Showing posts with label Judges Guild. Show all posts
Showing posts with label Judges Guild. Show all posts

Friday, July 17, 2020

Recaps & Roundups: JG37 The First Fantasy Campaign part 2

Last week I started reading Dave Arneson's The First Fantasy Campaign, inwhich he sets forth a bunch of details from his Blackmoor game.  It's got far too much content for to cover in a single post, so I've turned this into a series.  let's continue with part 2.

The next section is entitled "Blackmoor's More Infamous Characters", and details some of the PCs and NPCs of significance in the game.

The Egg of Coot is said to have been of human description millennia ago, but now nobody seems to know what it looks like: a mass of jelly, a giant egg, pure energy, a mass of living rock, and a man have all been suggested.  From the description he seems very much like a petulant, power-mad child, who who will go out of his way to crush anyone who gives him even a moment's inconvenience.  (At the risk of alienating certain of my readers, he does sound familiar...)  From other writings, my impression is that he rules the lands to the north of Blackmoor.

The Ran of Ah Fooh was a servant of the Egg of Coot, but left his service when he found himself able to create more perfect spells than the Egg.  The Ran - a 10th lever fighter and magic-user - is logical to a fault, and one hundred percent convinced of his own perfection.  He's renowned for his dragon breeding pens, and is also building up an army of zombies/androids.

There's a bunch of stuff in both of the previous entries about these villains running spell workshops that churn out spells.  The Egg's spells have a failure rate of 30% or more, while the Ran's spells have a failure rate of just 15%.  It seems like anyone can use these spells, as long as they are shown how.  I guess they are like D&D scrolls, with no class restrictions.

Gin of Salik is one of the greatest wizards in the world, and a renowned ladies man, who travels from place to place to woo the most beautiful women.  If he doesn't get his way, he devastates the region with spells and turns the one who refused him into a loathsome creature with a spell.  I suspect a teenage player might have been playing this charming character.

Marfeldt the Barbarian is a seemingly invincible warrior, who is said to have been created a year ago by a wizard that he promptly slew.  He's said to have wrecked several kingdoms to the east, and to be responsible for the upheaval in the Great Kingdom (that's a busy year...).  In addition to being an incredibly ruthless Conan knock-off, he seemingly has the power to infect others with his own mindset; anyone in his presence for more than a few turns will assume his mental characteristics, and can only be cured by a Wizard.

This description is followed by an account from the "archives of Rhun", in which Marfeldt rose through the military ranks of that country, leading it to victory against his enemies but leaving it so devastated that he himself was able to kill Rhun's Duke and entire army single-handedly.  (There is something of a charming absurdity to a lot of this material, but I also feel like it comes with a large dose of "you had to be there".)

The Duke of the Peaks is a perennial turncoat in the wars between the Egg of Coot and the Duchy of Ten, switching sides pretty much any time his forces come under threat.  The only reason his lands have never been conquered is that they shower any invaders with debauchery, and any garrison left there is subsumed into the population within a fortnight.  This doesn't apply to Marfeldt, who rolled through and killed a third of the population because he was disgusted by their wantonness.

The Blue Rider was formerly William of the Heath, who became the Blue Rider after finding a magical sword, plate armor, and a fully-armed warhorse (which seems to be highly intelligent, never eats, and runs on lamp oil).  There's an amusing bit at the end that hints that the armour is some sort of machine, and that the Blue Rider wants out but has no way to stop the thing.  Arneson's humour is weird, but I'm starting to dig it.

Mello and some other hobbits inhabit a village at a crossroads to the east of Blackmoor.  He's the lifelong sidekick of the Blue Rider, and if I'm reading this right is taller than him due to maxed ancestry?  A 5'6" hobbit?  Arneson's sentences don't always quite make sense.

The Great Svenny is the First Paladin of the kingdom, and as described seems to be its primary heroic character (despite a certain reluctance to enter the dungeons beneath Blackmoor castle).  Both the orcs and the Egg of Coot have promised rich rewards for his head.

The Bishop of the Church of the Facts of Life doesn't have much written about him as a person; most of the write up goes to his church, which sounds very much like a shrewdly run business.

That's it for this entry.  I think I'm starting to get a feel for Blackmoorand its idiosyncrasies.  Arneson's writing can be a little hard to come to grips with, though; he really needs a good editor, and it's pretty obvious that he didn't have one for this product.

Friday, July 10, 2020

Recaps & Roundups 69: JG37 The First Fantasy Campaign part 1


Released around September if 1977, First Fantasy Campaign was a separate product from Judges Guild's usual bi-monthly subscription service.  It's written by Dave Arneson, and details the development and play of his Blackmoor campaign, literally the "first fantasy campaign of the title.  Since the booklet is 63 pages of very small type, I'll probably tackle this one in multiple installments.

I'll begin with the maps, of which there are two: a black & white judges' map that details the lands of Blackmoor, and a colour map for players that leaves a lot of the details blank.  I'll show the colour map below.


The book opens with a quick "Forward" (a misspelling that seems endemic to old-school RPG products), and move to an introduction by Arneson, where he gives some brief details about the campaign.  There's some interesting stuff in here, the first being that he wasn't the only DM; eventually, other players developed their own castles and dungeons, and there were half a dozen dungeons and upwards of 100 players at the campaign's height.  By that point Arneson was more of a coordinator than an actual DM, which is different from anything I've ever seen or read about in any D&D campaign.

He talks about placing Blackmoor between the Great Kingdom and the evil "Egg of Coot", and using conflicts with those two forces to drive action in the campaign.  The dungeons beneath Castle Blackmoor were originally six levels deep (for ease of generating random locations back before funny shaped dice were available), and used only those monsters available in Chainmail.  Gradually Arneson added more, name-checking gargoyles and giant beetles.

The notion is brought up that in his campaign, players only get XP for spending their treasure, which was a springboard to other adventures: often the items bought would have to be shipped into Blackmoor, and the PCs would accompany the shipment to see that it arrived safely, because they'd lose that XP if the goods were lost.

Combat is described, along with Arneson's use of hit location tables.  It sounds like the complexity of Arneson's system very much depended on the types and number of combatants involved, and that he'd change it up depending on the circumstances.

The intro ends with a somewhat sad note that after only four years Arneson's involvement in Blackmoor is very much reduced.  He says that there are still 20-30 people meeting monthly to play, but that the campaign pretty much runs itself without him.

Blackmoor, the Campaign

This segment begins with a quick description of the Great War between the good guys and bad guys that took up the majority of the third year of the campaign.  (I'm not sure here if Arneson is talking about a real-world year or a game year).  The forces on the evil side include the Egg of Coot, the Duchy of Ten, the Nomads of Ten, the Men of Maus, and the Monk's Vikings.  On the good side are the Earl of Vestfold, the Northern Lords (described as seamen), the Horsemen of Peshwah (from somewhere off the map), Bramwald (dwarves), Glendower, Boggy Bottom, the Wizard of the Wood, the Monks of the Swamp (from Supplement II's "Temple of the Frog" adventure), and the Great Kingdom (off the map to the southeast).  There are also neutral forces, which include Loch Gloomen, the Sage's Tower, the Tower of Booh (hobbits), Blackmoor, the Wizard of Mi-Karr, and the Regent of the Mines (dwarves).  Very few of these names mean anything to me, but I'm hoping that reading this product will give me a better grounding in Arneson's campaign.

It appears that the evil forces were on the offensive early on, taking Blackmoor and other fortifications while the good forces built up their armies.  Good took a pounding over summer, and started whittling down the evil forces in autumn.  By spring of the next year, the good forces were forcing evil into retreat, with more reinforcements on the way.  (It sounds as though Arneson was using some sort of card system to determine the number of points the sides could spend on troops each season, but he doesn't go into detail.)

From there it gets into the resources that each side had available to them, including incomes and the price of different troop types, and this takes up multiple pages.  I thought perhaps I could glean something from the different fantastical troop types available to each nation, but they pretty much just break down by alignment, without a lot of differentiation otherwise.

The next few pages deal with investments that PCs (presumably those at the point where they can build their own strongholds) can make: roads, bridges, canals, hunting, armories, animal breeding, religion, exploration, ship building, farming, fishing, trapping, tourism, land and sea trade, etc.  The time and gold required for all of these ventures is discussed in detail, and it's all pretty handy information to have.  (Apparently it takes over a year to make a longbow, which I had no idea about.)  Some if this gets into levels of minutiae that feel a little too much, though; do we really need to be tracking new arrivals of people down to the individual?  It's a little too granular for my tastes.

Campaign Map Notes

Arneson talks a bit about the development of the campaign map, and the Great Kingdom map also.  Apparently the map of the Great Kingdom was drawn from some old Dutch maps.  He talks about their being a phase of the campaign where the Outdoor Survival map was used, after a "bad scene at Lake Gloomy".  The way this booklet is written seems to assume that the reader is familiar with this material already.  Nothing is introduced, Arneson just mentions players and events with no context.  These things happened, but don't ask me what any of them mean or who the people involved were:

  • The area ruled by John Snider was covered in deadly yellow mist, and nobody knows what's going on in there.
  • A nomad attack from the Duchy of Ten was wiped out by Svenson and the Sniders
  • There was a great peasant revolt that wiped out Monson, badly hurt Nelson, and was then put down by the other players
  • An expedition to the City of the Gods, located in a desert south of Monson's area, cost the lives of Nelson and Gaylord.
  • Both Sniders were killed in an expedition to the home of Father Dragon, and an offspring took over Richard's holdings.  (I guess Richard is one of the Sniders?)

That's it for this week.  I'm only a dozen pages in, but I don't want to gloss over this stuff, especially where it comes to campaign details.  I've far more familiarity with Greyhawk lore than Blackmoor, and it's something I'd like to rectify.  The way Arneson writes makes it pretty difficult to piece together, unfortunately.

Friday, June 12, 2020

Recaps & Roundups part 67: JG36 Character Chronicle Cards

This will be a quick on today, because there's not a whole hell of a lot to say about this product.  Judges Guild's Character Chronicle Cards are a set of 100 cards with character sheets printed on them.  The front and back of each card are as follows:


I suppose they could be used by players (especially if you're the sort who likes to have your character sheet on you at all times, just in case), but they seem of much more use to DMs, who will no doubt have loads of NPCs to keep track of.  Handy, but nothing you couldn't achieve with a stack of index cards, which would probably be cheaper.

Some of the categories on the cards are curious though.  What does GAM under the ability scores represent?  Gambling, maybe?  Boot Hill has a Gambling score, so it's possible.  Across from there is SL, which the card packaging says stands for Social Level.  Everything else is pretty self-explanatory, although I'm not sure what "Date" is supposed to be for.

Thursday, May 21, 2020

Recaps & Roundups part 65: Judges Guild Installment N - Barbarian Altanis/Glow Worm Steppes



This package was sent out to Judges Guild subscribers in August/September of 1977.  It contained the following products:

  • JG43 Booklet N - Barbarian Altanis/Glow Worm Steppes
  • JG44 Barbarian Altanis/Glow Worm Steppes Campaign Maps
  • JG45 Journal N
  • An additional notes sheet, that just has some stuff about subscriptions on it.  I don't need to cover it here.

I'm not sure if the cover above was used for Booklet N or not.  It's the first printing of Wilderlands of High Fantasy, into which Booklet N will be incorporated.  The price tag and the line at the bottom mentioning five maps makes me think it's not the proper cover, but I couldn't find an image of the legit one anywhere.  In lieu of any other evidence, I'm going with it.

JG45 Journal N

I don't have a copy of this, just an image of page one.  I'll quickly run through what articles I can.

  • "Jocular Judgments": This column kicks off with some refutation of recent NASA revelations regarding Mars, as it doesn't mesh with Edgar Rice Burroughs' Barsoom stories.  Of more interest is the section praising the recently released Dungeons & Dragons Basic Set.  I have that product being released in September.  Installment N came out in August/September, so I'm thinking that perhaps I should shift all of the Judges Guild installments to late in their second cover date month.
  • "Shrewd Slants from the Sagacious Sage" by Bob Bledsaw: This article mentions one Terry Tout, who wants to get a con running in western Canada, where there haven't been any before. .It then asks whether JG subscribers prefer dungeons or campaign setting materials, and ends with some advice to limit the powers of gods when the PCs call upon them (or draft the PC in question into service).  I'm not really sure what the point of this column is other than letting Bob Bledsaw write about whatever takes his fancy.
  • "Scrolls from the Archives": This begins what looks to be a write-up of a D&D game session. It only gets as far as showing the stats of the PCs before it gets cut off, but I can use those PCs somewhere: Vadi Mackvallen, a 7th level fighter/magic-user; Shartra, a 3rd level cleric; Nori, a 5th level dwarven fighter; Old Drussus, a 6th level druid; and Captain Angriff, a 4th level fighter.
  • "Tips from the Tower": This talks a bit about Judges Guild answering fan requests by providing two maps with this installment.  It also talks about some correspondence they had with with Gary Gygax, which they use to defend the number of high level NPCs in JG products.  Of note is the tidbit that there is a blacksmith in the City of Greyhawk who is 7th level; I'll have to remember to include him or her when the time comes.  Also mentioned is the arrangement that TSR has with Judges Guild for their products to be officially licensed.  I guess this arrangement starts around the time of this installment.  Finally, it's mentioned that JG37 First Fantasy Campaign - which details Dave Arneson's Blackmoor campaign - is available.  I have that as being released in September, which is more evidence that I need to push back the JG installments in my chronology.

JG44 Barbarian Altanis/Glow Worm Steppes Campaign Maps

These two maps were printed on both sides of a single sheet of paper.

Barbarian Altanis

Glow Worm Steppes (although it's actually labelled on the
map as Valley of the Ancients)

No indication of how these maps relate to each other, or to Campaign Map 1 that was in Installment K.  Based on a map that came with JG10 Guide to the City State, the Barbarian Altanis region is south of Campaign Map 1, and the Glow Worm Steppes/Valley of the Ancients map is to the northeast of Map 1.  Probably my biggest complaint about the JG product line is that the content is so scattered.  There's loads of it, but good luck finding anything quickly.

JG 43 Booklet N

This booklet provides details of the regions shown on the maps above.  It will later be combined with Booklet O, and sold as JG48 The Wilderlands of High Fantasy.  The information presented here is incredibly terse, and presented in the same style as it was in the booklet that accompanied Campaign Map 1.

Villages on the map are detailed, with a name, population, the race that lives there, leader, alignment, level of civilisation, and major resources.  Most of them are good springboards for a DM to riff on.

"Ruins and relics" are a list of odd items guarded by monsters, generated by tables which I'll talk about below.  A lot of them are nonsensical, as can happen when using random charts, but there are some gems.  "Crystallized titan's skeleton fully covered with vines - 3 TROLLS" is a personal favourite.

There's a list of citadels & castles, which has little more than bare stats for the ruler and the number of troops.  That's followed by a list of monster lairs, which simply have the name and number of monsters.  The real gem of this section is the list of islands, which provide a one-sentence description of what can be found.  Pretty much all of these are great, and could easily be expanded into a whole adventure.  "Isle of Ekur - 2 giant lizards attack all who land".  "Isles of Jynoquil - haunted by ghosts of dead sea men".  "Isle of Zueringi - Numerous zombies protect a magic-user attempting to strengthen their kind".  None of it's too out of the ordinary, but these short descriptions can be just what you need sometimes, especially when you're winging it as a DM.

All of this content is well and good, but they give little indication as to what these regions are actually like.  Culture?  Climate?  Perhaps the details given do cohere into something when used in  a game, but if there's sense to be found here I can't see it.  So far, what I'm seeing is a patchwork of mostly random elements held together with some really cool maps.  For me, the Judges Guild materials come alive when focusing in on smaller areas, not the big picture stuff.

As usual with JG products, the booklet is also packed with charts and new rules, which I'll go through below.

  • There are extensive tables for generating random ruins and abandoned relics.  On first glance I thought the results here were fairly mundane, but looking further down the list I saw things like rat chariots, space craft, and even a nuclear submarine!  I rolled on the charts to generate some results, and came up with the following comparatively boring results:
    • A ruined, eroded citadel keep with four towers and a moat, partially covered in slime and inhabited by a catoblepas.
    • Crystallized or petrified scraps of papyrus, hidden in a crevice and guarded by werewolves.
    • A pair of greaves, half sunken and unguarded.
  • There's a chart for determining the type of lair a monster has, based on its type: burrower, migratory, underwater, airborne, animal, and troglobite (which means something that lives underground).
  • Extensive charts are given for randomly generating cave systems, based on the terrain you're currently in.  I started making one, and got as far as creating a limestone cave that's entered through a 400' diameter sinkhole that's 110' deep.  After that, you generate tunnels - including height and width - and it all got a bit too much.  For my tastes, it looks a touch too complicated to use during a game.
  • A quick method is given for generating dungeons on the fly.  It's perhaps a little too simple, and the random dungeon generation tables from The Strategic Review are suggested as an alternative.
  • A quick chart of random burrows is included, featuring things like a giant anthill, worm tunnels, weasel burrows, and hobbit smials.  Also mentioned are "glow worm caves", though no indication is given of what a glow worm is in D&D terms.  I guess it could just be a reference to real-world glow worms.
  • Charts are given for dwellings and camps, but they're so cursory in comparison to the caves above that they needn't have bothered.
  • A system is given for what players might find when searching a 10'x10' area.  There's some good inspiration here, although results like "cabinet" are somewhat ludicrous.
  • A "keen sighting" chart is given, which shows a PC's likelihood of spotting something based on terrain, height, weather, etc.  This is a case of Judges Guild getting lost in the weeds a bit, I feel.  Rules are all well and good, but there's a limit to what can be implemented effectively at the table.  I guess it might be necessary for when the party is exploring that big campaign map though, to see if they actually find the encounters in the hex they're exploring.
  • A chart for "hydrographic terrain" is given, that details the smaller waterways (not shown on the map) that PCs might discover.  None of the results on the tables are of particular interest.
  • Rules are given for prospecting, which is somewhat more useful.  The charts provide the type of deposit, yield, and all manner of other data that gets a bit mathematical for me.  I suppose it's a way for characters to get rich, but it doesn't sound like as much fun as heading into a dungeon and skewering some orcs for their gold.
  • Finally, the booklet ends with an example of how the larger map hexes break down into smaller hexes.  The example given is the hex containing the City State of the Invincible Overlord, which is obviously the most useful place to start.  Rules are given for movement on that smaller scale, complete with rules for fatigue.  As with most of JG's rules material, I find it a little unwieldy.

Thursday, April 23, 2020

Recaps & Roundups part 60: Judges Guild Installment M - Modron

This was the package sent out to Judges Guild subscribers in June of 1977.  It contained the following products:

  • JG33 Journal M (issue 4 of the Judges Guild Journal)
  • JG32 Booklet M - Modron
  • JG31 City of Modron Maps (one for Judges and one for players)
  • JG35 Monstrous Statistics Compendium Sheets

JG33 JOURNAL M

The journal begins with its regular "Jocular Judgements" segment, which is mostly very short news snippets and recommendations.  Of particular note is that the authors have been sent a pre-publication version of the upcoming Dungeons & Dragons Basic Set, due out in September.

"Shrewd Slants From the Sagacious Sages" notes that Monster Assortment Set One: Levels 1-3 has just been released by TSR, as has Dungeon Geomorphs Set 3: Lower Dungeons.  I just covered Dungeon Geomorphs Set 2, and had the third set slated for coverage later in the year; I need to update my chronology a bit.  It ends with a short note from Bob Bledsaw answering some frequently asked questions about the nature of the alignments of Lawful Evil and Chaotic Good. He equates Lawful Evil to characters like Tolkien's Morgoth, or Adolf Hitler, and Chaotic Good to unorganised, sporadic acts of kindness such as those practised by flower children.

"Demented Demography" by Bob Bledsaw: This article provides some notes on the demographics and economy of the area surrounding the City State. This includes all sorts of little snippets of info: five hours of labor in the City-State is worth 1 copper piece; the total population of the City-State is about 80,000, with a further 6,240 living outside the walls; there are villages that provide troop levies, and notes on mercenaries.  It ends with a short look at the ratio between adventurers and regular folks, and an explanation for why pretty much everyone in the City-State has a level in fighter or some other adventuring class.  It's a glossing over of materials that are obviously of great depth: it's apparent that there's much more to the City-State that has yet been published.  I find it interesting to see the emphasis that the different RPG companies have.  Judges Guild has a focus on intricate setting details, with a strong basis in a workable economy to underpin the adventuring side of things. The majority of what they've put out has been urban-related, with lots of shops and NPCs.  TSR is much more focused on things that directly pertain to adventuring, and to me it seems like they couldn't care less if the economic side of things makes sense.  I think this holds up going forward, at least for the next few years: TSR's products will mostly be self-contained adventure sites, with little in the way of coherent setting details.  They'll eventually start doing setting materials, but I don't think they ever create something that gets down into the details like Judges Guild.

"Religion and Justification for Magic" by Tom Holsinger: The author puts forth the idea that magic is actually taking energy from another realm through a "gate", and spends a couple of pages writing about the nature of gods and religion in D&D campaign worlds, and giving some suggestions, with special mention being given to the religions in Empire of the Petal Throne.  There's good advice and ideas in here, but it's all pretty scattershot, bouncing from topic to topic without ever expanding on the concepts introduced in a useful way.

"Economics & Technology" by Tom Holsinger: This article, like the Bledsaw one from earlier, stresses the importance of a strong economy in a campaign. It gives special attention to the realities of transporting food, and the effect that can have on a nation's military. It then gets into some very dense economics from the author's own campaign, and I have to admit that this stuff flies right over my head.  I can see the value in it if you're interested in having any sort of realism in your campaign world, but I struggle to care about it, and I rather doubt that the amount of effort required to get it to work would be worth it, unless you and your players are into that sort of thing.

"The Quest of Klanker Wildfoot" by Cathy Bledsaw: This is the beginning (I think) of a short story that apparently continues next issue. It's about a hobbit who is given a treasure map by a creature called an Alleroid.  The story begins in Modron, so I'll have to consider it as having happened in the Wilderlands setting.  It's not particularly good though.

JG32 BOOKLET M - MODRON

The original cover, and the 1980 rerelease

This book details the port city of Modron, which lies northeast of the City-State of the Invincible Overlord.  Five hundred years ago it was a thriving centre of trade, whose inhabitants worshipped the river goddess Modron, and Proteus, the Shepherd of Neptune. A migration of orcs cut off their flow of dwarven merchandise, trade dwindled, and the rival temples erupted in civil war.  Raiders from the sea started carrying the people away into slavery, and the city finally fell when orc scavengers moved in.

More recently, a new town was founded on the old one's ruins, funded by the City-State to protect the Overlord's merchant ships from river pirates. The builders of this new city were protected by Maelstron, a giant sea snake who owed allegiance to the City-State. (This is a pretty odd detail that should be elaborated on further, but really isn't.  He's shown in an illustration and titled Guardian of the Estuary. Is he still there?)  The new city has been open for the past fifty years, filled with "sailors, star-men, buccaneers and traders".  Star-men?  Is Modron being frequented by visitors from outer space?

The intro ends with this evocative paragraph: "Soggy, bound chests still nestled in the holds of scuttled warships dot the bottom. A legendary fortune is said to lie within the sunken temple's ruins. Columns laying in the sand, arches dislocated and slime-misted statues are visited only by the Creatures of the Deep. No hero has returned from the foamy labyrinth river-bed. Sulphurous smoke still bubbles from boiling water in one area of the sound. Sages tell of a river of incandescent lava beneath the wavelets, sea-bats, a Triton Treasure House, sea-frogs and deadly clouded water."  It all sounds quite evocative, and would probably make for a good adventure. Too bad it's barely in the book.  Instead, it's much more focused on the city and its inhabitants.

The city of Modron is presented in much the same content-dense style as the City-State, although it's a bit more manageable in terms of size. It's major features are the two docks, the palace to the north-west, the Temple of Mitra to the north-east, and an arena for gladiatorial combat to the south.  Other than that it's shops, shops, NPCs, more NPCs, and probably a few more shops.  It's good content if you're looking for a city adventure, or a place to base your PCs, but it's not the most exciting thing to read, and it's very much the kind of thing that Judges Guild has already provided in plenty.

The city is ruled by the Patriarch-King Anoethin, who came to power after the death of his father two years ago. The other two powers in the city seem to be the Temple of Mitra (a Hyborian god whose stats were given in Supplement IV), and the Waterfront Storage Company, an evil group who run a lot of the city's sea trade.  Anoethin is a 10th level cleric, so I assume he must be a cleric of Mitra, but it's not specified.

The NPC singled out for the "Benevolent Character Module" is Sonniboot the Pirate, who is constantly switching sides to get ahead in the cold war between the temple and the Waterfront Storage Company. He has a tendency to kill gnomes on sight, which is a trait that I can admire.

There's also a write-up of the goddess Modron, for whom the city was named.  She has great power underwater, but can't survive on land for more than 6 turns.  Her temple is currently underwater, but can be reached via a tunnel from the cellars of the Kellarbari Tavern.  There are still some worshippers who go down there, and there's also a city of mermen that attend services.  If any adventurers want to go adventuring underwater, there's a sea hag who lives outside the city walls who serves meals made of red seaweed and octopus eyes that can confer water breathing for a day.

The rest of the book is given over to charts and rules for underwater adventures. These include expanded rules for swimming in armour, drowning, and the effects of weather conditions on both. Also included, pertaining specifically to the map below, are charts for visibility in certain underwater terrains, the effects of certain magical misty waters, and the effects of different types of coral.

The following underwater map of the bottom of the estuary to the west of Modron is provided. It shows the Temple of Modron and the merman village mentioned earlier. It would certainly be possible to run an adventure there as is, but some more details of this would have been appreciated.

The bottom of the Roglaroon Estuary

The back of the book has charts with stats for underwater creatures, and includes a lot that are new to D&D. Most of the underwater monsters from Supplement II are there, as well as a whopping 24 different varieties of shark, and some new fish and sea monsters. I'll list the new ones below:

  • Sand sharks
  • Porbeagle sharks
  • Lemon sharks
  • Great hammerhead sharks
  • Bull sharks
  • Whaler sharks
  • Great blue sharks
  • Tiger sharks
  • Black tip sharks (small and large)
  • Ganges River sharks (which would need a name change if I ever used them)
  • Bay sharks
  • Mako sharks (misspelled as maco)
  • Great white sharks
  • White-tipped sharks
  • Bronze whaler sharks
  • Brown whaler sharks
  • Nurse sharks
  • Whale sharks
  • Basking (bone) sharks
  • Makara (a sea monster from Hindu mythology)
  • The Loch Ness Monster
  • Killer whales
  • Kraken
  • Zeuglodan (a type of prehistoric whale)
  • Cecrops (a mythical Greek king who was often depicted with the lower body of a serpent or fish-tail; how he can have a Number Appearing of 1-4 is anyone's guess)
  • Ea (the Mesopotamian god of water)
  • Great barracuda
  • Flying fish
  • Bluefin tuna
  • Tarpon
  • Needlefish
  • Muskellunge
  • Ocean sunfish
  • Blue marlin
  • Atlantic halibut (name change required)
  • Conger eels
  • Black jewfish
  • Black drums
  • Stingrays
  • Catfish
  • Paddlefish
  • Stingarees
  • Devil rays
  • Ratfish
  • Lantern fish
  • Pilot fish
  • Sea bass
  • Sea raven
  • Porcupine puffer
  • Star gazer
  • Wolfish
  • Remoras
  • Goosefish
  • Hagfish
  • Sea turtles
  • Giant clams

It may not be necessary, but it sure is comprehensive.

JG31 CITY OF MODRON MAPS

This is the Judges Map of Modron.

The city of Modron

JG35 MONSTROUS STATISTICS COMPENDIUM SHEET

These three sheets compile the stats for most of D&D monsters to date.  They're identical to what was printed on the recent Judges Shield, which I covered here. No need to go over it again.

Thursday, March 12, 2020

Recaps & Roundups part 50: Judges Guild Installment L (Tegel Manor)

I didn't have anything big planned for hitting a nice round number 50 in this series, but by happenstance it features a famous module, Judges Guild's Tegel Manor. It came as part of Installment K, the fourth sent out to JG subscribers, cover dated April/May 1977. A full list of what was included is as follows:

  • JG22 Journal L
  • JG23 Tegel Manor and Area Judge's Map (17" x 22")
  • JG24 Tegel Manor and Area Player's Map (11" x 17")
  • JG25 Booklet L
  • JG29 Character Checklist
  • JG30 Tegel Manor and Area Judge's Map (11" x 17")

JG22 Journal L

I actually have access to a copy of this journal for a change. It kicks off with an apology, as the last Ready Ref Sheet (Wizard's Guide and Construction Costs) was accidentally left out of the last installment. It actually first shipped with this installment, even though it was supposed to be in Installment K. After that there's a bit about the new format of the newsletter, and then some short articles.

  • "Shrewd Slants from the Sagacious Sage" notes that the climate around the City State is much milder than that of northern Europe. It also has a note from Gary Gygax explaining that the "% in Lair" stat for monsters serves as a guideline to determine if a wilderness encounter has happened in the monster's lair.
  • "Setting Up a D&D Campaign" by Tom Holsinger gives some advice about that topic, with particular focus on having a unifying theme, and the necessity of having a prior civilisation that has fallen, in order to explain the various ruins and treasure scattered about.  He follows it up with a lot of talk about demographics, food growth, and how that can affect military matters. I've never gone into that sort of stuff in anything more than the barest detail, but it's a basic necessity if you want a campaign to make a lick of sense. I won't get into any of Holsinger's specifics, but I will keep this article in mind if I ever need to address the topic. The one thign I will note is that he creates two new cleric spells: green thumb to double crop production, and its evil reverse, crop blight. Holsinger does bring up one intriguing idea, though: using the psychic potential stat from Empire of the Petal Throne to determine who can cast spells and operate magic items. It's a decent way to explain the difference between adventurers and regular folks, if you want one, and also to place a limit on the prevalence of magic in a campaign.

The rest of the newsletter is just Judges Guild shilling their own stuff, with a focus on Tegel Manor and the new Judges Shield, which I just discovered you need to tape together yourself!

JG29 Character Checklist



This product is a single sheet of paper in the installment, but was sold separately as bundles of six. It appears to be both a character sheet for multiple characters and a method of determining and tracking alignment for PCs and NPCs. Alignment is diced for on the charts on the upper left using 1d20, once for the Law/Chaos axis and once for the Good/Evil axis.  The combination of the two results gives the character's alignment, and a numerical value that can be modified based on the character's actions.  I've never been a fan of alignment tracking systems, and am generally pretty lax on alignment concerns except for clerics and paladins, so I doubt I'll apply this at all.

JG23 Tegel Manor and Area Judge's Map (17" x 22")
JG24 Tegel Manor and Area Player's Map (11" x 17")
JG30 Tegel Manor and Area Judge's Map (11" x 17")

These three maps are all double-sided, with one side showing a map of Tegel Manor and the other side showing the wilderness surrounding the manor.  The Judge's Map has all of the details, whereas the Player's Map gives basic outlines with very little filled in.  I don't think there's a difference between the two Judge's Maps except for size; I assume the smaller one is provided because it would be a little bit easier to handle at the table.

Tegel Manor

Surroundings, with the manor in the bottom right and the village in
the upper left


JG25 Booklet L

This booklet is pretty much entirely given over to a description of Tegel Manor. Unlike the previous three booklets, which were more about the campaign setting, this is an adventure module. It's possible that it's the largest one made for D&D to this point, and it's certainly one of the very first to be sold as a commercial product; I think the only other one I've covered so far that was sold in shops on its own is Palace of the Vampire Queen from Wee Warriors.

I'm not actually working from the original booklet.  In addition to being included in Installment L, Tegel Manor was sold in shops as product JG 27.  I'm working from a pdf of the third printing, and I'm not sure if there are any difference s between that and the original.


Tegel Manor and Tegel Village are located along the seacoast in Campaign Map 1, in hex 4416. (I covered that map in this previous post if you'd like a look.)  The manor is said to be left over from ancient days, and protected by a charm that shields it from age (and fire, just in case the PCs have the bright idea to burn the place down).  It's hereditary owners are the Rump family, although they've been lax in their duties and it's said that their eccentricities have led to the manor's corruption.

The current owner of the manor is Sir Runic the Rump, a dim-witted coward who is also somehow a paladin. Distraught at the corruption of his ancestors and living relatives, he's desperate to get rid of the place, and will try to sell it cheap.

The only other living Rumps mentioned are Roughneck Rump the Rotund, a feared highwayman, and Ruang the Ripper, an assassin. Both can be encountered roaming the countryside, along with other dangerous monsters and NPCs.

The manor itself is... well, it's wild. In some places it reads like a haunted house, with ghosts, undead, creepy paintings, unexplained noises, and other such trappings.  In others, it's like a monster zoo, with owlbears and rust monsters and even a purple worm.  Other areas just have weird magical effects going on, or bizarre scenes that play out. I don't know if I've ever read a module as baffling as this one.

It also looks pretty difficult to run without a lot of prep.  The room descriptions are sparse, mostly focused on the inhabitants, treasure, or weird magical happenings; this is fine, I'm quite happy for a module to stick to the relevant stuff. There's a lot of info covered on the map though: labels for what type of room it is (bedroom, kitchen, etc.), traps, magic statues, weird noises, teleportation squares, paintings of the Rump family that bestow magical effects when they are looked at... It's a lot to keep track of, and none of it's covered in the room descriptions.  Here's a description of room A2:

"A2  150'x110'x40' H  Two long tables with 12 skeletons 1 HD, 5-3-4-4-1-2-3-5-6-7-1-2 HTK, AC 7, sword armed.  30 Silver goblets 120 SP @ and gigantic halbard hanging on wall."

The map has it labelled as the Great Hall, and shows six pillars.  There are eight statues around the walls, two of which are magical. There are two fireplaces, one of which has a secret door in it.  The east wall is covered by a curtain, and has a couple of secret doors behind it as well. The west wall has a teleport square that leads to DL1B (which I assume means dungeon level 1, room B). There's a fake door on the south wall. And there are two squares that have an unspecified trap.  That's one of the more complex rooms, but it's very busy. I'd need to consolidate all of that info to ever have a hope of running it.

The magic statues are determined randomly as to their effects; some will raise or lower stats, some will cast a spell, some may ask a riddle or answer a question, or give a map, and some will perform a service if a missing part is recovered. 

There are also a number of portraits of the Rump family around the mansion, 100 in total. Most of them appear as some sort of undead creature, and do something magical when looked at. For example, Riven the Refected appears as a Spectre, and cries a potion of ESP. Rudlong the Revenger forewarns the party of their next encounter. Some have more mundane effects, like laughter or following the PCs with their eyes, and other do nothing. Probably my favourite is Radded Rufus, whose effect is "PROB 30% of ripped sack". Ouch!

A lot of the rooms seem to have scenes that play out over and over again, such as ghosts that go through their motions, or an Invisible Stalker that is continuously walking through a secret door from one side of the room to the other. The inhabitants of the manor may be cursed, but it's never specified exactly what's going on in this place.  I'd struggle to run this adventure, I think. It has a level of goofiness and an anything-goes defiance of logic that don't really fit my sensibilities, or those of my players.

That said, I'll say this for it: the place is memorable.  It kind of reminds me of the later D&D module Castle Amber in that regard. In almost every room there's something insane going on, or some new wild thing that could happen to your character.  I could see all sorts of great stories coming out of Tegel Manor, and now that I think of it it'd work great as a one-off party adventure, as long as you're in the right mood for it. I will certainly have the manor as a location in my version of the Wilderlands, but I may never actually point my players towards it, or require them to go inside.

The map is also great. It has tons of info packed in, and manages to include the upper floor as well as all the levels of several towers. Judges Guild have always made great maps, and this is another one.

Oh yeah, I almost forgot to mention that there's a whole dungeon underneath the manor, with four levels. It's kind of banal in comparison to what's going on up above. The first level is a series of giant rat warrens that can be accessed via holes in the manor walls. Dungeon level 2 has the living quarters of Ranorek Rump, a missing link caveman who I forgot to mention under living relatives above. Level 3 is a lot of undead and vermin, and Level 4 is undead and monsters (harpies, a basilisk).

The booklet ends with some optional rules for resurrection, which determine whether a character returns maimed or scarred. I tend to think that resurrection magic implies healing as well, and prefer that characters come back hale and hearty, so I won't be using this. Although perhaps resurrection is different in the Wilderlands, and less effective?  Perhaps.

Tuesday, March 03, 2020

Recaps & Roundups part 49: JG2 Dungeon Tac Cards & JG28 Judges' Shield

I'm tackling two Judges Guild products this time around, because neither of them should take up too much time. I don't have a copy of either, but I should be able to scrounge up enough info on them for a short post.

The first of these is product JG2, the Dungeon Tac Cards. I covered these previously, when they were sent out to Judges Guild members as part of their first subscription installment in late 1976. The first edition of this product consisted of 135 cards, each representing an action that a player might take, the idea being that players would have these cards face up in front of their character sheet to indicate what their character was doing or what they had in their hands.

In approximately April of 1977, the second edition of these cards was released as a product for sale in stores. This set had 140 cards, five more than the previous edition, but there are no new cards added: the old cards were simply given in different numbers. I listed the card amounts in my previous post on this product, so I'll do the same for this set. The cards are double-sided, with a different action on each side.

  • 5 Move/Charge Move cards
  • 5 Parry/Get Up cards
  • 5 Punch/Grapple cards
  • 5 Heavy Crossbow cards
  • 5 Dagger cards
  • 5 Horsebow cards
  • 5 Sword (longer) cards
  • 5 Sword (shorter) cards
  • 5 Shortbow cards
  • 5 Hand Axe cards
  • 5 Shield cards
  • 5 Mounted Lance/Pike cards
  • 5 Equipment (misc.) cards
  • 5 Morning Star cards
  • 5 Flail cards
  • 5 Torch cards
  • 5 Two-Handed-Sword cards
  • 5 Battle Axe cards
  • 5 Mace cards
  • 5 Halberd cards
  • 5 Composite Bow cards
  • 5 Spear cards
  • 5 Light Crossbow cards
  • 5 Pole Arm cards
  • 5 War Hammer cards
  • 5 Staff/Wand cards
  • 5 Longbow cards
  • 5 cards with Men Attacking and Saving Throw charts

The cards were given in varying numbers in the old set, but here they all come in sets of 5. It should also be noted that the cards featuring the Monster Attack and Damage charts, as well as the ones with the Man-to-Man rules from Chainmail, are no longer included. I can see leaving out the monster rules, because only the DM needs those. As for Man-to-Man combat, I suspect that very few groups were using those rules, so the JG folks left those cards out.

The second product I'm looking at today is JG 28, the Judges' Shield. I'm sure most of you know what this is: a multi-panelled cardboard shield with various charts printed on it, that can be used for reference during the game as well as to block the DM's notes from the prying eyes of the players. This particular shield has some historical significance, though, because it's the first one ever. I know of very few DMs who operate without one, so they've become something of an indispensable tool, and Judges Guild were the ones who came up with the idea.

I found scans of both sides of the Shield which I'll provide below.

Side facing players

Side facing DM

There's nothing too out of the ordinary on here, except maybe the section on the spell phantasmal forces; it must have caused more than a few headaches during gameplay for the JG crew to have thought it worthy of inclusion. The DM's side has a pretty comprehensive list of monster stats, including those from the first three supplements, as well as The Strategic Review and The Dragon. I was surprised to see that the Denebian Slime Devil and the Death Angel made the cut, as they won't be included in the Monster Manual by TSR. The Death Angel was only just in the last issue of The Dragon that I covered, so Judges Guild must have tried really hard to make this product up-to-date.

Tuesday, February 18, 2020

Recaps & Roundups part 45: Judges Guild Installment K

In February of 1977, Judges Guild sent out the third of its installments to their subscribers. This was Installment K, and contained the following items:

  • JG18 Campaign Map One: Judges
  • JG19 Campaign Map One: Players
  • JG20 Booklet K (providing details for the maps above)
  • JG21 Journal K
  • Ready Ref Chart: Wizard's Guide/Construction Costs

The maps both cover the same area, with the Judges Map filling in a lot more details. They show a pretty expansive area around the City State, far more than any Judges Guild product has done so far. Booklet K gives an overview of what can be found at many of the places on the map.

Before I dig into those, though, I'll quickly cover Journal K, for which I only have a snippet of the first page. I'm not having much trouble tracking down the other JG products, but those Journals are hard to find. What I have of this one concerns some of the rules for forging and enchanting weapons that were given in Installment J, mostly to note that the mithril and adamantite weapons shown for purchase aren't magical, and aren't of a high enough grade to be enchanted to +4 or +5. It then goes on to advise that such weapons should be difficult to find, and not available for purchase just because a PC has the money. Hard to argue! The rest is logistical JG stuff about late installments and con appearances, nothing that I'm particularly interested in.

And now, the maps. I purchased some full colour recreations, but those aren't exactly accurate to those that were sent out back in '77. These are the best images I could find of the originals:

Players Map

Judges Map

The City State is pretty much dead centre, just to the west of the big forest in the middle (the Dearthwood). Thunderhold, from Installment J, is about 90 miles directly north of that, not too far removed from the north coast. It's all pleasingly consistent with the rough map that was provided in Booklet J. The maps use a hex grid, with four-digit coordinates that can be used to find a specific hex. Hex 0701, for instance, will be seven across in the top row. Hex 1211 is twelve across and eleven down.

Booklet K features a lot of miscellaneous rules and guidelines crammed in, as is the JG style, but I'll focus first on the parts that are relevant to the maps above. The first of these sections is "Idyllic Isles", which gives a brief description of what can be found on all of the small islands on the map. They're short but evocative, and good adventure springboards. Here are some examples:

  • 1101: Isle of the Halflings - 27 shipwrecked Hobbits evading a Cyclops
  • 4611: Isle of Slumber - The ruins of an ancient city overrun by apes hide a wishing well.
  • 5116: Isle of Tombs - 1420 tombs full of undead and demons.

The book then goes on to highlight the small castle and village of Haghill, found in hex 2321 (not far from the City State). Haghill has been ruled by Huberic for the last 14 years, a portly fellow with large appetites and a delight in cruelty to animals. He lives in the former "Tower of Torpid Terror", which the locals believe sits atop the sleeping place of a terrible creature from the Elder Days. Huberic laughs of these superstitions in public, but has still had the dungeons below sealed.

Haghill is then described in much the same fashion as the City State, with the most prominent NPCs detailed, some legends and rumors suggested, and a map provided. To be honest, it's all a little too similar to the City State for my liking. I'm not sure why this place was chosen to be highlighted, because there's not really a lot going on. (Although there is a smith whose name is Stretchy Vagin, which is definitely a name that stopped me in my tracks.)

A map of Haghill

Two pages are then given over to detailing every settlement on the map: location, name, population, race of inhabitants, level of civilization, alignment, ruler, and their main resources. Somehow, all of this fits in a single line. Here are the first five villages:


That is compact: there are close to 100 settlements outlined in two pages here. The usual PC races are represented, but there are also a few goblin, orc and gnoll villages scattered about. The City State has its own line, with its population listed as 20,000. Its ruler is said to be a 16th level fighter named Balarnega; is this the overlord himself? Thunderhold is also listed, and said to be ruled by someone named Boralin. Booklet J had the ruler as Nordre Ironhelm, so I'm not sure what's going on there.

Close to 80 castles and citadels are scattered across the map, but those get much less detail than the villages: only the ruler and the number of men are shown.

The "Lurid Lairs" section is similarly sparse: there are over 100 lairs on the map, with all that's listed here being the type and number of monster found therein. Every monster in these lairs comes from TSR D&D.

That covers the bulk of the booklet, but there are a lot of other things in here which I'll go over in brief below:

  • Tables for determining the actions of NPCs based on their morale.
  • Tables for determining whether NPCs (presumably those allied to the PCs) get into altercations with other NPCs, including the reason why the altercation started.
  • Tables for negotiating, with modifiers for alignment and Charisma.
  • Some paragraphs to determine what exactly is a hireling (apparently any NPC controlled by a PC, excluding charmed creatures, insects, golems, and plants). There are also some rules here about polymorphing creatures, and whether a polymorphed creature can then become a hireling.
  • Civilization and technology levels, which are given on a scale from 0 to 10: anarchy, democracy, tribal, agrarian, religious, tributary, oligarchy, republic, aristocracy, feudal, dictatorship. These numbers are used in the village section above.
  • Rules for population density, with different land requirements for hunters and farmers. In general a hunting village needs 1 square mile per member, while one square mile of farmland can support 320 members. Are these numbers accurate? Buggered if I know.
  • Rules for how much land a player needs to clear out for their barony, as well as how to calculate income, and the safe levels of tax that can be levied before the peasants start getting angry.
  • A little bit about what it takes to shift the alignment of a settlement or area (police forces, temples, that sort of thing).
  • This installment's Malevolent Character Module is about Count Kaledric, who is a supposed weakling and social bore, but is secretly the Co-ordinator, the much-feared personal avenger of the City State's Overlord. He has five trusted retainers, and access to a lot of weapons to give him god-like powers and demon-strength. (None of these are outlined though.)
  • Some rules for determining how much can be made in trade based on a settlements population and the product on offer (including prices for some exotic monsters like balrogs).
  • Rules for randomly determining the various factors involved in a geas or quest spell.
  • Rules outlining what can be done with a wish and a limited wish, and the difference between the two (which seems mostly to be that limited wish can't create anything, but can change outcomes for up to a week in the past). Wishes are graded based on how greedy they are, and assigned a likelihood of success and a likelihood of some kind of curse or repercussion.

Finally, there's the Ready Ref Sheet. One side of it has guidelines for Wizards, and the other features the rules and construction times and costs for building a stronghold. The construction rules and prices given are consistent with those from D&D Vol. 3: The Underworld & Wilderness Adventure, but far more detail is given; the JG rules are much easier to understand and implement. There are also prices here for building Hobbit smials (burrows), and elven "tlan" (treehouses), as well as rules for using fantastic creatures in the building process.

The Wizard's Guide side has rules for creating magic items, and is very concrete about the time and money requirements. Featured are the prices for creating a decent selection of weapons, wands, staves, rods, rings and potions.



Saturday, December 07, 2019

Recaps & Roundups part 43: JG15 Thunderhold/Sunstone Map, JG16 Booklet J, JG17 Dungeon Level Maps J1-4 and Ready Ref Chart J-5

In December of 1976, Judges Guild sent out Installment J, the second of its bi-monthly subscription packages. Included in this packages were the following items:

  • JG15 Thunderhold/Sunstone Cavern Map (one for players and one for Judges)
  • JG16 Booklet J
  • JG17 Dungeon Level Maps J1-4
  • JG21 Journal J
  • Ready Ref Chart J-5

JG 15 Thunderhold/Sunstone Cavern Map

These maps depict the Castle of Thunderhold and the surrounding wilderness. The judges' map has all of the buildings and features labelled, while the players' version leaves all of these blank. The judges' map also has a dungeon printed on the back, the Sunstone Cavern. More details of these are given below.

JG16 Booklet J

This booklet is the meat of the installment, detailing the dwarven citadel of Thunderhold and the nearby Sunstone Caverns (with some other extraneous bits and bobs thrown in). It's only twelve pages long, but as is customary with Judges Guild products it's absolutely jam-packed with content. I'm not sure how much a JG subscription cost, but I'd be willing to bet that folks were getting their money's worth.

Thunderhold lies to the north of the City State of the Invincible Overlord, as shown on the map below:

The lands north of the City-State (note that north is to the left of this image).

Thunderhold castle had once been the stronghold of a tribe of men called the Moonrakers, who traded with dwarves who lived in the Sunstone caverns nearby. This alliance was broken up by an invasion of gnolls, led by the evil wizard Lychin and his minotaur/priest ally Bragash, who took possession of the caves and the castle.

Another tribe of dwarves lived in the Majestic Mountains, south of Thunderhold, but they were driven from their homeland by the dragon Ancalegorn and its three young. They moved north, led by Nordre Ironhelm, defeated the gnolls and took control of the Sunstone Caverns (rumoured to have a lode of mithril) as well as Thunderhold. Lychin was apparently killed, but the minotaur Bragash escaped deeper into the Sunstone Caverns. Now the dwarven population of Thunderhold is about 2,000, and Ironhelm maintains close ties to the City State, holding a seat in the senate.

It's mentioned in the book that the dwarves worship Goibhnie, blacksmith of the gods, who is a part of the Celtic mythos in Supplement IV: Gods, Demigods & Heroes. Still on the subject of gods, it then goes on to give this quite bizarre passage which I'll write out in full: "It is rumored that a god called Emig XXV died near the Thunderhold two years ago and gave birth to a mortal named 'Defect'. The mortal and a portion of the dead Emig was supposedly sold to the Overlord for a considerable sum. This rumor was probably started to explain the fire which began leaping from the Cryptic Citadel to kill any flying creature venturing over it since the mortal was also supposed to have inherited a magic limb of Emig named 'Autocannon'. The dwarves have always produced superior weapons but legion blades of recent make are attributed to the corpse of Emig." I'm not sure what exactly Emig is supposed to be, but the hints are definitely there for a race of technologically advanced gods or invaders. And if the Overlord has an autocannon on his roof, I'm all for it.

This is followed by a list of some of the prominent NPCs of Thunderhold, and the shops contained within the stronghold. They're given in much the same abbreviated style as those of the City State, but the shops receive much less detail: only the stats of the proprietor are given, with the type of shop only being written on the Judge's Map.

This is the players' version of JG15, the Thunderhold Map. The judges' version
has all of the buildings and other features labelled.

The Sunstone Caverns are marked to the southwest of Thunderhold. They only cover a single level, but it's a big level, split over three pages in my PDF (although the original was printed on the reverse of the judges version of the Thunderhold map). I've stitched them together as best I can.


There are a number of factions and other interesting features in the caves, although they're only described in a very broad fashion. The mithril lode (now depleted) is located in the areas to the northwest. The Bandits of the Man-Ape dwell to the west. Their leader Carpen Gartirn is chaotic good, so I assume that they're Robin Hood types, and they have been fighting with the Chaotic forces in the caves. Who the "man-ape" is is unspecified, but Carpen does have a Charisma of 5, so it might be him. Near the centre dwells a white dragon called Gorgomat, who was trapped inside the caves 120 years ago, and is worshipped by gnolls. The middle southern caves are inhabited by a hill giant called Muakruar the Unblest, as well as his family (and their pet hydra). North of that, still near the centre, is the lair of the Minotaur Bragrash, and his ghoul minions. The spectre Zagrath roams the areas to the north-east, seeking his long-lost dog companion. South of that is the Oracle of Bubastis, a large statue which is believed to be divine, but is actually a scam being run by some magic-users. The areas to the southeast are the old Sunstone Mine, and still have areas that can be mined for gems.

(The dwarves aren't mentioned here, so they obviously don't hold the caverns anymore. It's mentioned that nobody ventures in since the spectre Zagrath was first encountered, so it's possible he drove them away.)

The most intriguing area, though, lies to the southwest: the Tribunal of Chaos. This is kind of a court for chaotic monsters, with judges, guards, and executioners. There are various factions vying for control (orcs, wererats, wereboars, trolls, ogres), with the verdicts usually coming down in favour of whichever is on top at the given time. Lots of potential for role-playing and adventure hooks here, especially if the players find themselves captured while in the caves.

The booklet also has a number of adventure hooks scattered throughout. Some are given as legends and rumours that may be handed out by NPCs (such as the Dungeon Vault, a huge cave complex below the Majestic Fastness; the Night Watchers, a group of spectres riding manticores; or the Sun-Driven Dwarf, a flying dwarf adventurer who departed 140 years ago). Others are given as songs or poems, to be used whenever the PCs listen to some minstrel or tavern bard. Here's an example of one:

After the long and cold retreat
The Witch-Queen deigned to take her seat,
By the ancient Sleeping River clear,
Where harpies singing charm the ear.

They're all similarly vague, and the intent is for the DM to take these snippets and craft his own adventure around them.

A recurring segment is introduced called "Malevolent Character Module", which is intended to introduce an NPC or monster that could be the basis for an adventure or two. This one introduces Lady Kostbera the Sorceress, who is a former beggar who ruthlessly carved her way up the ranks of society to join the Black Lotus, the Overlord's personal spy ring.

The rest of the booklet is crammed with bits and pieces that expand on the rules and setting, as follows:
  • Exchange rates for various coins. The standard D&D coins are all used (copper, silver, gold, electrum, platinum), and there are also iron coins, mithril coins and adamantite. The exchange rates are as follows: adamantite = 20gp; mithril = 10gp; platinum = 5 gp; electrum = 2gp; 1gp = 10 silver; 1 gp = 50 copper; an iron coin is worth 3 copper, which irritatingly doesn't fit neatly into a gold piece. One copper is worth about 5 hours of labour.
  • Rules are given for armour and weapons made of metals other than iron or steel, including adjustments to effectiveness and price. In general, adamantite grants a +2 bonus, mithril a +1 bonus, and the various previous metals have a penalty of -1, while copper is the least effective at -2.
  • Some rules are given for gems, and the values of different varieties that might be found. Prices are given for making certain objects out of gemstones. There's also a chart for special gems, which includes the various magical ones already established along with some new types: glowstone, geas stone, prayer stone, quest stone, selenite (can write moon runes), possession stone (charms at -4), moonstone (raises Int by 1 after a year), warstone (can be made into a +2 handaxe), wish stone.
  • Charts are given for gaining information from beggars, some of whom are said to have the ability to predict the future. The Beggar's Guild is also established, which is one of those pulp fantasy staples that has always seemed a little absurd to me; it's an idea that works in Pratchett's Discworld, and not really anywhere else, but apparently the City-State has one.
  • A system is given for testing a PC's ability scores, which basically boils down to using the relevant score as a percentage chance for success. A player gets one chance to succeed, unless rolling against their prime requisite, in which case they get to keep trying.
  • Three rules are given for allowing PCs to recover from being wounded below 0 hit points. The first allows any player to recover 1-4 hp after a battle, so long as they bandage their wounds immediately; someone with hp of 0 or below can be healed in this manner by another player. With the second method, a player dropped below 0 hp rolls 2d6, and subtracts the number of hp below zero. This is the number of rounds they have until they die. For the third method, the dying PC rolls a d6 for each of their hit die, and the result is the number of rounds they have until they die. I may be mistaken, but I think that these are the first rules in D&D that allow a PC to survive after losing all of their hit points.
  • Tables are given for when the PCs are stopped by guards, with random determination for the reason they were stopped and what they guards may want. It could be as simple as asking for imformation, or something worse like suspicion of spying, or even impressing them to dig ditches for a day.
  • Rules are given for using insults and witticisms in combat, which usually results in the target being stunned or incapacitated. The Buffoon class is given as a sub-class of Fighter with a low Charisma, who can use a number of these witticisms per day. I've never been a fan of these kind of classes, or of the use of ability score rolls to influence NPCs with conversation. If I use it as an NPC class, the witticisms will definitely have a magical basis rather than just being regular speech.
  • Rules are given for alchemists and wizards to research and create poisons. Common poisons such as belladonna, opium and arsenic are easier to find and create, while the rarer sorts (from a wyvern, water naga or purple worm) are more difficult. A chart is given for the various poison types, which no longer kill instantly: instead they deliver a set amount of damage per round on a failed save, while also making ill, paralyzing or putting their victim into a coma.
  • A chart is given with reasons as to why an NPC might be attacking the PCs, ranging from mistaken identity to drunkenness to religious hatred.
  • Finally there's a table that fleshes out some of the special encounters than can happen in the City-State: fires, epidemics, holidays, jail breaks, and various other events or declarations. Special attention is given to roaming vigilantes for some reason.

JG17 Dungeon Level Maps

In addition to the Sunstone Caverns, there is another cave dungeon to the north-west of Thunderhold. Four levels of this dungeon are provided as maps that came with the installment, labelled as product JG17. No further details are given for these caverns aside from what's printed on the maps themselves (which is mostly smells and sounds). There are paths that lead down to levels 5 and 6 of the dungeon, but no maps are given for these. There's also a cave that leads to the planet Venus. This is the first level:


JG21 Journal J

Alas, I haven't been able to find a complete copy of this journal anywhere. All I have is a snippet of the first page, and a very blurry one at that. From what I can gather, it's an article about regaining balance in a campaign that's gotten out of control, by lowering the levels of the PCs, raising the levels of the monsters, or eliminating certain trouble-making PCs.

Ready Ref Chart J-5

Like the other Ready Ref Charts, this is a single sheet of paper that summarises various rules for ease of reference.

This chart summarises the surprise rules, and I don't believe it adds anything new. It also gives a chart showing how monster will generally react to a party, based on their intelligence and whether or not the party outnumbers them; this is based on a line from OD&D Vol. 3 stating that monsters will generally attack unless they are intelligent enough to avoid an obviously superior force. A chart is also given showing the intelligence levels of monsters, categorising them as Unintelligent, Semi-Intelligent or Intelligent. Most of these could be ascertained from the monster descriptions already given, but there's definitely been some extrapolation done here by the Judges Guild crew. Guidelines are given for how long certain actions might take, with all actions given in rounds; this is all new material. Rules are also given for whether a creature will believe a Phantasmal Force spell, based on level and a roll of 2d6; this is also new material. Finally, a chart is given to determine who goes first in combat based on the weapon, spell or attack they're using, modified by armor worn and Dexterity. Glances, breath weapons, low-level spells and missile fire are quick, weapons go first based on length, and high-level spells and scrolls are the slowest. How this ties into the already established initiative rules (such as they are) is anyone's guess.