We're two sessions into Isle of Dread. The group has met the Tanroan villagers and got some info on what's going on locally. They also had two forays pass the wall and into the main island; once with their main characters (killed a hydra and met the Rakasta) and once with their back-up characters (they barely escaped an attack by cave bears).
Anyway, I think they're finally going to set a goal for themselves and commit to it. If they dally longer, then the adventure will find them (probably a pirate raid on one of the villages)
Without further ado, here's the adventure hooks that have popped up so far:
ADVENTURE HOOKS
Adventure Hook numbers correspond with the map
North side of the wall, Main Island
1) Find the Pale Countess ship
You currently have no leads, but I'm sure something will come up. This ship was funded by Duke Karameikos and on an expedition to establish a teleportation circle on the Tanoroa Peninsula, but was plucked from the ocean by a Roc. The Roc, on his subsequent flight home to the Isle of Dread, was interrupted by an attack from a Red Dragon. The ship was dropped near the center of the main island. Many sailors plummeted to their deaths as the Roc flew across the ocean and to the main island. All are assumed dead (but who are we kidding here, this is d&d).
2) Hidden Shrine of Tamoachan
You have a good idea where it's at and could eventually find it with 1 day of searching. This dungeon comes with a warning label: Once you discover the exact location of the dungeon, you will then be forced to escape it or die trying. It's an old school deadly dungeon crawl made for Tournament play. The encounters require problem/puzzle solving skills from the player, rather than the character. Of course after you escape it, you can then attempt to return in order to plunder the rest of the temple. High Risk, High Reward, and purely optional.
3) Rakasta
Bistek, Djura, Florél, Jigo, Wilyur agreed to meet with Miku the Rakasta near the South East Tar Pits in about 22 days. One of those five characters needs to be there. You had a positive initial meeting with Miku. Djura wanted to visit Miku's outpost. Miku said he needed to report to his leader first. The Rakasta are from a nearby island and are searching for the lost shrine of their own ancestors.
Coast of the Main Island to the west
4) The Haunted Village
The Tanoroans give a decent idea of where this village is located. It's a couple of miles inland, but approachable from the ocean. According to the Tanaroans this was a thriving and somewhat isolated village that revered snakes (The Serpentes Clan). About 20 years ago, explorers from the Known World entered the village and inflicted the villagers with a deadly disease. Tanaroan traders discovered the area to be overrun with undead months after this incident. No one has returned since.
Island to the west
5) Pirates
Their home base is located somewhere on the western coast of the island. This group of pirates prey on the villagers for slaves and plunder. The leader is red haired and pale skinned, so she's probably from the Known World.
6) Pterafolk
They nest along the steep slope of an inactive volcano. These half pterodactyl and half humanoid monstrosities stand 10 feet tall and have a wing span of 20 feet. They're known to hurl javelins and pluck victims off of boats. If they can't get a meal, then they try to grab any bright & shiny objects.
Small islands south of Tanoroa Peninsula
7) Jawalaas Clan (aka Shark Clan)
Located northeastern shores of the island. These villagers worship a local power named Sekolah. They are fond of capturing/buying slaves which they use as sacrifices in their ceremonies.
8 Prattis, the lone foreigner.
His home is located somewhere on the smallest island directly south of Tanoroa Peninsula. Not much is known of this guy except that he's human, friendly, and travels alone. He will occasionally trade with the southern villages using coinage from different nations of the Known World.
Player's map with numbers corresponding to the adventure hooks