"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

Thursday, October 31, 2024

FR11: Dwarves Deep (1990)

From the back of the book:

It takes most adventurers in the Realms a lifetime to learn more than a handful of the secrets of the dwarves.

The seeking cost some their lives.

But Elminster's agreed to change all that.

Welcome to Dwarves Deep.
Welcome to the secrets of the dwarves.

This sourcebook is one of a series that belongs on the bookshelf of any dungeon master exploring the rich land (and dark under-realms) of the Forgotten Realms. It presents an introduction to the Deep Folk of Faerun, three unique races of dwarves. Virtually all of the famous "dungeons" of the Realms, explored by adventurers seeking treasure, magic, and lore, were built - and in most cases, once occupied - by the dwarves. Learn their ways and unlock their secrets.

In the pages of Dwarves Deep, readers will find:

  • Dwarven spells of earth and fire,
  • Dwarven magical items of rare quality and power,
  • Details of the dwarven language, their names and runes,
  • Details of dwarven clans, priesthoods, and adventuring brotherhoods,
  • Details of dwarven lands and settlements, including the fabled riches, ways, and armies of the Great Rift, the Deeps, and the Lost Kingdoms,
  • New monsters and notes on dwarven halfbreeds and the special powers wielded by dwarven High Olds Ones,
  • Special metals and alloys used by the dwarves to hone the blades that slay their enemies,
  • Dwarven beards...and much, much more!

 

Wednesday, October 30, 2024

FOR4: The Code of the Harpers (1993)

From the back of the book:

From the storm-lashed rocks west of fabled Evermeet to the Plains of Purple Dust, all the folk of Faerun have heard of the Harpers.

Noble fools, some call them. Crazy misguided meddlers, others say. Still others disagree. "The one true hope of the Realms," said one princess. "A shining light in the darkness of our lives," agreed a sage, "pray that it never goes out."

Just who are these mysterious, wandering folk who wear silver harp pins and walk softly in the most dangerous shadows of the Realms?

This book reveals the secrets, rules, and magic of the Harpers, including: Harper Runes, Harper Magic, The long, colorful History of the Harpers, Their evil foes, Their special Allies, The fabled high Heralds, What Harpers Do, Harper Haunts: their strongholds, and the Harpers who (literally) haunt them! Joining the Harpers, and how to become a True Harper and a Master Harper...

...And more, from favorite Harper ballads to detailed Harper NPCs. This is a sourcebook you'll turn to again and again. It lays bare the warring power groups who work behind the scenes in Faerun; no FORGOTTEN REALMS campaign is complete without it!

 

Tuesday, October 29, 2024

Ruined Kingdoms (1994)

From the back of the box:

Unveil the forbidden secrets of Nog and Kadar!

The Nogaro River has seen the rise and fall of countless empires, unequaled in their evil and terror. Buried but not destroyed, their legacy lives on, shrouded by the tangled jungle and by time itself.

With Ruined Kingdoms, bold explorers can at last lift the veil of oblivion and unravel the mysteries of a dark and sinister past. Inside you'll discover:

- A 32-page campaign booklet describing the Ruined Kingdoms and their many secrets.

- A 64-page book packed with adventures--none plots of intrigue and danger that transport player characters from Dihliz to Afyal and into the heat of the ruin-choked jungle. Advneturers face yak-men, genies, and giants, and unearth artifacts of awesome magical power.

- An 8-page booklet filled with villainous women and deadly reptilian monsters.

- Six cardstock sheets featuring detailed maps and player aids.

- A stunning poster map of eastern Zakhara, depicting the twisting valleys and ancient capitals of the Ruined Kingdoms.

Recommended for use with the Arabian Adventures rulebook.

 

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.
 

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