Ah, memories.... the Isle of Dread

Wik

First Post
So, I was at my local gaming store when I found an old copy of the OD&D module, Isle of Dread. I picked it up for a *hefty* six bucks cdn, and started leafing through it nostalgically. See, I don't run too many published adventures, but I *did* run Isle of Dread.

Not only that, but it was my first real campaign.

*Don't read any more if you haven't played the adventure and intend on doing so... someday*

Of course, we ran it heavily modified. We were using the 2e AD&D ruleset, mixed in with 1e and a bit of OD&D, with me converting monsters on the fly. My favourite thing about this adventure the first time I ran it was the fact that you gave the PCs an incomplete map, and let them fill in the details. I remember that the group had poor dealings with the local natives in the southern villages, thanks to the zombies the villagers kept ("no way these are good guys, let's go!") and that the group wound up making their base of operations in the Phanaton village (due, I think, to the fact that I loved tree-dwelling small folk). I also threw in some Tasloi and Grippli encounters in the jungles, because I was crazy about those critters.

Looking over it now, I keep getting all these fond gaming memories - the group getting their butts handed to them by the Ankylosaurus, or running in fear from the sleeping green dragon, or even a quick naval bombardment against the pirates. Some strange things happened while I was reading the book, though - I remember running the rope bridge encounter (where the group is attacked on a rope bridge by Pteradons), but I Don't remember running ANY of the encounters in the central village except for the fight against the rogue natives in the temple. I certainly don't remember the Kopru encounter at the end of the book, AT ALL.

Which is funny, because reading the encounter now, it seems like one of the coolest encounters in the game. Two Koprus, hiding in mud geysers, control and dominate the characters without being seen. It's such a strong image in my head. I'm not sure why I didn't run the adventure - probably because the hallway leading to the second floor was blocked off, and my Players would've said "Hey, this hallway's blocked, I guess we're done the adventure"

In fact, after reading the book, I have to say - it doesn't seem like it's all that well designed. There's no central goal to the module, which is kind of cool but sucks at the same time (I do like how the book gives further adventure ideas to make an isle of dread mini campaign). The climactic encounter is pretty hard to get to, since it assumes the group is going to be smart enough to realize that a hallway blocked with stone is still passable (and that they'd decide to do it, after completing the main goal of the temple raid - to kill the headhunters).

All that said, I keep building up this "Return to the Isle of Dread" Campaign, but one based in a 1660's, "Pirates of the Caribbean" campaign. You know, cannons, muskets, and the like. I've been writing this campaign forever, and it's all because I remember the Isle so fondly, and would love to return to it in one way or another.

Anyone else have fond memories of this little gem?
 

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Oh hell yeah.

Actually ran this in 3e as a Scarred Lands adventure. Plunked the Isle down on the edge of the Blood Sea between Ghelspad and Termana. Became a major trading port between the two continents eventually. Granted, when the players went there, they were following the old map and exploring.

I'd love to do it again and do it better this time.

Borrow a page from Lost and maroon the party on the island. You could really have a riot. Because the Island itself is a magical place, you can nerf those pesky teleport spells.

My only real problem with this idea is how do you replace PC's. Sure, low level isn't a problem, you can replace with the other survivors, but, later on down the line, it makes it a little wonky when that guy who's been hanging around the camp for the last ten levels suddenly becomes a 9th level wizard to replace John's dead PC. :)
 

My goal is to give the players a map to the island, and have them scrounge up a sailing ship, muskets, cannons, and the like to get to the island first. While they have the best maps, other factions (a mage's guild, the thieves guild, a rich adventurer, etc...) are putting together their own expeditions.

So, the PCs have the advantage of better maps, but the NPCs have the advantage of better equipment.

The game would involve setting up trading contracts, exploring the island, clearing pirate routes, and competing (non-violently) with the other factions. I really think it would be a lot of fun.

***

When we ran the game years ago, we had a very fluid gaming group. Sometimes, there'd be five players, other times, there'd be ten. I do remember the group was pretty much stranded on the island, since there was some sort of problem with their ship (can't remember, now...). But when new PCs showed up, they were simply "other adventurers" or somesuch.

Fun little fact withi the game... if you read the introduction, it says the module is for "6 to 10 characters between 3rd and 6th level". SIX TO TEN!? Man, those were the days, eh?
 

I've run the Isle of Dread with AD&D (1E) and also with classic D&D (Mentzer boxed sets). Both times it turned out great. I may have to pull it out again and run it in my current campaign (Castles & Crusades).
 


There was an "Isle of Dread" article in a recent Dungeon mag, and the new Adventure Path series "Savage Tide" will feature the Isle of Dread.

Geoff.
 

The first module I ever played! Lot's of great memories from this one. Unfortunately the DM also loved it so much that she'd bring it out and run it again every-other-year for the next several years and after Isle of Dread IV my players were tired of the setting. Some 15 or so years later they still have no desire to revisit it again.
 


Last month, I'd gone home for my little brother's wedding, and by lucky chance ran across my old original beaten-up copy of Isle of Dread hidden away in my parent's basement.

It was the first module I ever DMed; I have fond memories of it.

I have high hopes of converting it into an introductory adventure for my upcoming Iron Heroes campaign.
 

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