources.
 

Sunday, October 6, 2024

FOR2: The Drow of the Underdark (1991)

From the back cover:

The Drow of the Underdark

They are the favorite foes of many a party of adventurers. In these pages, the drow come to life, their culture and powers detailed for the first time. This guide presents new rules galore: new spells, new magic items, insight into the mysteries of Lolth, Monstrous Compendium entries for related monsters of the Underdark- and much, much more.

Learn all about the drow herein, from words of the ancient sage Erlathan Greycloak:
"Proud, graceful evil. Cruelty personified; talent wasted, beauty lost in darkness."

to the lore of Elminster:
"Did I ever tell thee how close I came to having a drow wife? No? Well, then..."

From the publisher:

All that is powerful and frightening about the race called Drow is detailed in this accessory!

The dark Drow elves are a magical race living far underground. Coming to the surface world only to make war, they are one of the most feared races in the Realms. All facets of Drow life are detailed in this 128-page product.

 

Saturday, October 5, 2024

Star Trek: Star Fleet Technical Manual (1975) - copy #2

From the web:

The Star Trek Star Fleet Technical Manual is a reference book, ostensibly created as a compilation of material accidentally transmitted by the USS Enterprise during the events of "Tomorrow is Yesterday", and detailing the technology of the 23rd century.

This work is noted as providing the basis for the Star Fleet Universe series of games.


 

Friday, October 4, 2024

Star Trek - Star Fleet Technical Manual (1975) - copy #1

From the web:

The Star Trek Star Fleet Technical Manual is a reference book, ostensibly created as a compilation of material accidentally transmitted by the USS Enterprise during the events of "Tomorrow is Yesterday", and detailing the technology of the 23rd century.

This work is noted as providing the basis for the Star Fleet Universe series of games.


 

Thursday, October 3, 2024

Forgotten Realms Campaign Setting (2001)

From the back cover:

Dark perils and great deeds await...

Welcome to Faerûn, a land of high magic, terrifying monsters, ancient ruins, and hidden wonders. From the forbidding forests of the Silver Marches to the teeming cities of the Inner Sea, Faerûn encompasses shining kingdoms, monster-infested wastes, endless caverns, and sinister citadels. The FORGOTTEN REALMS(R) Campaign Setting presents the most comprehensive fantasy world ever described!

This book contains all the details you need to play DUNGEONS & DRAGONS(R) adventures in the FORGOTTEN REALMS setting:

- A new full-color poster map of Faerûn.
- Dozens of new races, feats, and prestige classes for your characters.
- The Faerûnian pantheon, including over 100 deities and powers.
- Highly detailed regions, new monsters, mysterious sites, and two short adventures to begin your campaign.

The FORGOTTEN REALMS Campaign Setting is fully updated and redesigned for the new edition of the D&D(R) game. To make full use of this book, you also need the D&D Player's Handbook, DUNGEON MASTER's Guide, and Monster Manual.

 

Wednesday, October 2, 2024

Wilderlands of the Magic Realm (1979)

From the web:

The third 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 48-page book in later printings) and two double-sided 17" x 22" maps (2 for the judge, 2 for the players):

Campaign Map #11: Ghinor
Campaign Map #12: Isle of the Blest
Campaign Map #13: Ebony Coast
Campaign Map #14: Ament Tundra

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.
 

Tuesday, October 1, 2024

Wilderlands of High Fantasy (1977)

From the web:

The first of four D&D supplements from Judges Guild that detail their campaign world. Detailed wilderness maps are supplied along with details on ruins, relics, towns, treasures, caves, lairs, islands, castles, streams, burrows, prospecting, hirelings, economics, and so on.

Consists of two 16-page booklets (one 32-page booklet in later printings) and six double-sided 17" x 22" maps (3 for the judge, 3 for the players):

• Issue N, Guidelines Booklet
• Issue O, Guidelines Booklet
- or -
• Issues N and O Guidelines Booklet
- and -
• Campaign Map 1: City State of the Invincible Overlord
• Campaign Map 2: Barbarian Atlantis
• Campaign Map 3: Valley of the Ancients
• Campaign Map 4: Tarantis
• Campaign Map 5: Valon

This campaign setting includes information on the villages, populations, leaders, technological levels, citadels and castles, and wilderness monster lairs of these areas. The first of the Wilderlands Series, it 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 Atlantis / Campaign Map 3: Valley of Ancients and Campaign Map 4: Tarantis / Campaign Map 5: Valon.
 

Monday, September 30, 2024

Fantastic Wilderlands Beyonde (1978)

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

Four 17"x22" maps (2 Judge, 2 Player) printed on both sides of high-quality brown pebble-grain stock, giving each set a total of four hex-grid maps of the wilderness areas of Lenap, Elphand Lands, Desert Lands, and the Sea of Five Winds. This product includes a 32-page booklet on the villages, populations, leaders, technological levels, citadels and castles, wilderness monster lairs, and resources of the area. The second of the wilderness series, this covers the settlements of Lenap, Tlan and the six Holy Cities of the Shifting Dunes. This playing aid extends the areas already covered on to the west. Campaign maps 7-10.


 

Sunday, September 29, 2024

Wilderlands of the Fantastic Reaches (1980)

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

 Two 17"x22" maps (2 Judge, 2 Player) printed on both sides of high-quality brown pebble-grain stock, giving each set a total of four hex-grid maps of the wilderness areas of Isles of the Dawn, Southern Reaches, Silver Skein Isles, and Ghinor Highlands. The 32-page guidebook describes in the detail the areas resources, civilizations, wilderness monster lairs, villages, castles and ruins, and relics. The fourth of the wilderness series, Fantastic Reaches completes the initial 18 map set of the Judges Guild Campaign World. It has been created and approved for use with D&D.


 

Saturday, September 28, 2024

City State of the Invincible Overlord (1976) - Revised Edition

From the web:

The City-State of the Invincible Overlord was the first fantasy RPG setting ever published (1976). It features a huge walled city that is ruled by the eponymous (lawful evil) Overlord and the surrounding environs that are full of adventure possibilities. What was so striking at the time that it was first released was the incredible level of detail that the product contains. Hundreds of streets are mapped, named, and populated with shops, temples, inns, taverns, brothels, houses, barracks, and the like. Hundreds of NPCs are listed along with their stats and rumors they know (for starting adventures). The history and political system of the City State is described along with relevant laws the PC's must abide by while inside the city. It includes dungeon levels beneath the City State and detailed information for nearby adventure / dungeon sites: the dwarven fortress "Thunderhold" and the "Sunstone Caverns".

The City State was designed for Dungeons & Dragons (Original Edition) but was not officially licensed for D&D until 1978. The license ended in 1983. It was printed many times over the life of Judges Guild and changed in size and configuration in subsequent editions.

FIRST EDITION
The first "edition" was spread out across several different publications / releases throughout 1976:
  • City State Map: A 34" x 44" map of the City State
  • Initial Guidelines Booklet I: A 16-page booklet with charts, rules and background data for the City State such as NPCs, crimes and trials, etc.
  • City State Player's Map: A 17" x 22" map of the City State (originally printed on four 8.5" x 11" sheets) that was blank inside for players to fill in details as they explored the city
  • Dungeon Level Maps I 1-5: Five dungeon levels beneath the City State
  • Guide to the City State: A 56-page booklet detailing hundreds of shopkeepers and other NPC's, background information, special buildings, and additional rules for running campaigns in the City State
  • Thunderhold & Sunstone Caverns Maps: 11" x 17" map with the dwarven fortress on one side and the caverns on the other
  • Initial Guidelines Booklet J: A 12-page booklet with additional charts, rules and background data for Thunderhold and Sunstone Caverns
  • Dungeon Level Maps J: Four dungeon levels beneath Thunderhold

In 1977 the above items were bundled together into one heat-sealed baggie with a cover sheet entitled City State of the Invincible Overlord.

REVISED EDITION
In 1978, Judges Guild compiled and edited all of the information from the various booklets into one 80-page book and released it as a "Revised Edition". Included in this release were two 22.5" x 28.5" maps of the City State (judge, player), an 11" x 17" judge's map of Thunderhold/Sunstone Caverns, and an 8.5" x 11" player's map of Thunderhold/Sunstone Caverns. This configuration was reprinted, potentially with minor edits, in 1979 and 1980.

  • In 1981 the Thunderhold/Sunstone Cavern maps were incorporated into the main book, which grew to 96 pages to incorporate a new layout and illustrations.
  • In 1983 the cover was changed to remove the "Approved for use with Dungeons & Dragons" claim.
  • In 1999 the product was reprinted, nearly identical to the 1981/1983 printings, but with a blue cover and updated "Booty List" (product listing) in the back.


 

Friday, September 27, 2024

Citadel of Fire (1978)

From the web:

This is the ancient stronghold of Yrammag with six tower levels and five dungeon levels. It is designed for very advanced characters, and includes encounters with everything from giant rats to a minotaur and a demon. Tables have been provided for the random location and activity of the great Trammag, so that it will be a surprise each time the dungeon is entered by the adventurers. The surrounding wilderness is mapped out according to our Campaign Hexagon System, and Yrammag's spells are listed to provide a complete and detailed dungeon adventure, created and officially approved for use with D&D.
 

Thursday, September 26, 2024

FRE1: Shadowdale (1989)

From the back cover:

"Cast out from their heavenly domain, the gods of the Forgotten Realms wander the land as mortals - extremely powerful mortals, to be certain, but mortals nonetheless. They seek the lost Tablets of Fate, the key to their return. But as the good and evil gods of the Realms bring their fight down to earth, the people and lands are caught in between. Nature itself revolts: Strange creatures stalk the countryside, and even magic becomes unpredictable.

When a band of adventurers are hired by a young apprentice to rescue her sorceress mentor, little do they realize the size of the stakes they will soon be playing for. Caught up in a power struggle that will determine the fate of the Realms themselves, the first step is to find the only mortal who may know what's going on - the legendary sage Elminster. And that means going to Shadowdale."

 

Wednesday, September 25, 2024

FRE2: Tantras (1989)

From the back cover:

"Elminster has been murdered.

And to make matters worse, the player characters who helped to save Shadowdale from the armies of Zhentil Keep in Shadowdale (FRE1) have been sentenced to death for killing the old sage. They're innocent, of course, but in this time of troubles in the Realms, truth and justice are not always served. Imprisoned in the Tower of Ashaba, the heroes must escape if they are to survive!

Later, when the heroes start their quest for the first of the mysterious Tablets of Fate - mighty artifacts stolen from the overlord of the gods himself - they come up against an even greater peril: Bane, the God of Strife, and his ally, the God of Death, have set in motion a plot to capture the heroes and their companions. You must face deadly assassins, nightmarish monsters, and violent storms on your way across the Dalelands. And the worst threat of all is an unexpected one - the man who helped you earlier has now joined the side of Bane and the forces of Zhentil Keep."

 

Tuesday, September 24, 2024

DA1: Adventures in Blackmoor (1986)

From the back of the book:

Blackmoor is beset! On every side the storm clouds gather. To south and east, the Great Empire of Thonia plots to end Blackmoor's independence and reclaim its lost province. To the west. the implacable Afridhi are on the move. To the north, the evil Egg of Coot prepares to cross the thundering sea and once again bring fire and sword into the heart of the small kingdom. Beyond the realm of the Egg, the hated Skandaharian Raiders are building longships and preparing to fall upon Blackmoor's unprotected coast while its tiny army turns to meet these other threats.

Into this time of black despair, there steps a band of adventurers who clutch strange swords and wear the most curious armor - and who claim that Blackmoor sank beneath the ice 3,000 years ago!

 

Monday, September 23, 2024

M1: Blizzard Pass (1983)

 

From the back cover:

A SOLO ADVENTURE FOR THIEVES LEVEL 1-3
or Group Play Level 1-3

The storm sweeps off the mountaintops without warning, as if conjured by some supernatural power. Within minutes, huge drifts of snow have halted the caravan, and the snow falls so hard it is impossible to see more than five feet. You huddle next to the sledge, trying to shelter your numb face from the icy winds.

A dozen half-human forms march into view out of the raging blizzard. The little man-things carry wooden spears or long, unsheathed swords in bony, gnarled hands. Their blood-red eyes quickly fall upon your sledge and the ugly creatures turn toward your hiding place.

Will you survive to uncover the secret of Blizzard Pass?

This module contains all you need to solve the riddle of Blizzard Pass, including 14 maps, an invisible ink marking pen, a complete solo adventure, a pre-rolled character, and an outline for group play!

 

Sunday, September 22, 2024

GA2: Swamplight (1993)

From the back cover:

"The city of Chala, nestled on the banks of the Leal river, has prospered for generations. But now the city faces misfortune, pestilence, and decay, because the icon which brought it prosperity has been stolen. All the clues suggest that the sacred object was carried into the heart of nearby Blackweed Swamp. But who, or what, would commit such a crime? Whoever is responsible, the statue must be recovered, at any cost.

Are there heroes who can face the horrors of the swamp and reclaim the precious statue? Are they clever enough to unravel a scheme far more sinister than simple theft? Or will they, like others before them, be lured into the clutches of some terrible evil inhabiting the gloomy marsh and disappear forever?"

 

Saturday, September 21, 2024

PC1: Tall Tales of the Wee Folk (1989)

From the back of the book:

Welcome to King Oberon's Court

The King of the Fairies rules a magical world of mischief, intrigue, danger, and adventure rivaling anything the human world can offer. From brownies, leprechauns, pixies, and sprites to pookas and even centaurs, all the creatures of the enchanted woodlands reveal their secrets for the first time.

Tall Tales of the Wee Folk presents complete role-playing information on fairy creatures and other woodland races, opening these races for use as player characters. Their legends, stories, cultures, and historical background are described in detail. This material fits perfectly into the Known World described in the DUNGEONS & DRAGONS Gazetteer series and is also adaptable to the ADVANCED DUNGEONS & DRAGONS game and its many settings.

Tall Tales of the Wee Folk includes:
The beliefs, attitudes, and outlooks of the woodland races;
Separate background and adventure books;
Pixies, sprites, dryads, centaurs, and other races as player characters;
Everything you need to know about woodland magic.

Look for PC2: Top Ballista and PC3: The Sea People, coming soon!

 

Friday, September 20, 2024

City Sites (1994)

From the back cover:

"Come to the city and take a look around!

City Sites, the first in a series of AD&D game floorplans, includes extensive details on urban settings that player characters are likely to visit in any campaign. For instance, there's:
* A smithy run by gnomes
* A temple that's home to an orphaned dragon
* A tavern that patrons can't enter until they give the password

This book also describes two inns, a singing fountain, a jail, and much more!

Each site's entry tells the Dungeon Master what the place looks like at first glance and offers a detailed floorplan of the interior as well as a picture of the exterior. Readers also find fascinating notes about the characters who live and work in each site, and one or two ideas for personalizing the spot to suit any adventure.

From now on, make a trip to the city easy - and exciting!

Also in this series of accessories: Castle Sites and Country Sites."

 

Thursday, September 19, 2024

The Magic Encyclopedia (Volume One) (1992)

From the back of the book:

All AD&D game campaigns have one thing in common - treasure. Of course, some campaigns have more treasure than others, but it is the lure of treasure that entices intrepid adventurers of any world away from the warmth and safety of home and hearth and sets them plunging into labyrinthine depths or into the uncharted wilderness to face fearsome beasts.

To an adventurer, the most prized treasure of all is magic. Open this book and you will find a concise listing of every enchanted item ever invented for TSR, Inc.'s fantasy role playing games. The list in Volume One runs from Abacus to Goblet. The listing includes an experience point value and a gold piece sale value for each item. At last, you'll know exactly what every bauble in any hoard is really worth. No need to keep guessing. The listing also identifies the product where the item is described and the page number where you can find it. A complete list of those products (current through December, 1992) is also provided.

Ever wonder what a phylactery is? Do you know what a diadem looks like or how a chaplet is worn? Don't wonder anymore! This book also contains an illustrated description of each kind of item...

 

Wednesday, September 18, 2024

Temple Tower & Tomb (1994)

From the back cover:

"The Autarch has a problem. His kingdom is on the brink of war, and his royal viziers tell him the only hope for the future lies in gaining three unique magical items, each of surpassing power. But the items are held by guardians of such evil that the viziers tremble at the though of facing one, let alone all three. Recovering those items means almost certain death.

The Autarch glances down at his desk, noting a message from this morning. Spies report the arrival of adventurers, ones of some renown. Instantly, he has the solution to his problem. Adventurers can get those items. They'll do anything for money.

Even if it kills them.

Temple, Tower, and Tomb is a trio of ruins to terrify the most courageous dungeon-crawler. This AD&D 2nd Edition module can be fitted into almost any campaign or played as a stand-alone adventure. And good luck - you'll badly need it."


Tuesday, September 17, 2024

The Dancing Hut of Baba Yaga (1995)

 From the back of the book:

Beware of Baba Yaga and her infamous hut!

Baba Yaga is an ancient crone who is said to have power over day and night itself. Many seek out Baba Yaga for her wisdom, which she has gleaned from centuries of travel through numerous worlds. Others, bolder and more foolish, search out the hut to plunder its treasures, which Baba Yaga has gathered from every corner of the multiverse. None, thief or scholar, who enter the Dancing Hut of Baba Yaga leave unscathed.

How will you fare now that the great Baba Yaga is in your neighborhood?

Monday, September 16, 2024

FRM1: The Jungles of Chult (1993)

From the back of the book...

Come, all ye seekers after treasure beyond your ken and adventure greater than any you can dream!

Come, all ye mighty warriors, seekers after prey worthy of your peerless skills, and stalk the Children of Ubtao. Walk the streets of the city of Mezro, of the Maze of Life. Meet the barae, the holy warriors of Ubtao, those men and women who will live forever sustained by their wisdom and their faith.

Wizards, be prepared for new magical spells and new methods of magic use based on gemstones.

Search the jungles of Chult for the fabled emerald mines, for the Heart of the Jungle, a single gem as large as a man's heart.

Also within these pages are new monsters and new character kits: Mage hunters, specialty priests of Ubtao, and spiritlords.

This adventure is designed for 6 to 8 characters of levels 5 to 8.

 

Sunday, September 15, 2024

Cutthroats of Lankhmar (1995)

From the back of the book:

Not all the rogues in the city of Lankhmar are found in the Thieves Quarter. Some of the nastiest scoundrels are bankers, merchants and craftsmen. Discover the true cutthroats of free enterprise and the backstabbing business practices in the City of Adventure.

Cutthroats of Lankhmar is the second in a series of three gazetteers focusing on different sections of that most famous City of Thieves: LANKHMAR. Set in Fritz Leiber's NEHWON, the ofttimes home of FAFHRD and the GREY MOUSER and the site of their many heralded exploits, Cutthroats describes in vibrant detail the Mercantile, Festival, Park, Cash and southern River Districts of the City of the Black Toga.

This gazetteer not only provides information about the denizens of Nehwon's most important city, it also features dozens of springboards for adventures that span every level of Lankhmar society from the nobility to the dregs.

Learn all about the gangs, guilds, fences, ships, merchants, and bars in the southwestern portion of Lankhmar. You may never look at the city of Lankhmar the same way again.

 

Saturday, September 14, 2024

DLE3: Dragon Keep (1989)

From the back cover:

The good dragons of Krynn need help. Recruited by the silver dragon Saramber, the player characters have joined ranks with the dragons and sought to solve the mystery behind the deaths of many silver and bronze dragons and passed the tests set out for them, earning the trust of these ancient creatures.

But now, Saramber fears evil dragons have discovered the portal that could lead them to the dragons' homeland. If this is true, they must be stopped before they can launch an attack that could destroy this fabled dimension. The adventure leads player characters from the plains of Lunitari to the depths of the ocean and the abode of monstrous Artha, banished daughter of Takhisis.

This third module brings to a climax the epic tale begun in DLE 1, In Search of Dragons, and continued in DLE2, Dragon Magic. On success or failure hangs the fate of tone of the noblest races of Krynn.

 

Friday, September 13, 2024

DLE2: Dragon Magic (1989)

From the back cover:

The Moons of Krynn are fading. The alignment forces of Good, Evil, and Neutrality are locked in conflict... and evil seems to be winning! The unnatural machinations of the treacherous Khardra—daughter of Takhisis herself!—have led to a crisis of cosmic proportions.

The Heroes journey to the Cloud City Cirulon, heart of the Good Dragon races, there to meet the Astral Dragon himself. The nature of a plague claiming the lives of silver dragonhood is revealed, and the cure is presented to the companions. But the road to success is fraught with peril, the only route leading through a secret portal. If this portal becomes known to the forces of evil, disaster will surely result.

This AD&D® adventure, set in the world of the DRAGONLANCE® saga, follows DLE1 — In Search of Dragons. Some burning questions are answered but more are raised. And as the players investigate, the knowledge they gain seems to point more and more to a sinister thereat of evil undreamed of since the War of the Lance.

 

Thursday, September 12, 2024

DLE1: In Search of Dragons (1989)

From the back cover:

Good, Evil, Neutrality. These three forces exist in a delicate balance, a balance crucial to the harmony of all things. Now that harmony is threatened and all of Krynn is in jeopardy.

For reasons unknown, the balance among Krynn's good, evil, and neutral dragons is shifting: A deadly affliction is killing off silver dragons, and no one has seen a bronze dragon in months. What's more, the people of Krynn seem to have lost their respect for dragons, hunting them for sport, looting their treasure troves, even training them for use in circuses and sporting events! And as the adventure begins, a strange being named Khardra appears with a fascinating theory—that dragons are merely animals whose presence on Krynn may no longer be necessary!

In this AD&D® adventure set in the world of the DRAGONLANCE® saga, players must discover what is wrong with the good dragons of Krynn. And just who is Khardra, anyway? As they investigate these mysteries, players learn many secrets of dragons. How they use their newfound knowledge determines the fate of their world.

 

Wednesday, September 11, 2024

Dungeon Master's Screen (1981)

From the web: 

Dungeon Master's Screen consists of two durable and folding cardstock screens for the DM's reference use in playing ADVANCED DUNGEONS & DRAGONS: an 11" × 34" folder of the COMBAT AND SAVING THROW TABLES, and an 11" × 17" folder of the PSIONIC COMBAT TABLES.

These screens are useful for shielding maps and other game materials from the players when place upright, and also provide instant reference to the most commonly used charts and tables during play. The player's side is colorfully illustrated to help set the mood, as well as printed with tables for the more standard character classes and the WEAPONS TABLE. These folders have been laminated on both sides to protect them against common wear and tear. This (and only this) screen contains all the official AD&D statistics and tables.
 

Tuesday, September 10, 2024

A1: Slave Pits of the Undercity (1980)

I am not sure if this is the actual copy or a second purchase but this was the first module I ever bought to run as a DM. For the record I never ran it. The honor of first module goes to The Sinister Secret of Saltmarsh,

From the web:

This module was originally used as a tournament adventure at GenCon 13. The characters are recruited to root out a slave trade that has been burning and looting coastal towns. The module is designed for a party of characters level four to seven.

This module is the first in the Slaver's series of four modules.

From the front cover:

"It is time to put a stop to the marauders! For years the coastal towns have been burned and looted by the forces of evil. You and your fellow adventurers have been recruited to root out and destroy the source of these raids. But beware, hundreds of good men and women have been taken by the slavers and have never been seen or heard from again!"


 

Monday, September 9, 2024

UK1: Beyond the Crystal Cave (1983)

One of my top ten (maybe five) adventures of all time. Just don't ask me why :)

An Adventure for Character Levels 4-7

From the cover:

"Fleeing the rage that consumed their feuding families, Juliana and Orlando fled to the Cave of Echoes, where it is said every wish is granted. Two years have passed, and all attempts to return the lovers to their parents have failed, though some believe them lost in the enchanted garden beyond the cave. Many are the rescuers venturing into that enchanted park; a few have returned after long absences, their minds and memories curiously disturbed. Now, the handsome reward offered for the return of the lovers has tempted you, but who knows what lies beyond the Crystal Cave?"


 

Sunday, September 8, 2024

I1: Dwellers of the Forbidden City (1981)

From the cover:

"Somewhere in the heart of the steaming jungle lies the answer to the whispered tales - rumors of a magnificent city and foul, horrid rituals! Here a brave party might find riches and wonders - or death! Is your party brave enough to face the terrors of the unknown and find - the Forbidden City!

Parts of this module were used in 1980 for a major East Coast convention tournament. Information is presented here to reconstruct this exciting tournament and even more has been given to expand play. Here characters may adventure several times in a unique and interesting mini-campaign. Included in this module are background and tournament notes, referee's keys, new monsters, pre-generated characters, and eight different maps."

 From the web:

Some stories tell of a lost city in the jungle and of waylaid caravans. Something is hoarding the treasures in the jungle, and it must be investigated.

Popular Posts