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Griffon Island

quindia

First Post
I'm still not completely sold on 4e. Three of my players, who have been adventuring in my campaigns for over 25 years, attended the D&DXP and were... underwhelmed. I know, I know - it was a delve, it revealed only basic mechanics, etc. None of that is the subject of this post. I am holding out hope that once the new core books are in our hands and the action takes place around my table, we will enjoy 4e.

Now again, I have been running games since 1980 and most of my campaigns have been in my own world - The Realm of Quindia. 4e contains a few rather jarring changes that do not mesh well with my ongoing campaigns. Before I set about rewriting a history that has evolved not only through my own creativity, but by countless hours of game play, I want to make sure 4e will be for me. To this end, I decided to set up a remote island somewhere vaguely north of Quindia. If I decide I hate the new rules, I can have the Old Gods drown the whole place, 4e and all.

Casting around to find something to save me a little work, I pulled out an old boxed edition of Griffin Island from Runequest. This place looked perfect for a Points of Light setting. It is a remote island (exactly what I wanted) with scattered independent settlements and lots of wilderness to populate with ruins of a bygone age (possibly an outpost of the dragonborn empire). I am rewriting many of the details from the original to bring it in line with both Quindia and the 4e presents books. I also love making maps and have redrawn the map in the style of my newest Quindia map.
 

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