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We are the publishers of the

Wilderlands of High Adventure

Campaign Setting

designed and approved for use with

Castles & Crusades

from

Troll Lord Games



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NOW AVAILABLE

Monstrous Menaces #3

From Adventure Games Publishing under license from Troll Lord Games

Designed and Approved for use with

Castles & Crusades


Monstrous Menaces #2

Adventure Games Publishing presents the third in a series of new monsters for the Castles & Crusades Castle Keeper to populate his dungeons and wilderness. Each installment of the Monstrous Menaces series presents three new monsters for a mere dollar, eminently affordable in today’s economy.


The third installment, Monstrous Menaces #3: Akhlat, Oogloog, and Woodwose, presents the Castle Keeper with a 4 HD Aberration, a 5 HD Ooze, and a 7 to 9 HD Monstrous Humanoid. Each entry includes complete listings for the monster’s description, organization, ecology, treasure, range, and special abilities.


Akhlat

An akhlat is a chimerical creature, possessing the head of a man, the feathered body and wings of a vulture, the legs and feet of a monkey, the arms and claws of a tiger, and the tail of an ass. The human head is overly large for the body, and bald; its eyes are black and beady like those of a vulture, its nose is large and long and blackened with warts, and its mouth is filled with tiger-like teeth and the forked tongue of a serpent. Its flesh is as hard as bronze, its teeth and claws like steel, and its breath is noxious like swamp-gas.


Oogloog

Oogloog are giant alien amoeba-like beings with a cruel, inhuman intellect. On a humanoid scale, their Intelligence would be placed in the High to Genius categories; however, their form of sentience is significantly different from that of other organisms.


Oogloog naturally take the form of a giant amoeba-like structure, essentially a bag of slimy acid filled with small globules of foreign materials (i.e. food). They have great control over their shape, however, and can take on the form of a bipedal humanoid, complete with head, two arms, hands, fingers, two legs, feet, and toes. Some possess a most cruel sense of humor, and enjoy preserving various body parts of victims, such as eyes and teeth, and using those to affect possession of such body parts (though having “eyes” and “teeth” in this way provides them no extra abilities to see or bite).


Woodwose

Also known as almas, bigfoot, sasquatch, wild men, yeren, or yeti, woodwoses are seven to nine foot tall humanoids covered with thick brown, brownish-red, black, or white fur. The hair covers it everywhere except on the palms of its hands and feet, which are thick and calloused. They look mostly human, with an apish cast to face and build, and with very apish teeth but very human eyes. Woodwoses never wear clothing or jewelry.


Some exhibit elvish blood or human blood, others orcish, ogre, or even hill giant blood, or even a mix of two or three other blood lines; woodwoses are able to breed with all five races, though one in eight of such crossbreeds are sterile, and one in eight of those with other blood go insane upon reaching puberty.


Monstrous Menaces #3: Akhlat, Oogloog, and Woodwose

By James Mishler

AGP06003, 9-page PDF, $1.00 MSRP


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Wilderlands of High Adventure

Player's Guide #1: Tharbrian Horse-Lords

From Adventure Games Publishing under license from Judges Guild and Troll Lord Games

Designed and Approved for use with

Castles & Crusades


WoHA Players Guide #1

Adventure Games Publishing presents the first in a series of cultural sourcebooks for the Wilderlands of High Adventure. Each installment of the Wilderlands of High Adventure Player’s Guides includes a fully-detailed culture for players and judges to fully flesh out their Castles & Crusades adventures in the Wilderlands.


The first installment, Wilderlands of High Adventure Player’s Guide #1: Tharbrian Horse-Lords details the culture and society of the northern horsemen of the Wilderlands. Tharbrians are renown throughout Viridistan, the Roglaras, and beyond as atavistic and savage horse nomads. They roam the north-western plains of the Wilderlands with impunity, recognizing no lord or master. They have brought down empires and extirpated whole civilizations. Herein you shall discover the secrets and truths about Tharbrian history and society, and details on their abilities and culture.


This 22-page book includes complete details on: History, Environment/Range, Appearance, Personality, Ethnic/Racial Affinities, Culture, Laws and Traditions, Religion, Social Structure, Organization, Gender and Family Relations, Animals, Diet, Technology, Clothing, Armor, Weapons, Combat, Treasure, Language, Names, Racial Traits and Abilities, and Glossary


Wilderlands of High Adventure Player’s Guide #1: Tharbrian Horse-Lords

Official Gaming Aid Designed and Approved For Use with Castles & Crusades

By James Mishler

AGP05501, 22-page PDF, $5 MSRP


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NOW AVAILABLE

Monstrous Menaces #2

From Adventure Games Publishing under license from Troll Lord Games

Designed and Approved for use with

Castles & Crusades


Monstrous Menaces #2

Adventure Games Publishing presents the second in a series of new monsters for the Castles & Crusades Castle Keeper to populate his dungeons and wilderness. Each installment of the Monstrous Menaces series presents three new monsters for a mere dollar, eminently affordable in today’s economy.


The second installment, Monstrous Menaces #2: Blade Dancer, Goblin, and Tharghûl, presents the Castle Keeper with a 5 HD Construct, a 1 HD Humanoid, and an 8 HD Unique Undead. Each entry includes complete listings for the monster’s description, organization, ecology, treasure, range, and special abilities.


Blade Dancer

Blade dancers are animated humanoid collections of scores of razor-sharp blades, from small 4” knives to great two-handed swords. They whirl about swiftly like dervishes upon the points of their long-sword legs, with four long arms made of broad swords; their “heads” are constructed of many small blades, with pommel stones for “eyes” and a wide mouth made of many knives. For all that they are made of un-living metal the blade dancer often has a menacing, cruel look upon its “face.”


Goblin

Goblins are small, gnarled humanoids; in shadows they much resemble thin dwarves, though compared to dwarves they are stooped, their arms and legs are slightly too long for their body, and their head is slightly too large, with overly-large wide pointed ears. In the light the difference is obvious, as goblins have greenish-grey warty skin, and too much black scraggly hair in all the wrong places (and usually little or none on their heads). Goblins have a sickly-sweet smell, like that of a corpse ripened in the sun, and their breath is a stench like rotting onions; most goblin warrens smell not unlike a charnel house in midsummer.


Goblin eyes are round and bulging, and mostly black with large iris and cornea; the white of the orb is invariably shot thick with red blood vessels. Like the eyes of a cat, goblin eyes reflect light in the darkness, a deep, blood-red glitter. They have a long carrot-shaped nose that sits atop a wide, frog-like lipless mouth. Goblin teeth are haphazard at best, with many gaps and broken bits; over time as old teeth are lost new ones grow in, though they grow in uneven and often painfully, such that goblin’s gums are ever bleeding and raw. Goblins either have either no chin or far too much of one, with hair as usual only growing in spots rather than in a full-fledged beard.


Note: Monstrous Menaces 2 provides a much-expanded entry for the common goblin race, including full details on goblin vision, language, organization, ecology, culture, religion, gender and family relations, coming of age, cleanliness, weapons, armor, treasure, range, combat, and special abilities.


Tharghûl

Tharghûls are the kings of the ghouls and ghasts, the lords of the graveyard and charnel house, despots of sewers and desecrated temples. Where vampires rule, tharghûls tread lightly; where tharghûls dominate, vampires fear to tread.


A tharghûl in its natural form appears to be a walking corpse; some are thin and emaciated, while others are fat and bloated. Skin is usually like that of a corpse, green and pock-marked, often inhabited by worms, and in places sloughing off. The face is a nightmare, with lips long rotted away, long hound-like teeth and fangs, a sunken nose, and bloated, bulging eyes. Hair is usually white, long, and matted with blood or absent. Hands are clawed, with long sharp nails. A tharghûl usually wears clothing as was appropriate to its station, or to its new more powerful position; the clothing often jars grossly with the rotted, stinking body, as it is new and fashionable, though soaked through with blood and covered with gore.


Monstrous Menaces #2: Blade Dancer, Goblin, and Tharghûl

By James Mishler

AGP06002, 12-page PDF, $1.00 MSRP


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NOW AVAILABLE

Monstrous Menaces #1

From Adventure Games Publishing under license from Troll Lord Games

Designed and Approved for use with

Castles & Crusades


Monstrous Menaces #1

Adventure Games Publishing presents the first in a series of new monsters for the Castles & Crusades Castle Keeper to populate his dungeons and wilderness. Each installment of the Monstrous Menaces series presents three new monsters for a mere dollar, eminently affordable in today’s economy.


The first installment, Monstrous Menaces #1: Gharlidh, Grulnosc, and Rocktopus, presents the Castle Keeper with a 4 HD Monstrous Humanoid, a 6 HD Aberration, and a 1 to 16 HD Magical Beast. Each entry includes complete listings for the monster’s description, organization, ecology, treasure, range, and special abilities.


Gharlidh

Gharlidhs are a horrific subterranean humanoid race purportedly bred by an evil underground overlord. They feature characteristics of humans, goblins, and orcs, but only vaguely, for most of their five to seven-foot tall body is covered by bony growth from the top of their thick skull to tips of their clawed toes. Their head is misshapen, as they have neither eyes nor nose, and so the skull slopes unnaturally; their ears however are huge, hairy, and pointed. Their mouth is huge, and filled with many sharp fangs.


Grulnosc

Grulnoscs look much like a giant snail with an extremely thick, stone-like shell, save that it stands six to eight feet tall at the top of its shell. Upon closer examination, however, the slimy flesh of the creature is revealed to be utterly different in nature from that of normal snails, or any other known living creature, and the shell is of solid rock, latticed with metals and perhaps even gems; the seven eye stalks with very human-like eyes that it projects from its “head” also indicate to those steeped in animal lore that this is not a natural creature, or even a giant-sized version of such.


Rocktopus

At some dark point in the history of the world, oceanic octopi were magically mutated such that they took to life on dry land, albeit preferably in wet subterranean locations, though these creatures can survive quite well aboveground in tropical locations such as rain forests, jungles, swamps, and marshes; anywhere, really, provided there is a large and deep pool of water for spawning. Full-grown rocktopi are nine to 16 feet long (one foot per hit die), with eight long tentacles of many suckers, a large bulbous body, two large eyes, and a razor-sharp beak.


Monstrous Menaces #1: Gharlidh, Grulnosc, and Rocktopus

By James Mishler

AGP06001, 8-page PDF, $1.00 MSRP


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Bob's Birthday BOGO Sale!

Now through May 23rd!


To celebrate the May 18, 1942 birthday of the late Bob Bledsaw, founder of Judges Guild, Adventure Games Publishing is holding a Buy One Get One Free sale on print products now through May 23rd.


That’s right, Buy One Get One FREE!


Pay for 10 books, get 10 books FREE; order 100 books, get 100 books FREE!


Here’s how it works:


Between now and May 23rd, order a copy of any one of the following books and get a second book of equal or lesser value of your choice for FREE! Plus, everyone who orders gets a FREE copy of the Wilderlands of High Adventure Campaign Map 18: Southern Reaches for each book ordered!


Adventure Games Journal #1 ($12*)

2008 Wilderlands Jam [2008 Gen Con Special] ($12*)

Monsters & Treasures of the Wilderlands 1 ($10.95**)

XXXI [2007 Gen Con Special] ($10*)


*Once these products are sold out, they will NEVER be reprinted!

**Quantities are very limited on the M&TW1; no rain checks will be offered.


Quantities are limited, so the offer is only good while supplies last!


If you just want to order two books and wish to pay via PayPal, simply use the PayPal button for the more expensive one, and include the book you want to get FREE in your note. Otherwise if you want to pay by money order or if you want to order more than two books, e-mail james@adventuregamespubs.com with your complete order and you will be sent a total with shipping costs and other details.


***This offer is also good for AGJ Subscribers! Subscribers can use their page credit to purchase one book and get the other of lesser or equal value FREE, plus pay NO shipping!***




AGP Customer Appreciation Sale!

Now through May 23rd!


To show you how much we at Adventure Games Publishing appreciate our PDF customers, we are starting our Bob's Birthday Sale more than a month early!


Normally we'd have a sale to celebrate the birth of Judges Guild Founder Bob Bledsaw the third week in May.


However, we've decided to take the opportunity presented us by a certain other company to show our appreciation for those who buy our PDF products. Sixteen AGP PDF products are now on sale!


Click here to go to the AGP site on DriveThruRPG


Click here to go to the AGP site on RPGNow


In addition, we are consulting with OBS to determine what we can do to show a bit of appreciation to those customers who have already purchased all our PDFs.


The sale will run through May 23rd (Bob's Birthday Sale was scheduled for the week of the 17th through 23rd, to celebrate his birthday on the 18th). Hopefully by then we will have some arrangements made to give something back to our existing customers.


Thank you again, as always, for your custom. AGP will be there to support you and your purchase as long as, well, as long as AGP is around and even thereafter!




NOW AVAILABLE

Monsters & Treasures of the Wilderlands 1

From Adventure Games Publishing under license from Troll Lord Games

Designed and Approved for use with

Castles & Crusades


Monsters & Treasures of the Wilderlands 1

Monsters & Treasure of the Wilderlands 1 has been revised and expanded. It now includes 27 monsters, 16 treasures, and two maps. Most importantly, it is now extensively illustrated by Peter Bradley, including an awesome full-color cover! The price has risen to $10.95 ($8.00 in PDF), but those who already purchased it should be able to update for free (if you have a problem, let me know). Yes, the $10.95 MSRP is for the PRINT version, which should be heading to the printers tomorrow.


Subscribers can get a 50% off coupon for the PDF if they have not already purchased it (contact me at the Super Secret Subscriber E-Mail), and can use their print page credits toward the print version of the M&T when it becomes available.


Here's the complete sales text...


Over time players become complacent, sure in the knowledge that they have encountered every creature in the book and catalogued all treasures to be found. They won’t be so certain when the judge pulls out a new book of 32 pages of monsters and treasures that they’ve never seen before!


Monsters & Treasures of the Wilderlands 1 includes 27 new monsters designed for use with Castles & Crusades® and the Wilderlands of High Adventure™. Running the gamut from pesky 1 HD faeries to fallen 15 HD demi-gods, each monster includes details on ecology and society, powers and treasures. Some are hauntingly familiar, just enough so as to trip up the unwary adventurer, while others are entirely new and created from whole cloth.


Maps are included showing the most common locations these monsters are encountered throughout the Wilderlands and beyond. Though designed for use in the Wilderlands, every monster can find a home elsewhere, and is easily adapted into just about any fantasy campaign setting.


Also included are 16 new treasures, ranging from the least bauble to great and potent (and usually, most dire) relics. Each is tied to the Wilderlands, adding more detail to your Wilderlands campaign, though the histories can readily be altered to suit any campaign.


Monsters & Treasures of the Wilderlands 1 weighs in at 32 pages, with a full-color cover and many interior illustrations by Peter Bradley. The PDF is now available, print version is at the printers. MSRP $10.95 Print, $8.00 for the PDF.


Click here to order Monsters & Treasure of the Wilderlands 1




Wm John Wheeler of The Companions has passed


I only found out about this yesterday (January 31, 2009), and finally got confirmation on the details.


William John Wheeler, game designer and co-founder and publisher of the Islandia Campaign through his game company The Companions, passed away on June 3, 2008, at 66 years of age at his home in Chicago, Ill.


John authored The Curse on Hareth, Plague of Terror, and with his friend Peter Rice, Brotherhood of the Bolt and Gems for Death; John also edited the complete line of The Companions products, including Treasure Trove, Companion Pieces, and the Places of Mystery series. John was well-regarded for his very popular fantasy role-playing game campaign seminars given at conventions across the country during the late ’80s, especially at Gen Con, where he often gave his presentations in conjunction with Peter Rice.


A man of great intensity and intellect, he will be missed by his friends and students, including Peter Rice, Scott Thompson, and many, many others. Memorial donations can be made in his name to the American Diabetes Association or similar organizations, but the best way to remember him would be to get together with some friends and play some games.




NOW AVAILABLE

100 Calamitous Curses

From Adventure Games Publishing under license from Troll Lord Games

Designed and approved for use with

Castles & Crusades


100 Calamitous Curses

100 Calamitous Curses provides the Castles & Crusades Castle Keeper with 100 unusual and interesting curses. These can be bestowed upon player characters through mischance and misfortune or used by player character clerics and wizards on hapless non-player enemies. While designed for use with Castles & Crusades, the curses are easily adapted to any fantasy role-playing game system.


Few of these curses are of the immediately deadly sort, save perhaps to 1st level characters; they are all designed to fall within the parameters set by the bestow curse spell, the reverse of the remove curse spell which is useable as a 3rd level clerical spell or 4th level wizard spell.


Here are some examples:


#16: Curse of the Bull’s Eye: The accursed one becomes a target for any enemy archer within range, even if much better targets are available, and all arrows and crossbow bolts aimed at the accursed one gain a +4 bonus to hit.


#30: Curse of the Ogre-King’s Nose: The accursed one’s nose grows to the size of a goblin’s head, regularly dripping gobbets of mucus and making hideous snorting sounds, making it very difficult to eat or speak (requiring a Dexterity save to do any of these), and especially to cast spells with a verbal component; 25% chance to miscast and lose any spell that has a verbal component. Needless to say, it is also quite a social problem, and anyone who tries to sleep nearby will fail utterly as the accursed one’s snoring is of deific proportion (though oddly the accursed one never notices it)! Even if the nose is cut off, it regenerates and expands within moments.


#48: Curse of the Crimson Claws: The accursed one’s hands are transformed into large, crab-like claws of thick chitin. She cannot hold any tools or weapons, and cannot cast any spells requiring a somatic component. Rogues and the like cannot climb, open locks, pick pockets, or perform any other abilities that require fine motor skills of the hands. Even using a door knob requires a simple Dexterity check! The accursed one can attack with her claws, one each round, though she is considered non-proficient with the attack, and deals 1d3 points of normal damage with each hit.


#97: Curse of the Beggar’s Bait: Any beggars the accursed one encounters recognize the accursed one as a generous type and easy touch, especially if the character most certainly is not. The accursed one rapidly acquires a following of entire mobs of beggars following him, asking for alms and assistance. Even wholesale slaughter does not deter the beggars in their quest for spare change; they follow their charitable hero wherever he goes, a great unwashed mass of hunger and privation, never once able to provide any sort of assistance to their “savior.”.


Rules for removing curses and details for including cursed scrolls in treasure troves are also included. 100 Calamitous Curses is a 12-page PDF including 100 curses for only $2.50


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100 Exciting Encounters — 1st Level Encounters

From Adventure Games Publishing under license from Troll Lord Games

Designed and approved for use with

Castles & Crusades


100 Exciting Encounters 1st Level Encounters

100 Exciting Encounters — 1st Level Encounters provides the Castles & Crusades Castle Keeper with 100 ready-made encounters for use in any campaign. The encounters included on these tables are designed to be challenging for parties of three to eight characters where most if not all characters are 1st level. If you need an encounter for 1st level characters, simply roll d100 and consult the table! A range of numbers of creatures encountered is included; the low end for smaller parties (three to five characters), the high end for larger parties (six to eight characters). Note that some encounters are designed to be rather tough; however, at some point early in their careers all characters should learn that discretion is the better part of valor and that it is better to run away to live and fight another day!


Encounter formats should also vary by environment. The encounters listed herein assume a dungeon environment, but most of them work for other environments. No standard treasures are included with these encounters, but you can readily add treasures using the related product series, 100 Treasure Troves, of the appropriate treasure types (which are listed with the encounter).


Here are some examples:


#13: Skeletons — (2-12) N Medium Undead (Com.); 1d12 HD; HP: 3x12, 11, 10, 8, 7, 6, 5, 2x3, 1; AC: 13; Move: 30 ft.; BtH: +1; Attacks: 2 Claws (1d3) or Weapon; Special: BS 120 ft., Undead; SV: P; Int: None; TR: 1 each; XPV: 10+1/hp each. There is a 25% chance that a skeleton will be armed with a random melee weapon, and a 1% chance that it is a magical weapon of random sort.


#40: Acolytes (Humans) — (2-12) AA Medium Humanoids; 1d8 HD; HP: 2x7, 3x6, 4, 4x3, 2x2; AC: 14; Move: 20 ft.; BtH: 0; Attacks: Weapon; Special: Turn Undead; Spells: three 0th and two 1st level cleric spells each; SV: P; Int: Average; TR: 1 each; XPV: 9+1/hp each. All the acolytes will be of the same alignment and faith. Acolytes are usually armed with mace and sling, and wear ring mail and carry a medium wooden shield. If there are 10 or more acolytes, add a Priest with 3d8 HD, 12 HP, AC 15, BtH +1, TR 3, Spells: four 0th, three 1st, and two 2nd level cleric spells, and XPV 76. The priest usually wears a mail shirt and carries a medium steel shield. In addition to any other treasure, the Priest has a 15% chance of wielding a magical +1 weapon, a 15% chance of wearing a magical +1 mail shirt, and a 30% chance of possessing a potion or scroll of cure light wounds. There is a 50% chance that 1d6 Men-at-Arms (HD: 1d8; HP: 8, 7, 5, 4; AC 15; Move: 20 ft.; BtH: +1; Attacks: Weapon; XPV 5+1/hp each) serve the clerics as guards and pack bearers; these men are devout members of the faith, and are only as corruptible as their faith allows or requires.


#60: Medium Giant Spiders — (1-4) N Medium Animals; 3d8 HD; HP: 18, 16, 15, 10; AC: 15; Move: 30 ft., 20 ft. Climb; BtH: +3; Attacks: Bite (1d6 + Poison); Special: DV 60 ft., TV, Poison, Web; SV: P; Int: Animal; TR: 2 each; XPV: 52+3/hp each.


100 Exciting Encounters — 1st Level Encounters provides countless sessions of exciting encounters at the low price of $2.50!


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NOW AVAILABLE

100 Treasure Troves — Treasure Type 1

From Adventure Games Publishing under license from Troll Lord Games

Designed and approved for use with

Castles & Crusades


100 Treasure Troves Treasure Type 1

100 Treasure Troves — Treasure Type 1 provides the Castles & Crusades Castle Keeper with 100 ready-made treasure troves for use in any campaign. The treasures included on these tables were generated using the standard method presented in the Castles & Crusades Monsters & Treasures book. If you need a Type 1 treasure, simply roll d100 and consult the table! Though designed for use with Castles & Crusades, 100 Treasure Troves can readily be used with any d20 OGL based fantasy role-playing game.


Here are some examples:


#18: A small sack (1 sp) contains 33 gp and a potion of cure light wounds (300 gp).


#35: An ivory draughts board (250 gp), 12 gold playing pieces (10 gp each) and 12 silver playing pieces (1 gp each), each piece depicting a dragon of the appropriate color, all contained in a specially-designed cedar case with gold and silver inlay depicting battling dragons (125 gp).


#61: Seven large sacks each contain 491 cp, 68 sp, and 5 gp; the fourth sack contains a crown of silver with a gold centerpiece in the shape of a lion rampant (500 gp).


#94: A small wooden chest contains 83 cp, 300 sp, 34 gp, seven pearls (25 gp each), and a magical hand axe +1 (1,000 gp).


The series will continue, with one PDF per Treasure Type for each type 2 to 20, each with 100 Treasure Troves, followed by 100 Dragon Hoards.


100 Treasure Troves — Treasure Type 1 includes 100 treasure troves for merely $1!


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NOW AVAILABLE

Rhadamanthia District Map 9: Western Karak

From Adventure Games Publishing under license from Judges Guild and Troll Lord Games

Designed and approved for use with

Castles & Crusades


Rhadamanthia District Map 9: Western Karak

Wilderlands of High Adventure Rhadamanthia District Map 9: Western Karak is the first in a series of maps that expand the original Wilderlands. This 13" x 19" map details the lands directly east of the Wilderlands proper, lands dominated by the Kingdom of Karak, an empire whose history stretches back millennia.


The haunted, empty wilds of the Wilderlands contrast with the teeming cities of Western Karak. Politics and vendetta cross the land between Neupokrantil, the City of the Western Prince, and the fortress-city of Baholei Zhuzhai, City of the Viceroy. Wizards, priests, and strange races from a hundred lands meet in the rich and decadent Telanghan ports of Vimanagaar, Devnagaar, and Lalatenagaar. From the great merchant city of Tiaan, City of Spices in the east gold and magic flows along the Way of the King to distant Populva, the Gateway to the Wilderlands.


Between the ancient and decadent cities lay hundreds of thousands of square miles of wilderness, a vast land of jungle-cloaked ruins and savage tribes. The waves of history have passed over these lands time and again, and under every stone stands a ruin, over every hill stands a lost city, and in most valleys can be discovered hidden kingdoms. From the cold northern steppes of the Horse-Born Karakhans to the steamy southern jungles and hills of the Nagas; between the Silver Sea and Mystic Mountains, there is room for countless adventures.


The Wilderlands of the Mystic Realm, as Western Karak is known, is divided into 18 Campaign Regions:


Mystic Realm Campaign Regions

Like the Wilderlands of High Adventure, these regions are numbered 1 to 18, top to bottom and left to right:


#1: Valley of the Immortals
#2: Pathrakhia
#3: Jiangyuan
#4: Karzulistan
#5: Forbidden Lands
#6: Tiaan
#7: Tlanguo
#8: Ghulisthan
#9: Mystic Mountains
#10: Isle of Ten Thousand Sails
#11: Great Jamghal
#12: Vamaanisthan
#13: Yin Hai
#14: Karaghania
#15: Accursed Lands
#16: Demon Seas
#17: Goblin Coast
#18: Naagasthan

We at AGP have no plans at this time or in the near future to map these regions using the 5-mile-per-hex Campaign Maps, so feel free to grab a blank sheet of hex paper and let your imagination run wild!


However, Rhadamanthia District Map 9: Western Karak will be followed up with a companion volume, the Wilderlands of the Mystic Realm (AGP03001), a volume providing broad details of the region and nearly a thousand adventure locations and ideas, including:


History of Karak: Great Age of Myth, Great Age of Legend, Imperial Roll of Ages, Age of the Thunder Kings


Races of Western Karak

Humans: Daoren, Gishmesh, Karaghans, Karakhans, Common, Karakhans, Horse-Born, Karakhans, Imperial, Karzuluns, Kashakhans, Kashayans, Mengkhans, Naagahs, Skandiks, Sverkhans, Tarshians, Telanghans, Telankhans, Tlanikhans, and Tribesfolk.


Demi-Humans: Demonbrood, Dholms , Dragonfolk, Dwarves (Khazadhvamaan), Elves, Half (Baijingzu), Ghuls, Gnomes (Baunaa), Halflings (Yuanren), Jhales, Naagas, Rakshas, and Ulvires.


Society of Western Karak: Languages, Caste System, Noble Titles, Politics, Calendar, Technology, Economy and Coinage.


Religions of Karak: Dharma, Karma, Magic, Reincarnation, Temple of Ten Thousand Gods, Elemental Mastery, Self Mastery, Naga Gods, Beast Gods, Demon Gods, Horse-Born Shamanism, Daoren Spirit-Worship.


Gazetteer of Western Karak

The Western Kingdoms: Agnisthan, An, Byangu, Chung, Daowu, Gobiin, Huang, Khajhuasthan, Maiji, Mao Chi, Mao Xii, Oiji, Ostland, Pa Chi, Chango, Te Lan, Thakhura, Tiaan, Tlanguo, Tsung, Vamaanisthan, Vimanasthan, Zheng, Zhou, Zhyang.


Geography: Abdhigadh (Shallow Seas), Abisapwaxala (Accursed Swamp), Agnidariya (River of Fire), Asmanisrot (Sky-Blue River), Avsaandariya (River of Death), Bay of Bones, Bhaddra Kush (Forbidden Mountains), Bhuming Yushiwu (Plain of Dishonor), Binghe (River of Ice), Bulajapawaar (City of the Drowned King), Cannibal Cays, Canping (Silkworm Plains), Cape of No Return, Chen Dao (Isles of Dawn), Chen Hai (Sea of Dawn), Cibeilin (Forest of Mercy), Cuiyuan (The Green Plains), Demonwrack Bay, Desert of the Damned God, Dhargavarta (The Holy Vales), Fengkuangdan (The Pit of Madness), Filetooth Jungle, Gaamirkhet (Field of Mourning), Goblin Coast, Hongshan (Thunder Peaks), Isle of Tears, Isles of the Demon Prince, Isles of the Lost, Isles of the Sea Queen, Jamghal Chikkar (Screaming Jungle), Jamghal Garaja (Forest of Thunder), Jamghal Samsza (Forest of Sighs), Janghlisthan (The Savage Lands), Jhakoradariya (River of Trees), Jhiamugaan (The Arbor Havens), Jiangyuan (The Purple Plains), Jiaogukuang (Dragonbone Wastes), Jiaozhao (Vast Swamp), Jinmalin (Golden Horse Hills), Jishishan (Mountains of Sacrifice), Kale Kala Peaks, Karakdariya (River of Thunder), Karakhan Sea, Karakvarta (Valley of Thunder), Karzulistan, Khanghe (River of Kings), Khara Dhukha (Plain of Woe), Kongju Hai (Sea of Dread), Kuailebang (Merry Stream), Kuangshan (Wild Mountains), Laanghe (River of Wolves), Liaanghe (River of Sprites), Lou Hai (Sea of Skulls), Mengxiangshan (Mountains of Dream), Murdah Kush (Mountains of Death), Naagadariya (River of Serpents), Naagalankha (Isle of Serpents), Naagapawaar (City of Serpents), Naagasthan (Land of the Naagas), Nameless Island, Ninjing Ghudi (Serenity Valley), Nirasha (Isle of Despair), Pagalhanu Kush (Mad Monkey Mountains), Pathrakhia (The Plain of Steeds), Putaolin (Vinyard Hills), Qingdaolin (Bandit Hills), Rajapawaar (City of Kings), Rajpashusrot (Holy Cow River), Rakshalankha (Island of Beasts), Rakshavarta (Monster Valley), River Orcblood, Ruuhe (River of Dyes), Samzab Marubuum (Serpent Wastes), Shengyu Fushe (Forbidden Ruins), Shenqishan (Mystic Mountains), Shenxishugi (Forest of Ghouls), Sverkka Firth, Taantoulin (Horsehead Peaks), Takhla Govin (Desert of No Return), Terad Koh (Mountain of Death), Tiexiijiong (Ironwood Wilderness), Tonghe (River of Sorrow), Topelankha (Isle of Tombs), Tzatzicuauhtla (Forest of Screams), Vamaan Kush (Mountains of the Dwarves), Way of the King, Wuwaan (Bay of Mists), Xiaanglaoyun (Plain of Spices), Xiaodao Yidanfan (Isle of Ten Thousand Sails), Xiixeguishan (Vampire Mountains), Xuun Dao (Isles of Twilight), Yanjiangzhaang (Mountains of Fire), Yi Wan Dai Hai (Sea of Ten Thousand Islands), Yin Hai (Silver Sea), Yongchui Bhuzhu (Valley of Immortals), Yoolinghe (River of Ghosts), Yoolingjun (The Haunted Lands), Youhe (Black River), Yuzhushan (Blood Soaked Peaks), Zhihe (River of Stallions), Zhiminglin (Last Stand Hills), Zhunxii (Valley of Tombs).


Plus, details for every hex, including Settlements, Castles, Citadels, Idyllic Isles, Lurid Lairs, and Ravaged Ruins, almost a thousand total encounter locations and ideas!


Look for Wilderlands of the Mystic Realm, coming soon!


13" x 19" full-color map (with numbered hexes scales at 30 miles per hex). Buy it now at:


DriveThruRPG.com



RPGNow.com




NOW AVAILABLE

our 2008 Gen Con Limited Edition Special

2008 Wilderlands Jam

From Adventure Games Publishing under license from Judges Guild and Troll Lord Games

Designed and approved for use with

Castles & Crusades


2008 Wilderlands Jam

This 48-page booklet combines three web-only offerings and one preview of an upcoming product:


  • Warrior-Mages of the Wilderlands
  • Sorcerers of the Wilderlands
  • Monsters & Treasures of the Wilderlands 1
  • The Valley of the Dead Queens


  • The Warrior-Mages of the Wilderlands and Sorcerers of the Wilderlands articles are available on the AGP site free as part of the earlier (and now defunct) Cool Rule of the Week effort; this is likely the only time they will ever be available in print. Monsters & Treasures of the Wilderlands 1 is currently available only in PDF format, though some or all of the monsters and treasures therein might be available later in a print version.


    The Valley of the Dead Queens preview provides insight into the upcoming Sandbox Module line. Each region in the line will have each hex fully detailed, including lairs, hamlets, settlements, dungeons, and ruins. Hex cartography is based on the classic Judges Guild style. The preview includes maps of hexes 04:0714 and 04:0715, details of what is to be found there, and a map of the hamlet of Cragfalls, a hamlet in hex 04:0715, along with descriptions of about half the locations in the village, including background and specific individual information. The Sandbox Module Line will premiere online on DriveThruRPG and RPGNow, enabling Wilderlands fans to puchase exactly the set of hexes they wish to supplement their Wilderlands of High Adventure and Wilderlands of High Fantasy campaigns.


    The 2008 Wilderlands Jam weighs in at 48 pages and retails at $12 plus $4 for shipping and handling (US; $8 shipping and handling for Europe and Australia; other international customers please inquire after shipping costs).


    The 2008 Wilderlands Jam is available as long as supplies last. The 2008 Wilderlands Jam is limited to 150 copies; once sold out, it is gone forever!


    Click here to order the 2008 Wilderlands Jam!



    WILDERLANDS ADVENTURE LOCATOR MAP!

    CLICK HERE to go to the Wilderlands Adventure Locator Map. This map of the Wilderlands includes the locations of all major known adventures ever published by Judges Guild explicitly for use with the Wilderlands of High Fantasy. Locations are identified by the Judges Guild product code; CLICK HERE to check the Judges Guild Subweb at the Acaeum for information on each product. Products with multiple adventures have each adventure identified by an alphabetic sub-code, i.e., an adventure from The Book of Treasure Maps #1 is 320a, the second adventure is 320b, and so forth. At the bottom of the map is a link for an Excel file with details on each adventure location.




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    P.O. Box 185
    Iola, WI 54945-0185
    www.adventuregamespubs.com



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