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Module Database, X series

X series:

Series overview: All of the Expert D&D modules are set in the D&D Known World of Mystara. X4 and X5, along with X10, form the Desert Nomads series.

X1: Isle of Dread

Setting: D&D Expert, Mystara

Characters: 6-10 of levels 3-7

Written by: David Cook and Tom Moldvay

Year: 1981, 1983

New spells: None

New magical items: None

New creatures: Allosaurus, Ankylosaurus, Aranea, Brontosaurus, Dimetrodon, Giant Elk, Grangeri, Kopru, Megatherium, Native, Giant Oyster, Phanaton, Phororhacos ("Sword Beak"), Plesiosaurus, Rakasta, Trachodon

What you get: A 32 page module which describes the Isle of Dread in detail. Also included is the first descriptions of what the various countries in the Known World are like.

Summary: The party discovers an old adventurers journal which mentions a great inland city on the Isle of Dread which is filled with untold splendors. They plan the long voyage across the aptly named Sea of Dread, arrive at the island and explore it.

Personal notes

This is a great module for DM's wanting to stretch their range. What you have here is a whole campaign setting set around a huge island. Players get a neat map to start them off and the DM gets lots of encounters to run inside the island. Features great ideas like the walled jungle (al la King Kong) and must be due a re write and updating by TSR/WotC.

Value to modern players

Still huge, a great little module that will show you the basic steps to take in writing and running and island based adventure. Sure some of the stuffs a little basic these days but the vision and scope are still stunning.

X2: Castle Amber (Chateau d' Amberville)

Setting: D&D Expert, Mystara

Characters: for levels 3-6

Written by: Tom Moldvay

Year: 1981

New spells: None

New magical items: None

New creatures: Amber Lotus Flower, Giant Amoeba, Aranea, Brain

Collector, Death Demon, Mud Golem, Grab Grass, Gremlin, Killer Trees, Lupin, Magen, Pagan, Phantoms, Rakasta, Slime Worm, Sun Brother, Vampire Roses

What you get: 28 page booklet with cover

Summary: The PCs are cut off from their own world as the mists descend and they find themselves trapped at the castle.

Personal notes

I didnít pick this up until Gen Con 98, I can only assume the copyright clashes with the owners of the books of amber prevented the module going into additional printings. Long in the tooth with some chronic encounters (blue dragon asleep in a room for no reason what so ever!). But don't let that put you off, behind some of the creaky encounters and odd logic is an adventure with story and heart.

value to modern players

Itís a blast to play and enjoyable to run, just cut your losses early when you start getting to the weird rooms (and you will spot them a mile away). The basic thing to take away from this module is story line and role-play. The players get to interact with super powerful people whoa re more than capable of slaughtering them. Good interaction is the only way to stay alive. The module has a great start and a solid ending, just read it a few time and can the last 10 rooms or so.

X3: Curse of Xanathon

Setting: D&D Expert, Mystara

Characters: 5-8 of levels 5-7

Written by: Douglas Niles

Year: 1982

New spells: None

New magical items: None

New creatures: Hypnosnake

What you get: A 32 page module which includes several pre-rolled

characters.

Summary: The town of Rhoona is plagued by various problems which the party must investigate.

X4: Master of the Desert Nomads

Setting: D&D Expert, Mystara

Characters: 6-8 of levels 6-9

Written by: David Cook

Year: 1983

New spells: ???

New magical items: ???

New creatures: Bhut, Juggernaut, Nagpa, Soul Eater, Tabi

What you get: A 32 page module which includes several pre-rolled

characters.

Summary: Desert men and inhuman tribes have invaded the Sind, and a call to arms has been issued. The party has been sent on a journey into the wastes of the Sind to locate the Great Pass, and the Master of the Desert Nomads beyond it.

Notes: This module expands the Known World westward into the Sind Desert. It is the first part of the three part Desert Nomad series, along with X5 and X10.

Personal notes

The desert nomad series is another of the modules that has mythical status. What you get here is a wilderness based adventure. The setting has been done to death (you guard a caravan) but at leas this was the first time it was written about in a module.

X5: Temple of Death

Setting: D&D Expert, Mystara

Characters: 6-8 of levels 6-10

Written by: David Cook

Year: 1983

New spells: ???

New magical items: ???

New creatures: Dusanu, Geonid, Malfera, Mujina, Spectral Hound

What you get: A 32 page module which includes several pre-rolled characters.

Summary: Having located the Great Pass, the party must navigate its myriad passages and find the one known only as the Master in the land of Hule.

Notes: This module expands the Known World westward beyond the BlackMountains into Hule. It is the second of three modules in the Desert Nomad Series, along with X4 and X10.

X6: Quagmire!

Setting: D&D Expert, Mystara

Characters: 2-8 of levels 4-10

Written by: Merle M. Rasmussen

Year: 1984

New spells: None

New magical items: Potion of Swimming, Potion of Waterbreathing, Ring of Water Adaption, Returning Spear

New creatures: Giant Fish (Giant Pirhana and Giant Catfish), Grab Grass, Killer Trees, Pirhana Bird, Pocket Dragon, Giant Hunting Spider

What you get: A 32 page module which includes several pre-rolled characters.

Summary: A message in a bottle carries a plea for help from the city of Quagmire. Without aid soon, the city will surrender to the fury of the seas. The party strikes out to investigate the Serpent Penninsula and save the doomed city (if they are not too late already).

Notes: This module expands the Known World, describing the Serpent

Penninsula which lies to the south of the Sind.

X7: War Rafts of Kron

Setting: D&D Expert, Mystara

Characters: 4-6 of levels 9-12

Written by: Bruce Nesmith

Year: 1984

New spells: None

New magical items: Potion of Swimming, Potion of Water Breathing, Ring of Water Adaption, Undersea Boat, Returning Spear

New creatures: Dolphin, Dragon Turtle, Eel (Electric and Giant), Gargantua, Sea Horse, Giant Jellyfish (Marauder and Man-O-War), Manta Ray, Giant Octopus, Sea Serpent (lesser and greater), Shark (Bull, Mako, and Great White), Giant Squid, Triton, Velya, Whales (Killer, Narwhal and Sperm)

What you get: A 32 page module which includes several pre-rolledcharacters.

Summary: The Minrothad Guilds are offering small fortunes to attract adventurers of great ability for a special quest. After having been tested to prove their worth, the party embarks on a mission to discover the causes of disrupted shipping and to rescue a visiting princess who was recently kidnapped.

Notes: This is an ocean and undersea adventure. Some rules are included for underwater activity and spellcasting.

X8: Drums on Fire Mountain

Setting: D&D Expert, Mystara

Characters: 5-8 of levels 5-8

Written by: Graeme Morris and Tom Kirby

Year: 1984

New spells: None

New magical items: None

New creatures: Agarat, Fundamental (air, earth, fire, water), Kal-Muru (Ship-bane), Kari-Kari, Topi

What you get: A 32 page module

Summary: An evil has cast its shadow across the eastern reaches of the Sea of Dread which has disrupted shipping. Attacks of the green-skinned "Orcs of the Sea" and the mysterious "Ship-Bane" now go unchecked. The party is asked to infiltrate a small island off of the coast of Thyatis and discover its connection with the menaces occuring at sea.

X9: Savage Coast

Setting: D&D Expert, Mystara

Characters: 2-8 of levels 4-10

Written by: Merle and Jackie Rasmussen and Anne C. Gray

Year: 1985

New spells: None

New magical items: None

New creatures: Amber Lotus Flower, Giant Amoeba, Cay-men, Marine Decapus, Normal Dog, Dragonne Monster, Giant River Serpentweed, Lupin, Pagan, Sacrol, Tortle, Snapper, Strangle Vine

What you get: A 32 page module which includes several pre-rolled characters.

Summary: Lured by tales of lost cities, gold and treasure the party heads west into the wilderness.

Notes: The coastline of the Known World expands further west detailing Orcs Head Penninsula, the Western Sea and the Savage Gulf.

X10: Red Arrow, Black Shield

Setting: D&D Expert/Companion, Mystara

Characters: 4-8 of levels 10-14

Written by: Michael S. Dobson

Year: 1985

New spells: Several spells from the Companion Rules are described.

New magical items: Crystal Dagger of Cymorrak; items from the Companion Rules are described as well.

New creatures: Juggernaut, Tabi (both from X4)

What you get: A 48 page module which contains information on the countries and armies of the Known World. In addition, there are 200 counters (representing the armies of the world) and a full-colour map of the Known World (from the Expert Set) for use with the counters.

Summary: Having gained in strength since the previous modules, the Master launches a full scale war into the Republic of Darokin. The party must wander the Known World in search of allies to help stave off the invasion. The end result is Mystara's first world war.

Notes: This is the third of three modules in the Desert Nomad series, finishing off the trilogy which began with X4 and X5. It is designed for use with either Battlesystem of War Machine. In all of the Gazetteer accessories, this war is placed at 1200 AC (two hundred years into the future). With the events detailed in the Wrath of the Immortals boxed set, it is suggested therein that this module be used with some modifications, thus placing it between 1004 AC and 1009 AC.

X11: Saga of the Shadow Lord

Setting: D&D Expert, Mystara

Characters: ? of levels 5-9

Written by: Stephen Bourne

Notes: This module details regions directly north of what is typically included in the Known World (Wendar, Denagoth, Heldann Freeholds). It features the Blackstick, a fairly powerful artifact that is almostout of charges.

X12: Skarda's Mirror

Setting: D&D Expert, Mystara

Characters: ? of levels 5-8

X13: Crown of Ancient Glory

Setting: D&D Expert/Companion, Mystara

Characters: ? of levels 7-10

Written by: Stephen Bourne

Notes: Set in Vestland, this modules is a sequel of sorts to X11. It features the same pre-generated characters and makes a couple of references to X11. It introduces an artifact-like crown, the full powers of which are only accessible to a character belonging to the Vestland royal liniage.

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