READY REF BOOK - JG 0014
A 56-page treasure trove of reference charts and tables
from data supplied in the first six Judges Guild installments of the Guildmember
subscription. Includes tables for character social levels, street encounters in
the City State, poison types, metal and gem types, civilization and technological
levels, non-player character cutups, combat tables, construction and research guides,
movement obstacles and wilderness terrain, beggars, shock recovery, crime and
punishment, guards and garrison troops, resurrection results, special encounters,
and much much more. This is an ideal purchase for the beginning Judge. This playing
aid has been created and approved for use with D&D.
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TEGEL MANOR - JG 0027
A huge haunted house with a 17"x22" Judges map and a 11"x17 Players map, printed on
both sides, brown on high-quality tan stock. Each map has the manor printed on one
side and the surrounding wildernes on the other. Enclosed in the product is a 32-page
booklet with room and monster descriptions. Over 240 rooms and chambers include a hall
of magic portraits and four secret dungeon levels beneatht the manor. The booklet also
has tables to create magic statues, ghostly encounters, resurrection results, and more.
Tegal Manor has always been one of our more popular playing aids, and has been a lot of
fun for Judges and players all over the country. This is an officially approved playing
aid for use with D&D. |
JUDGES SHIELD - JG 0028
The 'Shield' is a screen used to hide the referee's secret maps during D&D gaming.
It also has many useful combat charts printed on both sides for fast paced fantasy play.
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MODRON - JG 0034
Two maps, printed on both sides in brown ink on high-quality tan stock, an 11"x17" Judges
map and a 8.5"x11" player map. Each map details the village of Modron on one side and an
underwater adventure scenario on the other. The playing aid also has a newly revised 16-page
booklet describing the various taverns, shops and open markets of the village's background,
shark and sea monster tables, pearl details, underwater encounters, and non-player characters
galore. There are special conditions on each street, which can generate special encounters.
Modron is an an officially approved playing aid for use with D&D. |
CAMPAIGN HEXAGON SYSTEM - JG 0047
A booklet of 55 light gray hex fields ideal for use in mapping with colored fel-tipped markers.
Hexes are numbered and .3" in size, making them .2 mile for the standard D&D 5-mile
wilderness hex. In addition, the 64p booklet has six pages of tables for generating
forests, wilderness encounters, flora and fauna, terrain features, and the other
myraid details of a wilderness campaign. This is one of our best-selling products and
has generated many sub-systems, detailed elsewhere in this catalogue. The hex grids may
be put to many other uses, but the Campaign Hexagon System has been specifically created
and approved for use with D&D. |
THIEVES OF FORTRESS BADABASKROR - JG 0052
A 32-page booklet based on an adventure in the wilderness stronghold of a band of brigands.
This includes the background and statistics of an evil local diety, plus history, maps,
and keyed room descriptions of a five-level dungeon carved out of the side of a mountain.
The first three levels are fairly easy and suitable for breaking in new and inexperienced
players; but the lower two are far tougher, and include a cavern that has a series of four
dragon dens, indicative of the difficulty of the lower levels. Fortress Badabaskor is quite
suitable for addition into a campaign; it is done in our City State format but may be
inserted anywhere in the wilderness, and has been officially approved for use with D&D. |
GENCON IX DUNGEON - JG 0055
The official D&D tournament dungeon for GenCon IX, this 32-page booklet contains maps,
room keys, hit sheets and time record sheets for two separate mini-dungeons, the two
rounds of the contest. Five pre-rolled characters are also provided. The adventure takes
place in a world roughly similar to that of the Celtic mythos. An ancient wizard of
indeterminable age and skill sends the adventurers to Baldemar Castle, to win the Staff
of Albalon. This playing aid has been created and approved for use with D&D. |
VILLAGE BOOK I - JG 0059
A 64-page booklet with 48 village maps and nine pages of tbles 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. Village Book I has been created and approved for use with D&D. |
CASTLE BOOK I - JG 0060
A 64-page booklet with 50 pages of maps on various fortifications, every type from
solitary spires and wooden stockades to massive fortress and walled cities. These are
excellent for siege, intrigue, and other adventures by the players. Included are six
pages of tables for generating wall thickness, height, composition and features, towers,
moat creatures, garrisons, trebuchets and other engines onthe walls, retainers, servants,
leaders, followers and more. The castles are mapped on light gray hex grids, suitable for
changes by the Judge with colored felt-tipped markers. A Judges Guild Campaign Hexagon
Sub-System, approved for use with D&D. |
ISLAND BOOK I - JG 0061
A 64-page booklet which includes 48 pages of small island groups and atolls for adventuring:
passing ships, damaged by storms, may drop anchor here for repairs or be breached on the
rocks, marooning their crewman; or it may be the stronghold of pirates, the sanctuary of
a secret religion, or a coven of witches. Included are three pages of charts for
generating island terrain, natives and encounters, mysterious finds, and even volcanic
eruptions. Ideal for insertion into a campaign expanding into maritime traffic and
trade. The islands are mapped on hex grids in light gray for additions and changes by the
Judge. A Judges Guild Campaign Hexagon Sub-System, approved for use with D&D. |
CITADEL OF FIRE - JG 0063
This is a the ancient stronghold of Yrammag with six tower levels and five dungeon
levels. A 32-page booklet of a very tough D&D scenario. 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. |
FRONTIER FORTS OF KELNORE - JG 0071
This 32-page booklet provides a basic, modularized map of a border fort (all Kelnore
forts were designed to these specifications). Since their contruction, the forts have
been populated by various monsters and tables are provided to put in random groups of
creatures and individualize the forts on these basic designs. There are three sample
forts, filled out according to die rolls on the tables, to illustrate their application.
Using them, the Judge can easily create on the same basic map a different "dungeon" every
time his players get together, this provides the maximum playing time with a minimal
investment of the Judge's money and design time. This product has been created and
approved for use with D&D. |
DRAGON CROWN - JG 0076
16-page dungeon contest run at the 1978 Pacific Encounters Convention. You are crawling
down a damp, dark tunnel under the ground, with a group of your fellows. You are mercenaries
on another assignment. Well, not just another assignment, you are working for a huge, evil Red
Dragon. If you succeed, your reware will be the pick of his treasure hoard. If you fail, it will
be death!
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OF SKULLS AND SCRAPEFAGGOT GREEN - JG 0080
This official GenCon X D&D tournament dungeon, this 52-page booklet includes area
and village maps of Scrapfaggot Green, special tournament rules, background, the
Sur-Khanian Maze, and six dungeon levels, making an ideal mini-campaign. The players
must find the key to Akbeth's Tower, enter and find an ancient skull, and with this
skull journey through the Forbidden Lands to close an interdimensional doorway. A
Baron of this kingdom will greatly reward a stalwart adventuring party. This product
includes pre-rolled characters and their equipment and spells, and is especially created
and approved for use with D&D. |
UNDER THE STORM GIANT'S CASTLE - JG 0093
A truely unique dungeon adventure set inside a magic cloud: a Storm Giant has built
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 32-page booklet,
lavishly illustrated and mapped, contains six levels and ten unique new 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. This
product has been especially created and approved for use with D&D. |
SURVIVAL OF THE FITTEST - JG 0095
A deadly solitaire dungeon for 1, 2, 3, or 4 players. Designed for 1st and 2nd
level characters of any class. |
CAVERNS OF THRACIA - JG 0102
An 80-page booklet designed to accomodate characters of the 1st and higher levels.
some segments of the adventure will be a pushover for low-level groups, while other
areas may send great lords and patriarchs ducking for cover. The dungeon complex has
four main levels and one minor level, plus a legendary lost city. The local monsters
are aware of each other and will usually work together to destroy an adventuring party.
The booklet includes guidelines for random encounters, the lost city, and much more.
Caverns of Thracia has been created and officially approved for use with D&D. |
VILLAGE BOOK II - JG 0104
A 64-page booklet containing 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, created and approved for use with D&D. |
VERBOSH - JG 0108
This 80-page 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. Verbosh has been especially created and approved
for use with D&D. |
THE MINES OF CUSTALCON - JG 0111
A 48-page booklet with full-color cover, the first of a new "Wilderness Series" of
playing aids that maps in great detail the Judges Guild's City State wilderness area,
using the Campaign Hexagon System. Twenty-two five-mile hexes, covering over 476 square
miles of wilderness, are mapped out, as are the two villages in this area, Byrny and
Trollslore. Keyed shops, inns and tavers, as well as histories and ways of life of these
villages are provided. Wilderness encounter tables and a three-level mini-dungeon in the
ancient mines of a lost civilization beneath Trollslore are also included. This is one of
our more popular new playing aids, and has been created and officially approved for use
with D&D. |
BOOK OF TREASURE MAPS - JG 0113
A 48-page package of five small, versatile dungeon scenarios, or "mini-dungeons". Each one
is a complete adventure, ideal for the Judge to pull out and use when there is not enough
time to prepare one for the players. All are set in the Judges Guild City State campaign
wilderness system, though they may be played seperately. They include separate maps for
players and Judge, full backgrounds and accompanying rumors, all thoroughly illustrated in
the Jaquays tradition. The Lost Temple, The Tomb of Aethering the Damned, The Lone Tower,
Willchidar's Well, and the Crypts of Arcadia awaits the stalwart players. This product has
been created and officially approved for use with D&D. |
SWORD OF HOPE - JG 0118
The second round of the official D&D tournament dungeon. In this 32-page booklet the party
attempts to "recover the Sword Myrlani and give life to she who was slain by the Sword of
the Sightless Eye". It involves an excursion into the depths of the Cavern of Gar to recover
parts of the sword. Be advised that, of thirty-five rooms in Skatim Keep, five (which bear
sufficient warning) contain almost certain death for the party. A cast of pre-rolled
characters is provided. Sword of Hope has been created and approved for use with D&D. |
TOWER OF ULISSION - JG 0119
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. This 32-page product
has been officially approved for use with D&D. |
BOOK OF TREASURE MAPS II - JG 0320
A 48-page package of five versatile dungeon scenarios or "mini-dungeons". Each one is a
complete adventure, ideal for the Judge to pull out and use when there is not enough time
to prepare one for the Players. All are set in the Judges Guild City State Campaign
Wilderness System, though they may be played separately. They include separate maps for
Player and Judge, full Backgronds and accompanying Rumors. Dragonspate Geyser, Castle
Potunda, Demon Temple of Thoth, Temple of the Lizardmen, and Circle of the Shifting Stones
awaits the stalwart players. This product has been officially approved for use with D&D. |
UNKNOWN GODS - JG 0420
This profusely illustrated 48-page 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 many
more. This book is excellent for use in anyone's fantasy campaign and scenarios. The
Unknown Gods is an official play aid approved for use with D&D. |