Marvel Super Heroes – Optional Character Creation

Hello everyone, I am here again sharing my house rules for Marvel Mondays. I created these house rules in the late 90’s and have had a fair amount of playtesting with them using the Advanced Set rules for MSHRPG. I have since lowered the starting ranks to what you see here since it was easy to make characters that were on par with Hulk and Thor in the original writeup. The basis of the system presented here is that instead of random rolling everything, you are assigned an allotment of ranks and you can trade them off and shift them around to get the character you want. I have also streamlined stunts a bit. Check it out and let me know what you think. ‘Nuff said!

OPTIONAL CHARACTER CREATION
RULES FOR MSHRPG

F.A.S.E.R.I.P.:
You get 2 Attributes at Typical (6), 3 at Good (10) and 2 at Remarkable (30).
Add 3 ranks anywhere after modifying for Origin. Maximum starting rank is Unearthly (100) in any Attribute, Power, Resources or Popularity after all modifiers.

  • Health: Total sum of F.A.S.E
  • Karma: Total sum of R.I.P.
  • Resources: Begin at Good (10). Ranks may be traded off to increase number of Talents or Contacts.
  • Popularity: Begin at Good (10). +10 if identity is public, -5 if identity is secret, -5 if you hang with Mutants, –10 if you’re a Mutant or Robot, -5 if Alien or frightening (like Ghost Rider). All modifiers are cumulative (so a frightening mutant who hangs out with mutants and goes by a secret identity has a starting Popularity of –15).

Origin:
Choose any one.

  • Altered Human – May raise any one Attribute by +1 rank. Mutant – Gain +1 power at Remarkable (30), +1 rank to Endurance, –1 rank from Resources.
  • Hi-Tech – Must use 2 attribute ranks to increase Reason, +2 ranks to Resources.
  • Robot – Add +3 ranks to Attributes, dead robots may be “reactivated” at zero Karma.
  • Alien – Add +4 ranks to Attributes and lose 1 Power Choice OR choose an alien starting package from page 60 of the Judges Book. Beginning contacts must be from home world/dimension unless the alien is a renegade with only enemies on his home world.

Powers:
Begin with 4 Powers at Remarkable (30).
Choose 2 Power Stunts (at –2 CS) plus any granted by the power descriptions. 

  • You may drop 1 power choice to raise another power to Amazing (50).
  • Remember that some powers cost 2 choices (Invulnerability, Cosmic Awareness, Combat Sense, Teleportation, Dimensional Travel, Probability Manipulation, Nullifying Power, Time Control, Body Transformation, Image Generation, Mind Control, Emotion Control, Possession, Transferal, Precognition, Health-Drain Touch, Immortality).

Talents:
Choose any 6.

  • Talents may be traded for Contacts or ranks in Resources, Popularity or increase a Power Stunt (not to exceed the Power’s Rank).
  • Powers Stunts may be purchased with 2 Talent choices.
  • Powers may be increased by spending 2 Talent choices per Power Rank (Increasing a Power also increases related Power Stunts).
  • New Powers may be purchased with 3 Talent choices (6 if power counts as two) and begin at Remarkable (30).
  • Remember that some talents cost 2 choices (Marksman, Weapons Master, Weapons Specialist, Medicine, Mystic Origin, Animal Training, Heir to Fortune, Student, Leadership).

Contacts:
Choose any 2.

  • You must choose at least 2 be they patrons, allies, confidants, friends, or family. List each contact along with their home location and type of aid that they may grant.

1980HB_COV

Advertisements

My #1 bit of Player Advice

This came up on a post in a Facebook group, and it seems like people are always asking, “What is your #1 best bit of Player Advice?”.
So here is mine… GO WITH IT.

GARY GYGAX (3)

When the scene turns against your character, GO WITH IT. If you are supposed to flee or take another course of action your GM (Game Master / Referee) should be hinting at that. But if they use phrases like “there seems to be no escape” then GO WITH IT. They probably have something awesome planned and they aren’t trying to kill your character. YOUR CHARACTERS ARE THE HEROES and when bad things happen to them, it doesn’t mean that you “lost at the game” or that you are “being punished”. Most times the GM is just trying to create dramatic tension and make the game awesome. GO WITH IT!

The GM may be trying to capture (not kill) your characters to run a “jail break” mission. GO WITH IT.  Maybe they are going to have the floor collapse just as the swarm of enemies close in on you and now you have to explore the deep earth. Maybe they are trying to run a session where you crash land on a planet. GO WITH IT, don’t worry that the GM is trying to “take away your ship”, you will be able to fix it later or maybe even get a better one. If your character is infected with an incurable condition, don’t spend time arguing that it couldn’t happen. Just GO WITH IT, and the quest to find a cure will be awesome!

The same is true of things that other players add to the story. GO WITH IT. Don’t ever say “No no, your character would….”. Let them decide what their character would do, and play along with them to craft the story. There is a term for it in improve when you block something that someone else is trying to add to the story. I don’t know that term, but I know it’s a terrible thing to do, especially at the game table. Once something has been added and everyone is thinking about it, GO WITH IT or you will just be making it harder to remember what “really” happened in that scene.

This is especially true of rules lawyering. If you think something isn’t being handled properly it’s okay to ask about it, but try to do it without citing the rules or examples. People are there to play a game and you are ruining their immersion in the story. If the GM seems to understand what you are saying but still doesn’t change anything, then GO WITH IT. They may be planning on looking into later when there is more time, or they may not want to handle that way for story reasons. Every RPG rule book has a section on how it is the GM’s job to interpret the rules, decide which ones to use, and which ones to change. You could be sitting there arguing about a spell effect, only to find out the villain was using a magic item that worked differently than the spell. Meanwhile everyone is just waiting for the game to resume, and now the GM is trying to rethink the plot because you forced them to reveal something that was supposed to be a surprise reveal later on. If things don’t seem right state your case briefly, and then whatever the ruling, just GO WITH IT and keep the game moving. Everyone is there to have fun.

PLAYER ARGUMENTS

As a side note – some GMs actually ARE trying to kill your character, and will gloat and laugh about the TPK (Total Party Kill) they “won” over their players. Don’t try to protect yourself against these GMs. Don’t play sessions with a wall up and all your defenses bolstered. Just have fun and GO WITH IT, and if the GM turns out to be one of those types, stop gaming with them. Or better yet, talk to them about it. Let them know that you aren’t into gaming with an adversarial Referee, and that you intend to stop gaming with them if it continues. There are plenty of good GMs out there who want to tell rewarding stories in which YOUR CHARACTERS ARE THE HEROES. You will find one if you let your guard down and just enjoy the games you play, and don’t settle for crappy games.

Be good to each other, and GAME ON!

For a full list of best gaming practices check out 11 Ways To Be A Better Roleplayer by Grant over at Look, Robot
http://lookrobot.co.uk/2013/06/20/11-ways-to-be-a-better-roleplayer/ 

 

On Jeff Grubb leaving TSR…

Jeff Grubb released an article yesterday on his reasons for leaving TSR. As you of course know, Jeff Grubb has worked extensively on the Marvel Super Heroes RPG, Spelljammer campaign setting for D&D, Dragonlance, Forgotten Realms, and a slew of other projects from Warcraft novels to Heroclix sets.

The article really grabbed my interest though, partly because anything about the history of the hobby appeals to me, but more because of the mention of Mystara. Mystara, the Known World of the D&D game boxed sets, was the my home away from home as a child. I would spend hours reading about that world, and cross checking information about it. Then many more hours writing adventures there and running them for my friends. In fact I still do every Tuesday night on Roll20.net

You can read the article Mr. Grubb posted on Grubb Street, here;
http://grubbstreet.blogspot.com/2017/06/why-i-left-tsr.html

It wasn’t surprising to see that the transition of Mystara from Frank Mentzer’s classic boxed sets and the gazzeteers under the supervision of Bruce Heard over to a new format for AD&D 2nd edition was a disaster. I have ranted many times about how the 2nd edition products were the death throes for the world of Mystara. They took possibly the most in depth and complex world in their product line and reduced it to audio disc adventure learning tools for First Quest players. It was a disgrace.

And before you go on saying “Forgotten Realms is more detailed and complex than Mystara” as many do… Consider this quote from Jeff Grubbs article

 “Unlike the Realms, which had empty space where Ed hadn’t any stories/games in (Sembia, for example), there [Mystara] was a very complete world to start with here [and] I wanted to embrace the complexity.”

There is a joke about Boxed Sets – “How much does it cost to produce Boxed Sets? More than what you make on them.” (I didn’t say it was a funny joke). But I believe the financial crisis that the company faced shortly afterwards was not only the result of too many boxed sets, but a growing tendency to make bad decisions about what was good for the hobby and what was good for the fans of the product lines. Every time I read an article like this by one of the great game designers and their past with that company, I am more convinced that they drove the company into the ground with complete foresight of what was happening. The products became cheaper, the art was being re-used over and over, and the product lines and teams working on them became smaller and smaller.

I am glad the hobby survived through the 90’s and the rise of video game systems that were becoming ever more advanced. Today we see a thriving community of Retro-gamers bringing back the old school feel, as well as many companies taking new concepts and turning them into amazing new game systems. And we have even seen the phoenix-like rebirth of Dungeons & Dragons, first through the Open Game License of 3rd edition, then on to the massive multiplayer onli appeal of 4th edition. And now with the 5th edition of the game they have learned from the community that less is more, and a return to the roots of the game was in order.

The hobby has certainly had it’s ups and downs, but with so many games out there now, digital products, diceroller apps for phones, virtual online game tables, youtube, twitch, podcasts, and even professional quality television shows like Titansgrave, Critical Role, and Harmon’s Quest… It truly is a GREAT TIME TO BE A GAMER!

641f35bac91a9802d860b922965e19cd

Return of Scholastic Fighting Fantasy gamebooks

Scholastic Book Club is what introduced me to Choose Your Own Adventures, Endless Quest books. It was in those Endless Quest books that I saw the same ad over and over, for the D&D red basic boxed set. When I was 11 I used my birthday money to buy that set and RPGs became my new passion. My entire life was shaped by that.

Gaming has lead me to lifelong friendships, job opportunities, and romantic relationships. I wouldn’t have met the mothers of my two kids without gaming, and my twenty year old son would probably not be coming over on weekends if he wasn’t into gaming and painting minis with his dad. It has led to an interest in science and history that has kept me learning all these many years. I developed all of my communication, social, and leadership skills from gaming. And I really don’t know who I would be without this hobby that is such a large part of my life.

I am thrilled to hear that Scholastic and the classic Fighting Fantasy gamebooks are making a comeback. Maybe some nerdy little kid like me can have their life changed forever. Read more about it on Beasts of War.

http://www.beastsofwar.com/fighting-fantasy/books-relaunching-scholastic/

 

Marvel RPG System Revised

Here are some of the house-rules I use when I run Classic Marvel Superheroes on Roll20 for my game group. If you play in my games bookmark this page, otherwise enjoy this sample, there is more to come. 

75b57f2f1da7d5899657b8b2c49b650a

Marvel RPG System Revised – Feat rolls and Time & Movement

Feat Rolls general rules. Most feat rolls have a stated Intensity. A character may assist another if they have Abilities within one rank for a +1CS (p.19).

  • If the Intensity is MORE THAN 3 Ranks lower than your Ability, the feat is automatic.
  • If the Intensity is LOWER than your ability, you need a GREEN feat roll.
  • If the Intensity is HIGHER than your ability you need a RED feat roll.
  • If the Intensity is MORE THAN 1 Rank higher than your Ability, the feat is impossible.

Resource feats house rules: Each resource feat made reduces the resource rank for the week. The Resource rank is restored (all penalties removed) at the end of each week when the characters funds are replenished (TGIF).

  • If an item’s cost is more than 3CS lower than the Resource rank, the feat is automatically successful and the Resource rank is now at –1CS penalty.
  • If the Cost intensity is lower than the Resource Rank, then a Green FEAT roll is required and the Resource feat is now at a –2CS penalty.
  • If the cost intensity is 1CS higher as the Resource rank, then a Red FEAT roll is required and the Resource feat is now at a –6CS penalty.
  • If an item’s cost is more than 1CS higher than the Resource rank, the feat is automatically failed and the Resource rank is now at –1CS penalty.

Movement in “Areas” is based on Endurance or on a Movement Power. NOTE; 40 Areas = 1 mile

  • Feeble = 1 area/ turn.
  • Poor – Excellent = 2 areas / turn.
  • Remarkable or higher = 3 areas / turn.

Movement through a window or door costs 1 area of move. (If this ends the character’s move then he is standing in the window or doorway).

Breaking through a door, wall or other obstruction requires a Strength feat against the material strength of the obstruction and costs additional areas based on the material.

  • Up to Poor cost 1 area.
  • Up to Excellent costs 2 areas.
  • Up to Incredible costs 3 areas.
  • Greater than Incredible causes the character to stop movement and lose all momentum.

While moving the character can turn up to 90 degrees without losing momentum. Any turn greater than that cuts movement in half (possibly ending the move). Taking another action while moving reduces the move by half (minimum one).

Time is based on 6 second “Turns” (about the time of one comic panel).

  1. Judge determines actions of NPCs and other events.
  2. Players state their intended actions for the turn.
  3. Initiative is determined on 1d10 + Intuition modifier.
  4. Dodge, Block, Evade and Change Action* rolls are made.
  5. Each participant now takes their actions in initiative order.

​Changing an action requires a YELLOW Agility feat and then all actions thereafter are made at a –1CS penalty.

​On a green the character may choose to take no action.

​On a white the character must follow through with the original intended action.

Multiple actions in a turn:

A character may move half speed and still take one action without penalty.

Moving at full speed uses the entire turn (character may Charge an opponent).

Multiple “non-combat” actions in a turn are increased in difficulty by one color rank (p19).

Multiple targets; A single attack using Slugfest, Energy, or Force may affect multiple adjacent targets with one roll at –4CS. This may also be used to Escape multiple grapplers at –4CS.

Multiple Attacks Characters may make additional attacks with a successful Fighting feat roll:

  • Remarkable intensity for 2 attacks,
  • Amazing intensity for 3 attacks.
  • If this roll is successful the attacks are made at –1CS each.
  • If the roll is failed only one attack is made at a –3CS penalty.

Simply Accelerated Mass Effect!

This looks like a great way to kickstart interest in a full Mass Effect / Bulldogs campaign. Check it out!

Roll for Your Fate

Most of the feedback I had for my preview of Mass Effect Accelerated was very positive, but one critique that came up was that it seemed too complex for a game of Fate Accelerated. While I like the level of complexity and granularity I am achieving (as I think it models the video games well with Fate), it definitely isn’t for every Fate GM or player. This inspired me to take a pass at Mass Effect as modeled after the excellent It’s Not My Fault.

View original post 482 more words

An Overview of Mystara

May I present Bruce Heard’s Mystara Facebook Fanpage description in its entirety, with a complete background of the setting and list of products (from wikipedia) detailing and expanding upon this incredible and diverse game setting. I wanted to make this information available to my players and all fans of the setting without them having to sign up for a Facebook account. I did not create any of this and have kept all the links and original content present (although I did move the links to the bottom of the article and kept the setting info at the top).
Please check out Bruce Heard’s current projects at http://bruce-heard.blogspot.com/

cyclopedia-known-world-8-assembled.png

Mystara Known World map by Thorfinn Tait http://mystara.thorfmaps.com

Mystara

General Information

Founded in 1980, Mystara is a campaign setting for the Dungeons & Dragons fantasy role playing game. Although it has officially been dropped from production by its creators, many fans continue to develop and evolve this fantasy setting jointly, continuing its original theme of group development.

Development

Mystara originated as the Known World, a semi-generic setting used in early adventure modules, first mentioned in the Module X1, Isle of Dread, which was expanded upon in various D&D modules and sources, particularly a series of Gazeteers.

Mystara began as several semi-independent projects by different teams of writers who were each assigned to the task of developing different cultures and nations that would exist in the fantasy world that was supported by Dungeons & Dragons at the time. Their work was gathered and compiled, blended, and combined to form a fantasy world, Mystara.

The D&D Gazetteer series details the game’s Known World setting. Each Gazetteer treats one nation or empire, and has three basic elements: cultural and geographic background, features, and adventures. The cultural and geographic campaign background section offers a brief history and timeline for each nation; basic geography, climate, and ecology; and, fundamental social and political concepts of the region. Each Gazetteer also offers a list of scenario ideas appropriate to the campaign setting.

Mystara Planet

Mystara’s outer surface consists of three principal land masses: the continent of Brun, the continent of Skothar, and the continent of Davania, plus the island continent of Alphatia (up to AC 1010). In the officially published material, the Known World concentrated on the eastern portion of Brun along with the lands of the Sea of Dawn. The continents of Mystara resemble those of the earth approximately 135 million years ago.

The inhabitants of Mystara are diverse: humans of all races can be found here, along with myriad creatures such as elves, dwarves, halflings, orcs, and dragons.

Some of the notable nations of Mystara include the Thyatian Empire, the Grand Duchy of Karameikos, the Principalities of Glantri, the merchant-run Republic of Darokin, the Emirates of Ylaruam, the Dwarven nation of Rockhome, The elven Kingdom of Alfheim, Halfling lands of the Five Shires and the chaotic Alphatian Empire.

The continent of Brun

The most commonly known land mass on Mystara’s outer surface is actually a tiny portion of the continent of Brun itself. In the officially published material, the Known World concentrated on the eastern portion of Brun along with the lands of the Sea of Dawn.

The Known World

The Known World has cultures and a level of technological development that resemble the Europe of our Earth around the 15th century, but without gunpowder. Nations of the known world display a great range of government types. Some nations are populated entirely by demihumans and/or humanoids. By common convention, the boundaries of the “Known World” are those covered in the world map as originally published in the module X1, The Isle of Dread, plus Norwold, the Isle of Dawn, and (pre Wrath of the Immortals) Alphatia.

As the name implies, the “Known World” covers the most notable nations of Mystara, the ones most commonly used in Mystara-based campaigns and featured in fiction (both officially published “canon” and fan-based). It includes the Thyatian Empire, which could be compared to Byzantine Empire; the Grand Duchy of Karameikos (which includes the town of Threshold, the default setting of many classic D&D adventures), comparable to medieval southeastern Europe; the Principalities of Glantri, which is similar to medieval western Europe, ruled by wizard-princes; the Ethengar Khanate, a Mongol-like society; the merchant-run Republic of Darokin, which is based somewhat loosely on the mercantile states of Medieval Italy; the Emirates of Ylaruam which have an Arabic flavor; the Heldannic Territories, ruled by an order of religious Knights devoted to the Immortal Vanya, similar to the Teutonic Knights; the Atruaghin Clans, which have an Amerindian feel; the nation of Sind, based on India during the rule of the Mughals; the Northern Reaches Kingdoms of Ostland, Vestland, the Soderfjord Jarldoms, based on Scandinavian kingdoms at various periods of history; the Dwarven nation of Rockhome; the elven Kingdom of Alfheim; the Halfling lands of the Five Shires; and the Alphatian Empire, ruled by wizards and other spellcasters.

To the distant Northwest of the “Known World”, across the Great Waste, lays the mysterious lands of Hule, ruled by Hosadus, also known as “The Master”. Also on the periphery of the Known World are the Kingdoms of Wendar and Denagoth, the first an elven-dominated nation and the latter a mountainous and dark realm of evil, with ill-intentions towards Wendar. The Adri Varma lies between Sind, Wendar, the Great Waste, and The Black Mountains, forming the northern border of Glantri and defining the northwestern limits of the region.

The Savage Coast

Mystara includes the Savage Coast, a coastal area located in the south central part of the Brun continent, to the south and west of Hule. This part of Mystara is affected by the Red Curse, a sinister enchantment which eventually kills its inhabitants through mutation unless the (fictional) metal cinnabryl is worn in contact with the body. This area was published in its own boxed set entitled Red Steel, and later republished on-line as the Savage Coast. Its swashbuckling flavor is very different from that of the “Known World”, closer in atmosphere to that of the Age of Exploration than the fantasy middle-ages/renaissance tone of the Known World. The Savage Coast is complete with gunpowder (“Smokepowder”) weaponry. The specifics of the “Red Curse”, which include mutilation of the body and extreme degeneration of physical and mental health, also tend to keep the inhabitants of the Savage Coast within the region, as debilitating effects result if they leave the cursed area.

The continent of Davania

Even though most of the Known World civilizations historically originated from this part of the planet, it did not see much development while the Mystara product line was still in production. The only major appearance of the continent was in Dragon magazine, where parts of it were sketched out during the Voyage of the Princess Ark series, by Known World Product Manager Bruce Heard. In recent years, many Mystara fans have been turning their attention to Davania with fan-made material.

The continent of Skothar

Very little was officially developed for this part of Mystara. Ever since the Mystara product line was discontinued, fans have created their own material for this part of Mystara.

The Hollow World

Mystara is a hollow planet, with a habitable surface on its interior called the Hollow World. This world is lit by an eternal red sun at the center of Mystara, and serves as a “cultural museum,” preserving the societies that have become extinct in the outer world. The existence of the Hollow World is not, in general, known to the inhabitants of the outer world. The poles are actually huge, subtly curving holes that allow passage between the outer and inner world, although it is a long, hard trek through a cold, unlit, stormy and anti-magic area. The curvature of the holes is so subtle that explorers from either surface do not notice the transition until after it is already made, causing quite a shock for most.

Moons

Two moons orbit the planet. Matera is a moon much like our own, whose phases govern lycanthropy (werewolves, werebears, etc.). Only the Immortals inhabit Matera. They live in a city, Pandius, where they can meet and watch over Mystara. Patera, or Myoshima to its inhabitants, is an invisible moon that cannot be seen from Mystara. Patera’s inhabitants have a culture similar to that of medieval Japan.

 Blackmoor

Mystara (like Greyhawk) also incorporated the Blackmoor setting by placing it in the world’s distant past. Blackmoor evolved from a feudal kingdom into a highly advanced civilization, using more and more powerful and destructive technology. It ended itself in an apocalyptic explosion so devastating that it changed the climate and geography of the planet as a whole.

 

Products

GAZ1 The Grand Duchy of Karameikos Aaron Allston 1987
GAZ2 The Emirates of Ylaruam Ken Rolston 1987
GAZ3 The Principalities of Glantri Bruce Heard 1987
GAZ4 The Kingdom of Ierendi Anne Gray McCready 1987
GAZ5 The Elves of Alfheim Steve Perrin 1988
GAZ6 The Dwarves of Rockhome Aaron Allston 1988
GAZ7 The Northern Reaches Ken Rolston 1988
GAZ8 The Five Shires Ed Greenwood 1988
GAZ9 The Minrothad Guilds Deborah Christian Kim Eastland 1988
GAZ10 The Orcs of Thar Bruce Heard 1988
GAZ11 The Republic of Darokin Scott Haring 1989
GAZ12 The Golden Khan of Ethengar Jim Bambra 1989
GAZ13 The Shadow Elves Carl Sargent Gary Thomas 1990
GAZ14 The Atruaghin Clans William W. Connors 1991
Dawn of the Emperors: Thyatis and Alphatia Aaron Allston 1989 Boxed set

PC1 Tall Tales of the Wee Folk John Nephew 1989
PC2 Top Ballista Carl Sargent 1989
PC3 The Sea People Jim Bambra 1990
PC4 Night Howlers Ann Dupuis 1992

Hollow World Campaign Set Aaron Allston 1990 Boxed Set
HWR1 Sons of Azca John Nephew 1991 Accessory
HWR2 Kingdom of Nithia Blake Mobley, Newton Ewell 1991 Accessory
HWR3 The Milenian Empire Anthony Herring 1992 Accessory
HWA1 Nightwail Allen Varney 1990 Adventure
HWA2 Nightrage Allen Varney 1990 Adventure
HWA3 Nightstorm Allen Varney 1991 Adventure
HWQ1 The Milenian Scepter Anthony Herring 1992 Adventure

Karameikos: Kingdom of Adventure J. Grubb, A. Allston, T. Reid 1994 Boxed Set
Glantri: Kingdom of Magic M. Cook, B. Heard 1995 Boxed Set
Hail the Heroes T. Beach 1994 Adventure Boxed Set
Night of the Vampire R. Baker III 1994 Adventure Boxed Set
Mark of Amber A. Allston, J. Grubb and J. Rateliff 1995 Adventure Boxed Set
Player’s Survival Kit John D. Rateliff 1995 Accessory
Dungeon Master Survival Kit S. Schend 1995 Accessory
Poor Wizard’s Almanac III & Books of Facts A. Dupuis 1994 Accessory
Joshuan’s Almanac & Book of Facts A. Dupuis, E. Tornabene 1995 Accessory
Mystara Monstrous Compendium Appendix J. Nephew, J, Terra, S. Williams, T. Woodruff 1994 Accessory
Red Steel Campaign Expansion Tim Beach 1994 Accessory
Savage Baronies Tim Beach 1995 Accessory & Adventure
Savage Coast Monstrous Compendium Appendix L. Coleman, T. James, T. Zuvich 1996 Accessory

Mystara video games

Video games set in Mystara include the Capcom arcade Beat ’em up/role-playing video games Dungeons & Dragons: Tower of Doom (1993) and Dungeons & Dragons: Shadow over Mystara (1996). Other Mystara video games are: Dungeons & Dragons: Warriors of the Eternal Sun (Sega Genesis, 1992), Fantasy Empires (PC, 1993), and Order of the Griffon (TurboGrafx 16, 1992).

Novels

Dark Knight of Karameikos (October 1995), by Timothy Brown, (ISBN 0-7869-0307-4)
The Black Vessel (August 1996), by Morris Simon, (ISBN 0-7869-0507-7)

First Quest

Rogues to Riches (February 1995), by J. Robert King, (ISBN 1-56076-825-8)
Son of Dawn (May 1995), by Dixie Lee McKeone, (ISBN 1-56076-884-3)

Dragonlord Chronicles

Dragonlord of Mystara (July 1994), by Thorarinn Gunnarsson, (ISBN 1-56076-906-8)
Dragonking of Mystara (July 1995), by Thorarinn Gunnarsson, (ISBN 0-7869-0153-5)
Dragonmage of Mystara (April 1996), by Thorarinn Gunnarsson, (ISBN 0-7869-0488-7)

Penhaligon Trilogy

The Tainted Sword (October 1992), by D.J. Heinrich, (ISBN 1-56076-395-7)
The Dragon’s Tomb (April 1993), by D.J. Heinrich, (ISBN 1-56076-592-5)
The Fall of Magic (October 1993), by D.J. Heinrich, (ISBN 1-56076-663-8)

*Page Admins
Bruce Heard
Website http://bruce-heard.blogspot.com/
Facebook © 2014 · English (US)

*Also visit:
http://pandius.com/
http://www.thepiazza.org.uk/thepiazza/bb/viewforum.php?f=3
https://www.facebook.com/groups/thepiazza/?bookmark_t=group
http://www.facebook.com/groups/mystara.reborn
http://en.wikipedia.org/wiki/Mystara
http://bruce-heard.blogspot.com/