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Where to start with Mystara?
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<blockquote data-quote="CleverNickName" data-source="post: 9777201" data-attributes="member: 50987"><p>I love Mystara. My advice?</p><p></p><p>First, pick up a .pdf of GAZ-1, "The Grand Duchy of Karameikos" on DriveThruRPG for like $5. It's the default "staring point" of the Mystara world--but it's also generic enough to shape into anything you want it to be.</p><p></p><p>While you're shopping around online for PDFs, pick up a copy of B2, "The Keep on the Borderlands" for $8. Run that classic adventure module for your players; it's a good way to introduce them to the starting kingdom and the monsters that they can expect as they explore the Duchy.</p><p></p><p>When the heroes finish that adventure, pick up B11 "King's Festival" for $5 and its sequel B12, "Queen's Harvest" for another $5. This will deepen their exposure to the Duchy, and prime them for exploring the neighboring lands. By the time the heroes finish those three adventures, they should be about 4th level and ready to travel.</p><p></p><p>From there, you can go anywhere! I recommend either X1, "The Isle of Dread" ($7) for a seafaring adventure to a tropical island full of pirates and dinosaurs and ancient temples...or the two-part Desert Nomads adventure path (X4 "The Master of the Desert Nomads" and X5 "The Temple of Death," $5 each) for an epic desert campaign to destroy a rising evil in the east. Or both! These adventures will expose the heroes to the rest of the Mystara setting, and will give you a bit of experience on building and running those old-school 'hexcrawl' style of adventures that comprise most of the Mystara catalog.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 9777201, member: 50987"] I love Mystara. My advice? First, pick up a .pdf of GAZ-1, "The Grand Duchy of Karameikos" on DriveThruRPG for like $5. It's the default "staring point" of the Mystara world--but it's also generic enough to shape into anything you want it to be. While you're shopping around online for PDFs, pick up a copy of B2, "The Keep on the Borderlands" for $8. Run that classic adventure module for your players; it's a good way to introduce them to the starting kingdom and the monsters that they can expect as they explore the Duchy. When the heroes finish that adventure, pick up B11 "King's Festival" for $5 and its sequel B12, "Queen's Harvest" for another $5. This will deepen their exposure to the Duchy, and prime them for exploring the neighboring lands. By the time the heroes finish those three adventures, they should be about 4th level and ready to travel. From there, you can go anywhere! I recommend either X1, "The Isle of Dread" ($7) for a seafaring adventure to a tropical island full of pirates and dinosaurs and ancient temples...or the two-part Desert Nomads adventure path (X4 "The Master of the Desert Nomads" and X5 "The Temple of Death," $5 each) for an epic desert campaign to destroy a rising evil in the east. Or both! These adventures will expose the heroes to the rest of the Mystara setting, and will give you a bit of experience on building and running those old-school 'hexcrawl' style of adventures that comprise most of the Mystara catalog. [/QUOTE]
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