DarrenGMiller
First Post
X1 "The Isle of Dread" was the second adventure I ever DM'ed. This was back in early 1983. I really didn't know what I was doing and only had two players. They actually made it through the adventure with a Magic-User and a Fighter and were there for 3rd and 4th level.
A year or so later, I was a much more experienced DM (playing almost every day will do that I guess) and ran it again with my new group (this was late 1984). There was a TPK in the common room of the temple. It was ugly.
After Dungeon #114 with the poster map and the adventure "Torrents of Dread" came out recently, I ran it again. I was having some player issues at the time (that's another thread entirely). It actually took several months to get through the tandem of Torrents and Isle, but I thought it went fairly well (though the players thought it dragged out horribly, which it did...). Torrents was rough on characters and I think we lost 5 in that adventure (I had 8 players plus myself). We actually ended the campaign with the party underground in the temple in Isle. The character concepts were not very compatible with dungeon survival and there was a lot of player conflict. There were some great moments in the adventures though, such as the sharks and poisnonous snakes in isle and the sudden arrival of the shambling mound in Torrents. The shambling mound encounter was the deadly one. Here is the synopsis:
The party is exploring the water-filled tunnel. One of the two advance scouts is a gnome swashbuckling sea captain who has a staff that has several powerful effects, including the earthquake spell once per week, though it gradually drains Str and turns the user into a shadow eventually. The shambling mound rises suddenly from beneath the water and strikes the other advance scout, knocking him into the negative HP and unconscious. The gnome then activates the staff, since he knows it is a do or die situation. At this point, a huge earthquake shakes the island and collapses the tunnel, both cieling and floor. The main party is caught in a mudslide as the tunnel collapses into the cave system beneath, which contains the 2 kopru causing the storms. The gnome dies heroically in a struggle with the shambling mound in a spectacular shower of water and mud and the party Channeller (modified Wizard variant from Midnight) kills off the kopru. We really were thinking TPK, but the party pulled it out.
Overall, this is a fun adventure.
DM
A year or so later, I was a much more experienced DM (playing almost every day will do that I guess) and ran it again with my new group (this was late 1984). There was a TPK in the common room of the temple. It was ugly.
After Dungeon #114 with the poster map and the adventure "Torrents of Dread" came out recently, I ran it again. I was having some player issues at the time (that's another thread entirely). It actually took several months to get through the tandem of Torrents and Isle, but I thought it went fairly well (though the players thought it dragged out horribly, which it did...). Torrents was rough on characters and I think we lost 5 in that adventure (I had 8 players plus myself). We actually ended the campaign with the party underground in the temple in Isle. The character concepts were not very compatible with dungeon survival and there was a lot of player conflict. There were some great moments in the adventures though, such as the sharks and poisnonous snakes in isle and the sudden arrival of the shambling mound in Torrents. The shambling mound encounter was the deadly one. Here is the synopsis:
The party is exploring the water-filled tunnel. One of the two advance scouts is a gnome swashbuckling sea captain who has a staff that has several powerful effects, including the earthquake spell once per week, though it gradually drains Str and turns the user into a shadow eventually. The shambling mound rises suddenly from beneath the water and strikes the other advance scout, knocking him into the negative HP and unconscious. The gnome then activates the staff, since he knows it is a do or die situation. At this point, a huge earthquake shakes the island and collapses the tunnel, both cieling and floor. The main party is caught in a mudslide as the tunnel collapses into the cave system beneath, which contains the 2 kopru causing the storms. The gnome dies heroically in a struggle with the shambling mound in a spectacular shower of water and mud and the party Channeller (modified Wizard variant from Midnight) kills off the kopru. We really were thinking TPK, but the party pulled it out.
Overall, this is a fun adventure.
DM