DRAGON 48 ($14-$15) 50 ($10-$11) 55 ($7-$11) 92 109 118 ($3) 148 "Around the World in 36 Levels 153 1 1964: Nyxmir 11, 1965: Alphamir 15, Sulamir 10, 25, Sudmir 3, 25, 26, Vertmir 1, 4 154 2 1965: Vertmir 7, 17, 18, Tsalmir 8, 11, 18 155 3 1965: Tsalmir 19-Andrumir 11 155: The Princess Ark visits the Isle of Cestia, where they battle the night dragon and contact the Cestians. This is the issue where Lady Abovombe joins the crew of the Princess Ark. The Cestian "Bolas of Sunlight" are also described. 156 4 1965: Andrumir 12, 24, 26, 28, Cyprimir 1 157 5 1965: Cyprimir 10, 16, 18-21, 24, 25 (Vulture Peninsula) 158 6 1965: Hastmir 4, 6-8, 16, 17, 25 (Vulture Peninsula/ N'djatwa) 160 7 1965: Hastmir 26-Eimir 15 (Myoshima/The Second Moon) 160: The Princess Ark breaks through the skyshield around Mystara and is attacked by Rakasta from the invisible moon Myoshima, who capture the ship and seize their Heldannic prisoner Rolf. After Rolf escapes, the Rakasta seize Lady Abovombe and hold her hostage pending Rolf's recapture by the crew of the Ark. Three Rakasta join the crew. This article also details the Rakasta nations of Myoshima. 161 8 1965: Eimir 16-18, 22-26, Burymir 1-5, 12, 19, 26, Nyxmir 5, 12, 15, 16, 19, 21-25 (Trench of Ka/White Peninsula, monster: Vulcanian sloth) 162 9 1965: Nyxmir 26, 28, Amphmir 3, 5, 7-12, 16-18, 22 (Oostdok trade houses) 163 10 1965: Amphimir 23-26, 28, 1966: Alphamir 15, 19-25 (monster: night dragon) 164 11 ? (hero: Haldemar of Haaken (mage), hero: Talasar Ecbashur (cleric), monster: sky wyrm) 165 12 2000: Sulamir 26, Sudmir 17, 19, 20, 25, 26 (Isle of Dawn, hero: Myojo Katamura (fighter), hero: Abovombe (fighter), hero: Nabonidus Raman (mage) ) 166 13 2000: Vertmir 11, 13, 15, 16, 28, Tsalmir 1-5 (Kingdom of Emerond) 167 14 2000: Tsalmir 8-12 (Thothian enchantment, heroine: Ashari Sunlil (thief), hero: Tarias of Arogansa (fighter), hero: Leo of Le Nerviens (gnome), hero: Ramissur Zumrulim (mage) ) 168 15 2000: Tsalmir 12, 16, 17, 20-22 (Deck plans) (Start of "Champions of Mystara" chronicles) 169 16 2000: Tsalmir 23-26, 28, Andrumir 4, 8, 12, 14-19 (Kingdom of Sind) 170 17 2000: Cyprimir 12, 18. 24-28 (Yavdlom Divinarchy, map errata: Kingdom of Sind) 171 18 2000: Hastmir 1, 3-5, 10, 16-18, 24 (Savage Coast, Slagovich, seed of cinnabar, cinnabryl) (dragons/dragon kingdoms) (review: B11, B12, DDA1, DDA2) 172 19 2000: Hastmir 25-28, Eimir 1 (essence of cinnabar, cinnabryl, Hule) 173 20 2000: Eimir 5 (Hule) 174 21 2000: Eimir 7-10 (monster: errant soul, The Savage Baronies) 175 22 2000: Eimir 12-15, 22 (The Savage Coast, Almarron, Gargona, Guadalante, Saragon) 176 23 2000: Eimir 24, 25, 28, Burymir 1, 3-5, 8 (Claw Peninsula) 176: The Princess Ark arrives in Smokestone City in County Cimarron, an Old Western-style nation ruled by Earl John (later corrected to Duke John) of the Wain. This article describes various skills related to the use of the Cimarron six-shooter, an intricate repeating crossbow. 177 24 2000: Burymir 14-18, 20 (Confederated Kingdom of Robrenn) (review: Rules Cyclopedia) 178 25 2000: Burymir 23-28 (Kingdom of Eusedria) 179 26 2000: Burymir 28, 2001: Nyxmir 1-3, 6-10 (Kingdom of Renardy) 180 27 2000: Nyxmir 18-20, 22, 23 (Kingdom of Bellayne, Limbo) 181 28 2000: Nyxmir 24-28, Amphimir 1-5 (Kingdom of Bellayne) 182 29 - (miscellany) 183 30 2001: Amphimir 11, 13-15 (Lands of the Great Magus, Magocracy of Herath) 184 31 - (miscellany) 185 32 2001: Amphimir 23-25, Alphamir 4, 8-11, 13, 14 (Squamous Kingdoms, Ah'roog City, Kingdom of Ator, Bayou, Kingdom of Cay, Tu'eth City) 186 33 2001: Alphamir 17-21 (Land of Wallera) 187 34 - (retainer costs/fief-holder income) 188 35 2001: Alphamir 25-28, Sulamir 1 (phanatons/Land of Jibaru) 188: The Princess Ark's crew meet the Phanatons of Jibaru, at the western end of the Savage Coast. Meanwhile, Haldemar uses his magic to travel back to Alphatia. However, on the way he is diverted to the secret area underneath Glantri City, where he discovers the Nucleus of the Spheres (although all he is able to figure out is that it is an extremely powerful artifact of some kind). Haldemar finally reaches Alphatia and tells the Empress what he saw. This article concludes with a description of Phanaton PCs in "Creature Crucible" format. 189 Known World Grimoire (economics/population/food/terrain) 190 Known World Grimoire (population growth/deforestation/mining) 191 Grimoire: armies and warfare 192 Grimoire: manscorpions of Nimmur 193 Grimoire: castle design/servents/operation 194 Grimoire: advice 196 Grimoire: Dark Jungle pantheon/Orc's Head Peninsula 197 Grimoire: AD&D conversion, misc 199 Grimoire: heraldry; combat: gunpowder/ballista/siege weapons 200 lords of the skies/Aeryl/Eshu/Ee'aar 200: This article describes the Arm of the Immortals and its (mostly aerial) inhabitants. This article includes a tantalizing reference to two nations of civilized half-Ogres from Tangor. 206 "Karameikos, Ho!" 207 The Magic of Karameikos 216 For those who like to add humor to their campaigns there's a good column on Bargle the Infamous in Dragon #216 (April 1995). Basically it says that before WotI Bargle acquired a lot of money selling self-help books that he mass-produced on his magical printing press. After the fall of Fort Doom Bargle, using that money and the one stolen from the Black Eagle, founded the BeB Magic Company in Darokin and hired many wizards to sell all over the KW his books and his ring collections ("limited editions"). A brief description of the books and the rings follows. For example there's the Invisible Ring, that beacme invisible when worn :-) DUNGEON These adventures are explicitly set in Mystara(D&D Known World). Issue Levels Setting Commentary 6 4-10 Savage Coast Not set in modern day Savage Coast, but works well as a continuation of module X9 7 4-10 Savage Coast Part 2 of adventure from Dungeon #6 9 3 Ylaruam Solo adventure(no DM) for one elf 9 3-5? Mule Beach Can be set with any coastal town 12 2-4 north Glantri 13 8-12 Specularum Very good city adventure 20 8-12 Broken Lands Title: Pride of the Sky. Comment: Party follows treasure map to site where dragon, impaled on mast of flying airship transporting some of a Glantrian noble's trove, crashed. PCs fight manscorpions and rob the treasure from them (manscorpion's found it first, right?). I ran this and found the adventure very very deadly even for levels 8-12 due to the poison. 21 15-18 Norworld Title: Bane of Elfswood. Comment: Odic attacks eleven settlements in PC's Norwold dominion. Party must track it down and destroy it. Does good job of making the odic a challenging and unique enemy and not a hack and slash encounter like all of the randomly-rolled high-level undead in CM2 Death's Ride. 22 1-3 Broken Lands Humanoid PCs(from GAZ10) Title: Rank Amateurs. Comment: Humorous adventure. PCs are stupid and crass, but not evil. They go on "dipomatic mission" to Glantri and meet effette, snobbish humans, and turn out to have been duped by their humanoid leader and have the option to go back and take revenge. 23 2-4 Soderfjord Title: Vineyard Vales. Comment: PCs are hired to find the source of curiously active giant locusts, who are destroying their crop. 24 1-3 Karameikos Good wizard tower and well done(thanks Ann!) 25 4-7 Karameikos 26 6-8 Darokin Good use of bhuts 27 10-14 Karameikos 28 4-6 Broken Lands Small encounter meant to be included with module HWA1, can still be used with that or stand alone 39 1 Glantri 42 3-5 Karameikos Describes an outlaw town near Threshold 44 12+ Glantri Set after 1010AC Title: The Hand of Al-Djamal. Comment: PCs must find out who/what is killing Glantrian museum employees. Can also be run in a pre-Wrath campaign with a few background tweaks that don't effect play at all (just repercussive ramifications). 48 1-3 Five Shires 54 1-3 anywhere features a redcap, former familiar of a shadowelf wizard 57 1 Karameikos AD&D 58 3-5 Specularum AD&D, not explicitly Mystara, but suggestions are given in order to place it in Mystara 58 any Glantri City AD&D, again not explicitly set in Mystara 59 3-5 Karameikos AD&D These adventures are D&D, and can easily be set in Mystara, but were not directly placed there or had background information that did not mesh with any part of Mystara that has been detailed Issue Levels Potential Set. Commentary 1 1-3 anywhere 5 elves in a tree home, with a nearby pool, get attacked by striges, that is the adventure 2 1-3 ? island abandoned long ago after disaster 5 1-3 Karameikos/Five Shires 14 3-6 ? First appearance of Greater Wererats(see PC4) 15 6-9 Karameikos 28? 1 any frontier I think this is Dungeon #28, might be 39 or 42 34 1-3 Minrothad Good 41 ? Thunder Rift 46 1-3 Darokin the setting reappeared in a different adventure in Dungeon #56 50 5-8 Ylaruam Good 51 2-3 Darokin 53 4-6? Karameikos 56 1-3 Daroking AD&D adventure, but same campaign as issue #46 POLYHEDRON Issue Notes 15 ($15)Solo adventure for 1 Level 8 Fighter. Features a portal to transport the character to the current campaign area. Includes thouls and Mystaran living statues. 16 ($15)Supplemental material to AC1 The Shady Dragon Inn 100 Mind Flayer reviews Mystaran documents before plane shifting to Mystara 120 Provides some details on how one RPGA member detailed Myoshima, using material from Oriental Adventures(both rules and modules)