This page is being produced as a response to a question on
the Mystara mailing list. It is being done off the top of
my head as a first pass so I have something quickly.
As such, it may be fraught with misspellings and inaccuracies.
As always, feedback to
me is welcome.
B2 - The Keep on the Borderlands
- Plot
- Clean out a bunch of caves full of humanoid monsters.
The dumbest of dump dungeon crawls.
- Setting
- Later placed in Karameikos.
- Value
- Questionable.
B3 - Palace of the Silver Princess
- Plot
- Dumb dungeon crawl, but playable. Medusa and gargoyle
encouters on main line of story may be deadly for B-level
characters, though.
- Setting
- Valley of Haven, later placed on the border between
Karameikos and Thyatis. One NPC is of the Thyatis-based
Knights of the White Drake who are mentioned as extinct in
DotE.
- Value
- Usable, but old (1983?). Later B modules are better.
B5 - Horror on the Hill
- Plot
- Dumb dungeon crawl. Where do the living things (and adventurers)
in the dungeon get food/light?
- Setting
- Generic dungeon
- Value
- Shrug
B7 - Rahasia
- Plot
- Nice Tracy Hickman dungeon crawl. Strong story line.
Playable at level 1 if gargoyle encounter is removed.
- Setting
- Generic dungeon near elf village.
- Value
- I started my REAL campaign with this one.
B8 - Journey to the Rock
B9 - Castle Caldwell and Beyond
B10 - Night's Dark Terror
- Plot
- Strong story. Wilderness adventure with multiple dungeons.
All encounter locations related by the ongoing story.
Evil magic-user and gang stumble upon treasure of lost civilization
but the PCs get there first.
- Setting
- The first product to refine the Karameikos setting.
Kelvin, Rifflian, Dymrak Forest, Threshold, Lost Valley of Hutaaka.
- Value
- A top five module. Lots of play and lots of xp - raise the
party from level 3 to level 5.
B11 - King's Festival
B12 - Queen's Harvest
X2 - Castle Amber
X3 - Curse of Xanathon
X4 - Master of the Desert Nomads [15 Dec 97]
- Plot
- The party is sent across the Great Waste to spy on
the mysterious Master.
- Setting
- Sind and the Great Waste. An evil monastery.
- Story
- Unrelated dungeon and wilderness crawls loosely
contected by a skeletal story.
- Balance
- Generally balanced, but an encounter with the
Malakaz can end the campaign.
- Mechanics
- Okay. Uses the 1981 spell progression tables.
X5 - Temple of Death [15 Dec 97]
- Plot
- Attack on the Master of the Desert Nomads in his
fortress. This is the sequel to X4.
- Setting
- Introduces Hule. The Temple of Death is the fortress.
- Story
- Dungeon and wilderness crawls are tied together fairly
well. Requires some simple-minded willing suspension of
disbelief.
- Balance
- Okay until the fortress is breached. The Master
is a killer monster for a 10th level party like the adventure
is supposed to be written for. Even without him, the fortress
could be DM'ed to wipe out the PCs. But it's not Castle
Ravenloft :)
- Mechanics
- Okay. Uses 1981 spell progression tables.
X7 - War Rafts of Kron
X8 - Drums on Fire Mountain
- Plot
- Strong story. Wilderness/dungeon crawl. All locations related
by story. Evil magic-user (with a twist) using orcs (and other friends)
as pirate minions. Lost civilization.
- Setting
- Teki-nura-ria, an island placed SE of Thyatis where the
adventure starts.
- Value
- Lots of treasure and xp. Good story.
X10 - Red Arrow, Black Shield
- Plot
- Strong story. Played on three levels: RPG, BattleSystem, and
War Machine. (I wrote a program to play the War Machine level.) Master
of Desert Nomads attacks Darokin. PCs go on diplomatic missions across
the continent to build an anti-Master alliance. A top-five module.
- Setting
- All the countries of the Gazetteer series.
- Value
- Lots of treasure and xp. Strong story. Unique, three-level
module.
X11 - Saga of the Shadow Lord
- Plot
- Strong story. Wilderness and multiple dungeons connected by
storyline. Foil the evil wizard/undead who is trying to use his power
to make Denegoth a base for futher conquests.
- Setting
- Wendar and Denegoth (north of Glantri).
- Value
- Good story. Playable. Lots of treasure and xp.
CM2 - Death's Ride
- Plot
- Strong story. Major attack of undead launched by Magic-user,
Cleric, and dragon. The undead overwhelm one of the Norwold baronies.
- Setting
- The best of the Norwold modules.
- Value
- Good, playable story. Unique and heavy use of Companion
level undead monsters.
CM5 - Mystery of the Snow Pearls
A unique product. This one player adventure is a do it alone. The
module book is read by holding the included (in the original) red
cellophane paper of the pages which have been "encryted" with red
ink. I don't know anything else about since even though I have a
copy, I've never played it.
CM6 - Where Chaos Reigns [17 Dec 97]
- Plot
- Party is transported to another world to thwart the attemtps of
the Oards to rewrite history.
- Setting
- Another (not Known) world.
- Story
- Strong
- Balance
- Okay
- Mechanics
- Okay. Good exercise for Companion level characters.
CM7 - Tree of Life [17 Dec 97]
- Plot
- Alfheim elves travel to Sylvan Realm to rescue original Tree of
Life from evil wizard.
- Setting
- Alfheim, Rainbow Bridge, and Sylvan Realm.
- Story
- Strong
- Balance
- Difficult at times.
- Mechanics
- Adventure for elves and one human druid. A pregenerated
party is provided.
CM8 - The Endless Stair [28 May 97]
- Plot
- Investigation of the death of a man brought to the
inn where the party is staying leads to a wizard's tomb.
- Setting
- Glantri is suggested. In my campaign I set it in
Darokin because the module does not deal with Glantri's ban on
clerics.
- Story
- Strong
- Balance
- Playable, but expect some to have to do some Raising.
Low on xp. Treasures of value only to Magic-users.
- Mechanics
- Weak. Ed Greenwood plays fast and loose. The
module was probably written for AD&D anyway.
CM9 - Legacy of Blood [17 Dec 97]
- Plot
- Take over troubled dominion and save it from the curses with
which it is afflicted.
- Setting
- Darokin
- Story
- Strong
- Balance
- Good
- Mechanics
- Good
M3 - Talons of Night
- Plot
- Good, complex story. Evil immortals try to destroy Thyatis
and Alphatia by kidnapping Thincol and Eriadna from peace conference
and taking them to an extra-planar undead Isle of Dawn.
- Setting
- Only module set on Isle of Dawn. Lots of emphasis on Thothia.
- Value
- Good, playable, HIGH-level story.
Created 31 Mar 97, updated 3 Apr 97,
subsequent updates are individually marked, new server 11 Aug 01