Yes, it was in Dragon #89. It also made a 2e appearance in MC11, Forgotten Realms Appendix II. The Toril Fachan is less chaotic (NE instead of CE), weaker (4+2 instead of 8+3 HD) but more numerous (2-12 appearing instead of 1-4) and ridiculously fast (90 land, 150 swim!).The Fachan probably first appeared in a Dragon "CreatureCatalog" article in the 1e era, maybe issue #89.
I was not aware of it making any 2e re-appearance til now.
Not much new detail on these colonies. About one quarter of Nimmur's foreign trade passes through Porto Escorpiao, and Vilaverde has a monopoly on it. Private traders from Bellayne and lands further east all the way to Slagovich visit shallower ports along the coast of Nimmur. The manscorpions have no ships of their own. Don Jorge is rumored to be an Inheritor with a magical ring that replaces his need for cinnabryl. Porto Maldicao is a "rundown, seedy port filled with lowlifes searching for a quick profit"...perhaps they are providing Nimmur with slaves? The holding of Porto Maldicao includes the nearby town of Mato Grande.Porto Escorpiao is now independent and ruled by Baron Jorge's first son Don Jorge. Don Jorge is quite unhappy with the uncertainty of whether he will inherit Vilaverde, for his brother Don Fernando remains in the capital representing his father's interests on the council. Porto Maldicao still exists on the Arm of the Immortals but has been left to fend for itself and is also independent.
The Colony of the Horn is still controlled by Texeiras on the northwestern tip of the Orc's Head Peninsula. It boasts plantations, a fortress manned by Torreoner mercs and Texeiran troops, a dozen ships and a small village Bom Jardim that is now a haven for those who wish to avoid the Red Curse. Afflicted come here to convalesce if they can afford it.
Pyre has realized the viewing crystal in his possession is linked to the star device in Er, but he needs the key. He has arrived at Bom Jardin to track down an old man who may have a map to the key's location, but there is a third party also, a 9th level aranea wizard who goes by the name Gior. Gior is a Herathian who lives in Nimmur and has learned enough about Er's star device to seek out the missing components.One other item Pyre owns is a four-pointed flat star that functions as a crystal ball with clairaudience. This magic item was actually the viewing crystal that was one of two devices which once controlled the star device in the city of Er. It has Nimmurian hieroglyphics etched into its surface and this viewing crystal along with the second device, a key, would allow anyone to control the sole remaining functioning star device in Er.
As far as Mystara is concerned, all this adventure does is name drop the setting in the last page or two when it discusses what happens after the adventure is over and if the PCs were trapped because they took too long. They might seek to escape through the Underdark or go through a portal(I forget which) and find themselves in a new world. Such as having started in Toril, they might now find themselves in Mystara. Or vice versa.Okay. So Firestorm Peak. The main concept is this: Every 27 years, the gates of a mysterious dungeon open for a few days. Not much is known about what lies beyond the gates, but the father of one of the characters disappeared investigating the dungeon. The module starts off with the PC's entering the Outer levels: Duergar controlled halls. The dark dwarves put up fierce resistance to any attempts at entry. As the PC's delve deeper, it turns out there is far more down there - a gateway to a world of madness that must be closed before it threatens the world!
1) Material that actually focuses on Mystara. For example, Ravenloft's Domains of Dread hardcover identified one of its domain lords as coming from Mystara, and gave his historical background there. So I plan to cover it for 1997. Likewise the Princess Ark article during Paizo's days publishing Dragon and Dungeon.
2) Material that deals with iconic characters and iconic locations from Mystara, and to a more limited extent, iconic things, whatever those things may be. This would include everything Bargle, as well as the d'Ambreville family who make at least two future appearances. For locations, that includes the Isle of Dread, the Palace of the Silver Princess, and the Lost City, all of which show up in the future. It won't include the Keep on the Borderlands, however, because that technically was its own generic location when Gygax wrote and published it. It was only later set in Mystara. With that said, I can still briefly talk about Return to the Keep on the Borderlands, because even though it set the Keep in Greyhawk, it used a couple of Mystara characters.
...I will show why later.It is perfect for a Red Steel adventure, and notes have been added for DMs who want to use it that way.
Well that was...underwhelming...In a Red Steel campaign, there is a locked chest in Esmerelda's room which contains enough cinnabryl to protect her and the servants from the effects of the Red Curse for a year.
This enmity between the utukku and the enduks extends to Gildesh, the greater shedu who currently is spending another lifetime as king of the enduks.Utukku usually inhabit the planes of Carceri, but on rare occasions they will come to the Prime Material Plane, inhabiting caverns or pits in desolate regions. On the Savage Coast, they are most often found in the deserts around the Horn and the Land of the Shifting Dunes, near Trident Bay.
Utukku are roughly humanoid in shape, standing about 12 feet high. An utukku has the head of a lion, with long quills in place of a mane, and a scaled humanoid body. It also has huge, white claws on its hands and feet. These creatures are mostly dark red in colour, but their faces are a golden-red. An utukku's eyes are bright yellow with catlike blue pupils.
Utukku have their own language, which resembles low growls and is composed of very few words; meaning is conveyed by tone and inflection. They also have their own written language a harsh and angular script, which bears some resemblance to the enduk writing style.
On the Prime Material Plane, utukku use their powers to spread misery and evil through nearby humanoid communities. They do not attempt to gain followers or lead humanoids, preferring to work alone. They attack other creatures from the Outer Planes on sight, regardless of alignment or plane of origin, unless they are outnumbered.
Unlike some extraplanar creatures, utukku are mortal, but they have a life span of several thousand years.
Rumors claim that the utukku are the minions or servants of a long-forgotten Immortal that was either destroyed or imprisoned by the enduk patron Immortal. The enmity between this shadowy Immortal patron and Idu would certainly explain the utukku's fierce hatred for the enduks.
For some reason, there is no stat block for the utukku in this adventure, although Dungeon did reprint the Monstrous Compendium pages for both the clockwork swordsman and the utukku in this issue so you can build them yourself.The greater shedu avatar will attack utukku or manscorpions if the opportunity presents itself. It is a known fact that the greater shedu avatar of Idu and the extraplanar utukku are eternal enemies, but no one outside the high enduk temples is quite sure of the reasons.
I got a chance to go back and read this adventure instead of relying on memory. The first half of this adventure is set in Thunder Rift, the second half is set in Karameikos. The idea is that the PCs and DM will "graduate" from the D&D Basic set to the Rules Cyclopedia. You only need the RC for the second half of the adventure.1993 - DMR1 Dungeon Master Screen
Included with the screen is a small adventure, Escape from Thunder Rift. Much of the adventure is set in Thunder Rift, but the PCs can find a magical gate which will lead them into...the World of Mystara. The magic portal only works one way taking characters to the land of Karameikos, near the village of Bywater, which also serves to tie in with the first Penhalgion novel, The Tainted Sword.
There are some hints of those who travel between the realms, and a magic item from the abelaat used in the first novel is also detailed in game stats here.
As I mentioned before, the hope was that new players brought into the game through the entry level products would move on to the RC hardcover rulebook and the Mystara setting, and this adventure was a belated attempt to assist with that transition. It also tried to help sell the novel, although Bywater doesn't survive there for very long
Actually I found something to talk about on this one. On the page before the first beastie, they went through a short list of monsters that were common to BECMI D&D and AD&D, but had different naming conventions. For example, the eye of the deep in 1E/2E was called an aquatic beholder in BECMI. The gas spore is called the blast spore on Mystara, and Mystarans never call something an unpronounceable ixitxachitl when they can call it the far more reasonably pronounced devilfish. A few of these name harmonizations introduced on this page shed some light on how native Mystarans view certain monsters.