PLEASE add to this list as you can; any contributions would be appreciated by all of us Judges Guild fans.This idea was discussed in another thread.
Linked here:
viewtopic.php?t=9825The general idea is to post what Character Level various Judges Guild Adventure Modules and Scenarios are intended for.
Most of the Judges Guild Products do not state what Character Level the adventure is for, but even if they do not, they do give us clues and some even spell it out for us, though many times that information is stated inside the books.
Eventually, I think we can (as a community) create a master list so that we wont have to guess or ask other members this question hundreds of times.
I think this is an excellent project that would benefit all of our members who are RPG Fans in general.
And more particularly a master list would be of great help to the fans of Judges Guild, who play D&D/AD&D, Traveller, Runequest and Tunnels and Trolls.
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Modron (34)This is more of an accessory/supplement than an adventure module.
The first three printings include a book with 2 seperate maps (Large Judges Map/Small Players Map); the 4th print has the maps inside the book.
This Supplement (with the Maps) provides detailed data for the City of Modron and many of the buildings (including who is in them).
Also it contains encounter tables for Sea creatures, along with details of underwater areas near the port of Modron.
Handy to have for the Judge to use as a Sea Port and for a base for underwater scenarios.
The book also includes details of how to run an underwater adventure.
However, if you run the underwater adventures, then the PCs would need to be mid level at least with some way to breath underwater for extended periods of time.
Modron is (as stated above) a port city at the mouth of the Roglaroon Estuary.
It is also located just outside the City State, and as such Modron is a great place for the judges/players to use as a base.
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Restormel (700)This is a low level adventure Module and a good one too.
Probably 2nd-3rd level PCs (4-7 total PCs), or even starting PCs if you lower the number of creatures somewhat.
This one also includes GOBS of data about the town the PCs start from.
A single HUGE hex map, which details three of the Tower levels and the area around the town of Restormel as well.
Yes, the JG sub web lists indicates this one has 2 maps, but I think it must mean ONE double sided map. (*See pictures below)
In truth though; the Map is really Four maps each being 17" x 24" in Size (Both Maps on a single side adding up to twice that size total, making this a BIG Map at about 34" x 24").
On the side of a Hill just North west of town lies the Ruined Fort and under the Fort lies the dungeon, which is where the Lord hopes the PCs will go and defeat whatever creatures are killing livestock and farmers.
Directly North of town lies the Keep with the Tower (The outside walls are down, but the buildings are occupied by the Lord and his people).
With an imaginative Judge, this module could be a base for the PCs for months of adventures.
* Four Maps, two sides, but just one really BIG sheet...
The First Photo shows what I call side A, with the Restormel area map (including the Village, Ruins and the occupied Fort/Tower) and the other side shows level one of the Tower.
Being two seperate maps on one side of the sheet.
The Second Photo shows what I call side B, with Levels 2 and 3 of the Tower.
Again, two seperate maps on one side of the sheet.
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Glory Hole Dwarven Mine (800)High Level Adventure, with 4 characters at 15th to 18th Levels or higher.
The Book recommends no less than 50 to 60 Character levels total.
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The Dungeoneer (73)This book is a compilation of Dungeoneer Magazine Issues 1-6 and can be found fairly cheap.
Includes new monsters that are featured in some of the adventures listed below.
Page 51:
F'Chelrak's TombPaul Jaquays
Four pages with map of a tomb that was just lying around waiting to be pillaged.
This one is very deadly and not for low level Characters.
Page 54:
The Fabled Garden of MerlinMerle Davenport
4-1/2 pages with map. Not for the inexperienced Player. This one is probably intended for Mid Level PCs.
More of a mind bender than a dungeon delve. Some fighting will be needed if you do some things incorrectly.
One such mistake could bring the PC face to face with a Type IIII Demon and a Carrion Crawler.
You must use common sense, have a bit of luck and do a lot of out-of-the-box thinking just to survive.
Page 58:
Borshak's Lair. Paul Jaquays, Mark Hendricks, Randy Cox, Dave Marby
7 pages with 29 room map.
If taken separately from Night of the Walking Wet (See below), this can be a first level mini-adventure (Dungeon Crawl) with Orcs/Goblins galore in a Lair.
This one can also be tied to Night of the Walking Wet (See below) and also F'Chelrak's Tomb (see above).
Page 65:
The Pharaoh's TombJim Ward
2-1/2 pages with map.
Fairly high level with monsters and traps.
Page 67:
Night of the Walking WetPaul Jaquays, Randy Cox, Tamara Wieland
13 pages with several maps/charts.
This one can be a large scenario for high level PCs and can include Borshak's Lair and F'Cherlak's Tomb.
Wilderness, Swamp, Castle, Lair: This adventure features some un-dead that were newly created for this adventure.
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Dragon's Hall (630)This is a low level adventure for 1-4 players of 2nd to 4th level.
It is designed almost exactly like the Tunnels and Trolls Solo Adventures, but it can be revised (with some effort) by the Judge to use as a regular dungeon crawl.
Many think this one is horrid, I have not run it or run through it as a solo, so I do not know how it might play out at the tables.
But it reads just fine (IMO).
Perhaps those folks simply do not like, or do not follow the flip book Solo Dungeon styles well (Like Tunnles and Trolls solo adventures by Flying Buffalo) ...
A few thoughts:
The description page states that incautious Players will not last long and that 1st to 2nd level PCs will often be overmatched.
No magic Items are allowed; In the Judges Notes for this one it states all in caps that NO MAGIC ITEMS MAY BE BROUGHT INTO THIS DUNGEON.
Explaining further that Flaming Oil and Holy Water do work.
This is also a good puzzle dungeon and there are traps and one-way halls and other thinking encounters for the players to figure out.
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Survival of the Fittest (95)I do not have a copy, but Dragon's Hall makes mention that it too is a low level adventure.
I think this is also a Solo Dungeon similar in layout to a Tunnels and Trolls Solo.
This is a link to a map provided by a member (I think) as apparently the book did not include a map, nor a detailed description of the areas/encounters shown by the map.
http://www.acaeum.com/jg/ModPhotos/Surv ... stMap.htmlUPDATE:I now have a second print of this book.
That printing of this book does include the map at the back of the book.
Apparently only the first print does not have a map.
The book is indeed one that CAN be run as a Solo adventure, but the book also offers suggestions for running it as a party adventure by the Judge.
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Heroic Expeditions (820)This is a compilation book with several separate scenarios of varying levels.
Spear of Darkness The Book does not state, but I think 4th-5th Level PCs would be about right.
The two PCs are members of an Orc Tribe (they can be Half-Orc PCs) who are on a quest to recover a long lost tribal relic, named the Spear of Darkness, and return it to the Orcish Tribe.
The Spear was stolen by a large war party consisting of Dwarves, Gnomes and Elves; during that raid the Orc Tribe was demolished and almost wiped out.
It is up to Brutus and Bluto to return the Spear and give hope for the tribe future.
Whoever brings the Spear back will no doubt be the new leader of the tribe.
Quest for the Book of Ancestry.
Set up for two halfling PCs. A Thief (5th Level) and a Fighter (4th Level) are the Pre-Gen PCs offered in the book, but your players could use similar level PCs, and the PCs Class is less important than Race (obviously).
A book was stolen from the halfling tribe by Goblins of the Blood-Drinkers Tribe.
Plenty of Wilderlands wondering and a Goblin Cave complex are the encounters for this one.
The book also includes one Solo for a 12th level PC.
Caves of Despair (The text Recommends that the Judge either create his own, or use the maps and encounters from the Book Quest for this one)
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The Tower of Indomitable Circumstance (680)Low level beginning scenario for players and Judges both.
Can be used as a solo for a more powerful single PC.
Seven Levels above ground and one dungeon level.
Partly abandoned Mages Tower.
The Mage (Math is his name) who once occupied the Semi-Abandoned Tower is now a Demi-God and is seeking more worshipers to help him climb the ladder to true godhood.
Includes maps of every level of the Tower, and another map of the surrounding wilderness area.
The scenario also allows the Judge to toss out Math and the worshiper search aspects that the adventure calls for, making it more of a pure dungeon crawl deal.
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Corsairs of Tallibar (910)Low Level 1st-3rd level PCs.
Six Pre-Generated Characters are provided but the Players/Judge are not required to use them.
An Island adventure which includes plenty of Wilderness action, a lookout station, a hermits hut, a not quite empty Fortress and a nice dungeon crawl as well.
Starting in the City of Qylondak (or another of Judges choosing as long as it is a Port City) the adventures learn of a legendary Island once controlled by the Corsairs (Pirates) of Tallibar.
You could also simply start on the Island…
What manner of riches can be found on this long lost Island; if the Characters can survive the creatures that now occupy the Island and the Fortress?
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The Illhiedrin Book (750)This 32 page module (28 pages actually, if not counting useless cover pages) is designed for use with low level Characters and includes a Wilderness Map, Dungeon Maps, Town Map, Two Towers detailed Maps, stats of Inhabitants, plus a Lost Crypt.
An adventure for Low Level Player Characters.
A Cleric is recommended by not required.
The book does not state how many PCs should be in the group, but a standard sized PC group would be fine (4-7 PCs all first level).
Smaller groups and even a single PC could make it too, as there are plenty of NPC's in the town that could be hired (or enticed) to join the group.
Larger groups or higher level PC's could also do fine, although the Judge would need to upgrade stats for NPCs/Monsters and/or add to the number of creatures for some encounters.
Alcastra (a 12th level Wizardess) seeks to hire the PCs to find a long lost Magical Tome (Book) for her.
She could do it herself of course, but she does not have the time, and she is willing to pay the PCs well to find and return the book to her.
Or at least find the exact location of the Tower where the book is thought to be located.
The book has been lost for 350 years, and the book is rumored to be inside a wizards tower, but no one knows the exact location of that tower, only rumors.
Alcastra will give the group a map to a Temple where the PCs can investigate further.
She adds that the Priests at the Temple should know more.
She will give the PC's some supplies, and perhaps even an advance in payment to help them gain other needed supplies (Such as horses, and if needed NPC hirelings).
In the town, the PCs can find help, information (including more rumors) and more supplies, including horses (They will need them).
They will also attract the attention of other persons/groups who are also looking for the book. (Don't tell the PCs that)
One town, Two Towers, One Tomb, Wilderness adventures, a new type of creature to defeat, Orcs galore (and other low level monsters), good NPCs and bad NPCs, some of whom will help and some of whom will hurt and some of them might do neither or both, the dungeons include some traps and puzzles to try to solve as well.
Town is a small sized village (about 200 folks) with some areas detailed (Tavern/Inn, Alcastra's Tower, Livery Stable) enough for plenty of game play.
Both Towers, the Tomb, and the Temple include maps and sketches of every level and room, with encounters detailed.
All encounters, area details, NPCs stats, monster stats and Maps are included inside the book.
No loose maps to keep track of.
I have read this one through and found it to be a really nice module for Fantasy (D&D) gaming.
Plenty of details on the NPCs and the maps are well made and the mission for the PCs is well laid out and plausible (unlike many modern adventures).
The story and main monster are well done, and the NPC's (good and bad NPCs) also add a good amount of fun to the overall adventure.
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I have a PDF of a booklet that is related to the City State of the Invincible Overlord.
Contains 4 mini-adventures situated in and around the City State.
The Article was first published in Issue 7 of Pegasus Magazine Pages 33-62.
The article's Mini-Adventures all include a detailed back story, maps and room descriptions along with several sketches.
The PDF was offered through Necromancers Judges Guild Web Site for a long time, but the sites links are (Mostly) no longer working.
If you want the PDF send me a PM, or say so here.
Free..... of course.
(See scan below of cover sheet)
"City State Campaign Installment - 4 Mini-Adventures"
Copyright 1982 by Judges GuildAelel's Tutoring Service: by Charles FarnumStarting Players with 1st level PCs.
This is a program set up by a 10th LVL FTR/5th LVL Mage, wherein he trains low Level PCs for further advancement (usually one PC at a time for starters).
He does this as a way to utilise trusted PCs for missions he gives them later on under contract.
Aelel states to the PCs that he can help him/her to advance up to LVL 6 for a small fee of only 1000 GP.
They would have to join his group of adventurers and if they agree to join the group they must first pass a Test of his design.
PCs must go through a dungeon and not only survive, but (Hopefully) do so without killing Aelel's dungeon monsters.
They are expensive to replace…
Aelel is located in a one-room house on Water-Rat Road in the City State of the Invincible Overlord.
Underneath the one-room office is a 16 room dungeon fully mapped out.
Low-level monsters with a few simple traps and some moderately easy puzzles to solve.
The Tower of Mabeleck: by Bill ProutyLevels 3-6 experienced player's (Novice Player's would have a tough time in this one)
The Ruined Tower of "Mabeleck the Mad" has been abandoned for 150 years.
Supposedly the Mad Mage died in a huge fireball that went out of control, or perhaps the Evil he served finally destroyed him.
A legend speaks of a rare gem that lies within the bowels of the tower and other stories state the gem is cursed, as is the Tower.
3 Levels with monsters (Mostly well trained Orcs) and traps.
There is a curse on the gem and a strange puzzle at the end will remove the curse if done correctly.
Kthenta's Dark Repose: by Conrad HeineyGhastly adventure for PCs of Level 4 through 10 (Depending on how many PCs).
Party is met by an Elf (A human in a bad disguise: The Judge is cautioned to allow NO Elves on the party, as they would surely see through it).
He tries to convinced them to come with him to retrieve a large treasure horde from a hidden complex inside a huge tree.
Lord Kthenta was a Dark Elf Lord who was known to be aligned with Demon Lords.
Long story short, The Dark Elf Lord was involved in a small war with another Evil group (Orc's) and The Dark Elf Lord's side eventually lost and the tree complex is The Dark Elf Lord's burial chamber/tomb... more or less... and his treasure was buried with him.
The group goes into a HUGE (85' Diameter) petrified Oak Tree that is the entrance to a large underground complex.
Three levels approximately 14 separate rooms.
A couple of traps a few undead (Skeletons) and several Random encounters, that are either huge mosquitoes, or one Large Lizard (If not killed earlier).
Next to last encounter is the Spectre of Lord Kthenta and the Last encounter is a Minor Demon (Summoned by the Spectre of Lord Kthenta).
The Pyramid of Suberus: by Gregg Woodcock and Christopher WeaverFor five mixed class PCs of 4-5th Levels. (1-Cleric/1-Mage/the rest Ftrs, perhaps one Thief).
This Desert setting Pyramid Dungeon crawl with four levels that include minor and medium level undead (including some level 3 skeletons), a small dragon (4 HD) several deadly traps, puzzles and a greater undead critter (6 HD; The Death King) at the end.
This is a timed dungeon crawl and timing is critical to the adventures conclusion.
The party enters at Midnight….
The Players description allows the players to (perhaps) think the last encounter is with a Lich and the undead creature has two spell like abilities that might even encourage this line of thinking (Cold Ray and Doubt), but The Death King is not a Lich.
Once the Death King is destroyed he takes it all with him; Meaning the pyramid is completely destroyed within 30 seconds after its demise.
There is a teleportation doorway inside that last room and the PCs must leave quickly or die inside the falling pyramid.
They can each grab some treasure on the way out, but only so much and they must do so fast.