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Judges Guild - Product List

ID 0 Journal I 1 34x44 City Map (4 sections) 2 Dungeon Tac Cards 3 Booklet I - First Part of the City State DD DD Title System Price Contents $0.00 2p, Oct, Initial Issue $4.50 $3.95 $2.00 16p $0.50 $0.50 $0.50 $0.50 $0.50 $0.50 $3.50 56p $20.00 $9.00 $20.00 DD #12 + DD multi-sided dice set DD plus Asociate Guildmember Sub

4 17x22 City State Players Map 5 Six Charts: Men, Monster Attacking 6 Six Charts: Chainmail, Monster Attacking

7 Six Charts: Monster Attacking 8 Dungeon Level Maps I: Levels 1-5 9 17x22 Small City State Judges Map 10 Guide to the City State 11 Special Starter Package 12 City State of the Invincible Overlord Game Aid

13 Deluxe Fantasy Package 14 Ready Ref Sheets, Vol.1 15 Thunderhold / Sunstone Caverns 16 Installment J 17 Dungeon Levels J1-4 18 17x22 City State Campaign Map 1 19 17x22 City State Campaign Map 1 20 Installment K

$2.99 56p 1st & 2nd ed $1.00 2 11x17 Judge/Player maps $2.00 2p, Dec-Jan, Thunderhold $0.50 $1.50 Judge map $1.50 Player map $2.25 2p, Feb-Mar, City State Campaign One

21 Journals I, J, & K 22 Journal L 23 24 17x22 Judges map of Tegel Manor and Area 11x17 Player map of Tegel Manor and Area

$0.25 $0.30 4p, Apr-May $2.00 $1.00 $2.50 24p DD DD $4.50 $1.98 $0.50 $0.75 $1.00 11x17 Judges and 8x11 Player maps 32p, 11x17 & 17x22 maps, Installment L

25 Guidelines Booklet L 27 Tegal Manor 28 Judges Shield 29 Six Character Checklists 30 31 11x17 Reduced Judges Map of Tegel Manor and Area City of Modron / Underwater Adventure Maps

32 Guidelines Booklet M 33 Journal M 34 Modron 35 Three Monster Statistics Compendium Sheets DD DD DD

$2.50 16p $0.60 8p, Jun-Jul $3.50 $0.50 $1.98 100 cards $7.98 64p,2camp maps (DM/player) 16p, 11x17 & 8x11 maps, Installment M, 31-33

36 Character Chronicle Cards 37 First Fantasy Campaign 38 Judges First Fantasy Campaign Map 39 Players First Fantasy Campaign Map

$1.50 17x22 map $1.50 17x22 $3.75 $3.25 $0.25 $5.50 $1.80 Barbarian Altanis/Glow Worm Steepes Issue N 17x22 map from Issue N (Judge or Player)

40 Judges Guild T-Shirt, adult 41 Judges Guild T-Shirt, child 42 Guildmember Button 43 Installment N 44 Wilderlands Campaign Map 45 Judges Guild Journal 5 (N)

$0.80 16p, Aug-Sep, now

46 Wilderlands Hex Sheets 47 Campaign Hexagon System 48 Wilderlands of High Fantasy 49 Installment O 50 Wilderlands Campaign Map 51 Judges Guild Journal 6 (O) 52 Thieves of Fortress Badabaskor 53 Judges Guild Journal 7 (P) 54 Thieves of Badabaskor Issue 55 GenCon IX Dungeons 56 Judges Guild Journal 8 (Q) 57 Gencon IX Dungeon Issue 58 Judges Guild Journal 9 (R) 59 Village Book 1 60 Castle Book I 61 Island Book 1 62 62 City State of the Invincible Overlord

DD DD

newspaper style $3.00 four 17x22 maps $2.50 55p hex grid sheets $8.50 30p,10 map:CSCMaps1-5 (DM,P)

$5.50 Valon/Tarantis $1.50 DD 17x22 map from Issue O (Judge or Player)

$0.80 16p, Oct-Nov $3.00 32p, 5dungeon levels $0.80 16p, Dec-Jan $3.50 Installment P

DD -

$3.50 32p $0.80 16p, Feb-Mar $4.00 Installment Q

DD DD DD DD

$0.80 16p, Apr-May $2.75 64p, 40 villages, CHS $2.75 64p, 50 castles, CHS $2.75 64p, 48 islands, CHS $8.00 $8.00 84p, 4maps $3.00 30p, 6 tower and 5dungeon levels

Revised City State of the Invincible DD Overlord DD -

63 Citadel of Fire 64 Judges Guild Journal 10 (S) 65 Installment S 66 Sea-Steeds and Wave Riders 67 Fantastic Wilderlands Beyond 68 War Cry 69 Flotilla One 70 Judges Guild Journal 11 (T)

$0.80 16p, Jun-Jul, newspaper $3.00 Citadel of Fire

DD -

$6.50 $8.00 $4.00 $5.00

30p, 22x28 map of ship decks 32p, 4 17x22 maps (CSC 7,8,9,10) 30p, 2 combat table sheets, [2nd ed] miniatures 4 22x28 ship plans for SeaSteeds

$0.80 16p, Aug-Sep

71 Frontier Forts of Kelnore 72 Installment T 73

DD

$3.00 32p $3.50 Frontier Forts of Kelnore $2.50 80p $2.50 4 8x11 sheets $1.75 $2.00 64p, Dec-Jan, mag style $3.50 64p $4.50 50p, GenCon X Tournament dungeon

The Dungeoneer Compendium of 16 Trav DD Trav DD -

75 Traveller Referee Screen 76 Dragon Crown 77 Judges Guild Journal 12 (U) 78 Traveller Log Book 80 Of Skulls and Scrapfaggot Green 81 Dungeoneer 9 82 Judges Guild Journal 13 (V) 83 Installment V 84 Dungeoneer 10 85 Dungeoneer 7 86 Dungeoneer 8 87 Character Codex 88 Dark Tower

$1.75 64p, Jan-Feb $1.00 32p, Feb-Mar $5.75 Wilderlands of the Magic Realm Part 1

ADD ADD

$1.75 66p, Mar-Apr $0.85 $1.25 52p, May-Jun $4.50 96p $5.50 72p adv $5.50 3 22x34 sheets deck plans $1.50 32p, Apr-May $5.95 Wilderlands of the Magic Realm Part 2 48p, 4 17x22 maps (CSC 11,12,13,14)

89 Starship & Spacecraft for Traveller Trav 90 Judges Guild Journal 14 (W) 91 Installment W 92 Wilderlands of the Magic Realm 93 Under the Storm Giant's Castle 94 Dungeoneer 11 95 Survival of the Fittest 96 Treasury of Archaic Names 97 Judges Guild Journal 15 (X) 98 Installment 15 100 Trek-80 101 Dungeoneer 12 102 Caverns of Thracia DD DD DD DD -

$8.50

$3.00 32p $2.80 68p, May-Jun $3.50 $4.95 64p $1.50 48p, Jun-Jul $4.50 Survival of the Fittest $15.00 TRS-80 computer game $2.80 64p, Jul-Aug $6.50 80p

103 Judges Guild Journal 16 (Y) 104 Village Book 2 105 Dra'k'ne Station 106 Dungeoneer 13 107 Broken Tree Inn 108 Verbosh 109 Operation Ogre 110 Judges Guild Journal 17 (Z) 111 Mines of Custalcon 112 Installment 17 113 Book of Treasure Maps I 114 Maltese Clue 115 Dungeoneer 14 116 Hellpits of Nightfang 117 Temple of Ra Accursed By Set 118 Sword of Hope 119 Tower of Ulission 121 Judges Guild Journal 18 122 Installment 18 124 Escape From Astigar's Lair 125 Dungeoneer 15 140 Castle Book 2 150 City State of the World Emperor 152 City Map for World Emperor 153 Judges Campaign Map 6 154 Player Campaign Map 6 155 Book I - Guidebook to Map 6 156 Book II - Guidebook to Shops

DD Trav RuneQ DD ADD DD

$2.80 80p, Aug-Sep $3.00 62p, 50 villages, CHS $4.95 64p adv $2.80 64p, Sep-Oct $4.00 48p, 3 adv $6.50 78p $3.25 30p, 1979 Pacificon Tourney dungeon

$2.80 64p, Oct-Nov $3.95 48p, Wilderness Book 1, 22 CHS

$6.00 Mines of Custalcon DD ADD RuneQ ADD DD DD $3.95 50p, 5 scen $4.00 48p $2.80 64p, Nov-Dec, Special Runequest issue

$3.00 16p adv $2.00 16p adv $3.00 32p adv $3.00 32p adv $2.80 64p, Dec-Jan $5.50 Towers of Ullision

ADD DD DD -

$2.00 16p $2.80 64p, Jan-Feb $3.00 64p, 50 castles, CHS $12.00 3 books:80,48,80p 3maps (22x34 city, 2 17x22 map6)

$0.00 22x34 map $0.00 $0.00 $0.00 $0.00 17x22 map for City State of World Emperor 17x22 map for City State of World Emperor 48p, for City State of World Emperor 80p, for City State of World Emperor 80p, for City State of World

157 Book III - Guidebook to City 160 Judges Guild Journal 19 165 Installment 19 170 Runequest Judge Shield 180 Dungeoneer 16 190 Treasure Vaults of Lindoran 200 Judges Guild Journal 20 205 Installment 20 210 Inferno 220 Legendary Duck Tower 230 Dungeoneer 17 240 Fantasy Cartographer's Field Book 250 Chivalry & Sorcery Shield 260 Portals of Torsh 270 Spies of Lightelf 280 Judges Guild Journal 21 285 Installment 21 290 Dungeoneer 18 300 Wilderlands of the Fantastic Reaches

$0.00 Emperor $2.80 64p, Feb-Mar $5.50 Campaign Map 6

RuneQ ADD -

$2.50 2 11x17 sheets $2.80 64p, Mar-Apr $4.00 34p $2.80 64p, Apr-May $7.00 City

ADD RuneQ CS ADD DD -

$5.98 $5.98 64p $2.80 64p, May-Jun $3.98 96p, Fantasy map symbols $3.00 2 11x25 sheets $3.98 48p $4.95 48p, Wilderness Book 2, 25 CHS maps

$2.80 64p, Jun-Jul $6.50 Shops

DD RuneQ DD Trav Trav Trav -

$2.80 64p, Jul-Aug $8.50 $7.98 $3.95 48p, 5 adv $5.98 48p, 11x17 map $4.98 32p, 22x34 map $3.50 32p adv $1.50 15mm AFV plans $2.80 64p, Aug-Sep $6.50 Fantastic Reaches Part 1 32p, 4 17x22 maps (CSC 15,16,17,18)

310 City of Lei Tabor 320 Book of Treasure Maps II 330 Tancred 340 Ley Sector 350 Darthanon Queen 360 Laser Tank 370 Judges Guild Journal 22 / Dungeoneer 19

375 Installment 22 380 Duck Pond 390 Dungeoneer Journal 23 395 Installment 23 RuneQ -

$5.98 62p $2.80 64p, Oct-Nov $6.50 Fantastic Reaches Part 2

400 Toughest Dungeon in the World 410 The Astrogator's Chart Book 420 Unknown Gods 430 Hazard 440 Temple Book 1 450 Dungeoneer Journal 24 455 Installment 24 460 Book of Ruins 470 Dungeoneer Journal 25 475 Installment 25 480 50 Starbases 490 Glimmerdrift Reaches 500 Doom of the Singing Star 520 Navigator's Starcharts 530 Ravenscrag 540 Nightmare Maze of Jigresh

TT DD -

$4.00 30p, solitare $3.98 96p, ScFi map symbols $6.00 48p, 83 gods $3.00 64p, 50 temple plans, CHS $2.80 64p, Dec-Jan $6.50 Temple Book 1

SuperHero $2.00 22x34 map

ADD -

$4.00 32p, 10 scen $2.80 64p, Feb-Mar $6.50 Castle Book 2

Trav Trav Trav Trav EmpPetal

$5.98 96p $4.98 32p, 22x34 map $11.98 64p guide, deck plans $4.98 112p, Sector mapping system

$10.00 64p guide, 4 22x34 maps $2.00 16p $12.00 2 books: 112, 96p. 600 monsters

550 Field Guide to Encounters, Vol.1&2 560 Portals of Irontooth 570 The Quest for Lara's Tower 580 Break in at Three Kilometer Island 590 Crucis Margin 600 Pegasus 1 610 Pegasus 2 620 Pegasus 3 630 Dragon's Hall 640 Ghostring 650 Trial by Fire 660 Zienteck 670 House on Hangman's Hill 690 Masters of the Mind 700 Restormel 710 Amycus Probe ADD ADD VV Trav ADD Trav ADD ADD ADD UFS Trav

$3.98 48p $3.00 16p $3.00 16p adv $5.98 32p guide, 22x34 map $3.00 Apr-May 1981, The Black Ring

$3.00 Jun-Jul 1981, Revelshire $3.00 Aug-Sep 1981, Isle of the Blest

$3.50 32p adv, solitaire $5.98 32p, 22x34 map $4.00 32p $3.50 32p $3.95 32p adv $4.98 32p $7.98 96p, Psionic rules $5.98 32p, 1 map, UFS (Universal Fantasy Supplement)

680 Tower of Indomitable Circumstance -

$5.98 32p adv

720 Rogue Moon of Spinstorme 730 Simba Safari 740 Port O'Call 750 Illhiedrin Book 760 Maranatha-Alkahest Sector 770 Portals of Twilight 780 Pegasus 4 790 F'dech Fo's Tomb 800 Glory Hole Dwarven Mine 810 Fantastic Personalities 820 Heroic Expiditions 830 Pegasus 5 840 Prey of Darkness 850 Rat on a Stick 860 Wraith Overlord: Terror Beneath the City

Trav Trav SciFi ADD Trav ADD UFS UFS TT

$5.98 32p adv $5.98 32p adv, 22x34 map $3.95 48p, 22x34 map $3.95 D >32p, adv $5.98 32p guide, 22x34 map $4.98 adv $3.00 Oct-Nov 1981, Isle of Tirnanog

$2.00 16p, UFS adv $3.98 48p, UFS adv $5.98 64p, 78 personalities $3.98 48p, adv, CHS $3.00 Dec 1981-Jan 1982, Quest for the Silver Empress

$5.98 48p adv $3.98 $12.00 book, 17x22 map

870 Pegasus 6 880 Corsairs of the Turku Wastes 890 Magebird Quest 900 Heroes and Villains 910 Corsairs of Tallibar 920 Wondrous Relics 930 Star Silver Trek 940 Waspwinter 960 Darkling Ship 970 Pegasus 7 980 Pegasus 8 990 Book of Treasure Maps III 1000 Lurid Lairs 1010 Shield Maidens of Sea Rune

Trav

$3.00 $5.98

Feb-Mar 1982, Azurerain Pirates

DragonQ $10.00 DragonQ $7.00 46p $5.98 DragonQ Trav Trav UFS $3.98 32p $7.00 $5.98 32p adv, 22x34 map $0.00 $3.00 Apr-May 1982, 4 Adventures

$3.00 Threat in the North $6.98 $5.98 never published

UFS

$6.98

80p, Wilderness Book 3, CHS

1021 Fantasy Game Aid Pack 1022 Fantasy Adventure Pack 1023 Fantasy Campaign Booster Pack 1024 Fantasy Campaign Pack 1025 Treasure Pack 1026 Adventure Module Pack 1030 Pirates of Hagrost 1040 Wondrous Weapons 1060 Pegasus 10 1070 Inns and Taverns 1090 Witches Court Marshes 1100 Caves and Caverns 1110 Imperial Infantry Squad 1120 City State Warfare Boxed Game 1130 Druids of Doom 1140 Demons of Dundurn 1150 Pegasus 9 1170 In Search of Kelandor's Gold 1180 Jungle of Lost Souls 1200 Tarantis 1210 Pegasus 11 1230 Book of Amulets and Talismans

UFS UFS UFS -

$0.00 $0.00 $0.00 $0.00 $0.00 $0.00 $4.98 48p, Wilderness Book 4, CHS

$5.98 120 items $3.00 $0.00 $6.98 $3.98 $15.00 Boxed game $15.00 never published, was part of a Pegasus mag 80p, Wilderness Book 5, CHS

UFS UFS

$4.98 48p adv $5.98 48p adv, 1map $3.00 Nirang's Keep

UFS TT

$6.98 80p adv $0.00 Solo adventure

$3.00 $0.00 never published

Judges Guild - D&D


Dungeons & Dragons
READY REF BOOK - JG 0014 Our best selling item: 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. JUDGES SHIELD - JG 0028

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. 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 feltipped 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 minidungeons, 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!

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

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 twentyfive 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.

Judges Guild - City State Campaign


The City State Campaign
CITY STATE OF THE INVINCIBLE OVERLORD - JG 0062 A giant, revised, 80-page booklet covering the myraid shops, taverns, inns, temples, and barracks of the classic City-State. Long a favorite of D&D Judges and one of our best-selling items ever since it was first printed, the City-State includes two 22x34 maps (one Judge, one Player) of the great walled City, plus 4 dungeon levels under the City and 5 levels of Sunstone Caverns. Also shown in all its Dwarven glory is Thunderhold, one of the northern allies of the Overlord with Judge and Player Maps for it too. Incredibly detailed right down to the statistics and character of each barmaid and the latest rumor she has heard, this product forms the basis of the Judge's Campaign, providing the base of operations for player adventures. Indeed, the City itself is an adventure. The center-piece of the Judges Guild Campaign Universe, this Playing Aid has been Created and Approved for use with D&D. WILDERLANDS OF HIGH FANTASY - JG 0048 Six 17"x22" maps (three Judge, three Player) printed on high-quality brown pebble-grain stock. In each three map set two are printed on both sides, giving each set a total of five hex-grid maps of the wilderness areas of the City State. Valley of the Ancients, Valon, Tarantis, and the Barbarian Altanis. This playing aid includes s 32-page booklet on the villages, populations, leaders, technological levels, citadels and castles, and wilderness monster lairs of these areas. The first of our wilderlands system, this covers the settlements of the City State of the Invincible Overlord, Tegel Manor, Modron, Thunderhold, and Haghill. This Playing Aid has been Created and Approved for use with D&D. Maps 1 2 3 4 5 FANTASTIC WILDERLANDS BEYONDE - JG 0067 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 our wilderness system, 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, and has been officially approved for use with D&D. Maps 7 8 9 10 WILDERLANDS OF THE MAGIC REALM - JG 0092 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 Ament Tundra, Ghinor, Isles of the Blest, and the Ebony Coast. There are over 300 islands detailed on the maps and described in the accompanying 48-page booklet, which also covers the area's resources, wilderness monster lairs, villages and castles, technological levels, civilizations and more. The third of our

wilderness system, 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. It has been created and officially approved for use with D&D. Maps 11 12 13 14 CITY STATE OF THE WORLD EMPEROR - JG 0150 One 34"x22" full color city map, two 17"x22" campaign maps (Judge, Player), new character class, and 208 pages of Fantastic Campaign Material in 3 books. Book 1 - Guidebook to Map 6 is 48p. Book II - Guidebook to Shops is 80p. Book III - Guidebook to City is 80p. Map 6

WILDERLANDS OF THE FANTASTIC REACHES - JG 0300 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 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 our wilderness system, 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. Maps 15 16 17 18 WRAITH OVERLORD: TERROR BENEATH THE CITY - JG 0860 Danger lurks below! Beneath the City State of the Invincible Overlord lies a maze of tunnels and sewers populated by criminals, fugitives, and a host of strange creatures. This massive product includes many NPCs, multiple underground areas to be explored, and several new monsters. This module contains a 112-page book and a huge, 22"x34" map, with maps and text figured down to the last detail for the most exacting Judge. Wraith Overlord is an absolute must for anyone campaigning in the City State.

Wilderness Books
MINES OF CUSTALCON - JG 0111 Wilderness Book 1. Hexes: Byrny, 2112-15 2211-15 2311-15 2411-14 2511-14 Trollslore. Includes Mini-dungeon, Histories, Descriptions, NPCs, Maps, and Tables for two villages and 476 square miles of wilderness. 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.

SPIES OF LIGHTELF - JG 0270 Wilderness Book 2. 22 hexs Map 1: 4222-23 4322-23 4420-22 4520-23 4619-22 4722-23 4821-23 4922-23, Lightelf, Palewood, Shipstore Harbor. The second book in the Wilderness Series, this 48-page work details the villages of Lightelf and Palewood, plus twenty-two five-mile hexes in the area of the Wood of the Gnomes, with maps of the villages. All maps are designed for easy removal. Includes histories tables, inhabitants, plus much more. An Official Campaign Aid approved for use with D&D. SHIELD MAIDENS OF SEA RUNE - JG 1010 Wilderness Book 3. 22 hexs Map1: 4623-24 4724-26 4824-27 4924-28 5022-26 5122-24. 22 wilderness hexes of Campaign Map 1 are detailed in these 80-pages along with description and maps of the major points of interest. Also included is a minidungeon for all who dare to brave the Sheild Maiden's revenge! Warrior Women plot to regain their home lost to the barbarous Skandiks, fearsome sea reavers all. Torn between their Gods of the North and the Druidic worship of nature, the Skandiks grow weak. Beware the cruel and evil Anti-Paladin who stalks this area looking for blood; he may be the death of you yet! Can you thread the perilous path to fame and riches in this saga of unforgettble Adventure? PIRATES OF HAGROST - JG 1030 Wilderness Book 4. 22 hexs Map1: 3723-24 3822-25 3923-26 4022-25 4123-26. This exciting, fun-packed module brings to life part of JG's Campaign Map 1. Numerous wilderness, village, and dungeon maps, complete with fascinating descriptions are crammed into this 48-page fantasy adventure! Fury mounts within the Village of Ashenshaft as racial tension between Half-Elves and Humans rises to a fever pitch. Beware the ancient sewers beneath the conflict-torn village; the Undead and their master lurk there! What makes the fearsome River Pirates different from their sea brethren? Is it blind hatred for the Invincible Overlord or the all-consuming lust for treasure? All these and many more fascinating endeavors await you in The Pirates of Hagrost! WITCHES COURT MARSHES - JG 1090 Wilderness Book 5. Hexs Map1: 0113-17 0213-17 0314-17 0414-16 0515-17 0615-16, Map6: 511415. Danger awaits on all Hallow's Eve, Witches of the world are gathering en masse, the peasants of the area are going to leave, unless you can stop the wicked Black Mass. 26-pages of maps detail the area around the Witches Court Marshes and the village of Grita Heath. Complete description of the Witch character class. Many witch NPCs are detailed. Three level lair of Mordridda Dungeon under the Marshes contains fabulous wealth and dangerous adventure.

Grid layout of the 18 areas covered by the City State Campaign: 9 6 7 10 8 14 5 1 2 12 11 18 3 4 13 15 17 16

The 18 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 -

Areas are: City State of Invinsible Overlord Barbarian Atlantis Valley of Ancients Tarantis Valon City State of the World Emperor Desert Lands Sea of Five Winds Elphard Lands Lenap Ghinor Ebony Coast Isles of the Blest Ament Tundra Isles of the Dawn Souther Reaches Silver Skein Isles Ghinor Highlands

Judges Guild - AD&D


Advanced Dungeons & Dragons
CHARACTER CODEX - JG 0087 96-page book of AD&D tear-out sheets to keep statistics on the player's characters. Includes spaces for character's title, age, history, clas, level, hit points, expereince points, divinity, background, and characteristics and their effects. Also provided are a blank shield for designing the character's coat of arms and a detailed AD&D equipment list with costs. Each character sheet has a small illustration of the character class by Paul Jaquays; sheets are perforated for easy removal from the booklet. The playing aid has been especially designed and approved for use with AD&D. DARK TOWER - JG 0088 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. Dark Tower is one of our best-selling newer items and is an excellent value for the price. It has been especially designed and officially approved for use with AD&D. OPERATION OGRE - JG 0109 The 1979 Pacificon AD&D official tournament dungeon, which details the capture of an Elven Princess by a band of fierce new monster, Ice Ogres. This 32-page booklet includes a very detailed Alchemist's Laboratory which may be used by the Judge on other situations, and pre-rolled characters and combat tables, plus statistics on the Ice Ogres, Electric Crawlers and more. Beware the King of the Ice Ogres and his gruesome treasure! Notes on the play of this tournament were published in The Judges Guild Journal #18. This playing aid has been created and approved for use with AD&D. THE MALTESE CLUE - JG 0114 The official AD&D tournament dungeon from Wintercon VIII, based on available maps and photographs of Hedingham Castle in Essex, England, 48 pages long, with full-color, heavy-duty cover, the "dungeon" contains the key to a magic book; this key is the subject of a quest by the players. Five detailed dungeon levels with keyed rooms and secret passages are provided, as is a list of pre-rolled characters from the tournament. These characters are mostly members of a thieves' guild, a spoof of the old private detective sagas, led by Sam "The Spade". Also included are soem new magic items such as magic card decks, and a labyrinthine set of caverns beneath the castle (also keyed and pupulated). This product has been offically approved for use with AD&D. TEMPLE OF RA ACCURSED BY SET - JG 0117 An AD&D adventure through an Egyptian-style temple, desecrated long ago by evil forces. Adventuring parties now wander it, searching for loot, and the forces of good have also entered to protect the ancient relics and restore the balance. Several new monsters are prominently featured in this 16-page booklet. The temple was originally set up for play in three-dimensional form for use with 25mm lead miniatures; instructions are provided to the Judge so that it can be set up that way. This is a nice quick adventure for a single evening, but is capable of being

worked into a larger campaign as the Judge desires. The playing aid has been approved for use with AD&D. ESCAPE FROM ASTIGAR'S LAIR - JG 0124 The official AD&D tournament dungeon from Michicon VIII, this is a unique scenario in that it tests the players' ability to role-play. Only two pre-rolled characters are provided, but they are extremely detailed all the way down to their personality traits. The characters have tracked a former comrade who has been possessed by the spirit of an ancient and evil mage, Astigar, they are trapped in the mage's stronghold and must escape withing one hour. "To hit" die rolls are provided in each encounter, and the tournament point-scoring system is also given. This 32-page booklet is one of the most thorough designs we have yet seen, and has been approved for use with AD&D. THE TREASURE VAULTS OF LINDORAN - JG 0190 The location of the fabulous treasure of the Elven King has been discovered. Some of the guardians and dangers are known but many more must be hidden. Can your party win throught to the Scepter and Ring of Ancient Power? this complete adventure has been officially approved for use with AD&D.

INFERNO - JG 0210 For those Judges who are always telling their players where to go, the Judges Guild proudly provides the perfect destination, Hell. This adventure is based on Dant'e Inferno and it covers the outer four circles (the remaining circles will be covered in a latter product), detailing the abilities and treasure of manu of the most powerful Devils. Also included are statistics for a variety of new minor devils which can plague characters (in or out of Hell) for years to come. This product was created and officially approved for use with AD&D. PORTALS OF TORSH - JG 0260 A 48-page book detailing an area reachable only through the use of Teleportation devices called "Portals". It includes considerable History and Economic description of the area, one town of Lizardmen and another of Humans, and several adventures including a Lizard Wizard's Tower. Also included are Monster Lairs, Wilderness descriptions, Wandering Monster tables and major Character descriptions. Portals of Torsh can easily be fitted into any campaign, and is suitable for mid-level characters. This playing aid has been created and approved for use with AD&D. THE BOOK OF RUINS - JG 0460 This is a set of ten mini-dungeons designed to be used to spice up an existing campaign, or to be run alone as short open dungeons. Most can be run in one to four hours, so they can fill a void in a normal overland campaign without converting it into a long dungeon adventure. When used like this, the Judge can either prelocate them on a map, or they can appear as encounters in the wildeness. They are also suitable for solitaire play. Designed and approved for use with AD&D.

PORTALS OF IRONTOOTH - JG 0560 The second book in the "Portals" series has an all-new world including new Monsters and Magic. This 48-page book provides descriptions of the Human and Gnome settlements, Lands, and leaders, as well as their history. Wilderness and monster encounters and descriptions are provided, together with Portal types and travel. Portals of Irontooth can be used directly after Portals of Torsh or can be used as part of an existing campaign. Created and approved for use with AD&D.

LARA'S TOWER - JG 0570 A 16-page book featuring a Tower once owned y a beautiful Magic user, but presently inhabited by a foul horde of evil creatures, monsters and treasures abound throughout the Tower. Are you brave and strong enoght to regain Lara's Tower, or will you succumb to the evil luring there? Designed and approved for use with AD&D.

DRAGON'S HALL - JG 0630 This is what the world been waiting for! In the fotsteps of Survival of the Fittest comes Dragon's Hall, a 32-page solo dungeon for daring and hardy adventurers seeking treasure. Dragon's Hall is ideal for existing characters or for new ones, and it is approved for use with AD&D.

TRIAL BY FIRE - JG 0650 This is an introductory adventure approved for use with AD&D. Use your own characters, or use the fully equipped characters provided in the module. Includes detailed maps, encounters, and room descriptions in this action-packed 32-page book. See if you can survive Trial By Fire!

ZIENTECK - JG 0660 This is an AD&D adventure involving a wilderness trek to gain a forgotten Wizard's treature. All previous expeditions have disappeared and only wild rumors have reached the outside world. Featured are new monsters, created by the Wizard, that could still be lurking around the ruins in search of prey. Included also are Maps of the surrounding area and the ruins, monster descriptions and encounter tables, and descriptions of the rooms plus their contents. This module makes for some suspenseful hours of playing. Designed and approved for use with AD&D. HOUSE ON HANGMAN'S HILL - JG 0670 Approved for use with AD&D, this module pits a party of explorers against the secrets of an old and deadly fortress Manor. House on Hangman's Hill contains 32pages of room description, monsters, encounters, and treasure for the taking. Can you clear this house of evil, or will you die trying?

THE ILLHIEDRIN BOOK - JG 0750 A search by a beautiful Wizardress involves the recovery of the fabulous Illhiedrin Book, lost during a raging storm amid bolts of lightning in a titanic battle between an inhuman creatuer and a now-dead Wizard who was the former possessor of the Book. They party must recover the Book, defeat the Creature, and stay alive in the process. This 32-page module is designed for use with low-level characters and includes wilderness maps, dungeon maps and inhabitants, plus the dangers of a lost crypt. Designed and approved for use with AD&D. PORTALS OF TWILIGHT - JG 0770 Journeys of wonder and magic will be experienced when the Portals are traveled again in this newest release in the Portals series for AD&D. Portals of Twilight is set on the planet, Halfworld; it is a world similar to our moon, half light and half shadow, with only a narrow stirp of land that is habitable. This twilight region has evolved varied types of creatures which are accustomed to the climate. North Pole City can be visited also, as it is the center of learning and culture on Halfworld. Multiple encounters are given, as well as other major points of interest and new monster types.

Judges Guild - Runequest


Runequest
BROKEN TREE INN - JG 0107 This 48-page booklet contains three Runequest scenarios and background information, concerning the struggle between the Aldryami Elves and Dryads of Tall Seed Forest and encrouching Men from the adjacent Empire of the City of Whorn. It includes highly detailed histories and legends of the forest, the Inn, and nearby Troll Country, and one of the Empire's frontier forts. Characters ranging in ability from newly rolled to nearing Rune Status can be included in the adventures without too much difficulty. The standard Runequest format for listing character and monster statistics has been used and explained. This is a Judges Guild Runequest Gateway, created and officially approved for use with Runequest. HELLPITS OF NIGHTFANG - JG 0116 The HellPits are a series of limestone "karst" sinkholes, and there are various inhabitants: one is the ancient tomb of a great hero, while another is the lair of a vampire, Nightfang, and his motley followers. NightFang has a taste for rats and player-characters. While intended for characters of fairly low expertise, experience as a player is called for. Inhabited by rock lizards and dragon snails, this 16-page mini-dungeon is highly detailed, and handsomely mapped and illustrated in the Jaquays tradition, with a full-color cover. A pool of ten bound spirits and ancient holy ground can also be found in the HellPits. This is a Judges Guild Runequest Gateway, especially designed and approved for use with Runequest. RUNEQUEST SHIELD - JG 0170 Two large 11"x17" sheets of cardstock printed in red and black on buff for noglare reading at a distance. All the charts and tables necessary to play the Runequest combat system are printed here in large size rearranged to aid play efficiency. All those Tables necessary for the Players are printed on one side, and all the Tables and Reference Material necessary for the Judge are printed on the other. Appropriate page numbers are given to speed reference to the rules othose few occasions the Shild information is insufficient. The tables are based upon the just released Runequest 2 and included information from the Cults of Prax. The sheets are designed to fit together to form a screen concealing the Judge's confidential information, secret die rolls, etc. This playing aid is specially designed and approved for use with Runequest. LEGENDARY DUCK TOWER - JG 0220 The legends of the fallen citadel of Duck Tower have long haunted both Ducks and Humans. Recently, the location of the tower has been rediscovered and parties of brave adventurers have begun to seek it out in hopes of finding the great treasures rumored to be there. These treasure will not easily be obtained as the area is guarded by many creatures who have always known that Duck Tower was no legend. This 64-page scenario pack was created and officially approved for use with Runequest.

CITY OF LEI TABOR - JG 0310 The first complete City for Runequest. A huge 96-page book describes the feudal Duchy of Lei Tabor, a semi-independent seat of power and religion. Ruled by the Duke and his clan, it is the last vestige of a once mighty empire and still dominates the area. Book includes maps, shops, cults, temples, inns, politics, inhabitants, treasures, plus adventures. An official adventure approved for use with Runequest.

DUCK POND - JG 0380 This is a 64-page Campaign Adventure created and approved for use with Runequest. Duck Pond was once the site of a small fishing and trading village inhabited by Humans. The village was later on destroyed by Mallia worshippers. Eventually, Frwack the Duck took up residence here and is about to fight Oassanai the Dragonewt to the death.

Civalry & Sorcery


CHIVALRY & SORCERY GAMEMASTER'S SHIELD - JG 0250 Two 11"x25" sturdy cardstock sheets printed both sides in easy-reading black and red ink. All the combat, magic, monster charts and statistics are carefully abstracted and arranged in the usual Judges Guild efficiency enhancing manner. Colored lines and halftone patterns make it easy to find the required information at a glance.

DragonQuest
MAGEBIRD QUEST - JG 0890 Search for the Azure Sea Falcon. Make a fantastic quest for a rare item which involves a perilous journey o'er land and sea to the rugged crags of the Rookeries. This is a challengin initial adventure to start beginning players into the amazing world of DragonQuest. This scenario contains three completely detailed villages, numberous characters, new monsters, encounters, caravans, brigands, merfolk, pirates, and much, much more. Set in the Frontiers of Alusia campaign map, this 64-page adventure scenario provides new monsters, encounters, and suggested player-characters as well as a suggested new skill. Designed and approved for DragonQuest. HEROES AND VILLAINS - JG 0900 The Frontiers of Alusia come alive with this compilation of incredible Alusian citizens. This is a book no DragonQuest Judge should be without. Many personalities are finely detailed herein along with a host of characters of varying importance. Within this book roam such characters as the Lone Hunress who stalks the Filgisio with her SabreToothed Tigers, and Old Gregor the Storyteller, spinning his yarns in the taverns of Seagate. Then there is Aurelia, a soft-hearted Elven Troubador who cannot cure her wanderlust. These and others await your intrepid DragonQuest players as friends, enemies, or just as chance encounters. STAR SILVER TREK - JG 0930 High in the Barren Hill, o'er the Falls of Valusha, it is rumored, lies the fabled Star Silver Lode. Now, with danger threatening, your Dwarven Clan has sent you and your seven stout-hearted friends to seek out that hoped-for treasure lode. Can your party but return with enough Star Silver, the cunning smiths of the Clan will forge such mighty weapons that your Clan will have an overwhelming advantage in the threatening strife. Go quickly, now! The cry of the Raven on the night wind warns that the enemy may also have heard of the lode and may be, even now, stealing it away! Set in the Frontiers of Alusia campaign map, this 48-page adventure scenario provides new monsters, encounters, and suggested player-characters for use with DragonQuest.

Empire of the Petal Throne


THE NIGHTMARE MAZE OF JIGRESH - JG 0540 The 16-page booklet for use with the Empire of the Petal Throne rules set is based on the fantasy world of Tekumel. This module takes place in a tortuous maze in a race against time to locate and return with a holy relic. Monster and wandering monster encounters are provided for, along with statistics for Empire of the Petal Throne. It is recommended for use with mid-level characters. Designed and approved for use with Empire of the Petal Throne.

Tunnels & Trolls


TOUGHEST DUNGEON IN THE WORLD - JG 0400 The Toughest Dungeon in the World is a solitaire dungeon approved for use with Tunnels & Trolls and Monsters! Monsters!. This dungeon is written by Ken St.Andre, author of both Tunnels & Trolls and Monsters! Monsters! An uusual scenario because you can be either a player character (Elf, Dwarf, etc.) or a Monster characters (Troll, Orc, etc.). RAT ON A STICK - JG 0850 Explore the depths of this dangerous dungeon or become a wealthy businessmand and own your own fast-food franchise. Feed all the horrible monsters lurking withing these pages or defeat them for their treasure. The choice is yours! A 32-page adventure detailing 10 dungeon levels of adventure. Designed for use with Tunnels & Trolls.

JUNGLE OF LOST SOULS - JG 1180 Almost a centry ago, Durenian colonists landed on the northern coast. There, they raised bustling cities under the cooling breezes from the sea, but, except for sailors, traders, and ambitious adventurers, no one ventures far into the fever-ridden, mosquito-cursed interior. Even these are usually content to stay close to the outposts, taking an occasional profit when some of the friendlier Taweii come in to sell their pelts, their medicinal herbs, and some exotic jungle products. You turn and stroll back to the fort. the musical call of the auctioneer catches your attention. He is selling a catch of slaves that a party of adventurers just brought back from the wilderness. Yet, they came back disappointed; like you, they had heard rumors of great wealth waiting to be found in the jungle, ruinded cities rich in grave goods, undiscovered civilizations, fountains of youth, and the bountiful graveyards of the giant, ivory bearing beasts. You have already decided to try your luck in the forbidding jungle. This is a 28-page solo adventure designed for use with Tunnels & Trolls.

Superhero 2044
HAZARD - JG 0430 This is Judges Guild's first gaming aid for the SuperHero 2044 role-playing system. It comprises a 22"x34" three color map of the Pacific Ocean area after the hypothetical Six Day War. Background information on the politics, history and societies of this new world is given in the IPSP/ISIS special guide to the Official Hazard Map No.7. data on the wild life hazards of Australia is featured, including the Australians themselves. This product provides the background setting necessary for initiating a comprehensive campaign. This is approved for use with SuperHero 2044.

Villians & Vigilantes


BREAK IN AT THREE KILOMETER ISLAND - JG 0580 This module for the Villians & Vigilantes role-playing system is designed for use with lower level characters. Packed full of maps, charts, and of course, villians, its 16 pages are ready to provide hours of action-packed enjoyment.

Judges Guild - Miscellaneous


Miscellaneous
THE FIRST FANTASY CAMPAIGN - JG 0037 By Dave Arneson, co-author of Dungeons & Dragons. Two 17"x22" maps (one for players, one for the Judge) showing wilderness around the famous Blackmoor Castle, and a giant 64-page booklet detailing the assorted baronies, citadels, leaders histories and development of the original fantasy role-playing campaign, and the entire Blackmoor Dungeon as Judged by Arneson. The maps are printed on high-quality brown pebble-grain stock, designed to last a long time. Herein are many new guidelines on lair generation, character interests and vocations (hunting, farming, fishing, trapping, etc.), the resources and manpower of the various feudal holdings and nomadic hordes of this landmark in wargaming, and much more. Carefully mapped are the twelve levels of Blackmoor Dungeon beneath the five levels of Blackmoor Castle, the village of Blackmoor, the home of Mello the Halfling, and the tower of Svenson's Freehold. WILDERLANDS HEX SHEETS - JG 0046 Four (blank) 17"x22" numbered hex-grid sheets, printed on both sides of highquality brown pebble-grain stock for a total of eight grids. These are ideal for use by the Judge in creating his own wilderlands, and may be used for the standard D&D 5-mile wilderness hex. The sheets are printed in the same size as our standard Judges Guild City State campaign maps of the wilderland, so that the Judges may expand their works as they desire. Printed with a double-burning process, half-tones, these are very large (34 hexes long and 52 wide) and can be used for anything in any gaming system; they are as versatile and useful to the wargamer as notebook filler is to a student. Colored pencils and felt-tipped pens work beautifully on this surface and will not soak through. SEA STEEDS AND WAVE RIDERS - JG 0066 Two 28.5"x22" sheets, each present deck plans of twenty different ships, small craft and equipment from Viking longships to dugout canoes. These are detailed right down to the wood graining in the individual deck planks; nail heads and rope ply of the riggin are visible in a truely fine work of art. The ships are hex-gridded in 25mm scale for use with miniatures. Included is a 32-page booklet with extensive technical descriptions, historical information on the cultures which used the various craft and equipment, and other gaming aids. These are suitable for use with any medieval or fantasy role-playing system currently in print, and ideal for campaign Judges wishing to expand their gaming horizons into maritime traffic and trade, and ramand-cutlass naval warfare. WAR CRY - JG 0068 A set of miniatures rules including reference charts, pull-out gaming aids, and figure set-up and construction guide suitable for battles ranging from the ancient era through the Middle Ages, sumulated with 25mm miniatures. Included are extensive rules on the siege engines of medieval artillery, and their effects on both field formations and fortified positions, plus moral rules, simplified missle fire and melee, extremely quick and easy-to-use combat modifiers, point values of the different troop types to prepare even sides for competition, priority targets for missile fire, and much more. This is a basic 32-page set of simple rules which emphasizes action and quick resolution, affording a balance of simplicity and realism, fighting out a full-fledges battle will take less time than with most rules sets, yet results are practical and believable.

FLOTILLA ONE - JG 0069 This is a set of four of the 28x5"x22.5"charts from Sea Steads and Wave Riders for a total of eighty items. Here are longships, war galleys, merchants, log rafts, dugout canoes, harbor lighters, barges, deck siege engines and more. The charts are printed in brown on high-quality tan stock, and form a highly detailed playing aid for use in 25mm miniatures simulations of boarding actions, catapult warfare, mutinies, and other battles and adventures, suitable for use with any medieval or fantasy rules system that includes the use of 25mm figures. The charts are hexgridded for simplicty of movement of the figures. They are finely detailed, right down to the woodgrain of the deck planking, the nail heads and rigging lines can be seen. The charts are extremely versatile for gaming. THE DUNGEONEER COMPENDIUM - JG 0073 This 80-page booklet contains the best of the first six issues of The Dungeoneer, edited and illustrated by Paul Jaquays. Hordes of new and different monsters, troves of new magic items and artifacts, and the best in fantasy role-playing articles and variants fill its pages, as well as the first installments of the classic swords-and-sorcery serial by J.Mark Hendricks, "The Arcane Elders". Since the Dungeoneer was the originator of the complete mini-dungeon, this volume contains six of these versatile prepared scenarios, keyed and beutifully mapped. The issues that it covers have been entirely sold out, so this is a good way for players and Judges to catch up on what they've missed. TREASUREY OF ARCHAIC NAMES - JG 0096 This 64-page tome with handsome cover provides tables for random generation of olden names, nicknames, titles, twon and tavern names for fantasy and science-fiction role-playing games. The English language and its antecedents such as Celtic, Teutonic, Scandinavian, Latin and Greek tongues have ben used as sources, so that name meanings would be on the fringes of the familiar and exotic simultaneously. A good name will establish a chracter's personality or an inn's or village's atmosphere and history; it encourages a credible rapport and reminds players that all of the characters have a strong self-interest and identity in the game. Forty-six pages of various tables are provided with extensive guidelines to their application. The various tables provide 320,000 possible name combinations. TREK 80 - JG 0100 This cassette tape game for the Radio Shack TRS-80 computer is our first application of a new idea in wargaming: the use of computer simulations. It requires a computer capable of at least 16K of memory and use of the Level II Basic computer language. This is not just another Star Trek game: it's the toughest Trek game to beat yet. The Enterprise must protect a Federation supply fleet of transport tugs, and the commands can control everything from combat attack sequence programming and defensive modes on the ship's computer, to evasive action, to energy flow from the reactors to the various engines and phaser banks. Phasers, photon torpedoes and Starbases are provided for. The Klingons and the tugs all have simultaneous movement and combat, the tugs even have puny phasers and occasionally knock out Klingons themselves! CASTLE BOOK II - JG 0140 A 64-page booklet which includes 50 pages of maps on various fortifications: every type from solitary spires and wooden stockades to massive fortresses and walled cities. These are excellent for siege, intrigue and other adventures by the players. Also included are table for naming the castles. The castles are mapped on light grey hex grids, suitable for changes by the Judge with a felt-tipped marker. A Judges Guild Campaign Hexagon Sub-System.

THE FANTASY CARTOGRAPHER'S FIELDBOOK - JG 0240 The Fantasy Cartographer's Fieldbook is the Judges Guild solution to many of the Fantasy role-playing mapping problems. Large 96-page book provides a set of comprehensive mapping symbols that can be used to mark all features and encounters. Four separate types of Mapping Grids are provided plus Map Key and Record pages. Gamers are sure to find this book useful for record keeping and mapping their own campaigns. The increasing number of gamers who are writing magazine articles, designing products, and submitting contest adventure scenarios will find this book invaluable. LASER TANK - JG 0360 15mm AFV plans for any use with science fiction miniatures rules, and/or roleplaying. Also contains simple rules for resolving table top combat.

ASTROGATERS CHARTBOOK - JG 0410 This is the Judges Guild solution to many of the Scient Fiction role-playing mapping problems. This large 96-page book provides a set of comprehensive mapping symbols that can be used to mark all features and encounters. Three separate types of Mapping Grids are provided plus Map Key and Record pages to permit accurate mapping of anything from a solar system down to an individual room. Gamers are sure to find this book useful for organizing their own campaigns. TEMPLE BOOK I - JG 0440 This 64-page booklet contains 48 pages of interior layouts of various Temples. These are excellent for use with scenarios where you have players encountering religious groups in their own Temples or for use as the main theme of you scenario. The Temples are mapped on light grey square grids, suitable for changes by the Judge with felt-tipped markers. A Judges Guild Campaign Hexagon SubSystem. RAVENSCRAG - JG 0530 This is the first in a new series of adventures suitable for use with all fantasy roleplaying systems. All the incredible detail and playability you have come to expect from Judges Guilde is now available for all game systems. Four gigantic 22"x34" maps detail Ravenscrag Castle and the levels below, right down to each individual stone. The immense 64-page Guidebook covers all buildings, personalities, treasures, and monsters with far more detail than even the most picky Judge needs. THE FIELDGUIDE TO ENCOUNTERS - JG 0550 Composed of two 96-page volumes with a new set of rules for fantasy roleplaying. Character statistics, classes, and abilities are included in the first volume, along with melee and psionic combat tables and provisions for godhood. Add to all this are 612 familiar and not-so-familiar Monsters, complete with statistics for them and their environments.

TOWER OF INDOMITABLE CIRCUMSTANCE - JG 0680 The God Math needs you! Only the daring enter the ancient Tower to prove worthy to serve him. Maps of each level and what lies in each are furnished in this 32-page Guidebook, as well as a nasty surprise for unwary players.

MASTERS OF MIND - JG 0690 Masters of Mind is a detailed rules set for psionic combat. The rules include initial character talents and how to develop those talents, as well as attack and defense modes for combat. All 80 pages are full of charts, tables, and rules, plus examples of combat given for clear reading and comprehension. A must for fantasy roleplaying!

RESTORMEL - JG 0700 Something is harassing the village of Restormel. People are disappearing. People are being found dead. Terror stalks the night. It is up to you to find the cause and destroy it. this is a 32-page book with 2 detailed 22"x34" maps of the Castle and maps of all the major village buildings. This adventure includes a creature not to be found anywhere else.

PORT O'CALL: TARLKIN'S LANDING - JG 0740 A completely detailed spaceport and twon out on the active fringes of adventure, this campaign aid comprises a 48-page book and a 22"x34" double-sided Map Sheet. Designed to serve as an initial starter scenario, this product gives a firm base for starting out a team of adventurers on the proverbial shoestring. Opportunities for both legitimate and ilegal profits are present. All buildings and installations are completely mapped in 15mm scale for use with miniatures or counters. This is the first in a series of products which are designed to be utilized with all science fiction role-playing systems. F'DECK FO'S TOMB - JG 0790 The action is crammed into this 16-page fantasy adventure module. An ancient prophet fortold of the rising from the pits of Hell of the dead and buried Druid, F'deck Fo, and of the devastation he would bring on the descendants of his people. The time-worn prophecy is reaching for fulfillment; the curse must be reversed and destroyed. You must march to the Tomb, enter, and end the unholy evil residing there. This product contains multiple adventures, new and horrifying creatures, a strong fortress, and a completely described barbarian village. GLORY HOLE DWARVEN MINE - JG 0800 This 48-page Universal Playaid details the rich Dwarven Mine which lies just outside the walls of the City State of the Invincible Overlord. The City-State is alive with rumors of the strange happenings deep within the Glory Hole. Something is going on down there - is it the deiscovery of ancient catacombs filled with the artifacts of a long-dead civilization? Is it a power struggle between the Overlord and the Cwarves over the control of the mine? is it a grudge match between Dwarven and non-Dwarven miners over the division of vast treasures that have been found? Is it an influx of creatures from without? Is it an influx of creature from within? Is it an influx of creatures from another Plane? Is it the discovery of a lost

Gnomish mine adjacent to the Glory Hole? Can all of the preceding questions be answered by an emphatic "YES!"? Venture into the Glory Hole Dwarven Mine, if you dare, and find out how you can turn these events into adventure and riches beyond your wildest dreams! FANTASTIC PERSONALITIES - JG 0810 This 64-page compilation details 78 fantastic personalities for use in any fantasy campaign. Each character comes complete with background information, religious inclinations, personal quirks, magic items, favorite tactics, spell knowledge, and much more. Many character classes are represented, such as Assassins, Theives, Warrior-Priests, Fighters, Bards, Monks, Wizards, Illusionists, Rangers, Clerics, and Druids, as well as the various races (Gnomes, Dwarves, Elves, etc.). Characters range in power from the totally inexperienced to the Elven Prince of 2,000 years old. Included herein are such notables as Aeschulas the gambling wizard, Rivera the happy-go-lucky Thief, Sheila the she-wolf, Cherliy the Rotund, Tina of Tergonis, and Rita Nimblefingers. The personalities are keyed to the Judges Guilde Campaign Maps, but they can be used in anyone's world. This is a must for any serious Judge who recognizes the importance of fantastic personalitites with which the players can interact. HEROIC EXPEDITIONS - JG 0820 This 48-page book includes three separate quests for use with any fantasy roleplaying campaign. Detailed within is a quest for those Halflings that are tired of being overshadowed by the Big People. Join them on the perilous quest for "The Book of Ancestry." Or, if evil, rotten, mean, and nasty characters are your forte', guide two Half-Orcs on their "Quest fo rthe Spear of Karkness." Fight those wimpy Elves, Dwarves, Gnomes, and Halflings that stand in the way of Orcish domination. Also included is a quest for that single character who believes he or she is invincible. Definitely a must for any campaign that includes high-level characters. "The Cave of Despair" is an unique adventure scenario which pits a lone player against the spectres of the past and the phantoms of the future. An exciting and bewildering adventure that will be enjoyed by both the Judge and player. A Judges Guild Universal Fantasy Supplement. PREY OF DARKNESS - JG 0840 Prey of Darkness is a Universal Playaid which details a force of brigands and their advisors, followers, and slaves. Each of the brigands has a price on his or her head. You have been charged with their capture! Can you bring them back to face trial alive, or must you kill them in order to collect the reward? Can you even survive the attempt? Send your heroes and heroines in search of Red Honohon and Black M'Dabb. This scenario can also be used for evil characters who need manpower to accomplish their goals. Join Red and Black in their endeavors to become rich and powerful. Become a brigand and terrorize the countryside! Challenge Red and Black for the leadership of the brigand force! All this and more awaits you! A Judges Guild Universal Fantasy Supplement. CORSAIRS OF TALLIBAR - JG 0910 The Corsairs of Talibar were one of the most feared bands of pirates that ever sailed the Nydar Sea. Nearly 75 years have passed since any captain has quailed at the sight of that dreaded band at his bow. Were they defeated in some unknown battle or swallowed up by the sea. Find out in this 48-page adventure. Contains 3 maps, 1 new monster, encounter tables, and 6 pre-generated adventurers for use. This adventure is for 6-10 adventurers from 1st to 3rd level. A Judges Guild Universal Fantasy Supplement.

WONDROUS RELICS - JG 0920 This 32-page book contains new and exciting magical items and mystical artifacts for use with any adventure or campaign. Designed to bring awe to the faces of your player-characters. A Judges Guild Universal Fantasy Supplement.

THE BOOK OF TREASURE MAPS III - JG 0990 This new and exciting adventure book holds ten complete adventures! The Beast of Blackwater, The Mountain of Fire, The Temple of Allisstanis, and many more. Each include maps, full background information, and accompanying rumors. The Book of Treasure Maps III is an 80-page adventure book designed for the Judges Guild Universal Fantasy Game System. This system may be used with most roleplaying systems, which the players must provide. LURID LAIRS - JG 1000 (not published) Many, many designers have combined efforts to bring you this compilation of creature lairs. These capsule adventures include the lairs of Dwarves, Elves, Dragons, Giant Eagles, Gargoyles, Ghouls, Griffins, Ghost, Gnomes, Hippogriffs, Hydras, Ki-Rin, and many more. Lurid Laris will be a welcome to any existing campaign. It is designed to alleviate the sudden design pressure every Judge comes under during nearly every gaming session. Whenever a monster lair is needed quickly, Lurid Lairs can help. This 64-page booklet is the first in a series of booklets that will eventually cover most every monster the inhabits a lair. Lurid Lairs is a much-needed gaming aid brought to you by all the Gremlins at Judges Guild. WONDROUS WEAPONS - JG 1040 Featuring a marvelous magical weapons shop run by a capable dwarf armorer, Wondrous Weapons contains 120 different and astounding magical weapons for use in any campaign. Rplayers must buy or trade to gain the weapon of their choice, or the judge can construct a weapon using the tables included. The entire weapons shop is described room by room in this 64-page Universal play aid.

CAVES AND CAVERNS - JG 1100 This Judges Guild Universal Fantasy Campaign Supplement can be used with almost all fantasy role-playing games. Each map will easily become a miniadventure for any party that contains at least 16 levels of characters which include magic users and clerics, or dwarves. 48 caves and caverns with nine pages of charts and guidelines using the City State Campaign Hexagon System. Random cave and dungeon generation tables are also included. IMPERIAL INFANTRY SQUAD - JG 1110 Boxed game containing 3 full-color geomorphic maps, 400 counters, and 32-page rules book. The game is a tactical-level simulation of infantry combat in the far future. While the game is self-contained, it was designed for use with sci-fi campaign and the resolving of battles in them. The easy-to-learn rules cover the basics of any wargame such as movement and fire, flight, night combat, dropping powered infantry from starships, and much more. Also included are rules covering the raising and maintaining of units in a campaign along with 11 scenarios. DRUID OF DOOM - JG 1130

The House of Euklidies, a temple to Astokph the Diety of Travel and Transporter of the Dead, is asking for a group of adventurers to recover three lost magical items of the temple. Adventures must pass through the portal and enter the Druid's Keep to recover them. Contains 6 maps, 5 new monsters, and over 60 NPCs. A Judges Guild Universal Fantasy Supplement.

DEMONS OF DUNDURN - JG 1140 An eerie silence greeted the dawn at Riverside House the morning after the wedding feast of Arnulf and Gunda. As the day wore on concerned villagers appealed to Oskine to gather some of the guests at the Feathered Serpent Inn and investigate. Oskine instructed the group of guests to proceed ahead and said he would join them later. The guests crossed the empty threshold to discover... A Judges Guild Universal Fantasy Supplement. IN SEARCH OF KELANDOR'S GOLD - JG 1170 It is rumored that the vast treasure of Kelandor I still lies scattered about the once mighty castle. The present lord, Kelandor IX has invited any and all to search for the treasure in return for clearing the castle of the many monsters that have taken up residence there since the demise of Kelandor I. This new adventure is for a dungeon party of 5-8 adventurers of levels 6-10. Contains 9 dungeon levels, 10 maps, 7 new monsters and over 90 NPCs. A Judges Guild Universal Fantasy Supplement. TARANTIS - JG 1200 Two books, each 96-pages, detailing the City State of Tarantis and the surrounding campaign area. Includes a 20"x28" map of the City State of Tarantis and Campaign Area Map Four. Details on the history, government, customs, religions, and military of Tarantis. Also covers the shops and courts of Tarantis, The Tarantine Palace, Bard or Fighter Citadel, Ho Chi's Castle, The Azurerain Pirates and their stronghold. A Judges Guild Universal Fantasy Supplement.

Judges Guild - Traveller


Traveller
REFEREE SCREEN - JG 0075 Four 8.5"x11" sheets of heavy cardboard, printed black on "eye saver" green for easy reading at a distance. All charts and table necessary to play Traveller are reproduced on them, those items needed by the Judge on one side and those needed by the players on the other. Combat charts have all appropriate modifiers figured in. All weapons from Mercenary included also. Sheets may be fitted together to form a screen, concealing the Judge's confidential information, secret die-rolls and such. This playing aid is ideal for playing out a prepared scenario such as Dra'k'ne Station, and has been especially designed and approved for use with Traveller. TRAVELLER LOG BOOK - JG 0078 Succinct 64-page summary of character generation with convenient rearrangement of the appropriate Traveller tables. Provided are new tables on physical characteristics and personal background, new and accurate combat damage tables for all standard types and auxiliaries, complete intersteller trade tables, summary of starship operations, character record sheets (10), and complete sets of Ship's Papers (6). The Log Book is one of our best-selling items and can be seen in use at many gaming conventions. It has been created and officially approved for use with Traveller. STARSHIPS & SPACECRAFT - JG 0089 Three 22"x34" sheets, 25mm scale, three-color Deck Plans of all standard Traveller starships and auxilaries, complete technical data, Ship's Papers and layout grid for your own starship design. May be used with 25mm miniature figures and Snapshot rules to simulate hand-to-hand battles on board ship; mutinies, hijacking, boardings, savlage operations, and other adventures. It includes High Passage cabins, Low Passage berthing spaces, bridge, engine room, fuel tanks, cargo holds, and all compartments. The designs are blueprint-style diagrams, including a Type C Cruiser, a Type R Subsidized Merchant, a Type Y Yacht, and such auxiliaries as a Ship's Boat and Life Boat. This playing aid has been officially approved for use with Traveller. DRA'K'NE STATION - JG 0105 A 64-page booklet detailing a vast alien research station hollowed out of an asteroid. Sabotaged, with its crew either dead or in cold storage, it drifts through the void awaiting the incursions of players, still protected by its automated defense systems and one surviving alien. A complete, massive 12-level adventure for Traveller, the first of its kind, this playgin aid is profusely illustrated by Kevin Siembieda and includes insights on the culture, language, and history of the wierd, reptilian Dra'k'ne aliens. This is a complete, well-detailed scenario, with several different types of research labs, repair shops, spare parts depots, recreation areas and more, and has bee created and approved for use with Traveller.

TANCRED - JG 0330 A 48-page booklet detailing the Tancred System, located in the Outreamer SubSector of Ley Sector. Included is a complete description of an entire civilized planet as well as other significant installations on other planets. Tancred is an excellent place to start a Traveller Campaign. many opportunities for character particiation exist in the on-going revolt against the current regime. All major cities are mapped and described with encounter tables provided. The centerfold contains an 11"x17" two color map of the planet. Complete details are provided for a B Class Starport. Four special scenarios are included to get campaigns underway. Featured on the cover are a complete set of 15mm scale armored fighting vehicles for the Mercenary Regiment detailed withing. LEY SECTOR - JG 0340 An entire Travellor Sector on a 22"x34" map with accompanying 32-page Guidebook. The map, in three colors, gives stellar location, jump routes, and political division. The reverse of the map has detailed maps of eight significant planets along with the statistics and complete historical background of each. The Guidebook goes into detail on each of the 16 Sub-Sectors with full statistics on each system. History and current political situation are given as well as encounter and rumor charts and table. This product is one of the first in a series providing a complete detailed campaign approved for use with Traveller. DARTHANON QUEEN - JG 0350 What's happening on the Darthanon Queen? This Traveller adventure pits the players against the unknown. Three basic scenarios can be used separately or combined into many possible adventures. This 32-page book includes pullout Ship Plans in two colors, plus map of Guadix Drift Sub-Sector. Crew and passengers of the Darthanon Queen are detailed along with the crews of two possible rescue ships, the Nova Hawk and the Lucky Winds. Everyone should be on the lookout for the Dyson, one of the meanest aliens you'll ever meet in the depth of Space. An official adventure approved for use with Traveller. 50 STARBASES - JG 0480 A new playing aid for Traveller campaigns, this 96-page book provides the esential Starbases necessary to any spacefaring culture. Extensive tables are provided to detail the facilites of each Starbase, as well as the services available to Startravellers in the nearby area. Created and approved for use with Traveller.

GLIMMERDRIFT REACHES - JG 0490 Glimmerdrift Reaches is the second entire Traveller Sector produced by Judges Guild. The 22"x34" three-color map gives stellar locations, political divisions, and jump routes in the Sector. Eight significant planets are mapped in detail on the back, along with complete historical background and statistics on each. The 32page Guidebook contains details on each of the 16 Sub-Sectors with complete statistics on each of the hundreds of systems. Background history is given on the current plitical situation, as well as rumor and encounter charts for the Referee.

DOOM OF THE SINGING STAR - JG 0500 Doom of the Singing Star is Judges Guild's newest release for Traveller. Included within the 64-page Guidebook are scenarios covering hijacking, piracy rescue, and husts on shipboard, as well as security and mercenary assignments planetside. The package also contains 24 Giant 15mm scale Deck Plans for Cruise Liners of the Brilliant Gem Class. Designed as commercial vessels, the para-military capabilities of these ships permit them to play a prominent part in any campaign.

NAVIGATOR'S STARCHARTS - JG 0520 A new mapping aid for Traveller campaigns, this 112-page book provides all the special grids for plotting six complete sectors. Each of the 96 Subsectors has a separate page with a map grid and planetary data blanks. Room for over three thousand stellar systems gives enough elbow room to get any campaign off to a Nova blast start. Created and approved for use with Traveller.

CRUCIS MARGIN - JG 0590 The third Judges Guild Traveller Sector with a 22"x34" three color map and a 32page Guidebook. Part of the Gateway Quadrant Campaign, this product links with Ley Sector, Glimmerdrift Reaches, and the forthcoming Maranatha-Alkahest Sector. The map gives stellar location, political divisions and jump routes. Eight significant sector planets are mapped in detail on the back, along with complete historical background and statistics on each. The Guidebook details each of the hundreds of systems. Background history of the plitical and military situation is given, as well as rumor and encounter charts for the Judge. Created and approved for use with Traveller. GHOSTRING - JG 0640 This 32-page book with 22"x34" color map details a planet in the MaranathaAlkahest Sector of the Gateway Quadrant. Complete details are given on the planet Ghostring, as well as on its sapien native race, the Hawklings. One major scenario is given with several additional variants detailed as well as suggestions for Judges modifications to suit the tone of their own personal campaign. Ghostring is but one of a series of approved Traveller playaids designed to keep any campaign moving along at Jump 6! AMYCUS PROBE - JG 0710 This 32-page adventure is the first in the Border Prowler Adventure Series set in the Gateway Quadrant. The basis of the scenario is a commando raid for information on an unknown installation. Complete personnel and equipement statistics are given for ships, assault shuttles, and opposition forces. This product is designed to serve as an introductory scenario to campaign gaming iwth a complete set of pre-generated characters. Also included is a scoring system for evaluating performance in tournament play. The same people and equipment are to be used throughout the entire series. New equipment featured in the series includes the 40ton armoured assault shuttle and the 1000-ton Border Prowler Class Ship. All maps and encounter tables are provided for the Judge. Created and approved for use with Traveller.

ROGUE MOON OF SPINSTORME - JG 0720 This 32-page adventure continues as the second in the Border Prowler Adventure Series set in the Gateway Quadrant. though intended to be played as the second in a series, this adventure may be played on its own. The same personnel and equipment is used for this as waw used for Amycus Probe. New information is introduced into the ongoing plot. Complete personnel and equipment statistics are given for ships, assault shuttles, and opposition forces. This product is designed to serve as an introductory scenario to campaign gaming and provides a complete set of pre-generated characters. Part of the scenario is a scoring system for evaluating performance in tournament play. All maps and encounter tables are provided for this adventure set in the rings and moons of a gas giant planet. Created and approved for use with Traveller. SIMBA SAFARI - JG 0730 This adventure scenario contains a 32-page Guidebook and a 22"x34" doublesided map sheet. Set in the Ley Sector of the Gateway Quadrant, the adventure features the "Simba Safari" and crew. Complete 15mm plans of the Type K Hunter Ship are included, as is a 15mm scale plan of the adventure site. The crew and passengers range across the planets of the Diamond - Prince Sub-Sector in search of trophies and adventure. Six planets ar provided in detail along with all terrain and animal charts. The scenario is completely detailed for the Judge, and suggestions are given for personalizing the adventure to suit the tone of his or her campaign. This adventure may be complete self-contained and use only the provided characters, or players may utilize their own characters. Created and approved for use with Traveller. MARANATHA-ALKAHEST - JG 0760 The fourth and final Traveller Sector completes the Judges Guild Gateway Quadrant Campaign background. This product contains a 22"x34" three-color map and a 32-page Guidebook. The map gives Stellar Locations, political divisions, and jump routes in the Sector. The reverse of the map has eitht significant planets of the Sector mapped in detail with historical background and statistics on each. The guidebook details each of the 392 Systems. Background history of each of the 16 Sub-Sectors is provided as well as political and military information on the nine significant interstellar states, empires, sultanates, and einarchys located here. Complete events, rumors, and encounter charts are provided for the Judge in this product. This product has been created and approved for use with Traveller. CORSAIRS OF THE TURKU WASTES - JG 0880 This 32-page adventure is set in the Union Crucis of the Crucis Margin Sector. Contains details on the planet Mellansel, the Space Pirates and Corsairs operating in the sector, and the hidden pirate base. Details and deck plans for a Hellbeast Type P Corsair Starship. Plus four scenarios. Created and approved for use with Traveller.

WASPWINTER - JG 0940 High adventure in the far future as Space Pirates scourge the starlanes. Vicious mind control devices enslave hapless captives. the Pirate's Starbase and the entire planet of Waspwinter are detailed for play. Five subject races are listed along with encounter tables for the life and land of the planet. Contains a 32-page book with 22"x34" color map of the planet. Waspwinter is another of the Judges Guild Planetary Guide series created and approved for use with Traveller.

DARKLING SHIP - JG 0960 This 32-page adventure is the third in the Border Prowler Adventure Series set in the Judges Guild Gateway Quadrant of the Traveller campaign universe. Set up in tournament format with handout sheets of information, equipment, and pregenerated characters. Created and approved for use with Traveller.

Pegasus Magazine

Issue 1, Apr/May 1981 - JG 0600 A 96-page magazine featuring the front cover by Staff Artist, Erin McKee. Also includes 36-page City State installment titled "The Black Ring" by Dan Hauffe as part of the magazine. An interview with Dave Arneson, talks about his involvement in gaming and his start in role-playing. Lewis Pulsipher offers guidelines to Hearing, using ESP, and Pets that NPCs may have in his "Judges Tables". Alex Muromcew examines Thieves' Guild in "The Emperor's Counsel". "Armageddon" by Michael D. Reugh and "The Melee Round" by David Malpass are the fiction offerings this time. In "Things You See in the Wilderness", Paul Elkman gives fellow Judges tips on creating tables to fill up a barren wilderness. Dave Arneson sets up the effects, spread and duration of a number of sicknesses in "Diseases". Our second dungeon is titled "The Forgotten Mine" written by Dan Goodsell. Morgan O. Woodward III presents an interesting variant to role-playing with his "Hit Point System". New and unusual magic items are showcased in "All That Glitters" with all manner of magical and mundane beasts will appear in "... And Things That Go Bump in the Night". New products such as Duel Arcane by Gamelords Ltd and Knights and Magick by Heritage are reviewed in this issue. Issue 2, Jun/Jul 1981 - JG 0610 A 96-page magazine with a front cover by Erin McKee. This month's interview is with Bob Bledsaw, Founder and Vice-President of the Judges Guild. Tom Zarbock presents a parts inventory to a magical artifact in his "ABC's of a Wand of Cold". Describing magic items is made easier with "You Find a Vial of Green Chunky Liquid... or What

Does Your Treasure Look Like?" by Michael Callihan. Thomas A McCloud discusses the use of 3"x5" filing cards to describe magic items in "Magic Item Cards". Fiction in this issue comes in the form of "Quest Beneath Roglaroon" by R.K.Work and "God Tongue" by James Newsome. "The Emperor's Councel" presents a varient magic system by Germain Giner. Rudy Kraft presents new "Treasures of Runequest", while adventure abounds in "The Tomb of Kixandran" by Rusty Lamont. This time the 36 page City State Campaign installment has ben written by Scott Fulton and takes us to "Revelshire". Ken St.Andre, creator of Tunnels and Trolls offers guidelines on setting up "T&T Armies". As usual, "All that Glitters..." is well stocked with a variety of unique and unusual treasures, as is "...And Things That Go Bump in the Night", and its menagerie of new and malignant creatures. "Gemstones and Their Powers" by Alfred Donovan and Soloman Rahlook TiAu'ssya discusses the appearance and abilities of Stones usually taken for granted. "The Wizard Sword" by David Dougher describes the powers and construction of a mighty weapon useable by the powerful Wizards of a game. Issue 3, Aug/Sep 1981 - JG0620 A 96-page magazine with front cover by Ken Simpson. An interview with Dave Sering, one of the senior designers at Judgs Guild, is included this month. Paul jaquays presents an expansion of Deathdrake Temple from Duck Tower. Charts to make the Judge's job easier abound in "Physical Descriptions" by Tom Jones, which tells how to describe nearly any given NPS with several rolls of the dice, and "Wanderer's Merchant Company" by David Mackenzie, which details the intracacies of buying and selling goods in a fantasy role-playing game and includes a Standard Cost and Measures Chart. This issue's 36-page installment to the City-State Campaign is "Isle of the Blest", by Scott Fulton. A complete description of adventuring with the Sea Mages of Goeldralf is included in the article, "Sea Mages" by Paul Elkman, and the use of catapults from land or sea is detailed in "Catapult Warfare" by Keith Bradsher. Tom Holsinger gives us an interesting Traveller variant including some necessary ship design revisions in "Traveller Combat Revisions", and Paul Andres Denisowski details encounters of the roads of fantasy in "Wilderness Roads". Also included is a Skulls and Crossbones Adventure entitled "The Adventure of Yardarm McGraw's Treasure" by Gerald Seppana. Chuck Anshell takes us on a mini-trip through new columns and articles in "Horse Feathers", and Clayton Miner presents scintilliating reviews of Arduin Adventure and Swashbuckler. All in all, it's a great issue that you won't want to be without! Issue 4, Oct/Nov 1981 - JG0780 A 96-page magazine featuring the front cover by Staff Artist, Rick Houser. Also includes an eight page dissertation on "Monotheism in Fantasy Games" by Joseph R.Ravitts. To alleviate those incongruities of melee combat, we present Perry T.Cooper's article, "A Realistic System for Handling Missile Weapon Combat", Ross E.Mosteller's "The Hit Location Chart", and Emil Parker's "But, Mr.DM, It Wouldn't Take Someone With Two Broken Arms 60 Seconds to Draw a Dagger". Dungeon humor continues with Bill Paley's fifth installment of "A Trip to the Underworld". Fiction in this issue includes Patricia Hockhalter's "Curse of the Green Lock Forest" and Michael S. Quesenberry's "With Nations Underfoot". To help you play specific classes, we have Paul Andres Denisowski's "Clerial Spell Attack" and Mark Schumann's "Making the Most of the Fighter Character". Then there's the "Character Code" by Michael S.Quesenberry, "Oh My Gawd, I Can't See" by Tim Grice, "Crime in D&D" by Adam Griffith, and the first of a continuing feature, "Hanging Out in the City-State" by Edward R.G.Mortimer. Adventures in this issue include our regular Guildmember

Installment, this issue entitled "Isle of Tirnanog", and Stefan Jones's daring Tunnels and Trolls adventure, "Mountain Moor". Aaron Arocho presents us with a three-page comic, "Questing", and as usual, we present you with "Things That Go Bump in the Night". Issue 5, Dec 1981/Jan 1982 - JG 0830 A 96-pag magazine featuring a front cover by Aaron Arocho. This issue includes the first installments of four new columns, "Gateway Quadrant" by Dave Sering, "Morrow Project Report" by Bill Pixley, and "Screen Scens' and "magik Tomes" by C.J.Henderson. "The Vile File" by Will Faust also begins this issue, and the second "Hanging Out in the CityState" by edward R.G.Mortimer, features a party at the Slave Master's Guild. William Hamblin presents a short history lesson in "The Origin of the Black Arts". Gerald Seypura gives us another Skull and Crossbones scenario, "Adventure of the Devil's Luck". Sea adventures continue in this issue's Guildmember Installment, "The Quest for the Silver Empress" by Clayton Miner and with an enchanting poem by Diane Mortimer and 13 entitled, "Mermaid Memories". Roy Cram further details the effects of magical potions in "Potions Perilous". the Christmas adventure is a whimsical piece, "Te Saving of Kris Kringle" by Bart Hughes. The question of Christianity and FRP is further explored n Dr.Robert M.Price's article, "The Crusade Against Fantasy Role Playing". Fiction ni this issue includes the last of Bill Paley's "A Trip to the Underworld" and Edward M.Vaughn's intriguing tail, "Triple Entente". As usual , we present you with "A Stroll Through the Marketplace" by 13 and Joseph Weingand, "Convention Compendium", "All That Glitters", and "... and Things That Go Bump in the Night". Issue 6, Feb/Mar 1982 - JG 0870 A 96-page magazine featuring a front cover by Staff Artist, Rick Houser. This issue features David F.Naile's Ysgarth adventure, "Blood Tribute" and fine artwork by Russ Steffens and Mel White. "From the Horse's Mouth" returns with three computer game reviews by Rob Greenberg. The regular columns continue with "Hanging Out in the City-State", by Edward R.G.Mortimer, "Morrow Project Report" by Bill Pixley, "Gateway Quadrant" by Dave Sering, "The Vile File" by Will Faust, "Screen Scenes" by C.J.Henderson, and "Magik Tomes" by Debye Pruitt and C.J.Henderson. Paul Elkmann gives us a variant chess game, "Rules for Kaissa: Gorean Chess". Two mini-adventures, "The Jackrabbits' Lair", a Bunnies and Burrows scenario by Daniel J.Maxfield, and "The Goblin Caves" a TFT scenario by Dan Goodsell are included. The Guildmember installment features the stronghold of river pirates in Tarantis and is entitled "The Azurerian Pirates" and written by R.J.Baier. A new Traveller ship is constructed by Stefan Jones in "Beastmaster Safari Ship". An article on how to tell Pirates apart when on the high seas is presented by John Mortimer in "Showing Your True Colors". Ocean Merchants are detailed in "Sea Trade guidelines" by Tom Jones. A comprehensive listing of magic spells is presented by Joseph O.Alford in "An index to Arduin Grimoire Magik" and Mike Tarkington gives us an easy system for hunting for food in an FRP setting in "I'm Starving". In addition, we again bring you "A Stroll Through the Marketplace" by 13 and Joseph Weingand, and the ever-popular "Convention Compendium". Issue 7, Apr/May 1982 - JG 0970 A 96-page magazine featuring a front cover by outstanding artist, Russ Steffens. Once again, we bring you "Haning Out in the City-State" by Edwared R.G.Mortimer, "The Vile File" by Will Faust, "Gateway Quadrant" by Dave Sering, "Morrow Project Report" by Bill Pixley, and "Screen Scenes" and "Magik Tomes" by C.J.Henderson. The

debate on Christianity and fantasy role playing rages n with Anthony Breaux's "Presence or Absence of Christianity in FRP" and in a growing deluge of reader's letters, some of which have been reproduced in "The Town Crier" Bill Pixley gives us a review of Beasts, Men, and Gods in "From the Horse's Mouth". Adventures in this issue include a trio of Villian and vigilantes scenarios by Paul Ryan O'Connor, collectively entitled, "Enemies of Justice" and a solitaire adventure for Tunnels and Trolls by Roy Cram, titled "The Old Dwarf Mine". The Guildmember installment features four miniscenarios which can be used seperately of can be interconnected. We have "Aeiel's Tutoring Service" by Charles Farnum, "Kthenta's Dark Repose" by Conrad Heiney, "The Runied Tower of Mabeleck" by Bill Prouty, and "The Pyramid of Suberus" by Gregg Woodcock and Christopher Weaver. Several articles are presented that deal with helping the Judge run his or her campaign, including" How to Raise Pet Dragons" by Thomas A.McCloud, "Accurate Critical Hits" by Paul Andrew Denisowski, "Make Your Cities Come Alive" by Daniel J. Henley, "Written Languages" by Mike Horn, and a well-thought-out treatise on "Standardization in Fantasy Role-Playing" by Bob Bledsaw. Our fiction includes the first of a two-part adventure by C.J.Henderson titled "To The Beast"which will have you aching to hear the rest of the story and is adroitly illustrated by Russ Steffens. Issue 8 - JG 0980 Issue 9 - JG 1150 Nirangs Keep (a large City State campaign installment and adventure), Rayguns in FRP Systems, Empires in Space (a complete Traveller sector), Traveller Tips, Face Turned Blue (vacuum suits in Traveller), The Great Seal (an Aftermath / Morrow Project adventure), Power Play (area of the Verge subsector detailed, Traveller Adventure), Necthrim (a new humanopid alien race for Traveller), All that Glitters (new magic items for Dungeons and Dragons or other FRP systems) Issue 10 - JG 1060 The Legion Strikes - A Champion scenario which includes a 3 level laboratory and has 12 pages of description. Also featured are two fantasy fiction stories: A Winter Stroll and Call Him Lucky. For Tunnels & Trolls fans we have The Tower of Cailif. The City State Campaign Installment is Revenge of the Ant God by Bob Bledsaw. This 32 page installment includes 4 11x17" map sections which can be easily pulled out from the middle of the book and 17 pages of descriptive text and tables for use in your fantasy campaign. Also, the Pegasus is full of our regular columns such as Hanging Out in the City State, Stroll Through the Marketplace, and All That Glitters, which featuers new magic items for any FPR system. Issue 11 - JG 1210 Issue 12 - JG 0000 Issue 13 - JG 0000 Issue 14 - JG 0000

Judges Guild Journal 01-25

Issue 00, Oct 1976 - JG 0000 Issue 01 (J), Dec 1976 / Jan 1977 - JG 0000 Issue 02 (K), Feb/Mar 1977 - JG 0000 Issue 03 (L), Apr/May 1977 - JG 0022 Issue 04 (M), Jun/Jul 1977 - JG 0033

Issue 05 (N), Aug/Sep 1977 - JG 0045 Issue 06 (O), Oct/Mov 1977 - JG 0051 Issue 07 (P), Dec 1977 / Jan 1978 - JG 0053 Issue 08 (Q), Feb/Mar 1978 - JG 0056 Issue 09 (R), Apr/May 1978 - JG 0058 Issue 10 (S), Jun/Jul 1978 - JG 0064 Issue 11 (T), Aug/Sep 1978 - JG 0070 Issue 12 (U), Dec 1978 / Jan 1979 - JG 0077 A 64-page issue dedicated to the winners of the Dungeon Creation Contest: 22 prize winning Dungeon Levels, with maps, are featured. Also included in this issue are the rules for the Judges Guild Journal Son of the Worlds First and Greatest Dungeon Creation Contest and new staff introductions. Cover art by Buz, Back cover by AaronArocho and Chuck Anshell. Issue 13 (V), Feb/Mar 1979 - JG 0082 Issue 14 (W), Apr/may 1979 - JG 0090 Issue 15 (X), Jun/Jul 1979 - JG 0097 Issue 16 (Y), Aug/Sep 1979 - JG 0103 Issue 17 (Z), Oct/Nov 1979 - JG 0110 Issue 18, Dec 1979 / Jan 1980 - JG 0121 Issue 19, Feb/Mar 1980 - JG 0160 Issue 20, Apr/May 1980 - JG 0200 Issue 21, Jun/Jul 1980 - JG 0280 Issue 22, Aug/Sep 1980 - JG 0370 Special Combined Issue with Dungeoneer #19 Issue 23, Oct/Nov 1980 - JG 0390 Now titled: Dungeoneers Journal Issue 24, Dec 1980 / Jan 1981 - JG 0450 Issue 25, Feb/Mar 1981 - JG 0470

Dungeoneer Magazine 01-18

Issue 01, Mar/Apr 1977 - JG 0000 Issue 02, May/Jun 1977 - JG 0000 Issue 03, Jul/Aug 1977 - JG 0000 Issue 04, Sep/Oct 1977 - JG 0000 Issue 05, Nov/Dec 1977 - JG 0000 Issue 06, Jan/Feb 1978 - JG 0000 Issue 07, Mar/Apr 1978 - JG 0085 Issue 08, May/Jun 1978 - JG 0086 A 52-page magazine, cover by Paul Jaquays. L.Kevin Slimak details to generate "Ikons", Paul Jaquays presents "Bionic Ducks", Aaron Arocho's two page comic entitled "Trap of the Squirm", the first "Monster Matrix" introduces "The Zokka", "The Booty Bag" is full of "The Magical Gems of Rechaun" by Ree Moorhead, Bill Seligman's "A Somewhat Unusual Quest" is more than an adventure, serals "Under Sky King's Light" by Bill Paley and "A Private Hell" by Bryan Hinnen begin, and "The Arcane Elders" by Paul Jaquays and J.Mark Hendricks continue. Issue 09, Jan/Feb 1979 - JG 0081 Issue 10, Mar/Apr 1979 - JG 0084

Issue 11, May/Jun 1979 - JG 0094 Issue 12, Jul/Aug 1979 - JG 0101 A 64-page magazine featuring a cover by Paul Jaquays. "The Arcane Elders", a serial by J.Mark Hendricks continues. "The Temple of the Eye of Lusan" by Merle Davenport, with graphics by Paul Jaquays is this issue's specially featured adventure which can be played in three of more time periods. In Dungeon Depths, Bill Paley gives an adventure into the "Horrible Hole of Tim the Mad". Paul Jaquays supplies legends and pieces of information to help or hinder dungeon delvers on their quest into "Dark Tower". "Nose Wet or No Sweat" has Mike Kelly's "Three Dimensional Maze", Paul Jaquay's in-depth article on "Fake ColorProcess" is informative to both the novice and the experienced artist. Mercenary type charts are presented by Bill Paley to aid in producing trained characters from Airspace Command for use with Traveller. A Miniature scenario "Recon in Force Denied" by Bill Paley and Paul Jaquays. Several new monsters are in the "Monster matrix" and "Monster of the Month". Issue 13, Sep/Oct 1979 - JG 0106 A 64-page magazine, featuring a cover by Paul Jaquays. Tom Cooper Jr takes "A Closer Look at Anti-Paladins" with suggestions to clarify their unique abilities. Paul Jaquays gives a new NPC, "The Patriarch". In "Swords, Sorcery and SuperHeros", Paul Jaquays converts D&D rules for use with Villians & Vigilantes. Special words and phrases to boost the power of non-intelligent magical items are given by Bill Paley. Ronald Pehr clarifies their potency and effects in "Poison Uses". Paul Jaquays handicapping scenario for V&V is "Research Station Mega Gamma". "The Arcane Elders" by J.Mark Hendricks continues, eight new monsters are introduced in "Monster Matrix, twelve weapons and charms are found in "They Booty Bag", Robert Bingham reviews Authentic Thaumaturgy, and the rules for our Third Annual Dngeon Design Contest are included. Issue 14, Nov/Dec 1979 - JG 0115 Issue 15, Jan/Feb 1980 - JG 0125 A 64-page magazine, with cover by Kevin Siembieda and Bryan Hinnen. Steve Marsh presents a new player class in "Initiates of the White God", "The Arcane Elders" by J.Mark Hendricks continues, Scott Fordyce's letters concerning role-playing magic. Third in a series of articles concerning originality in developing characters is Bill Seligman's "New and Radically Different Combat System". "The Booty Bag" contains "The Lords and Devices of Dragonking" by James M.Ward, "Questing", a comic strip by Aaron Arocho, "A Private Hell" by Bryan Hinnen continues, this issue's specially featured adventure for Runequest is "Tower of the Singing Doom" by Steve Marsh, "under Sky King's Light" a serial by Bill Paley has it's final chapter in this issue. Issue 16, Mar/Apr 1980 - JG 0180 A 64-page magazine, front cover by Kevin Siembieda. Bill Paley reveals what he felt to be causes of character's demise in "Player's Errors in 'Under Sky King's Light'", Jon Mattson described "The Mystic: A New Magic User Sub-Class", Bill Seligman ties the first three articles together and adds his "Ranking" experience rules in "A New and Radically Different Expertise System", Steve Marsh introduces the lawful secret cult of Thebes, rituals and benefits in "The High Priesthood of Thebes", Bill Paley gives an opportunity to make a rather nondescript class a bit more exciting in "The Other Class in Traveller", a fiction adventure "Winter Encounters" by J.Brightman and W.Sommers, Anthony D. Barnstone presents another fine candidate for the master of Evil in your campaign in "Warlocks: A New Magic User Sub-Class", Bill Paley gives a brief outline of the set-up and interaction of the six Traveller classes in his campaign in "The Armed

Forces in Traveller", "The Edge of the Galaxy" a serial by Paul Jaquays continues, and this issue's specially featured adventure is "The Lair of Krepache the Leper" by Natalie Silberman, Mark Rubin, and bill paley. Issue 17, May/Jun 1980 - JG 0230 Issue 18, Jul/Aug 1980 - JG 0290 Issue 19, Sep/Oct 1980 merged with the Judges Guild Journal Issue 22

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