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Mystaran Lore

T his document contains an annotated bibliography for all source material for Mystara? and Dungeons and Dragons 3rd edition which was consulted, at one time or another, and to one degree or another, during the development of Mystara-3E. In addition to the annotations, links where each source may be obtained online are also included. (Editors Note: Off-site links will always open into a new browser window)

The body of Mystaran Lore has been divided into two primary sections: one dedicated to a list of 3E D&D resources, and one dedicated to Mystara specific resources (primarily for 0E D&D but also including the few Mystara resources designed for 2E D&D).
 

Quick Links into this file

3E D&D Sources

Core 3E D&D Rules

T

he following three books constitute the "core" rules for the Third Edition of the Dungeons & Dragons game. In order for a DM to run a 3E campaign in Mystara (as presented at this site), she will need to have access to all three of these rule books. A player in a 3E Mystara campaign, however, should be able to manage with only the Players Handbook.

[PHB]Dungeon & Dragons: Player's Handbook: Core Rulebook I. (3rd Edition) By Monte Cook, Jonathan Tweet and Skip Williams. Renton, WA: Wizards of the Coast, Inc., 2000.
Dungeon & Dragons: Player's Handbook: Core Rulebook I. (Edition 3.5) Revision By Andy Colins. Renton, WA: Wizards of the Coast, Inc., 2003.
Click here to purchase from Amazon.com (Edition 3.5)

The Player's Handbook is the definitive rulebook for the Dungeons & Dragons game-the best-selling adventure game of all time, redesigned for a new millennium. The Player's Handbook contains complete rules for the Third Edition D&D game. It is an essential purchase for anyone who wants to play the newest version of the quintessential roleplaying game.

[DMG]Dungeon & Dragons: Dungeon Master's Guide: Core Rulebook II. (3rd Edition) By Monte Cook, Jonathan Tweet and Skip Williams. Renton, WA: Wizards of the Coast, Inc., 2000.
Dungeon & Dragons: Player's Handbook: Core Rulebook I. (Edition 3.5) Revision by David Noonan and Rich Redman. Renton, WA: Wizards of the Coast, Inc., 2003.
Click here to purchase from Amazon.com (Edition 3.5)

The Third Edition Dungeon Master's Guide is an essential rulebook for the D&D game and is a must-have for every Dungeon Master. The Dungeon Master's Guide features 224 pages of beautifully rendered, intuitively presented rules and material designed to get a Third Edition D&D campaign up and running.

[MM]Dungeon & Dragons: Monstrous Manual: Core Rulebook III. By Monte Cook, Jonathan Tweet and Skip Williams. Renton, WA: Wizards of the Coast, Inc., 2000.
Dungeon & Dragons: Monstrous Manual: Core Rulebook III. (Edition 3.5) Revision by Rich Baker and Skip Williams. Renton, WA: Wizards of the Coast, Inc., 2003.
Click here to purchase from Amazon.com (Edition 3.5)

Over 200 creeps, critters, and creatures to keep players on their toes. From Aboleths to Zombies, the Third Edition Monster Manual holds a diverse cast of enemies and allies essential for any Dungeons & Dragons campaign. There are hundreds of monsters ready for action, including many new creatures never seen before. Plus, all monster entries include character stats so for the first time players can play as the monsters. Dungeon Masters and players alike will find the new Monster Manual an indispensable aid in populating their Third Edition campaigns.

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Official 3E D&D Rule Supplements

T

he following books are all supplements to the Third Edition of the Dungeons & Dragons game. Because these sources are not necessary to run a generic D&D campaign, and may even define a completely different campaign world, not all DM's may be interested in purchasing these extra items. As a result, the Mystara-3Eteam has attempted to keep references to rules available only through these books to a minimum. Where we have made reference to these works, we have tried to ensure that alternatives using only the core rules are also available.

General Rule Supplements

[Psi]Dungeons & Dragons: Psionics Handbook. By Bruce R. Cordell. Renton, WA: Wizards of the Coast, Inc., 2001.
Click here to purchase from Amazon.com

Psionics is the ability to harness, shape, and control natural forces that are contained within the Psionicist. Dungeon Masters who wish to add psionics will want to get this book, which is far more balanced then similar rules produced for previous editions of D&D. It includes valuable information about all things psionic: character classes/prestige classes, feats, related skills, monsters, powers, and much more.

[MotP]Dungeons & Dragons: Manual of the Planes. By Jeff Grubb, Bruce R. Cordell and David Noonan. Renton, WA: Wizards of the Coast, Inc., 2001.
Click here to purchase from Amazon.com

The Manual of the Planes provides information on exactly what it should: the planes. There is detailed information on aspects of every major Inner and Outer plane, and the Ethereal and Astral planes, plus the introduction of the Shadow plane.  Each planes is described in detail, including basic planar features (magic type, time and gravity variances, planar alignments, etc.) in addition to information on standard planar inhabitants.  Most of the planes are described as they exist in "The Great Wheel" cosmology - the "default" D&D cosmology - but there are also detailed examples and advice for the DM wishing to construct an alternative cosmology and/or alternate planes.

[ELH]Dungeons & Dragons: Epic Level Handbook. By Andy Collins, et al. Renton, WA: Wizards of the Coast, Inc., 2002.
Click here to purchase from Amazon.com

The Epic Level Handbook provides all the information that players and Dungeon Masters need to continue playing above and beyond the limits of the core rulebooks. With complete information for epic-level character building, spellcasting, monsters, skills, feats, and more, the Epic Level Handbook ensures that gamers can continue playing almost indefinitely.

[Deities]Dungeons & Dragons: Deities and Demigods. By Rich Redman, James Wyatt and Skip Williams. Renton, WA: Wizards of the Coast, Inc., 2002.
Click here to purchase from Amazon.com

This product presents new rules that integrate seamlessly with the core rules, yet provide new avenues of game play. Deities and Demigods focuses on the role of the divine powers in the fantasy world, using examples from both fantasy pantheons and real-world mythology to illustrate the rules.  All the rules a DM needs to create his own pantheon of gods and goddesses in any D&D campaign.

[Savage]Dungeons & Dragons: Savage Species: Playing Monstrous Heroes. By David Eckelberry, et al. Renton, WA: Wizards of the Coast, Inc., 2003.
Click here to purchase from Amazon.com

This is the first-ever complete reference on how to play monsters as characters in a D&D game and is an absolute "must have" for every player that ever wanted to play a monster as a PC or DM that has always wanted to shake things up a bit by adding something unexpected to his monster NPCs. All the material in this rulebook is completely new, including rules, spells, classes, and magic items.

[BoVD]Dungeons & Dragons: Book of Vile Darkness. By Monte Cook. Renton, WA: Wizards of the Coast, Inc., 2003.
Click here to purchase from Amazon.com

ADVISORY: THIS BOOK CONTAINS MATURE CONTENT

Targeted toward mature audiences, this book deals with material that has never been explored in an official supplement for the D&D roleplaying game.  Issues such as moral dilemma, slavery, human sacrifice, prostitution, and other such sensitive issues are covered in a thoughtful and mature manner. This resource includes details on particularly evil monsters; dark prestige classes; unique spells, magic items, and artifacts; and a plethora of rules and advice that can help Dungeon Masters create and play truly corrupt villains or add another level of complexity to their campaigns.

Creature Supplements

[MM2]Dungeon & Dragons: Monstrous Manual II. By Jeff Grubb, et al. Renton, WA: Wizards of the Coast, Inc., 2002.
Click here to purchase from Amazon.com

This supplement to the D&D game contains nearly 200 new monsters providing descriptions for a vast array of new creatures, with an emphasis on more dangerous monsters to provide high level parties with tougher foes to overcome. This book also updates many popular monsters from the previous editions of the D&D game.

[Fiend]Dungeons & Dragons: Fiend Folio. By James Wyatt. Renton, WA: Wizards of the Coast, Inc., 2003.
Click here to purchase from Amazon.com

This book provides yet more information on creatures of every type, including dragons, but with an emphasis on fiendish monsters such as demons and devils. Several new creatures debuts here, as well as many updates to still more monsters out of earlier editions of the game and other sources such as magazine articles.

Game Accessories

Class Splatbooks

[S&F]Dungeon & Dragons: Sword and Fist: A Guidebook to Fighters and Monks. By Jason Carl. Renton, WA: Wizards of the Coast, Inc., 2001.
Click here to purchase from Amazon.com

The ultimate guide to customizing fighters and monks in the Third Edition D&D game. The book contains paths of skills, feats, and equipment characters need to master in order to possess desired abilities-it starts with the end result and then offers a step-by-step guide to achieve that character type.

[T&B]Dungeon & Dragons: Tome and Blood: A Guidebook to Wizards and Sorcerers. By Bruce R. Cordell and Skip Williams. Renton, WA: Wizards of the Coast, Inc., 2001.
Click here to purchase from Amazon.com

The ultimate guide to customizing wizards and sorcerers in the Third Edition D&D game. The book contains guidelines for creating specific types of wizards and sorcerers, allowing players to build characters with specific abilities and personalities.

[DotF]Dungeon & Dragons: Defenders of the Faith: A Guidebook to Clerics and Paladins. By Rich Redman and James Wyatt. Renton, WA: Wizards of the Coast, Inc., 2001.
Click here to purchase from Amazon.com

This book contains guidelines for creating specific types of clerics and paladins allowing players to build characters with specific abilities and personalities. In addition, the book provides a significant amount of information about clerics and churches, along with lists of sacred equipment and example temples.

[MofW]Dungeon & Dragons: Masters of the Wild: A Guidebook to Barbarians, Druids and Rangers. By Mike Selinker and David Eckelberry. Renton, WA: Wizards of the Coast, Inc., 2002.
Click here to purchase from Amazon.com

These forces of nature can weather any storm: barbarians, druids, and rangers are the rugged and noble champions of untamed lands. This book teems with new ways to customize even the most seasoned characters, including: new feats, weapons, spells, and magic items; improved, more detailed rules for the wild shape ability; new prestige classes such as the frenzied berserker, the windrider, and the oozemaster; and a new type of magic item — the infusion.

[S&S]Dungeon & Dragons: Song and Silence: A Guidebook to Bards and Rogues. By John D. Rateliff and David Noonan. Renton, WA: Wizards of the Coast, Inc., 2002.
Click here to purchase from Amazon.com

This sourcebook explores bards and rogues — two of the most versatile character classes in the Third Edition D&D game. This book contains information on new prestige classes, feats, equipment, and suggestions for building specific rogue and bard based character types. The book also contains additional applications for existing skills and several new spells designed with bards in mind.

Other Accessories

[HBG]Dungeon & Dragons: Hero Builder's Guidebook. By Ryan Dancey, David Noonan and John Rateliff. Renton, WA: Wizards of the Coast, Inc., 2000.
Click here to purchase from Amazon.com

This book contains advice for players and DMs to help them create truly unique and well rounded characters. Tons of tables, charts, and other tools are included to give players the widest possible range of play options available.

[SBG]Dungeon & Dragons: Stronghold Builder's Guidebook. By Matt Forbeck and David Noonan. Renton, WA: Wizards of the Coast, Inc., 2002.
Click here to purchase from Amazon.com

This comprehensive resource details everything a Dungeon Master or player needs to design, construct, and play virtually any kind of stronghold (castles, fortresses, towers, and so on).

[BoC]Dungeon & Dragons: Book of Challenges: Dungeon Rooms, Puzzles, and Traps. By Daniel Kaufman, et al. Renton, WA: Wizards of the Coast, Inc., 2002.
Click here to purchase from Amazon.com

This is a compendium of traps, encounters, and mini-dungeons that any DM can easily throw into a campaign of any level. Containing all-new material, it provides examples and advice on ways a DM can add some more excitement to his adventures.

[A&EG]Dungeon & Dragons: Arms and Equipment Guide. By Eric Cagle, James Wyatt and Jeff Quick. Renton, WA: Wizards of the Coast, Inc., 2003.
Click here to purchase from Amazon.com

This product contains a wide array of new equipment, ranging from new exotic weapons, forms of transportation and yet more magic items.  There is also extensive advice on how to design even more equipment for your own campaign. All the material is designed so that it can easily be integrated into an existing campaign. Although some of the material has been collected from previous D&D products, the majority is brand new.

Campaign Settings

Forgotten Realms

[FR]Dungeons & Dragons Campaign Setting: Forgotten Realms. By Ed Greenwood, et. al. Renton, WA: Wizards of the Coast, Inc., 2001.
Click here to purchase from Amazon.com

This resource, obviously designed primarily for those wishing to run or play in a Forgotten Realms campaign, does provide many new features and adaptations to the core 3E rules which could be used as a starting point for similar concepts in the Mystara-3Econversion.

[FR-Magic]Dungeons & Dragons Campaign Setting: Forgotten Realms: Magic of Faerun. By Sean Reynolds, Duane Maxwell and Angel Leigh McCoy. Renton, WA: Wizards of the Coast, Inc., 2001.
Click here to purchase from Amazon.com

In addition to other Forgotten Realms specific details, this book contains a number of new spells and magic items designed for the Faerun region of the Forgotten Reams but usable in any Dungeons & Dragons campaign.

[FR-MM]Dungeons & Dragons: Monster Compendium: Monsters of Faerun. By James Wyatt and Rob Heinsoo. Renton, WA: Wizards of the Coast, Inc., 2001.
Click here to purchase from Amazon.com

While few, if any of the monsters specific to the Forgotten Realms are also found in Mystara, this book is useful in that it provides examples of how other monsters from previous editions of the Dungeons & Dragons game can be converted into the format required By the 3rd Edition.

[FR-RA]Dungeons & Dragons: Campaign Accessory: Races of Faerun. By Eric L. Boyd, Matt Forbeck and James Jacobs. Renton, WA: Wizards of the Coast, Inc., 2003.
Click here to purchase from Amazon.com

This book includes new equipment, feats, magic items, monsters, prestige classes, spells and sub-races designed for the Forgotten Realm Campaign Setting but usable in any Dungeons & Dragons campaign.

[FR-UE]Dungeons & Dragons: Campaign Accessory: Unapproachable East. By Richard Baker, Matt Forbeck and Sean K. Reynolds. Renton, WA: Wizards of the Coast, Inc., 2003.
Click here to purchase from Amazon.com

This book includes new equipment, feats, magic items, monsters, prestige classes, spells and sub-races designed for the "Unapproachable East" region of the Forgotten Realm Campaign Setting but usable in any Dungeons & Dragons campaign.

Legend of the Five Rings

[OA]Dungeons & Dragons: Oriental Adventures. By James Wyatt. Renton, WA: Wizards of the Coast, Inc., 2001.
Click here to purchase from Amazon.com

Silk, Steel and Magic - D&D Asian style. This sourcebook provides everything needed to add Asian-style characters to any D&D campaign or to run a fantasy Asian campaign. In this book you will find information on Asian-specific base classes such as Samurai, Shugenja, and Ninja, in addition to unique Asian-inspired monsters, combat rules, and magic systems. There is also a complete campaign setting included, based on the popular Legend of the Five Rings brand.

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Official d20-System Resources

T

he following online resources constitute the official open game license (OGL) related reference material that define and support the d20-System which sits at the core of the Third Edition of the Dungeons & Dragons game.

[d20-OGL]Open Game License Version 1.0a. Wizards of the Coast. Renton, WA: Wizards of the Coast, Inc., 2000.
12k RTF: Download from Wizards of the Coast

The Open Game License (OGL) is a copyright license developed by Wizards of the Coast that complies with the Open Game definition.

An Open Game is a game that can be freely copied, modified, and distributed, and a system for ensuring that material, once distributed as an Open Game will remain permanently Open.  Open Games may contain both Open Game Content and Product Identity.  Open Game Content is any material that is distributed using the Open Game License clearly identified by the publisher as Open Game Content. Furthermore, any material that is derived from Open Game Content automatically becomes Open Game Content as well. Product Identity, on the other hand, is material, that is otherwise clearly identified as Open Game Content, but is excluded from the License terms that apply to Open Game Content.

The goal of the Mystara-3E Conversion is to provide a d20-System compatible Open Game based on the Mystara Campaign Settings.  As Wizards of the Coast owns the copyright on the Mystara Setting we have done our best to adhere to the specifications of the ESD Conversion Agreement [d20-ESD].  Where the nature of a campaign setting conversion differed significantly from that of an adventure module conversion we have made every effort to adhere to the spirit, if not the letter, of that document .

[d20-SRD]The d20 Revised (v.3.5) System Reference Document. Wizards of the Coast. Renton, WA: Wizards of the Coast, Inc., 2000.
Web Page at www.wizards.com

The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. You may consider this material Open Game Content under the Open Game License, and may use, modify, and distribute it.

[d20-STL]The d20 System License Version 6.0. Wizards of the Coast. Renton, WA: Wizards of the Coast, Inc., 2000.
12k RTF: Download from Wizards of the Coast

Annotations TBD.

[d20-SG] d20 System Guide Version 5.0. Wizards of the Coast. Renton, WA: Wizards of the Coast, Inc., 2000.
788k RTF: Download from Wizards of the Coast

Annotations TBD.

[d20-ESD]Electronic SKU Download (ESD) Conversion Agreement Version 1.0. Wizards of the Coast. Renton, WA: Wizards of the Coast, Inc., 2001.
12k RTF: Download from Wizards of the Coast

First Paragraph of the Document

The Open Gaming movement continues to extend itself into new venues all the time, requiring updates and explanations of policies on a regular basis. Recently, people have requested permission to convert 1st- and 2nd-edition D&D?/AD&D? materials, primarily made available through the Electronic SKU Download (ESD) project, into 3rd-edition D&D (3E) materials and to make them available on personal Web sites. This is permissible under the rules of the Open Gaming License (OGL) and the d20 System Trademark License, and this document addresses Wizards of the Coast's ("Wizards") policies with regard to that activity.

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Other 3E D&D and d20-System Resources

T

he following items are books, articles and Internet resources which add to the official rules for the Third Edition of the Dungeons & Dragons game. Sources listed here may include Dungeon articles, Dragon articles, 3rd party d20-system resources, RPGA Living campaign resources, fan generated material, etc. Where a resource is freely available the Mystara-3Eteam has generally assumed that DM's and Players will have ready access to it, and information will be included here on where and how to acquire copies. Other resources will be treated in a similar way to Official Rule Supplements — references to rules available only through these works will be kept to a minimum, and will be presented with alternatives that use only the core rules.

[RPGA]Living City — Forgotten Realms — Handbook. Edition 3.5. By Troy Daniels of the Role Playing Gamers' Association Network. 3-6-2001.
PDF File: Click here to view PDF

This PDF file contains a summary of information that was provided for players who wished to develop characters for the RPGA Living City Campaign when it was first converted to 3E. This particular resource was the first taste of the Forgotten Realms campaign available to gamers, as the "Living City" is Waterdeep from the FR Campaign World and the first edition of the file was released several months before the FR Campaign Handbook was available. It immediately proved to be a useful starting point for the Mystara-3Econversion project as it put several key concepts that would later appear in the handbook in a publicly accessible resource.

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0E & 2E D&D Sources

M

ystara was an official campaign world created and developed By TSR for its "Original" or "0th Edition" of Dungeons & Dragons. While TSR did make a limited attempt to convert Mystara into the 2nd Edition D&D Rules, it failed to achieve the results desired, and the whole line was ultimately canceled in the mid 1990's. Unfortunately, if you are just being introduced to Mystara, this means that all original source material for Mystara is officially "Out of Print" (OOP). Fortunately, however, there are several ways and means for anyone to acquire this OOP material.

Much of the Mystaran source material has been released as Electronic System Documents (ESD) — PDF documents that have been generated by digitally scanning the original material, including all text, graphics and maps. Released ESD can be purchased from RPG Now or SVGames for a minimal cost (rarely more than $5 USD). Where ESD exist, a link will be given to its location at the RPG Now and/or SVGames online store.

For items which have not yet been converted into ESD, or if you happen to be the sort who just prefers having a hard copy of the actual item rather than a PDF version, it is also possible to find second-hand copies of these items via auction sites such as eBay or from one of several online stores that specialize in finding and distributing OOP roleplaying material.  To assist you in your search, a link to an appropriate search at eBay will be provided when no ESD is available.  In addition, a brief list of some of the more popular online stores where secondhand Mystara material may frequently be purchased is included below:

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Core 0E D&D Rules

[Basic]Dungeon & Dragons: Basic Set. (Blue box) By Gary Gygax, Dave Arneson, J. Eric Holmes. Lake Geneva, WI: TSR, Inc., 1977.
Dungeon & Dragons: Basic Rulebook. (Blue monochrome cover) By Gary Gygax, Dave Arneson, J. Eric Holmes. Lake Geneva, WI: TSR, Inc., 1977.
Dungeon & Dragons: Basic Set. (Magenta box) By Tom Moldvay (Ed). Lake Geneva, WI: TSR, Inc., 1981.
Dungeon & Dragons: Basic Rulebook. (Red cover) By Tom Moldvay (Ed). Lake Geneva, WI: TSR, Inc., 1981.
Dungeon & Dragons: Set 1: Basic Rules. (4th Ed., Red box) By Frank Mentzer (Ed). Lake Geneva, WI: TSR, Inc., 1983
4th Ed., Red Box (1983): ESD at SVGames
Blue monochrome (1977): ESD at SVGames
All: Search eBay

The 1977 printings were based directly upon the original Dungeons and Dragons book published in 1974 and three supplementary booklets published in the two years after that. Because it was aimed at introducing the reader to the concepts of fantasy roleplaying it limited itself to basics. This work is more detailed than the original booklets but is nonetheless more easily understood.

Back Cover Synopsis from 4th Ed., Red Box (1983)

Dungeons & Dragons is a game fun and imagination.

"As you whirl around, your sword ready, the huge, red, fire-breathing dragon swoops toward you with a ROAR!"
See? Your imagination woke up already! Now image this: This game may be more fun than any other game you have ever played!

The Dungeons & Dragons game is a way for players to imagine together, to create a story as a group, and revel in the merriment it creates. Open the door to limitless fantasy.

This set comes with the Player's Manual and the Dungeon Master's Rulebook, and is suitable for learning how to play the D&D game.

[Expert]Dungeon & Dragons: Expert Set. (Light blue box) By Dave Cook (Ed). Lake Geneva, WI: TSR, Inc., 1981.
Dungeon & Dragons: Expert Rulebook. (Light blue cover) By Dave Cook (Ed). Lake Geneva, WI: TSR, Inc., 1981.
Dungeon & Dragons: Set 2: Expert Rules. (4th Ed, Blue box) By Frank Mentzer (Ed). Lake Geneva, WI: TSR, Inc., 1983.
4th Ed., Blue Box (1983): ESD at SVGames
All: Search eBay

Back Cover Synopsis

First there was the Dungeons & Dragons Basic Set. It taught you to play fantasy characters of low experience levels (1-3) and provided guidance on how to create your own dungeons for hours of fun.

Now there is the D&D Expert Set which will add a whole new dimension to your games. D&D Expert will teach you how to play character of experience levels 4 through 14. It also opens the doors to the world outside the dungeon. The wilderness awaits.

You will learn about the world your characters live and adventure in, including their Home Town. And you will learn how to keep the story of your character's adventures alive in the campaign game, the saga of the world where the character lives.

This set includes two booklets. The first contains all the new rules for the player and Dungeon Master. These rules have been carefully designed to add to those you learned in the D&D Basic Set, and can only be used with those rules. The second is an Adventure Module and provides the setting for many adventures on the Isle of Dread, as well as showing you how a wilderness is created.

[Companion]Dungeon & Dragons: Set 3: Companion Rules. (4th Ed, Teal box) By Frank Mentzer. Lake Geneva, WI: TSR, Inc., 1984.
ESD at SVGames

Back Cover Synopsis

This is the third boxed set of the Dungeons & Dragons game series. The first, the D&D Basic Set, introduced the game and explained the rules for 1st - 3rd level characters. In the D&D Expert Set, character levels 4-14 were detailed, along with notes on the fantasy world in which the characters live.

If you started with a 1st character, and have enjoyed the wilderness expansion of Expert level play, then you are ready for this set.

You can also use this set if you'd like to discover what it's like to own a medieval castle. You can rule a land, bring civilization to the wilderness, and cope with all the threats to your territory, while facing monsters and magic of all kinds.

Your adventures will be different than ever before. Lower level characters must keep busy surviving and learning; but when you find the challenges lacking, or treasure too easily found, you may start to wonder — "Is there anything more?"

There certainly is! Games for higher level characters are often different — as new as when the characters first braved the unknown wilderness.

[Master]Dungeon & Dragons: Set 4: Master Rules. (4th Ed, Black Box) By Frank Mentzer. Lake Geneva, WI: TSR, Inc., 1983.
ESD at SVGames

Back Cover Synopsis

At last, the cycle is complete. Players and Dungeon Masters alike may experience the wonder of reaching for the ultimate levels of mortal might with the D&D Master Set.

In the Basic Set you learned to crawl through dungeons and defeat the minions of evil. In the Expert Set you set out on wanderings through the wilderness. In the Companion Set you climbed to the pinnacle of success and founded kingdoms, conquered wild lands, and battled barbarian hordes. Now, in the Master Set, you can soar across the sky and into the pages of legend.

These books are written for the experienced D&D player. The Master Player's Book expands on the known abilities of characters with new skills and spells. The Dungeon Masters Book features three sections that have become a standard for each rules set: New Procedures, Monsters, and Magical Treasures, all designed with the Master Level characters in mind.

Now, you are only limited by your imagination. Answer the clarion call to adventure; the lands of legend await!

[Gold]Dungeon & Dragons: Set 5: Immortal Rules. (4th Ed, Gold Box)  By Frank Mentzer. Lake Geneva, WI: TSR, Inc., 1983.
ESD at SVGames

The first attempt by TSR to describe super high level game playing presented rules for how players could take on the role of one of the Immortal beings that watched over the world. The information in this box would be superseded in the early 1990's by the Wrath of the Immortals boxed set [WotI].

Back Cover Synopsis

Ever wonder what happens to powerful heroes after their adventures legendary, and they have passed in to the realms beyond? Now you can find out with the D&D Immortals Set.

The Player's Guide to Immortals lays out the basic information needed to convert you mortal player characters to Immortal status. It also explains new game mechanics, as are many aspects of the character's new existence.

The DM's Guide to Immortals details the rules for playing in the realms of the Immortals. With descriptions of the Astral and Outer planes, details of creatures found therein, and other information and ideas for Immortal adventures!

[Classic]The Classic Dungeons & Dragons Game. No Author Credited. Lake Geneva, WI: TSR, Inc., 1994
ESD at SVGames

Covering levels 1-5, it is meant to be a primer for the D&D Rules Cyclopedia [RC] (which replaces the Basic, Expert, Companion, and Master Sets), and the Wrath of Immortals Boxed Set [WotI].

[RC]Dungeon & Dragons Rules Cyclopedia. By Aaron Allston, et all. Lake Geneva, WI: TSR, Inc., 1991.
ESD at SVGames

The Dungeons and Dragons Rules Cyclopedia brought together all the rules for 0E into one book, combining rules from the Basic, Expert, Companion, and Master Sets into one hardback tome. It includes everything a player or DM needs, including an entire chapter containing entries for monsters found in the 0E D&D world. This is an essential resource for anyone wanting to learn more about the original rules that Mystara was built around.

[WotI]Wrath of the Immortals. By Aaron Allston. Lake Geneva, WI: TSR, Inc., 1992.
No ESD available, Search eBay

The Wrath of Immortals boxed set is the Immortal-level companion to the Classic D&D Game [Classic] and the D&D Rules Cyclopedia [RC], all three of which are the successors to the Basic / Expert / Companion / Master / Immortal Set series. (Yes, it really is this confusing.) It contains a 128-page rules book, a 96-page adventure book, and two full color maps.

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Known World Supplements

[GAZ1]The Grand Duchy of Karameikos. By Aaron Allston. Lake Geneva, WI: TSR, Inc., 1987.
ESD at RPG Now, ESD at SVGames

Back Cover Synopsis

This is the first in a series - a completely new concept in gaming aids for the Dungeons & Dragons games system. Within these covers is a complete historical, economical, geographical, and sociological overview of the Grand Duchy of Karameikos. Entries on (and maps of) the major cities and towns, as well as biographical entries on the important figures in the Duchy, will aid the DM in preparing his own adventures as well as enrich the playing of published adventures.

In addition, there is a full-size, four-color map showing not only Karameikos itself, but also the capital city of Specularum, the city of Kelvin, and the town of Threshold. This map will be fully compatible with those to follow in the series, so that DMs and players can put them side by side for comparison and/or play.

Beginning with the Grand Duchy of Karameikos, this series provides a rich tapestry of background material for player and DM alike, sure to benefit the gamer immeasurably.

[GAZ2]The Emirates of Ylaruam. By Ken Rolston. Lake Geneva, WI: TSR, Inc., 1987.
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Back Cover Synopsis

Within these covers is a complete historical, economical, geographical, and sociological overview of the Emirates of Ylaruam. The village of Kirkuk is presented in great detail (with both descriptions and a map of the area) as a typical village in the Emirates. An extended section on campaigning in the Emirates will also aid the DM in preparing his own adventures as well as enrich the playing of published adventures.

In addition, there is a full-size, color map of the Emirates, the cities of Surra-Man-Raa and Tameronikas, a typical Emirates village, and a caravan village. This map is fully compatible with all the gazetteers in this series, so that a DM or players can put them side by side for comparison and/or play.

[GAZ3]The Principalities of Glantri. By Bruce Heard. Lake Geneva, WI: TSR, Inc., 1987.
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Back Cover Synopsis

It is early, and low over the mountains the sun set the sky ablaze. The little red creature yawns, stretches its small batwings, and scratches its horny head. Suddenly, a gong echoes in the room below, making the creature jump. Almost falling, it grabs hold of the large statue on which it was sleeping."

Down below, the students are preparing for their daily barrage of courses on geography, economics, history, royal lineages, and massive magical instruction (including new spell research and casting). It is rumored that each of the school's instructors is a member (or leader) of one of the Seven Secret Crafts - with strange new abilities. All who come to or live in Glantri are searching for a secret - the secret of the Radiance, a mythical force covering the whole of the Principalities. Now your characters can join the adventure, with this Gazetteer. Here are complete maps of the Principalities, a street map of the capital, and all the information you'll need to interact with the citizens - people ruled by wizard-princes, not all of them satisfied with that situation...

[GAZ4]The Kingdom of Ierendi. By Anne Gray McCready. Lake Geneva, WI: TSR, Inc., 1987.
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Back Cover Synopsis

To some it is a vacationer's paradise. Tropical islands, set in sapphire seas, fringed with shell-covered beaches: the perfect spot to "get away from it all." To others, it is a place to be feared. Pirates' hideaways, disease-ridden jungles, psychotic natives: the perfect spot to avoid.

The Kingdom of Ierendi comprises ten islands, each with a specific attraction for the adventure-seeking visitor. the native population includes the Makai, the original tribe to inhabit the islands, and various settlers who have chosen these exotic locales as their home (well for some, perhaps "chosen" is not quite the proper word...). Your characters want to take a break from precisely that kind of relief.

[GAZ5]The Elves of Alfheim. By Steve Perrin. Lake Geneva, WI: TSR, Inc., 1988.
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Annotations TBD.

[GAZ6]The Dwarves of Rockhome. By Aaron Allston. Lake Geneva, WI: TSR, Inc., 1988.
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Annotations TBD.

[GAZ7]The Northern Reaches. By Ken Rolston . Lake Geneva, WI: TSR, Inc., 1988.
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Back Cover Synopsis

Welcome to the Land of Vikings. Discover the berserk Jarls of Soderfjord, the Vikings of Vestland, and the fearsome Drakkars of Ostland. The Northern Reaches is a unique complement to your Gazetteer collection, providing detailed background on these three nations, their people, and many adventures, including:

  • Separate players' and DM's booklets—96 pages in all!
  • Large, full-color map
  • A complete 3-D Viking village
  • 32 pages of exciting adventures in The Northern Reaches.
  • New Runic Magic for the D&D game
  • Gates to the Forgotten Realms Campaign Set

[GAZ8]The Five Shires. By Ed Greenwood. Lake Geneva, WI: TSR, Inc., 1988.
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Back Cover Synopsis

Humans (and other races) call them "halflings," and tend not to take the little folk too seriously. They look like children, so they get treated like children—distrusted, underestimated, or just plain ignored.

But there's much more to the Hin (as the halflings call themselves) than petty thievery and childish pranks. They are a tough, mature people, proud of their legacy of centuries of survival in the face of indifference and outright persecution from other races. The Five Shires, the latest Gazetteer for the Dungeon & Dragons game system, gives you a total, in-depth look at the Hin and their world, including:

  • A new halfling character class
  • Everything you need to know about halfling magic
  • Exciting adventures in the Five Shires
  • A large full color map of the Five Shires, and its towns
  • A secret about halfling pirates
  • Separate DM and player's booklets?96 pages in all!
  • The secret of the Blackflame

[GAZ9]The Minrothad Guilds. By Deborah Christian and Kim Eastland. Lake Geneva, WI: TSR, Inc., 1988.
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Annotations TBD.

[GAZ10]The Orcs of Thar. By Bruce Heard. Lake Geneva, WI: TSR, Inc., 1988.
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Annotations TBD.

[GAZ11]The Republic of Darokin. By Scott Haring and William W. Connors. Lake Geneva, WI: TSR, Inc., 1989.
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Back Cover Synopsis

"He who has the gold makes the rules." — An old Darokinian saying.

In Darokin, wealth is power. There is no place in this land for the unthinking brute who solves every problem with force. Darokin has survived by cleverness, by negotiation, and by guile, despite being surrounded by mighty barbarous nations.

In fact, the Darokinians have thrived over the years, establishing themselves as the undisputed masters of overland commerce. And since dead neighbors make poor trading partners, they've become equally adept at diplomacy.

The Republic of Darokin, the latest Gazetteer for the Dungeons & Dragons game system, gives you're an in-depth look at this prosperous land, including:

  • A new Merchant character class
  • A complete, detailed history of Darokin
  • The geography, government, peoples, society, and cities of this huge land, plus a guide to Darokinian culture and characters.
  • A large, full-color map of the Republic of Darokin
  • Two full-color sheets of cardboard fold-ups—build your own merchant caravans in 3-D

[GAZ12]The Golden Khan of Ethengar. By Jim Bambra. Lake Geneva, WI: TSR, Inc., 1989.
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Back Cover Synopsis

Ethengar is a vast grassy plain, offering little protection from either the bitter winds of winter or the blistering sun of summer. This rough land tests the people who live on it every day, and those who survive that test grow strong and hardy. It is a land of warrior horsemen, as fierce and deadly as they are skilled.

Once a multitude of warring tribes, the people of Ethengar have united under the banner of a single leader, the Golden Khan. Learn more about him and his land in The Golden Khan of Ethengar, the twelfth in a series of Gazetteers for the Dungeons & Dragons game system. It gives you a comprehensive, in-depth look at his hand, including:

  • The geography of the Ethengar Plain, and life under the Golden Khan
  • A large, full-color map of the region
  • Separate DM and Player's Books
  • A four-page pull-out section of Ethengar warfare
  • Rules for creating Ethengar characters
  • And a new character class, the shaman, complete with unique spell abilities!

[GAZ13]The Shadow Elves. By Carl Sargent and Gary Thomas. Lake Geneva, WI: TSR, Inc., 1990.
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Text only - no maps: Online Download at the Vaults of Pandius

If you think this gazetteer is merely describing the lands and people of the "Mystaran Underdark" you'd be very wrong.  the Shadow Elves are not the Drow—they are not dark skinned (despite one erroneous illustration on the cover of this gazetteer), they do not follow Lolth (as she isn't a Mystaran Immortal), and, perhaps most importantly, they are not "inherently evil". The Shadow Elves gazetteer is a prime example of a Mystaran source taking the concepts of "good" and "evil" and giving them a good shaking.  The forest elves of Mystara may distrust the motives of their "deep" cousins and consider them "evil", the shadow elves have very good reasons of their own to dislike and distrust their surface dwelling brethren.  Who are the good guys and who are the bad?  That depends entirely on the point of view of each character.

Back Cover Synopsis

Dark is the underworld. Darker are the lands of the Shadow Elves. Far underneath the rugged broken lands, even deeper than the deepest caverns of the trolls, live these pale faced warriors. Their law is that of their Immortal Rafiel, and their mystical strength that of their Soul Crystals. Together, they will guide the people of the shadows to the lands under the sun.

[GAZ14]The Atruaghin Clans. By William W. Connors. Lake Geneva, WI: TSR, Inc., 1991.
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Annotations TBD.

[DotE]Dawn of the Emperors. By Aaron Alston. Lake Geneva, WI: TSR, Inc., 1989.
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(boxed set) Annotations TBD.

[CoM]Champions of Mystara: Heroes of the Princess Ark. (Boxed Set) By Ann Dupuis. Lake Geneva, WI: TSR, Inc., 1993.
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This boxed set comes with three books, eight cardstock plates and four fold out maps.
The "Heroes of the Princess Ark" book summarizes the Dragon Magazine serial, "Voyage of the Princess Ark", and gives information about the skyship, its crew, and campaigns based on it.

  • The Designer's Manual details information on Skyship Design, world creation, and the like.
  • The Explorer's Manual details the area west of Darokin in a gazetteer style format.
  • Two maps are select area of Mystara (Sindh and the Serpent Peninsula, far to the west of the KW) in 24 mile hex scale
  • Two maps are battle maps of the Princess Ark in 26" miniature scale.
  • The eight cardstock plates detail various skyships from around Mystara.

[PC1]Tall Tales of the Wee Folk. By John Nephew. Lake Geneva, WI: TSR, Inc., 1989.
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Back Cover Synopsis

The King of the Fairies rules a magical world of mischief, intrigue, danger, and adventure rivaling anything the human world can offer. From brownies, leprechauns, pixies, and sprites to pookas and even centaurs, all creatures of the enchanted woodlands reveal their secrets for the first time.

[PC2]Top Ballista. By Carl Sargent. Lake Geneva, WI: TSR, Inc., 1989.
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Back Cover Synopsis

Blue Fox, scramble. Red Dragon at 5 o'clock!

The Realms of the Sky belongs to Serraine, the incredible Flying City of the gnomes. They know no borders, and fear no monsters. From the far reaches of Alphatia to the mysterious lands of Arypt, their never-ending quest is for the magical fuel that will keep them flying!

Top Ballista describes the City of Serraine and its facetious inhabitants. You will learn to play gnomes, gremlins, pegataurs, nagpas, and other fantastic creatures as Player Characters. Join the famous Top Ballista flying squadron, and become an ace and a hero.

Top Ballista includes:

  • A complete description of Serraine, its people, and a large, color map of the city;
  • Separate background and adventure booklets;
  • Complete rules on how to create and play skygnomes, gremlins, harpies, and others;
  • New rules on air combat, spellcasting, and magical items.

[PC3]The Sea People. By Jim Bambra. Lake Geneva, WI: TSR, Inc., 1990.
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Annotations TBD.

[PC4]Night Howlers. By Ann Dupuis. Lake Geneva, WI: TSR, Inc., 1992.
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Annotations TBD.

[K:KoA]Karameikos: Kingdom of Adventure. By Jeff Grubb, Aaron Allston, and Thomas M Reid. Lake Geneva, WI: TSR, Inc., 1994.
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This boxed set is one of the few Mystara items written for the 2E AD&D rules. It is also set several years in the future of the Gazetteer time period, after the world shattering events of the "Wrath of the Immortals" campaign have had their way with the world and people of Mystara

Back Cover Synopsis

Karameikos... a classic fantasy setting where bold adventurers can become legendary heroes.

Whether you have played only the First Quest audio CD game or have enjoyed the AD&D game for years, you'll find high adventure in the kingdom of Karameikos. Discover a magical land sure to challenge the bravest hearts and sharpest swords. Hear this realm come to life in two extraordinary quests featuring dramatic sounds on compact disc! See the wonders of Karameikos, from deadly Fort Doom to King Stefan's castle. Study at the School of Magecraft. Clash swords with the noble Knights of the Griffon. Match wits with nefarious thieves of the Iron Ring. Uncover dark mysteries of the past, including the jackal-headed Hutaakans... and much more!

[G:KoM]Glantri: Kingdom of Magic. By Monte Cook and Bruce A. Heard. Lake Geneva, WI: TSR, Inc., 1995.
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This boxed set is another one of the few Mystara items written for the 2E AD&D rules. It too is set in the future of the Gazetteer time period, after the events of the "Wrath of the Immortals" campaign. The geography of Glantri was changed dramatically by the events of WotI and this is reflected in the contents of this accessory.

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Hollow World Supplements

[HW]Hollow World Campaign Setting. By Aaron Allston. Lake Geneva, WI: TSR, Inc., 1992[?].
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(boxed set) Annotations TBD.

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Savage Coast Supplements

[RS]Red Steel. By Tim Beach. Lake Geneva, WI: TSR, Inc., 1994.
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(boxed set) Annotations TBD.

[SB]Savage Baronies . By Tim Beach. Lake Geneva, WI: TSR, Inc., 1995.
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(boxed set) Annotations TBD.

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Thunder Rift Supplements

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Miscellaneous Supplements

[AC1]Shady Dragon Inn. By Garry Spiegle. Lake Geneva, WI: TSR, Inc., 1982[?].
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The Shady Dragon Inn is a set of pre-generated characters for use with the Dungeons & Dragons game. This player's aid comes in two parts: each character appears first in a section devoted to his or her character class. They appear again in the second section as members of a party. Each character has a brief biography, a rough physical description, and a list of items owned by each character.

The Shady Dragon Inn also contains the D&D statistics for those characters who were released as figures in the D&D and AD&D toy line, and provides a tavern setting from which players may start adventures or gather party members.

[AC2]Combat Shield and Mini Adventure. By Garry Spiegle. Lake Geneva, WI: TSR, Inc., 1982[?].
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Back Cover Synopsis

You're guiding your party through a dense swamp. Suddenly, the jaws of three large crocodiles snap menacingly. The fighter draws his sword, and the magic-user prepares to cast a spell. The crocodiles creep slowly closer.

Time out. Have to find the tables in the rules.

Resolving combat is just a dice roll away if you have the D&D Combat Shield. All the tables you need are included on this handy 3-panel screen: monster hit rolls, saving throws, armor class, variable weapon damage, and several others. Experience tables for each character class are also given. The Combat Shield also comes with an Expert Game mini-adventure: "The Treasure of the Hideous One" which features a ready-to-use treasure map that you may introduce into your campaign when your players find clues to a lost treasure. Several interesting encounters are thrown in, too, so you'll have plenty of chances to use the Combat Shield.

Three crocodiles? No problem!

[AC3]3-D Dragon Tiles, featuring "The Kidnapping of Princess Arelina". By Garry Spiegle. Lake Geneva, WI: TSR, Inc., 1983[?].
3-D Dragon Tiles, featuring "The Revenge of Rusak". By David "Zeb" Cook. Lake Geneva, WI: TSR, Inc., 1984[?].
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This package includes 3-D figures featuring tents, trees, carts, a waterfall, and characters. A sheet of 2-sided tiles include trails, streams, creatures and other wilderness features. A wilderness mapping grid is included to help you lay out wilderness encounters quickly. In addition, both releases of the Dragon Tiles set included a short D&D adventure for levels 1-3, though the adventure changed between the first and second publications.

[AC4]The Book of Marvelous Magic. By Frank Mentzer and Gary Gygax. Lake Geneva, WI: TSR, Inc., 1984.
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Back Cover Synopsis

"Tell me, teacher - How does one open the cabinet of security? Of what use is the banner of bravery? And what are the limits of the sun deck? My books and scrolls tell me nothing about many of the magical treasures I've heard you mention time and again."

"No, Phaedras, your manuscripts are too general. But since you have inquired, I will allow you to peruse this, one of my most treasured volumes - The Book of Marvelous Magic. It will answer your questions."

And now you, too, can learn the secrets that were revealed to Phaedras! The Book of Marvelous Magic is the ultimate sourcebook on magical items and their twists and quirks. Over 500 new magical items are described in detail. An appendix describes how these items can be used with the AD&D game.

[AC7]Master Player Screen, featuring "The Spindle". By Garry Spiegle. Lake Geneva, WI: TSR, Inc., 1985[?].
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This screen collects all the crucial information for player characters, form beginning to master level. This fabulous product includes Level advancement, spells and weapons tables: Saving Throws, Combat and Special Abilities.
Also features a Master level mini-adventure, The Spindle, the beginning of a quest for the secret of immortality. This adventure provides players and DMs alike with a foundation form which to create their own epic quests into legend and beyond.

[AC9]Creature Catalog. By Jim Bambra, Phil Gallagher, and Graeme Morris. Lake Geneva, WI: TSR, Inc., 1986.

[DMR2]Creature Catalog. By <unknown>. Lake Geneva, WI: TSR, Inc., 1993.
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A collection of monsters found in various modules and accessories for the OD&D game, these two volumes are almost identical, although the later version is missing a few entries from the first and has a couple of extra entries as well. While many OD&D monsters are just the same old 1E, 2E and 3E monsters adjusted for a different set of rules, there are a fair number of creatures unique to "0E" D&D, and thus Mystara, that can only be found here or in the module or supplement where they first appeared.

[AC10]Bestiary of Dragons and Giants. By James Ward, et al. Lake Geneva, WI: TSR, Inc., 1987.
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Back Cover Synopsis

Red dragons. Storm giants. Dragon rulers. Frost giants. They're all here, in this book, in complete, ready-to-play mini-adventures. No matter what level your characters are, there is something here for you (and them).

Need a diversion? Want to spice up a long-running campaign? Want to play, but don't have more than an hour or so? This is the book for your gaming group. As DM, you have everything you'll need to play right at your fingertips. As players, you'll have challenges worthy of your characters.

[AC11]The Book of Wondrous Inventions. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., 1987.
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Back cover Synopsis

Have you ever wondered why, in a world full of magic, there are no enchanted labor-saving devices? Few magical modes of transportation? No bespelled byproducts of the inventor's art? Wonder no more! They are all here, in this latest compendium from the wizard's lair: The Book of Wondrous Inventions!

The Book of Wondrous Inventions is useable with both the D&D and the AD&D game systems. Each invention is clearly outlined, including function, form, and hazards of use. Statistics and spell details are presented in a manner compatible with both game systems. Adventure scenario suggestions are given, as well as design instructions for characters who wish to build a duplicate device.

As an added bonus, a section is included which details a system for creating spells and magical items. This will prove especially useful to players and DMs who use the D&D game system; the detailed information is also of help to AD&D game players.

[AC1010]Poor Wizard's Almanac Book of Facts. By <Author Unknown>. Lake Geneva, WI: TSR, Inc., 1992.
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Annotations TBD.

[AC1011]Poor Wizard's Almanac II Book of Facts. By <Author Unknown>. Lake Geneva, WI: TSR, Inc., 1993.
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Annotations TBD.

[AC1012]Poor Wizard's Almanac III Book of Facts. By <Author Unknown>. Lake Geneva, WI: TSR, Inc., 1994.
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Annotations TBD.

[AC1013]Joshuan's Almanac Book of Facts. By <Author Unknown>. Lake Geneva, WI: TSR, Inc., 1995.
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Annotations TBD.

[MC-Myst]Mystara Monstrous Compendium Appendix. By John Nephew, John Terra, Skip Williams and Teeuwyn Woodruff. Lake Geneva, WI: TSR, Inc., 1994.
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Back cover Synopsis

Rare dragons, wondrous giants, bizarre humanoids—For years such creatures have filled classic D&D campaigns set in the world of Mystara, along with the exotic hivebrood, rakasta, thoul and many more.

Now, for the first time ever, more than 100 of Mystara's unique and most popular creatures have been developed and defined in AD&D game terms! This must-have volume will delight and horrify players of the new AD&D Mystara campaign as well as any fan of the all-time favorites within.

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Adventure Modules

[B1]In Search of the Unknown. Module for Basic Level D&D Rules. Levels 1-3. By Stephen Bourne. Lake Geneva, WI: TSR, Inc., 198x.
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Being an early module written for the Basic D&D rules, it was always assumed to be in "The Known World", and thus Mystara, though no specific location is given. A later compilation of this module with eight other in the B-series [B1-9] places this adventure in Northern Karameikos.

Back Cover Synopsis

In Search of the Unknown forms a complete module for use with Dungeons & Dragons Basic Set. It is especially designed as an instructional aid for beginning Dungeon Masters and players, specifically created to enable new Dungeon Masters to initiate play with a minimum of preparation.

In addition to descriptive and situational material, this module also includes special informational sections giving: background history and legends, listings of possible monsters and treasures and how to place them, a list of adventuring characters, tips on various aspects of play for the Dungeon Master, and helpful advice for starting players

[B2]The Keep on the Borderlands. Module for Basic Level D&D Rules. Levels 1-3. By Gary Gygax. Lake Geneva, WI: TSR, Inc., 1980.
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Annotations TBD.

[B4]The Lost City. Module for Basic Level D&D Rules. Levels 1-3. By Tom Moldvay. Lake Geneva, WI: TSR, Inc., 1982.
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A note on page two of the module reads: (If the continent map in modules X1 is used, the Lost City can be placed anywhere in the Alasiyan Desert.) This places the Lost City under the sands of Ylaruam.
First appearance in OD&D of the Banshee, Cynidiceans (a sub-race of humans adapted to life underground), Lycanthrope - Werefox and Polymar.

Front Cover Synopsis

Lost in the desert! The only hope for survival lies in a ruined city rising out of the sands. Food, water, and wealth await heroic adventurers inside an ancient pyramid ruled by a strange race of masked beings.

This module includes a cover folder with maps, and a descriptive booklet with ready-made adventure for the Dungeons&Dragons Basic game. It also includes enough information to continue the adventure beyond level 3, using the Dungeons&Dragons Expert game rules.

[B5]Horror On The Hill. Module for Basic Level D&D Rules. Levels 1-3. By Douglas Niles. Lake Geneva, WI: TSR, Inc., 1983.
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In the B1-9 In Search of Adventure compilation of the first nine B-series modules, the characters are transported from Haven to a boat "upstream from Specularum" but Guido's Fort (from this module) isn't shown on the map. Because that version also doesn't mention stopping in Kelvin, the Fort is probably located somewhere on the Castellan or Highreach Rivers in NE Karameikos, with the local name of the river being "The River Shrill". This module represents the first appearance in OD&D of the Piranha Bird, Steam Weevil and Lava Lizard.

Front Cover Synopsis

Only the mighty River Shrill separates you from the mysterious mountain. Will you be the first to return, or will you fall prey to the Horror on the Hill? For character levels 1-3.

Back Cover Synopsis

The end of the road. A lonely fort stands on the banks of a mighty river. It is here the hardy bands of adventurers gather to plan their conquests of The Hill, the hulking mass that looms over the tiny settlement.

The Hill is filled with monsters, they say, and an evil witch makes her home there. Still, no visitor to The Hill has ever returned to prove the rumors true or false. The thrill of discovery is too great to pass up, and only the river stands in the way. The adventurer's boat is waiting!

This module is designed for use with the D&D Basic Rules. A trip through the wilderness begins a unique challenge for the novice player and Dungeon Master.

Included in the module are 11 maps, 3 new monsters, and a complete set of pre-rolled characters.

[B8]Journey to the Rock. Module for Basic Level D&D Rules. Levels 1-3. By ???. Lake Geneva, WI: TSR, Inc., 198x.
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Back Cover Synopsis

To a wizard, knowledge is power, and the wizard Lirdrium Arkayz wants to know the mysterious secret of The Rock. Many have tried to discover it?but The Rock keeps its secret well. The wizard offers a rich reward to anyone bold enough to solve this dark mystery.

But the road to The Rock leads to danger and hidden peril?dangers that have claimed the lives of many brave adventurers. Rashness and folly will lead to quick death, but riches await the clever and the brave. Have you the wits, courage, and skill to survive the Journey to The Rock?

[BSOLO]Ghost of Lion Castle. Module for Basic Level D&D Rules. Solo Play. By Merle M. Rasmussen. Lake Geneva, WI: TSR, Inc., 1984.
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Annotations TBD.

[B1-9]In Search of Adventure. Module for Basic Level D&D Rules. Levels 1-3. No Author Credited. Lake Geneva, WI: TSR, Inc., 1987.
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This "super module" is, in fact, a compilation of the first nine releases of the B-series, with some extra bits here and some sections removed there so that the result is a complete story arc of a sort. Most of the modules are now explicitly set in the country of Karameikos in this compilation, though some are placed in other, more suitable locations (such as the parts of B4 The Lost City that are included, which are placed in Ylaruam)

Back Cover Synopsis

Threshold! The northernmost town in the Duchy - and your last stop before your adventures begin. Threshold, the gateway to mysterious castles, lost temples, deadly caves and caverns. You have heard the stories and legends, now you wish to see for yourself.

This product provides a complete campaign adventure that will take beginning characters from 1st all the way to 3rd level and possibly beyond, drawn from the first nine modules of the B-series adventures..

[B11]King's Festival . Module for Basic Level D&D Rules. 4+ Heroes, Level 1. By Carl Sergeant. Lake Geneva, WI: TSR, Inc., 1989.
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Back Cover Synopsis

Someone has "borrowed" a cleric, and without him, the fabled King's Festival cannot go on. Unfortunately, it looks like the orcs have him, and your characters must rescue him.

A great learning adventure, King's Festival provides players and DMs with a valuable introduction to fantasy role-playing in the land of Karameikos. Full of helpful hints for the players and the DM, this module also provides a full dose of excitement! Orcs, carrion crawlers, and villains challenge the characters' fighting skills, and a host of traps and puzzles confound their wits!

[B12]Queen's Harvest . Module for Basic Level D&D Rules. 5-7 Heroes, Levels 1-2. By Carl Sergeant. Lake Geneva, WI: TSR, Inc., 1989.
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Back Cover Synopsis

The wizard Kavorquian is dead. But certain items belonging to his adopted son were in the wizard's keeping at the time of his demise. Now someone must venture into the silent vaults of Kavorquian's stronghold and recover the missing property.

Queen's Harvest picks up its story where B11, King's Festival, left off. It can be played as a sequel to that adventure or as a complete adventure in itself. It is tailored for beginning Dungeon Masters and players and contains helpful hints on adventuring and the land of Karameikos. The story develops simply, but ultimately leads the player characters into the nether reaches of Penhaligon's politics to confront Ilyana Penhaligon, mad pretender to the throne!

[O1]Gem And Staff. Module for xxx Level D&D Rules. Levels x-y. By ???. Lake Geneva, WI: TSR, Inc., 19xx.
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Annotations TBD.

[O2]Blade of Vengeance. Module for xxx Level D&D Rules. Levels x-y. By Jim Bambra. Lake Geneva, WI: TSR, Inc., 1984.
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Annotations TBD.

[X2]Castle Amber. Module for Expert Level D&D Rules. Levels 3-6. By <unknown>. Lake Geneva, WI: TSR, Inc., 1984[?].
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Back Cover Synopsis

Trapped in the mysterious Castle Amber, you find yourselves cut off form the world you know. The castle is fraught with peril. Members of the strange Amber family, some insane, some merely deadly, lurk around every corner. Somewhere in the castle is the key to your escape, but can you survive long enough to find it? 

[X11]Saga of the Shadow Lord. Module for Basic and Expert Level D&D Rules. Levels 5-9. By Stephen Bourne. Lake Geneva, WI: TSR, Inc., 1986.
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Back Cover Synopsis

An insidious peril threatens the peaceful kingdom of Wendar. When a traitor stole the realm's greatest treasure, the magical Elvenstar, disease, drought, and famine struck the land. For the first time in decades, hostile armies were poised to invade Wendar. Yet even greater danger looms. The traitor has delivered the magical gem into the hands of the Shadow Lord, Wendar's greatest foe. This evil being has returned from the dead to seek revenge on Wendar, and the Elvenstar is key to an even more sinister plot.
 
You must evade the Shadow Lord's army, penetrate his fortress, recover the Elvenstar, and foil this heinous plan!

[CM1]Test of the Warlords. Module for Companion Level D&D Rules. 2-10 Heroes, Levels 15-20. By Douglas Niles. Lake Geneva, WI: TSR, Inc., 1984.
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Back Cover Synopsis

The king requests your presence in the honorable kingdom of Norwold. If you're worthy, you may be appointed lord of a dominion filled with friendly villages, sturdy fortresses, and raging band of monsters.
Raging bands of monsters?
 
Well, yes, and you may have to lead your forces into a war or two. But you'll be ready for the challenge. You'll be ready for treacherous spies who conspire to steal you land. You'll be ready for a foul band of frost giants that raids your dominions. And you'll be ready for the inevitable clash of empires, the outcome of which may alter the fate of millions. You'll be ready! Won't you?

Test of the Warlords includes a complete campaign setting, several new NPCs, and dungeon and wilderness encounters, and guidelines for running a war between empires.

[CM2]Death's Ride. Module for Companion Level D&D Rules. Levels 15-20. By Garry Spiegle. Lake Geneva, WI: TSR, Inc., 1984.
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A King's Commission leads to danger! All communication with the barony of Twolakes Vale has ceased. King Ericall, worried about the security of his border and angered at the loss of tax revenues, has commissioned you, a delegation of powerful characters, to investigate.

This is not a petty problem to by solved by the armies of local nobility. Indeed, the king's forces are desperately needed elsewhere. Twolakes Vale is, after all, only a small barony on the far frontier of Ericall's domain. And yet?
The cloud is there, its nature and cause unknown. None have returned for the barony for weeks. Furthermore, the cloud is spreading, and vague reports of unrest and mysterious disappearances are starting to trickle in from nearby baronies.
 
Can you discover the secret of Twolakes Vale?

[CM4]Earthshaker! Module for Companion Level D&D Rules. Levels 18-20. By David "Zeb" Cook. Lake Geneva, WI: TSR, Inc., 1985.
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Into your hands has been thrust a great responsibility—management of a growing domain. It has been a hard winter. Now, with the coming of spring, the populace looks to you for leadership. It will take a careful and generous hand to restore your subjects' confidence.

But even as you hold your first courts of the new season, an ominous shadow falls across the land. Earthshaker—wonder of the world—has arrived! Will its arrival be a curse or a blessing?

With bold action and skillful diplomacy, you may yet divert disaster. But if you fail, the consequences will certainly be the subject of many a minstrel's tragic songs for years to come!

Earthshaker! includes a complete dominion setting, new player characters and NPCs, and complete material on one of the greatest marvels of the world—the giant and unstoppable Earthshaker!

[M1]Into the Maelstrom Module for Master Level D&D Rules. Levels 25-30. By Bruce and Beatrice Heard. Lake Geneva, WI: TSR, Inc., 1985.
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Alphatia, the most ancient empire, land of arcane and obscure secrets. It has grown for centuries and its might now overshadows the cauldron of civilization. Some say the Alphatians come from elsewhere, but no one knows for sure.

Beyond the scope of mortals broods an evil mastermind, still in darkness. Once a betrayed emperor of ancient Alphatia, now an entity of the Sphere of Entropy, he seeks revenge on the greatest empire and on the race of man. His plots brought a deathly fog on all of Norwold. Perhaps it will extend to the southern nations...

The matter is grave, so much that lords of the spheres have now to show their might. For them, it is time for mortals to intervene. Man defends his cause for him to earn divine favor.

A great armada has been raised and able commanders must be found. Prove your worth, and the eternal portals of the spheres may open for you.

[M5]Talons of Night Module for Master Level D&D Rules. Levels 20-25. By Paul Jaquays. Lake Geneva, WI: TSR, Inc., 1987.
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As the cream of your crop, your party has been selected to act as diplomats on the Isle of Dawn at a historic meeting between Thyatis and Alphatia, timeless rivals. This could herald the dawning of an age of peace, unknown in this area for years past.

However, things are not progressing as smoothly as planned. The powers of Entropy, headed by Alphaks, are out to ensure that this peace treaty is not finalized. Two of the diplomats are kidnapped—and you are framed!
It's up to you to prove your innocence. This involves traveling to other dimensions, meeting vampiric spirits, and playing deadly games with the Night Spider. Ultimately, you must find and restore the Peaceful Periapt of Pax to its rightful place.

Let the games begin.

[IM1]The Immortal Storm. Module for Immortal Level D&D Rules. 4+ Immortals, Levels 1+. By Frank Mentzer. Lake Geneva, WI: TSR, Inc., 1986.
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"The storm-stuff is not matter as we know it, and beyond Immortal control," the Hierarch sighs. "I fear we are doomed."
 
It appeared only a few weeks ago - a swirling gray mass of incalculable size. And in its center, an eye. A humanoid eye. Now the storm threatens the very era of Immortal rule. The growing maelstrom emits a message to the Hierarchs. But what does it mean? Can it help save this realm of existence? Is there time to save this realm?
This first Immortal adventure pits your party against the multiverse in a desperate struggle to find the essence of life. This adventure is nothing like you've ever played before.

[IM2]The Wrath of Olympus. Module for Immortal Level D&D Rules. 4-5 Immortals, Levels 1-2. By Robert J Blake. Lake Geneva, WI: TSR, Inc., 1987.
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Immortals lie chained atop a mountain in the Broken Lands Their bonds relentlessly drain their power while demons cavort with glee around the wispy barrier, as strong as any prison.

Have you the courage to embark on a dangerous missions for the materials necessary to craft an artifact? If you survive that task, you must then assume the Identities of legendary heroes of Darokin and face deadly Immortal foes without revealing your Immortality! The demons of Entropy stand between you and your final goal. Have you the power to rescue the imprisoned Immortals and preserve the Prime Plane? The future of the prime Plane is in your hands!

[IM3]The Best of Intentions. Module for Immortal Level D&D Rules. 4-6 Immortals, Levels 1-2. By Ken Rolston. Lake Geneva, WI: TSR, Inc., 1987.
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Prime Plane immortals are dying like flies: nasty, violent deaths. The Hierarchs suspect Entropy, as usual, especially with all the rumors of demons' involvement. To top it all off, one of the Hierarchs is missing—Mazikeen.
Your mission as novice Temporals, should you choose to accept it, is to find Mazikeen, uncover his kidnapper, and bring him or her to a court of Immortal Justice. This entails much more than a detective job—it also means taking part in the Immortal Olympics and going plane-hopping with the best (or worst?) of them.

Should you not accept this mission, the fate of all Prime Plane immortals rests on your heads. (Well it rests there anyway, but this is meant to make you more than a little guilty about not accepting—after all, you're supposed to be duty-bound and all that kind of thing, and if you don't do this, then who will? Huh? Did you ever think about that, Bucko?)

[MoA]Mark of Amber. Boxed Module with Audio CD for 2nd Edition D&D Rules. Levels 3-6. By ???. Lake Geneva, WI: TSR, Inc., 1994[?].
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Etienne d'Ambreville, the most powerful wizard in all Glantri, is missing and presumed dead. There are some who would like to keep it that way. Only by entering the dreams of a dying Immortal can player characters discover the truth. Meanwhile, a sinister killer stalks the d'Ambreville family, murdering them one by one. Can the heroes identify the killer and solve the mystery before it's too late? A sequel to the popular adventure X2 Castle Amber (Chateau d'Ambreville), this story is set thirty years after the original adventure.

[NotV]Night of the Vampire. Boxed Module with Audio CD for 2nd Edition D&D Rules. Levels 1-3. By L. Richard Baker III. Lake Geneva, WI: TSR, Inc., 1994.
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Back Cover Synopsis

You are cordially invited to a masquerade celebrating the engagement of Lady Laina Vandevic to Lord Iajo Moubotka. Lord Gustav Vandevic welcomes you to his manor for an evening's entertainment. The servants are delighted to make your acquaintance—but watch out for the other guests! Intrigues within intrigues are afoot in Vandevicsny Manor. When a celebration becomes a night of terror, only the most cunning heroes will survive!

[HtH]Hail the Heroes. Boxed Module with Audio CD for 2nd Edition D&D Rules. Levels 1-3. By ???. Lake Geneva, WI: TSR, Inc., 1994[?].
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Back Cover Synopsis

Long ago, a great king fell in battle and became an immortal hero. The king's devoted followers built a temple to house his magical shield. Time and dust buried the temple, and the relic was forgotten—until now. Can you win a thrilling race against rival factions to locate the temple? Can you survive the journey through its treacherous halls to gain the shield? Mystara's secret history will be revealed to those who succeed! Hail the Heroes is an interactive audio CD adventure with digitally recorded sound tracks. Its unique format features only the sounds your hero would actually experience during the quest.

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Magazine Articles

In 2000 TSR/Wizards of the Coast released an electronic compilation of all back issues for TSR's Dragon Magazine. This contents of this 5 CD collection includes a single PDF file, consisting of a complete scan of the magazine, for each Issue of Dragon from #1 to #250, plus all seven issues of TSR, the precursor to Dragon. A large majority of the magazine articles referenced below are actually available in issues of Dragon found in this collection. Unfortunately, the collection is no longer available for sale, but copies do come up from time to time on eBay and also at some of the online shops mentioned above. For your convenience, here is a search for available copies of this CD collection at eBay:
Search eBay for the Dragon Magazine Archive CD

In addition to the above CD set, individuals and online shops will occasionally sell off original issues of most of the magazines referenced below. Links to eBay are provided with each specific bibliographic entry that generate a narrower search that may return results containing the specific issue or issues of the appropriate magazine.

Finally, there are some articles from these magazines that have been officially archived at certain locations online. Where this is the case, links will also be provided to the appropriate online resource.

Dragon Magazine

Voyage of the Princess Ark

[VotPA] — "The Voyage of The Princess Ark." Dragon Magazine. Issues 153-58,160-88. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XIV, No.8-12, Jan-May 1990; Vol. XV. No. 1,3-12, Jun, Aug-May 1990/91, Vol. XVI, No. 1-12 Jun-May 1991/92, Vol. XVII, No. 1-7, Jun-Dec 1992.
This is a serialized "game/story articles" which is framed around the exploration of an Alphatian Nobel named Prince Haldemar of Haaken. The series as a whole provides significant new information about regions, nations and people found on the north and east coasts of the southern continent of Davania, the Hollow World, and an the far west coast of the northern continent of Brun — an area that would come to be known as the Savage Coast. References to each individual article in the VotPA series follow:

[VotPA-153] — "The Voyage of The Princess Ark: Up, up and away — across the Known World!" Dragon Magazine. Issue 153, pp68-71. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XIV, No. 8, Jan 1990.
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Introduces the VotPA series, and the "Journals of Prince Haldemar of Haaken, Lord Admiral of the Mightiest Empire, Captain of the Ever-Victorious Princes Ark, Imperial Explorer, etc, etc." This article discusses the "Jungle Coast," which is also known as "The Four Kingdoms" — which is located on the northern coast of Davania. Stats are given for the "Cestian Gobbler."

[VotPA-154] — "The Voyage of The Princess Ark: Part 2: Into the mountains, to meet with ... doom" Dragon Magazine. Issue 154, pp91-3. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XIV, No. 9, Feb 1990.
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[VotPA-155] — "The Voyage of The Princess Ark: Part 3: To seek out new life and new civilizations" Dragon Magazine. Issue 155, pp52-5. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XIV, No. 10, Mar 1990.
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[VotPA-156] — "The Voyage of The Princess Ark: Part 4: Capture, surrender, and — death?" Dragon Magazine. Issue 156, pp96-100. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XIV, No. 11, Apr 1990.
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[VotPA-157] — "The Voyage of The Princess Ark: Part 5: As they fed on a nation, so were they cursed " Dragon Magazine. Issue 157, pp41-4. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XIV, No. 12, May 1990.
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[VotPA-158] — "The Voyage of The Princess Ark: Part 6: A culture with a different sense of taste" Dragon Magazine. Issue 158, pp41-4,15. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XV, No. 1, Jun 1990.
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[VotPA-160] — "The Voyage of The Princess Ark: Part 7: The Princess Ark aims for the stars" Dragon Magazine. Issue 160, pp41-4. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XV, No. 3, Aug 1990.
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[VotPA-161] — "The Voyage of The Princess Ark: Part 8: Voyaging down under — and inside!" Dragon Magazine. Issue 161, pp41-5,100-1. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XV, No. 4, Sep 1990.
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[VotPA-162] — "The Voyage of The Princess Ark: Part 9: Land, how ... 12 o'clock!" Dragon Magazine. Issue 162, pp41-5,76. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XV, No. 5, Oct 1990.
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[VotPA-163] — "The Voyage of The Princess Ark: Part 10: The Return of Darkness" Dragon Magazine. Issue 163, pp41-5. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XV, No. 6, Nov 1990.
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[VotPA-164] — "The Voyage of The Princess Ark: Part 11: The return home ... almost!" Dragon Magazine. Issue 164, pp41-5,92. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XV, No. 7, Dec 1990.
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[VotPA-165] — "The Voyage of The Princess Ark: Part 12: An ancient revelation" Dragon Magazine. Issue 165, pp41-5,102. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XV, No. 8, Jan 1991.
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[VotPA-166] — "The Voyage of The Princess Ark: Up, Part 13: Where dreams of chaos reign" Dragon Magazine. Issue 166, pp41-6. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XV, No. 9, Feb 1991.
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[VotPA-167] — "The Voyage of The Princess Ark: Part 14: The sky dragon unleashed" Dragon Magazine. Issue 167, pp41-6. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XV, No. 10, Mar 1991.
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[VotPA-168] — "The Voyage of The Princess Ark: Part 15: The last (and first) hour of the Princess ArkDragon Magazine. Issue 168, pp41-5,108-9. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XV, No. 11, Apr 1991.
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[VotPA-169] — "The Voyage of The Princess Ark: Part 16: Conspiracies within conspiracies" Dragon Magazine. Issue 169, pp41-8. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XV, No. 12, May 1991.
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[VotPA-170] — "The Voyage of The Princess Ark: Part 17: The Serpent Peninsula revisited" Dragon Magazine. Issue 170, pp39-44,116. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XVI, No. 1, Jun 1991.
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[VotPA-171] — "The Voyage of The Princess Ark: Part 18: The Slagovich affair" Dragon Magazine. Issue 171, pp39-46. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XVI, No. 2, Jul 1991.
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[VotPA-172] — "The Voyage of The Princess Ark: Part 19: Hule!" Dragon Magazine. Issue 172, pp41-8. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XVI, No. 3, Aug 1991.
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[VotPA-173] — "The Voyage of The Princess Ark: Part 20: Raman's holiday homework" Dragon Magazine. Issue 173, pp41-4. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XVI, No. 4, Sep 1991.
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[VotPA-174] — "The Voyage of The Princess Ark: Part 21: The Savage Baronies" Dragon Magazine. Issue 174, pp41-9. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XVI, No. 5, Oct 1991.
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[VotPA-175] — "The Voyage of The Princess Ark: Part 22: Arsenic and old mantillas" Dragon Magazine. Issue 175, pp41-7. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XVI, No. 6, Nov 1991.
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[VotPA-176] — "The Voyage of The Princess Ark: Part 23: Shootout at South Gulch" Dragon Magazine. Issue 176, pp31-9. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XVI, No. 7, Dec 1991.
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[VotPA-177] — "The Voyage of The Princess Ark: Part 24: The lords of the forest" Dragon Magazine. Issue 177, pp41-50,73. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XVI, No. 8, Jan 1992.
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[VotPA-178] — "The Voyage of The Princess Ark: Part 25: Of blood and steel" Dragon Magazine. Issue 178, pp41-8. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XVI, No. 9, Feb 1992.
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[VotPA-179] — "The Voyage of The Princess Ark: Part 26: A glass of wine and a shaggy dog story" Dragon Magazine. Issue 179, pp41-5,98-100. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XVI, No. 10, Mar 1992.
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[VotPA-180] — "The Voyage of The Princess Ark: Part 27: To death and back" Dragon Magazine. Issue 180, pp41-50. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XVI, No. 11, Apr 1992.
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[VotPA-181] — "The Voyage of The Princess Ark: Part 28: In the eyes of the cat" Dragon Magazine. Issue 181, pp41-50. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XVI, No. 12, May 1992.
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[VotPA-182] — "The Voyage of The Princess Ark: Part 29: Letters! We get letters!" Dragon Magazine. Issue 182, pp41-3. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XVII, No. 1, Jun 1992.
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[VotPA-183] — "The Voyage of The Princess Ark: Part 30: Web of the Wizard-King" Dragon Magazine. Issue 183, pp41-8. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XVII, No. 2, Jul 1992.
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[VotPA-184] — "The Voyage of The Princess Ark: Part 31: Letters, letters! More letters!" Dragon Magazine. Issue 184, pp41-4. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XVII, No. 3, Aug 1992.
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[VotPA-185] — "The Voyage of The Princess Ark: Part 32: Silence of the lizards" Dragon Magazine. Issue 185, pp41-7,50-4. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XVII, No. 4, Sep 1992.
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[VotPA-186] — "The Voyage of The Princess Ark: Part 33: Lords of shade and hue" Dragon Magazine. Issue 186, pp41-50. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XVII, No. 5, Oct 1992.
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[VotPA-187] — "The Voyage of The Princess Ark: Part 34: The postal deluge continues" Dragon Magazine. Issue 187, pp41-3. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XVII, No. 6, Nov 1992.
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[VotPA-188] — "The Voyage of The Princess Ark: The return home" Dragon Magazine. Issue 188, pp41-9. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XVII, No. 7, Dec 1992.
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The Known World Grimoire

[KWG] — "The Known World Grimoire." Dragon Magazine. Issues 189-94,196-97,199-200. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XVII, No.8-12, Jan-May 1993; Vol. XVIII. No. 1,3-4,6-7, Jun,Aug-Sep,Nov-Dec 1993/94.
This regular column started up after the "Voyages of the Princess Ark" finally came to a close. In it, Bruce Heard continued to answer player question and provide additional rule expansions to be used in campaigns set in The Known World and played using "0E" D&D rules. References to each individual article in the KWG series follow:

[KWG-189] — "The Known World Grimoire." Dragon Magazine. Issue 189, pp41-4. By Bruce Heard. Lake Geneva, WI: TSR, Inc., Vol. XVII, No. 8, Jan 1993.
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[KWG-190] — "The Known World Grimoire: Letters and more economics." Dragon Magazine. Issue 190, pp41-5. By Bruce Heard. Lake Geneva, WI: TSR, Inc., Vol. XVII, No. 9, Feb 1993.
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[KWG-191] — "The Known World Grimoire: Assembing Armies in the D&D? Known World." Dragon Magazine. Issue 191, pp41-5. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XVII, No. 10, Mar 1993.
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[KWG-192] — "The Known World Grimoire." Dragon Magazine. Issue 192, pp41-6. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XVII, No. 11, Apr 1993.
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[KWG-193] — "The Known World Grimoire: Castles revisited." Dragon Magazine. Issue 193, pp41-4. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XVII, No. 12, May 1993.
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[KWG-194] — "The Known World Grimoire: The Day of Dread, green-slime eaters, and other news." Dragon Magazine. Issue 194, pp41-2. By Bruce Heard. Lake Geneva, WI: TSR, Inc., Vol. XVIII, No. 1, Jun 1993.
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[KWG-196] — "The Known World Grimoire: A new definition of bad the orcs of the Dark Jungle and their master." Dragon Magazine. Issue 196, pp41-6. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XVIII, No. 3, Aug 1993.
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[KWG-197] — "The Known World Grimoire: Earth-shaking news about the MYSTARA? campaign setting." Dragon Magazine. Issue 197, pp41-2. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XVIII, No. 4, Sep 1993.
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[KWG-199] — "The Known World Grimoire: Fantastic heraldry." Dragon Magazine. Issue 199, pp41-7. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XVIII, No. 6, Nov 1993.
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[KWG-200] — "The Known World Grimoire: Lords of the skies." Dragon Magazine. Issue 200, pp55-62. By Bruce A. Heard. Lake Geneva, WI: TSR, Inc., Vol. XVIII, No. 7, Dec 1993.
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Miscellaneous Articles

[ColorOfMagic] — "The Color of Magic: Specialized spells for D&D? game spellcasters." Dragon Magazine. Issue 200, pp26-9. By Dan Joyce. Lake Geneva, WI: TSR, Inc., Vol. XVIII, No. 7, Dec 1993.
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[MagicOfKarameikos] — "The Magic of Karameikos: Krakatos and the School of Magecraft." Dragon Magazine. Issue 207, pp40-44. By Jeff Grubb. Lake Geneva, WI: TSR, Inc., Vol. XIX, No. 2, Jul 1994.
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