![]() ![]() |
Title: Oriental Adventures Product Line: Kara-Tur (Forgotten Realms) New spells: Lots Description: This book contains complete information on oriental character classes, races, spells, monsters, magical items, weapons, and fighting styles. It was originally intended to be a generic oriental supplement to the AD&D 1st Edition Rules, but has many references to the continent of Kara-Tur. Since the 2nd Edition rules placed Kara-Tur in the Realms, this is really a Realms sourcebook. Contributed by: Anthony Brooks |
![]() |
Title: The Complete Ninja's Handbook Product Line: Complete Handbooks New spells: face-blur, false tracks, find direction, lesser distraction, deepen shadows, featherfoot, age to destruction, detect the living, greater distraction, improved featherfoot, improved mirror image, shadow-form, sense treason Description: This class book concentrates on the ninja as a 2nd Ed. class, but also provides class information for shinobi. Also of interest are 2nd Ed. translations of many Oriental weapons and items of equipment and martial arts rules. Source information is also provided for "The Land of the Ninja", ninja clans, and spying/assassination organisations that are akin to the ninja, but are not necessarily Oriental-based. Contributed by: Ian R. Malcomson |
![]() |
Title: Monstrous Compendium Kara-Tur Appendix Product Line: Kara-Tur (Forgotten Realms) New spells: None Description: These 64 pages of creatures from the oriental Kara-Tur setting are mainly updates from the Oriental Adventures 1st Edition handbook. The collection covers creatures from Bajang through Yuki-on-na and has encounter tables for Kara-Tur at the back. Contributed by: Anthony Brooks |
Campaign Setting Specific
![]() |
Title: Forgotten Realms Atlas Product Line: Forgotten Realms New spells: None Description: This volume covers the entire Faerunian/Kara-Tur landmass (but not Zakhara) in Karen Wynn Fonstad's typically excellent cartographic style, supported by descriptive text notes. The book concentrates on the regions covered by the early Forgotten Realms novels (the Moonshae trilogy, Azure Bonds, the Icewind Dale trilogy, the Avatar trilogy), but what information there is on the lands of Kara-Tur surpasses the Trail Map series, and, in terms of maps, the Kara-Tur and Horde box sets. Contributed by: Ian R. Malcomson |
![]() |
Title: Forgotten Realms Interactive Atlas Product Line: Forgotten Realms New spells: None Description: This PC-based interactive atlas provides full-colour reworkings of all maps from most of the Forgotten Realms products through 1999 - Kara-Tur, Maztica and Zakhara included. The maps are fully compatible with Campaign Mapper (from Core Rules 2) and Campaign Cartographer 2 (from ProFantasy Software Ltd.), allowing you to make changes, lace maps together, or add your own. Contributed by: Ian R. Malcomson |
![]() |
Title: Horde Campaign Product Line: Forgotten Realms New spells: None Description: An interesting, if somewhat esoteric, book for those interested in the period of Kara-Tur's history described within the novels Horselords and Dragonwall. It also provides information on the tribes of the Hordelands, additional to that found within The Horde campaign set. Much of the book is given over to describing the battles between the Tuigan, the forces of Shou Lung, and the Crusaders organised by Azoun of Cormyr, and some are presented as BattleSystem scenarios. Of more interest is the Osprey-like treatment of tactics, arms, and armour of the forces involved - complete with central colour plates depicting Hordeland nomads, and Semphari, Khazari, Shou warriors. Contributed by: Ian R. Malcomson |
![]() |
Title: Lords of Darkness Product Line: Forgotten Realms New spells: corpselight, detect undead, undead mount, invisibility to undead, skull watch, spectral wings, mummy touch, revenance, ward against undead, death's door, speak with dead (wiz version), teleport dead, chill touch, disguise undead, hold undead, imbue undead with spell ability, spectral guard, undead regeneration, suburst, unlife, control undead Description: A compilation of undead-based adventures and lore, carrying the Forgotten Realms logo but not fully specific to that setting, this book is very useful to those wishing to add more "bite" to their undead. One adventure is set within Kozakura, and deals with Oriental spectres. The source material contained within this book describes methods of using undead, enhancements and alterations, ecologies, and so forth. Contributed by: Ian R. Malcomson |
![]() |
Title: Dawn of the Emperors Product Line: Mystara/Known World New spells: bleach, colour, climate, create air, clothwall, fabricate [fabricate], woodwall, disguise, stonewall [wall of stone], ironwall [wall of iron], duel-shield, impersonate, steelwall, sleep-curse New magical items: None, but contains D&D rules for magic item creation Description: Although concentrating mainly on the Mystaran empires of Thyatis and Alphatia, information is provided for the Thyatian duchy of Ochalea - an island realm of Japanese/Chinese influence. Character generation information for Ochaleans is also provided. This is of little interest to players in OA campaigns, unless they wish to introduce OA elements into a Mystara campaign or simply want to look at another way of incorporating Oriental elements into an existing campaign. More information regarding Ochalea can also be found within the three Poor Wizard's Almanac books (AC1010, AC1011, and AC1012). Contributed by: Ian R. Malcomson |
![]() |
Title: The Golden Khan of Ethengar Product Line: Mystara (the Know World) New spells: Renew [mending], feat [hero's feast], detect lie [detect lie], wind blast [gust of wind], lie [undetectable lie], command word [command], detect poison [detect poison], fellowship, pass without trace [pass without trace], trance, shimmer, spirit sending, detect curse [detect curse], hold spirit, invisibility to spirits, silent move, fate, summon herd, summon lesser animal spirits, vigour, commune with spirit lord, confound, spirit walk, strength of mind, sword of fire [flame blade], madness [insanity], spell turning [spell turning], summon greater animal spirit New magical items: None Description: This gazetteer deals with the Mongol-like people of Mystara. Although some of the source is Mystara-specific, a lot of it is only specific to the pseudo-culture being described (i.e., Mongols), and as such is applicable to any campaign using them (e.g., the Tuigan of the Realms). Of particular interest are details on culture and language (including a name list), shamans (which can be adapted fairly easily), and Mongol-like settlements and tactics. Contributed by: Ian R. Malcomson |
![]() |
Title: Kara-Tur: The Eastern Realms Product Line: Kara-Tur (Forgotten Realms) New spells: Lots Description: The Forgotten Realms Campaign Setting is a boxed set composed of background material, characters, topography, etc on the world of Faerun. Contributed by: Eadric |
![]() |
Title: Trail Map: Kara-Tur Product Line: Kara-Tur (Forgotten Realms) New spells: None Description:This is a must have for users of the Kara-Tur setting. Not only does the map surpass those provided with the Kara-Tur box set (remember how annoying it was to work out all those regional maps and their relationships?), but it also presents the Oriental Realms to correct scale, as shown in The Horde campaign set. The map is shown in the style of early Forgotten Realms cartography, as found in the 1st Ed. Forgotten Realms and Kara-Tur sets, and all FR and OA series modules. The map fits seamlessly with TM4 Waterdeep Trail Map to produce a huge map of the Faerunian/Kara-Tur landmass. Previous maps in the TM series include TM1 The Western Countries and TM2 The Eastern Countries (Mystara), and TM3 Krynn. Contributed by: Ian R. Malcomson |
![]() |
Title: Domains of Dread Product Line: Raveloft New spells: aura of discomfort, zone of deception, corpse whisper, eyes of the undead, feign undead, cloud of putrefication, living ward, divine curse, ancient curse, tomb ward, Strahd's baneful attractor, augment undead, ground fog, eyes of the undead, mimic mortal, neverending nightmare, rain of terror, suppress lycanthropy, soul anchor, Strahd's malefic meld, misty summons, Strahd's frightful joining, Allisandro's binding curse Description: This core Ravenloft campaign book is not wholly of use to an Oriental campaign, unless some of the rules are to be taken (e.g., fear and horror checks) to create an OA-style horror story. However, one of the Islands of Terror, I'Cath, is connected to Kara-Tur and the OA campaign. See the entry for the Islands of Terror book. Contributed by: Ian R. Malcomson |
![]() |
Title: Islands of Terror Product Line: Ravenloft New spells: Description: This macabre sourcebook details the lost islands of Ravenloft - dread I'Cath, lost Saragoss, Timor and shadowy Pharazia, and more... each of the 9 realms is given a unique, unsettling focus, in a highly evocative manner that makes you want to dive right in and create new adventures to scare the bejeezus out of your PCs. For all levels, and recommended. Contributed by: Darkseraphim |
![]() |
Title: Realmspace New spells: None Description: This Spelljammer supplement contains very little regarding the lands of Kara-Tur. However, a short discourse on Kara-Tur ports open to Spelljammer call is presented, as is a description of Wa's Spelljamming concerns, along with two Wa'an ships (the locust and the tsunami). Not to everybody's taste, but if a mixed OA/Spelljammer campaign is your cup of tea, this book will provide something of a basis. Contributed by: Ian R. Malcomson |
![]() |
Title: War Captain's Companion New spells: None Description: As with the Realmspace accessory, this box set concentrates on the Spelljammer setting as a whole, with side-treks into other settings (including Kara-Tur) to illustrate how they fit into the grand Spelljamming concept. Of interest here to OA players are such items as ki-powered Spelljamming helms, an overview of Wa's Spelljamming fleet (with personalities, etc.), and lots of equipment, items, etc. that can be ported to even a campaign without Spelljamming to add a little spice. Contributed by: Ian R. Malcomson |
Modules
Overview of the OA series of modules: The first five OA modules, OA1-OA5 were based upon the 1st edition Oriental Adventures supplement, and were thus not setting specific. With the development of the Kara-Tur setting for the Forgotten Realms, the OA series became firmly entrenched in the Realms, and OA6 and OA7 use the Kara-Tur boxed set rules fully.
![]() |
Title: Ninja Wars Product Line: Kara-Tur (Forgotten Realms) New spells: None Description: This module contains a brief history of Aru, a layout of the town, and a description of the intricate political situation. There is a main adventure in here, in which ninja factions erupt around the Shining Temple of Bishamoy, where pilgrims come for the ceremony of The Three Thousand Steps. There are also mini-adventures, a list of NPCs, an encounter generator, and several brief adventure hooks. Contributed by: Steven M. Latour |
![]() |
Title: Swords of the Daimyo Product Line: AD&D 1st Edition, Kara-Tur (Forgotten Realms) New spells: None Description: This module has 3 adventures in it. The first is for introducing normal AD&D characters (levels 6-10) to the Oriental Adventures setting, the second is a beginning adventure for first level Oriental Adventures characters. The last was a continuation of the second, but takes place a while later, after the characters have gained some more experience. It is designed for 4-characters, of levels 3-5. Contributed by: Aaron Ranta |
![]() |
Title: Night of the Seven Swords Product Line: Kara-Tur (Forgotten Realms) New spells: None Description: Control of Maeshi province in the graceful land of Kozakura balances on a razors edge. Lord Mishimori, your liege, seeks to swing that balance in his favor by having you recover a lost relic for the Sun Temple from the cursed ruins of Castle Ito, former home of the Seven Swords clan. A night of danger and deceit is foretold. Contributed by: Eadric |
![]() |
Title: Ochimo the Spirit Warrior Product Line: Kara-Tur (Forgotten Realms) New spells: None Description: Your family and those of your friends are deeply indebted to the Ko family, a clan of merchants from distant and alien Shou Lung. The Ko have been instructed by their emperor to develop an island possession to extend the Glorious Empire of the Shou Lung. The colony there is failing because of fell spirits and dire hauntings. The Ko family is calling in old favors to discover who is responsible for these evil sendings. And if the Ko have a problem, you have a problem... Contributed by: Eadric |
![]() |
Title: Blood of the Yakuza Product Line: Kara-Tur (Forgotten Realms) New spells: None Description: This module concentrates mainly on the city of Nakamaru, a port of northern Wa. Additional source material for Wa is also included. The adventure itself consists of a series of plots woven into one (or more!) storylines. All in all, this is an excellent module, but requires a Dungeon Master with the ability to think on his feet, organize carefully, and who doesn't possess a dungeon fixation! The module also provides useful information, tools, etc. that can aid any OA campaign. A NPC generator, with profession, personality, physical traits, and a Japanese name list; a NPC record form; and a couple of generic floorplans of a similar type to those found in the OA rulebook. The source section on Wa adds to the information found in the Kara-Tur box set. Contributed by: Ian R. Malcomson |
![]() |
Title: Mad Monkey vs. the Dragon Claw Product Line: Kara-Tur (Forgotten Realms) New spells: None Description: The strict hierarchy of the Gods is threatened by the new and deadly dragon claw martial arts style. A monk has hired the PCs to help uncover this new evil. Notes: The author wished it be known that the two new martial arts styles are not real, but merely made up. (Next they'll have a disclaimer that the spells in the PH are not real, either!) :) Contributed by: Steven M. Latour |
![]() |
Title: Ronin Challenge Product Line: Kara-Tur (Forgotten Realms) New spells: None New Martial Arts Styles: Four Keys, Iron Hand, Five Stars, Norayru, Juranfu New Rules: Komite Fights martial arts tournaments Description: First of a two-part epic (although the parts are disparate enough to run separately), the PCs travel to the southern regions of Shou Lung to uncover a treacherous situation, leading them into the wild valley regions of the Shao Mountains. Also provides additional source on the languages of Kara-Tur. The language section is of most interest to those wishing to expand their Kara-Tur campaign. All major languages are dealt with, and a word glossary for the Lidahan tongue is included. Contributed by: Ian R. Malcomson |
![]() |
Title: Test of the Samurai Product Line: Kara-Tur (Forgotten Realms) New spells: None Description: The peninsula of Wa has been host to strange disturbances: disappearances, bandits and fell creatures. Contributed by: Steven M. Latour |
Game Books
For more informatin on Game books, visit the Demian Katz website.
![]() |
Title: Blade of the Young Samurai Product Line: Endless Quest Description: For ten years, you have been trained in the fighting skills of a samurai warrior. Now, with rival factions battling for control of the empire, you face your first and most important quest - at the request of the emperor himself, with the fate of the empire hanging in the balance! Contributed by: Eadric |
![]() |
Title: Test of the Ninja Product Line: AD&D Adventure Gamebook Description: You are a samurai in training and must pass many challenges on your way to becoming a warrior. Contributed by: Demian Katz |
![]() |
Title: Warlords Product Line: 1 on 1 Description: Inside are two books for you and a friend to use in playing an all-new kind of adventure. One of you will take the part of Prince Matabei, dispossessed of his kingdom by his uncle, Lord Kenshin, who will be played by the other player. In the dead of night, on a fog-shrouded coast, the prince returns to Tsuke, his former kingdom. During the coming days he must investigate the entire province, locate Lord Kenshin's troops, and determine who is for him and who against. At the same time, Lord Kenshin will be fighting to keep control in a land that has come to hate him. Either of you can win . . . and either of you can die. This is an exciting game of hand-to-hand combat, troop movements, and subtle negotiation, all in the oriental style. No dice are required. Instead, a traditional paper-scissors-rock game determines the outcome of combat and other encounters. All you need to start is one friend and two pencils! Contributed by: Demian Katz |