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Suggestions for enhancing Isle of Dread?
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<blockquote data-quote="Quickleaf" data-source="post: 7381720" data-attributes="member: 20323"><p>The original had a paper-thin story as well; the quest wasn't any deeper than "follow a fragment of a ship's log to an unexplored island looking for treasure." I don't think the D&D Next version really added to the story.</p><p></p><p>So, in your case, it sounds like you've changed the story hook to: "You've ended up here accidentally, and now you're trapped. You want to find a way off the island. Go."</p><p></p><p>Has anyone been trapped there at the same time as the PCs? Any NPCs who might go deeper into "the ends justify the means" thinking about escape?</p><p></p><p>Where/what are potential ways the PCs can escape the island? I'd suggest these be multi-step quests. The DMG suggests that one can learn the strange tides/currents around the isle, so perhaps collecting nautical charts, talking with old sailors, and doing ample reconnaissance would be reasonable steps?</p><p></p><p>The coastline is probably littered with shipwrecks, some of which have been adapted as shelter by the isle's inhabitants. This would be a place to insert your own ideas not on the IoD's hex map. Also, consider: how do inhabitants cope with the periodic storms wracking the isle? And what are these storms like on the Elemental Plane of Water? Sheets of water for days? A strange inversion of air & water like in <em>Pirates of the Caribbean: On Stranger Tides</em>?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7381720, member: 20323"] The original had a paper-thin story as well; the quest wasn't any deeper than "follow a fragment of a ship's log to an unexplored island looking for treasure." I don't think the D&D Next version really added to the story. So, in your case, it sounds like you've changed the story hook to: "You've ended up here accidentally, and now you're trapped. You want to find a way off the island. Go." Has anyone been trapped there at the same time as the PCs? Any NPCs who might go deeper into "the ends justify the means" thinking about escape? Where/what are potential ways the PCs can escape the island? I'd suggest these be multi-step quests. The DMG suggests that one can learn the strange tides/currents around the isle, so perhaps collecting nautical charts, talking with old sailors, and doing ample reconnaissance would be reasonable steps? The coastline is probably littered with shipwrecks, some of which have been adapted as shelter by the isle's inhabitants. This would be a place to insert your own ideas not on the IoD's hex map. Also, consider: how do inhabitants cope with the periodic storms wracking the isle? And what are these storms like on the Elemental Plane of Water? Sheets of water for days? A strange inversion of air & water like in [I]Pirates of the Caribbean: On Stranger Tides[/I]? [/QUOTE]
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