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Post Posted: Fri Nov 14, 2008 7:13 am 
 

Faiths of the City State — Forn Sidthr: The Old Custom is a 13-page PDF detailing the City State of the Invincible Overlord's civilized religion dedicated to the Aesir, centered on the Temple of Odin on the Square of the Gods. The 12 pages of game text provide Judges with all the information needed to immerse players in the primary faith of the City State, including:

Religions and Cults of the City State
History
Worshipers
Pantheon
Worshiper's Alignment
Clerical Alignment
General Pantheon Cleric
Pantheon Symbol
Hierarchy
Patriarch
Temple
Holy Texts
Liturgical Tongue
Sources of Power
Rituals and Holy Days
Sacrifices
Canon and Dogma
Peculiarities

The Faiths of the City State line includes a major aspect of game play that has not been explored in most games: the fact that character death is not the end for that character! Faiths of the City State — Forn Sidthr: The Old Custom provides all the information needed to determine the fate of a faithful Forn Sidthr character's soul after death and in the afterlife. A character's virtues and sins during life determine whether she feasts among the honored dead in Valhalla until she fights alongside the gods at Ragnarok, wanders through the cold wastes of Niflheim until her soul is burned away when the fires of Muspelheim spill over at the end of the world, or even worse, is condemned to wander the mortal world as a draugr, an undead creature accursed by the very gods!

THE AFTERLIFE
Table I: Disposition of the Soul
Greater and Lesser Sins
Virtues
Table II: Doom of the Draugr

WARNING: THIS PRODUCT CONTAINS MATURE SUBJECT MATTER. Faiths of the City State — Forn Sidthr: The Old Custom does not hold anything back in detailing the sins and the penalties associated thereto. Reader discretion is advised.

Faiths of the City State — Forn Sidthr: The Old Custom describes an imaginary religion in a fantasy campaign setting. Any resemblance to real world religions, historical or modern, is purely coincidental.

Designed and approved for use with Castles & Crusades, Faiths of the City State — Forn Sidthr: The Old Custom adds a whole new level of detail for religion in a Wilderlands of High Adventure campaign or any other campaign setting.

A whole new religion for the City State for only $3.00.

Buy it at DriveThruRPG.com

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Post Posted: Fri Nov 28, 2008 1:56 am 
 

Getting in the spirit of the season, I'm offering all AGP PDFs at 25% off through the end of November! Don't miss out on the last sale of the year!

AGP00104 Rhadamanthia Continental Map   $5   Now $3.75   DTRPG   RPGNow
AGP00107 World of the Wilderlands   $6   Now $4.50   DTRPG   RPGNow
AGP00108 Imperial Town of Tell Qa   $9   Now $6.75   DTRPG   RPGNow
AGP00201 Monsters & Treasures of the Wilderlands 1 $4 Now $3.00 DTRPG RPGNow
AGP00251 Barbarians of the Wilderlands 1 $4 Now $3 DTRPG RPGNow
AGP00253 Aendryth's Eldritch Compendium $2.50 Now $1.88 DTRPG RPGNow
AGP00303 Faiths of the City State: Forn Sidthr $3.00 Now $2.25 DTRPG RPGNow
AGP00501 Adventure Games Journal #1 $12 Now $9 DTRPG RPGNow
AGP01251 Judges Campaign Map 18: Southern Reaches $5 Now $3.75 DTRPG RPGNow
AGP01251 Players Campaign Map 18: Southern Reaches $1 Now $0.75 DTRPG RPGNow
AGP05004 Wilderlands of High Fantasy: Skills, Feats, and Languages $5 Now $3.75 DTRPG RPGNow



  

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Post Posted: Wed Dec 24, 2008 11:29 pm 
 

Now available at DriveThruRPG and RPGNow:

Castles & Crusades: Martial Artist Class

This seven-page PDF features a new class for Castles & Crusades, the Martial Artist, designed as an alternative to the ascetic monk. The class is designed to emulate the classic non-monastic martial artists, from kensai (sword saints) to gangland street fighters to noble samurai. The class provides a simple framework for all the core abilities needed for a dedicated martial artist, and provides dozens of ideas for additional optional abilities based on martial arts weapon styles; the exact framework of special abilities is left wide open for the individual Judge to adjudicate based on her own campaign. If you want a character that kicks butt and takes names with open fist, bare chest, and a pair of ‘chucks, this is the class for you!

The Martial Artist class abilities include:

Hide
Move Silently
Sixth Sense
Unarmed Attack
Unarmored Defense
Weapon Focus
Stunning Attack
Ki Strike
Battle Mind
Fist of Fury

The PDF also includes new weapons for use with Castles & Crusades:

Chakram
Chigiriki
Jitte
Katana
Kusarigama
Manriki-Gusari
Nunchaku
Sai
Tessen
Shuriken
Tonfa
Wakizashi

The new Martial Artist class can be used with any Castles & Crusades campaign!

NOTE: The new Martial Artist class will be included in the forthcoming Wilderlands of High Adventure: Guide to the Wilderlands of the Mystic Realms product (AGP03001), where it will be expanded upon and considered a core class for that region. If you plan on acquiring that product at a later date, you do not need this PDF.

NOTE: If you are an Adventure Games Publishing subscriber, you should have received an e-mail detailing how to receive a complementary copy of this PDF. If you did not receive it, contact me at the Super Secret Subscriber E-mail Address to let me know.

This seven-page PDF retails for a mere $1.00! Buy it now at:

DriveThruRPG

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Post Posted: Mon Jan 05, 2009 11:07 pm 
 

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.

Rhadamanthia District Map 9: Western Karak will be followed up with a companion volume, the Wilderlands of the Mystic Realm (AGP03001), a volume detailing:

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), $4.00 MSRP. Buy it now at:

DriveThruRPG.com

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Post Posted: Tue Jan 06, 2009 10:15 am 
 

James,

There appears to be no AGP specific page on RPGNow, and no way of being sure there is a definitive list of PDFs from that store (even when you search for AGP you get a list of some products along with some unrelated products and some missing).

As such, I have purchased some products in the past, and have no way on knowing what is new and what I already own.

For those who buy a lot of PDFs, it would be very useful if AGP were listed as a real publisher (as with say GG and TLG and Necromancer etc.) and we would then be sure we had a list of all AGP products, and could check what we had bought against what was listed.

On top of this, it appears as though some stuff is published and then subsequently republished in another form, and some stuff is only made available in paper form. This makes it very difficult to follow your company's output and keep on top of a collection.

As with Goodman Games and Necromancer etc., I just continue to buy everything they publish in PDF form, and I would very much like the simplicity of being able to do that with AGP, and would like to enjoy each product in PDF form and ensure I have a more complete collection.

Ian


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Post Posted: Tue Jan 06, 2009 11:46 am 
 

Ian,

AGP is listed under its full name in the Publisher dropdown menu: Adventure Games Publishing:

Adventure Games Publishing

We have 13 PDF products there now (though the top section only lists 11; this is a result of the crash they had back in August adn has never been fixed).

Though I need to update it with PDFs released recently, our product list page lists all print products that are available or are out of print, and their relations to any existing PDFs. The PDF/Print derivation listings there are current because we haven't published anything in print since I last updated. Hope that helps!



  

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Post Posted: Tue Jan 06, 2009 12:31 pm 
 

Thanks

I now have all thirteen.

Is there any material you have published in printo form that is not available in PDF?


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Post Posted: Tue Jan 20, 2009 5:16 pm 
 

mbassoc2003 wrote:Thanks

I now have all thirteen.

Is there any material you have published in printo form that is not available in PDF?


Other than the preview of the Valley of the Dead Queens in the 2008 Wilderlands Jam, just the non-Tell Qa material that is in XXXI: the Mycretians, Liowans, and Nguak. Not sure when that stuff will appear elsewhere... and I hope to get back onto Dead Queens soon, to at least get the first installment up in PDF.



  

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Post Posted: Tue Jan 20, 2009 5:17 pm 
 

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).

Examples of encounters include:

#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 provide countless sessions of exciting encounters at the low price of $2.50.

Buy it at DriveThruRPG

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Post Posted: Fri Jan 30, 2009 4:43 pm 
 

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.

Examples of curses include:

#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.

Buy it now at DriveThruRPG

Buy it now at RPGNow



  

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Post Posted: Fri Feb 13, 2009 9:35 pm 
 

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 Adventureâ„¢. 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.

Monster List
Angrasinamru (CE 15 HD Large Extraplanar)
Bat, Giant Vampire (CE 2 HD Medium Magical Beast)
Beetle, Giant: Burster, Fire, and Razor (N 1 to 3 HD Small Vermin)
Cait Feall (CE 2 HD Small Magical Beast)
Cat, Saber-Toothed Tiger (N 7 HD Large Animal)
Centipede, Giant Wooly (N 6 HD Large Animal)
Chicken, Dungeon (N 1 or HD Small Animal)
Glashtyn (NE 7 HD Medium Elemental (Water))
Gorgosphinx (CE 12 HD Large Magical Beast)
Gourandrouni (CE 4 HD Medium Shapechanger)
Gràdhcronaím (CE 6 HD Medium Undead (Extraordinary))
Grue (NE 9 HD Medium Extraplanar (Shadowlands))
Hound of Hades (CE 6 HD Large Extraplanar (Netherworld))
Imp, Chasm (CE 2 HD Small Elemental (Earth))
Karcajou (N 1 HD Humanoid)
Malicorn (NE 2 HD Medium Magical Beast)
Moppet, Witch's (NE 3 HD Medium Construct)
Nomgoblin (NE 1 HD Monstrous Humanoid)
Sloughree (NE 10 HD Large Giant)
Sprite, Brownie (N 1 HD Fey)
Sprite, Cràigeanetlagh (N 1 HD Small Fey)
Sprite, Gobling (CE 1 HD Monstrous Humanoid)
Szaltys (NG 1 HD Small Magical Beast)
Teknatzou (CE 5 HD Medium Fey)
Tlahtocelotl (N 1 HD Humanoid)

TREASURE LIST
Abacus of Instant Calculation
Beggar's Bindlestick
Blade Belligerence, The
Dagger Divine, The
Demon-Die of the Mandarin-Lords
Dragon Shield
Gwyndolyn's Mail
Hag's Eye
Icon of the Bloodstained God
Maed's Walkin' Hat
Peasant Talisman
Potion of Partial Polymorph
Power Pearls
Rune of Protection
Wand of the Toad Prince
Zudnak's Finger

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.

Buy it at DriveThruRPG

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Post Posted: Wed Mar 11, 2009 9:15 pm 
 

The print version of Monsters & Treasures of the Wilderlands 1 is now back from the printer.

Click here for information on ordering M&TW1



  

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Post Posted: Mon Mar 23, 2009 8:05 pm 
 

Hey all,

It's been a long slog for me since I left Krause Publications, and an especially rough one of late. There's been a lot of heavy stuff I've had to deal with lately, business wise and otherwise, and I really just need to take a break. From everything.

Self-employment is not a permanent vacation, whether de facto or de jure, and even when you work at that which you love, is still work. More work and worry than just working a nine-to-five job for The Man, in fact.

I haven't had a real vacation since, well, I don't know when. But I'm taking one, starting today.

I'm not going anywhere, can't afford to, so it's one of those "stay at home" vacations. I might drop in at the boards, or I might not. I won't be checking my e-mail. Orders placed between end of today and end of the month will ship on April 1st, not before.

I'll be kicking back, do some reading, watch some vidoes, do some spring cleaning, and spend plenty of time with my fiance doing a whole lot of nothing. Might get some gaming in, for fun, though I'm not counting on that. Probably will not be online much, if at all.

So take care, and I'll see you all back here in April. Good gaming!



  

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Post Posted: Mon Mar 23, 2009 8:53 pm 
 

Enjoy the vacation!  Just don't come back April 1st saying you won the lotto or house went up in flames because we won't believe you  :wink:

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Post Posted: Mon Apr 06, 2009 11:26 pm 
 

Hey all!

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!



  

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Post Posted: Mon Apr 27, 2009 9:31 pm 
 

It has been a while since I've posted an update on the state of Adventure Games Publishing. I figure the best way to open with this is a statement of where we've been, so you all understand better where we're going. I say "we" because, though AGP consists of just me, I consider my customers, fans, and friends to have a reasonable stake in the company and where it is going (a very fine publisher calls all these folks "stakeholders," and that is very true). I couldn't do any of this without all of you, as it really is a group effort.

Though AGP was launched at Gen Con 2006, we really didn't start up production until Gen Con 2007 with the release of XXXI, our first Gen Con Special, in August. The first issue of Adventure Games Journal followed in January 2008, along with the Southern Reaches Campaign Map.

Then, starting in March 2008, things really began to go seriously awry, for many various personal reasons. It wasn't until August that recovery began, slowly, first with the release of the 2008 Wilderlands Jam Gen Con Special, and then with the release of existing products in PDF format on DriveThruRPG and RPGNow. In September we began releasing original PDF products, which culminated in the release of four new PDF products in January 2009. Since then, again, things came to a screeching halt…

To date, in the 20 months since Gen Con 2007, we have released four print products, two print maps, and 16 PDF products:

Print
XXXI (2007 Gen Con Special)
Adventure Games Journal #1
Southern Reaches Campaign Map
2008 Wilderlands Jam (2008 Gen Con Special)
Rhadamanthia Continental Map
Monsters & Treasure of the Wilderlands 1

PDF
Adventure Games Journal #1
Southern Reaches Judges Map
Southern Reaches Players Map
Rhadamanthia Continental Map
World of the Wilderlands of High Adventure Guidebook
Monsters & Treasures of the Wilderlands 1
Imperial Town of Tell Qa
Barbarians of the Wilderlands 1
Aendryth's Eldritch Compendium
Skills, Feats, and Languages of the Wilderlands
Faiths of the City State: Forn Sidthr
Martial Artist Class
Western Karak Map
100 Treasure Troves — Treasure Type 1
100 Exciting Encounters — 1st Level Encounters
100 Calamitous Curses

Considering that AGP has been a one-man operation on the writing end, this is not too bad, really, but still falls far short of past promises… especially to AGJ Subscribers. The now-defunct AGJ Subscription Program was originally intended to resurrect the old Judges Guild format; unfortunately, the decision to run with a subscription format was more nostalgia than good business sense.

I've tried to make up the many delays to AGJ Subscribers by offering free PDFs and by expanding out the value of the product that they will (eventually) receive. Now the only thing left to do is make good on those new promises. Hopefully, soon, that will begin.

From going back over and seriously considering my failures of the last 20 months, I have determined that the primary problem is simply biting off more than I can chew. First the plan to release a different 48-page book every month failed; then the plan to put together a massive Western Karak book stalled. The best success I have had thus far has been in putting together series of short and sweet PDFs. When I concentrate on finishing one small project at a time, I flourish; when I put together a grandiose plan to publish a massive work or series of works, I fail.

So it has been decided that rather than shoot for big gulps, I shall go for small bites.

First, the huge Western Karak book is not going to happen; at least, not in the format originally described. Instead, I will do a booklet for each of the 18 Campaign Regions of Western Karak. Each booklet will be as big as it needs to be, and no bigger, from 24 to 48 pages. In addition to the basics, some books will describe a city or town, others might have a new class or race, or maybe a monster or three and a few treasures, or some combination of these elements. I'm not going to try to shoehorn one overarching format on each different region; that way leads to madness.

Also, these will not necessarily be in numerical Region order; while the first book details Campaign Region #1, the second might jump to #12, or #5, and then back again. It will depend on whichever region piques my interest (and, perhaps, in whichever regions fans express an interest).

Similarly, print product subjects will jump around from product to product. After the Valley of the Immortals, I plan on revisiting the Southern Reaches and finally putting paid to that project. Again, the final format will be whatever it will be when I feel it is complete. Overreaching and trying to fit too much into one product has been a serious issue with actually getting products done! So the next print product after might be a region book for Western Karak, or perhaps another region of the Wilderlands proper, or something else altogether. No promises.

Another hard-learned lesson has been the relationship between print and PDF. Unfortunately, the sales of the print version of Monsters & Treasures of the Wilderlands 1 have been terrible. No, not terrible… monstrously terrible. I have, to date, sold 12 copies… and that includes those copies bought by subscribers using their page credit! Twelve… yes, merely twelve copies. Were it not for the fact that I am able to print very small quantities at reasonable rates through print-on-demand, this would have been the end of AGP. As it stands, it is still a significant setback, and makes the success or failure of the next print product the make-it-or-break-it product for print format with AGP.

That said… those subscribers who have stuck with me will now be rewarded as I can. Going forward, they will receive the PDF version of subscription-fulfillment products FREE when the PDF is released. No extra charge, no page credit charge, nada... FREE. However, the proviso is now that PDFs of print products will not be released until at least one month following release of the print product, similar to the policy followed by Troll Lord Games. Hopefully, this will spur sales of the print version; if print sales continue to be terrible, I may have to reconsider the entire print endeavor.

In addition to print products, I will continue the series of small PDFs, published in parallel to and distinct from the print products. Of these, the best selling have been the generic "100" series PDFs, so these will continue, particularly new Treasure Troves and Exciting Encounters, as previously outlined.

The first Wilderlands 100-series product will be 100 Ravaged Ruins of the Wilderlands, which will include the famous Ravaged Ruins charts (plus a revised version of the classic Startling Statues chart) as well as 100 Ravaged Ruins in full detail, generated using the charts. Depending on the success thereof, perhaps more Wilderlands-oriented 100-series PDFs will be published; sales will determine their worthiness. Other PDFs will also be published from time to time; perhaps a class PDF, perhaps a race PDF, usually generic, but again, sometimes Wilderlands-oriented.

Finally, as far as production goes, one last note, and it's a big one.

I've decided to open Adventure Games Journal to freelance work. Yes, you too might get the chance to write about the Wilderlands.

Note that like the Wilderlands of High Adventure, none of the material published in Adventure Games Journal will be "official" Wilderlands, merely variant. Also, all rights to anything Wilderlands-based must be turned over unconditionally in full to Adventure Games Publishing and Judges Guild on a "work for hire" basis… this is non-negotiable. Generic, non-Wilderlands materials will be taken on a non-exclusive basis (i.e., you will continue to own the right to re-sell the article or re-publish it non-exclusively, while AGP retains the right to reprint it in further printings, in compilations, in print and electronically). At this time I will consider articles for Castles & Crusades and the OGL d20 System; I will also be open to featuring art from up-and-coming artists. Unfortunately, I will not be able to pay cash, only credit, at a rate of one penny credit per word toward AGP print products. Additionally, contributors will get a discount on the PDF when it is made available.

More details on writing for Adventure Games Journal will be made available soon. If you are interested, contact me at

freelancers
 a t
     adventuregamespubs
 d o t
com

So once again, I say, things are going forward with AGP... slowly, and not very steadily, but forward.

At this point, I would like to mention that those of you who have purchased AGP PDFs are able to post reviews of the product on DriveThruRPG and RPGNow. If you enjoyed your purchase, please by all means, post a review if you have the time! If you found the PDF lacking somehow, please let me know before you post a review, so I can perhaps fix any problems.

Finally, the PDF portion of the AGP Customer Appreciation Sale is still going on, through May 23rd. I am still trying to find a way to show further appreciation to our PDF customers; needless to say, the folks at OneBookShelf have been busy, so we've not yet been able to figure out a way to make something work… hopefully soon. And for those of you who do not yet have a complete collection of AGP print products, well, start saving your pennies, as there will be a big announcement on May 8th concerning the print product portion of our sale!

Thanks again to all of you for your continued patience and custom.

James Mishler
President, Adventure Games Publishing



  

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Post Posted: Tue Apr 28, 2009 4:56 am 
 

james, have to say that i havent downloaded one of the PDF files at all. dont like them and if i knew back then, that this was what was going to happen, then i wouldnt have subscribed.

live and learn i guess.

this is no offence to you. i would have done this towards anyone, as PDF are not my thing. i like the real deal and always will.

good luck with your ventures, but this left me one very unhappy chappy. luckily i have had so much happen in the last 9 months, that its left me not that bothered about things.

Al


Are we nearly there yet?

  

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Post Posted: Tue Apr 28, 2009 5:07 am 
 

On the flip side, James, I have paid full whack for each and every PDF that you've put out through RPGNow. Maybe tying the physical copy business to the PDF business directly is not a good idea.

Physical copies - Have you thought about speaking directly to the likes of Aaron Leader and asking if they'll take a bulk lot of 50 copies at a discounted price without having to go through the distribution chain?

I for one have little use or utility for more than one physical copy of anything that isn't going to become a collectable within the next five years. I still have a shelfload of multiples of the early stuff you published, but for now my money will deffinately go to anything you publish as a PDF, and at full price. If something in there eventually takes my eye, I'll then shell out for a paper copy.

Keep up the good work.


This week I've been mostly eating . . . The white ones with the little red flecks in them.

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