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Isle of Dread
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<blockquote data-quote="machineelf" data-source="post: 6966341" data-attributes="member: 6774924"><p>I love the Isle of Dread. I took the original and re-purposed it for my 5e campaign. Here's what I did, and feel free to use this idea. I found the core idea online and so took it for myself, anyway.</p><p></p><p>Take the Isle of Dread, and plug in different other classic and fun dungeons on different hexes of the Island's map. That way, if your players happen upon that particular hex, they may be thrust into another classic dungeon, so it becomes a classic dungeon within a classic dungeon.</p><p></p><p>In my campaign, I also populated many different hexes with other interesting things, including teleport circles which would port them to other various parts of the map. They were one-way portals, so that if the players chose to activate it, they wouldn't know where on the map they would get taken to, and wouldn't have a way back to the place they came from unless they walked the whole way back across the island, or if they found another portal that brought them back to that particular spot. I put about 15 different portals across the whole island, each taking them to a different place. This helped break up any linear path they may originally have wanted to take.</p><p></p><p>With regard to the other classic dungeons I placed onto the map, I used dungeons that sort of fit the theme of the island itself. So for example, I had The Hidden Shrine of Tamoachan in one spot on the island. When my players came across it, a dragon swooped down and began to stalk them. When they ran (it was way too high for their level) they fell into a collapsed underground chamber, rubble filling the hole they fell into, and they were stuck in the Shrine of Tamoachan, and had to find a way out as the poison seeped in. </p><p></p><p>Adding in those other classic dungeons onto the map of the Isle of Dread really made it for an epic and long adventure (their ultimate goal to try to get off the island, but not before they made it to the section of the island they needed to find to complete the main quest).</p><p></p><p>* You will have to do some work to translate the monsters and traps to 5e rules. (I've never used that playtest version you were asking about.) But it's really worth it.</p></blockquote><p></p>
[QUOTE="machineelf, post: 6966341, member: 6774924"] I love the Isle of Dread. I took the original and re-purposed it for my 5e campaign. Here's what I did, and feel free to use this idea. I found the core idea online and so took it for myself, anyway. Take the Isle of Dread, and plug in different other classic and fun dungeons on different hexes of the Island's map. That way, if your players happen upon that particular hex, they may be thrust into another classic dungeon, so it becomes a classic dungeon within a classic dungeon. In my campaign, I also populated many different hexes with other interesting things, including teleport circles which would port them to other various parts of the map. They were one-way portals, so that if the players chose to activate it, they wouldn't know where on the map they would get taken to, and wouldn't have a way back to the place they came from unless they walked the whole way back across the island, or if they found another portal that brought them back to that particular spot. I put about 15 different portals across the whole island, each taking them to a different place. This helped break up any linear path they may originally have wanted to take. With regard to the other classic dungeons I placed onto the map, I used dungeons that sort of fit the theme of the island itself. So for example, I had The Hidden Shrine of Tamoachan in one spot on the island. When my players came across it, a dragon swooped down and began to stalk them. When they ran (it was way too high for their level) they fell into a collapsed underground chamber, rubble filling the hole they fell into, and they were stuck in the Shrine of Tamoachan, and had to find a way out as the poison seeped in. Adding in those other classic dungeons onto the map of the Isle of Dread really made it for an epic and long adventure (their ultimate goal to try to get off the island, but not before they made it to the section of the island they needed to find to complete the main quest). * You will have to do some work to translate the monsters and traps to 5e rules. (I've never used that playtest version you were asking about.) But it's really worth it. [/QUOTE]
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