Hatchling Dragon
First Post
I'd personally go with the sailing idea, tons of adventure opportunity in a 2,500 mile trip
If you have, or wish to try-out, sailing rules now would be a perfect time. It'd also let you slip in as many encounters as you think needed, in case the group needs a level or two before they actually start running around the Island/Tomb. 5th level seems a little bit weak to be poking around the supposed burial spot of multiple Archmages. Heck, even one Archmage's defenses for his/her resting spot would probably be formitable enough.
Speaking of their destination, it's the resting spot of some very powerfull Wizard types. This means you can pretty well justify any sort of magical (and non-magical) defense you can think up. One of my favorites, and fairly common in books I've read, is the old "Storm wrecks any ship that approaches the Island!" trick. You get a perfect opportunity to remove anything that you don't think the players need, or that you just don't want them to have on that adventure. If you want them to recover certain items or people (ie: Cohorts/servants) later, just say they got washed ashore on another part of the island, or perhaps even the mainland.
Hatchling Dragon

Speaking of their destination, it's the resting spot of some very powerfull Wizard types. This means you can pretty well justify any sort of magical (and non-magical) defense you can think up. One of my favorites, and fairly common in books I've read, is the old "Storm wrecks any ship that approaches the Island!" trick. You get a perfect opportunity to remove anything that you don't think the players need, or that you just don't want them to have on that adventure. If you want them to recover certain items or people (ie: Cohorts/servants) later, just say they got washed ashore on another part of the island, or perhaps even the mainland.
Hatchling Dragon