9043 X1 The Isle of Dread

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GE The Isle of Dread Sie ee aed er eae eee are Era eo ENON err aes Ere ere cose cera et ei re ee Ves oa eae canner ne uaa Dude on ere ache era rare acct eaten tee ree te De Re age oe tee Te et sn Agree cere ete Pe ten ya ee ‘entures, In addition, The Isle of Dread contaitis « map and beckaround information for a larae contineni, and eleven aT aati aman an Sener cer Mn aera iratasatt en St eee eee aa Corer eee rea ect tarrens oN states el por eee tree ate re rey aor ae pre eet ae Cot erson esse ace viar cere PU Nelao falco ceca Unercee ee Met men cent eer Special Introductory Wilderness Module ce] fi (MAP E-9) hs Deor in Ceiling iron Bars or Portculis, Stone Wall f] Dock Baleony Water ‘Smokehole Altar TEMPLE LEVEL 2 (MAP E-10) Dungeon Module X1 The Isle of Dread by David Cook and Tom Moldvay A WILDERNESS ADVENTURE FOR CHARACTER LEVELS 3-7 The Iole of Dread ts the frst in a series of adventure modules for use with the DUNGEONS & DRAGONS® Expert rules. As the first D&D® wilderness adventure published by TSR Hobbies. the Isle of Dread ts designed as an instructional module tohelp novice Dungeon Masters design their own wilderncss adventures. This module contains maps and background material for the Isle, fifteen new monsters, and suggestions jor further ad- tentures. In addition, The Iele of Dread contains a map and background information for a large continent, and elewen smaller maps for encountcrs on the island itself. In this module, players will push their way through dark jungles and treacherous swamps to discover the lost plateau, and the final secrets of — the Isle of Dread! If you enjoy this module, watch for future releases in the D&D* line from TSR, The Game Wizards. © 1981, TSR Hobbies, Inc., All Rights Reserved, DUNGEONS & DRAGONS? and D&D® areregistered trademarks owned by TSR Hobbies, Inc. ‘TSR Hobbies, Inc. ISBN 0-935696-30-X 9043 Dungeons & Dragons? Export Sot Dungeon Module X1 THE ISLE OF DREAD This module requites information found in the D&D® Expert Rules, which are 9 continuation of the DRO® Basic rales, Vithows a copy of both Doakle’s, sone secsions of this module may be confusing PART 1: INTRODUCTION About This Module This module % intended for use with the DUNGEONS & DRAGONSY Expert slat The Iele of Dread is a wildemeze ad venture designed as a framework Io help Dungeon Masters (DMs) ‘design their own wilderness adventures f you plan te parttpate inthis module as » player, plese stop. reading al this por, The information n the rest of this module is for vour DM so thar he or she may guide you and other rlavers through the adventure, knowledge ef the contents of thie module will spall the surprises and the excitement of the game for avery: ‘one concerned, Notes for the Dungeon Master ‘The Lele of Dread is a wilderness advonture module in five parts. Pert one is the INTRODUCTION, which cutines both the ad venture and the iantesy “world” it takes place in. Pert two, THE ISLE OF DREAD is the fist stage ofthe adventure lt includes get ting to the Ile of Dread, exploring the main island, and seting up a base for the next stage of the adventure, In part thre, the party in vestigates the island's great CENTRAL PLATEAU With cood fortune and thought, the party should establish a base at Mentu, 2 small village on the shore of the pleteau’s great crater lake. Part four & the chimax of the adventure, Here, the party discovers the roereis of the TABOO ISLAND in the center ofthe lke, Pert five contains the NEW MONSTERS introduced in this module. After the baste adventures over. the Ise of Dread can be usedas the ste of additional adventures, come of which are dessriped atthe and of Pat 4 While the D&D Exper nulabook cantains mest of the information necessery lo design wilderness adventures, this module Is another tock It's a graphe example of what a wildemess adventure may bbe Itallows the DM to learn by experience about uildernass design ‘and cuppioments the rules given inthe D&D Expert and Basie ets Before beinnina the adventure, please read the module thorough ly to become familie with the detail of THE ISLE OF DREAD. Certain sections may be read aloud to players. Other sections co tain information the players should not know in advance. out may lear in the course of the adventure. Before the adventure begins, the DM should decide whal information to give the players and ‘hat information to held back. This médule has been designed for a party of sx to fen characters. Exch character should be between the Std and 5th lavel ol expe ence at the beainning of the adventure. The party should Fave total of 26.24 levels, 30 being best, For example, apariy wth a 4h, level fighter, @ Sth level magicuser, a 6th evel clenc, @ 3rd level thief,» Sth level duarf,a dth love, and a 3rd lavel halfing woul have a total of 30 levels (445+6+9+5+4+3=30). Further more, the group should have at least one magic-user or ell, and fone ceric init. Ifthe party has less than 26 levels or mare than 24, the DM may with to adjust the strength of the monsters, making them laiger or more numerous (or smaller or less numerous) asthe DM sees fi ‘The DM should be careful to give the player characters a reason: able chance for survival, The emphasis is on “reasonable”. Try to bbe impartial and fair. but give the pary the benelt of the doutt in conditions of extreine danger. However, sometimes the players in sist on taking unreasonable risks; charging a tyrannosaur bate handed, for oxampla. If bravery turns to foalhardiness, ihe DM should meke it clear thal the characters will die unless the players act more inteligenily. Everyone shculd co-operale to make the aé- veniureasfunand excting as possible In addition to the large scale map of the continent and the small scale maps of the Isle of Dread and the CENTRAL PLATEAU there ore maps of some of the encounter areas. These ave in Cluded to give the OM an idea of what the area looks lice. The DM ‘may use them ag given, change thers slittly. or create different ‘ones. Fer example, when using the general cave laire, the DM can add new creatures, eal off tunnels, ot add secret charnbers, 12 ‘nearly any part of the mao. Both cave maps can even be combined for 2 very ange ail ‘The lait treasures can be used as given or changed inte cifferent forms wih the samme value, Primitve nati ‘ihes lke these on the Isle of Dread may net have gol! or aver coins, instend, they may have native carvings of bone or ivory, small nuggets of precious metal, or ary other unusual bu! valuable forms of reasure the DM con create, When desering monsier encounters, the DM should rot rely oaly fon sight — there are four other sansce — smell, sound, taste and feelings of hot, cold, wet and so forth) The DM should ty to vary hi or her approach to encounters when possible. For examale, the party may fist hear the monstor crashing through the underbrush, br find is trecks instead of just meeting the monster face t0-face This i a good way to “sgnal” a party that an encourter may be too dificult for them to handle. The DM shaulé also try to avoid Jotting unplanned wandering monsters disrupt the belance of the THE MAP OF THE CONTINENT (Map C-1) Geography In the center of this medule is a laige-seale (24 miles per hes) wildemese map, which shows the southeastern portion ef the can: tment and the northern islands oi an archipelago (a cluster of Islands). This map is useful fer the overseas journey ta tho Tele of Dread and serves as an example of a large-scale wilderness de sign, The OM may wish to base dungeon and aniderness adver: tures on this map, or expand the map by designing wildeness areas whore tha map leaves off, Te fellowing lea suggested hey to the areas mentioned on the map. To read the map of the c2n- linen, stat at the top and read from let torch’ ‘The following key cives only a briel background of most areas excep the Isle of Dread which i father desarbsed in PART 2. The rests left for the inelvidual Dungeon Master 10 “flesh out’, allow ing as much creative treedem as possible The Key to the Continental Map Principalities of Glantri, Glanis is a magocracy, that is. the princes and princesses wha rule the state are all high level magic Users. Thay live in Glontsi Cty most of the time, though each rulee also has a castle hieden in some rermote wilderness atea, Actual the rulers are mote concerned with magical esearch then wth ra: ing, Most deccione are leit to the various local coun of elders and the princely stewards. The princes and princesses ¢o not trust ‘each other and lve in a state of uneasy truce. In the face of sn. ‘asion oF rebellion, however, they are quick to unite In extreme emergencies, they will select one of their number a dicta The Ethengar are acmadic herders of They are divided into small family cans. 2szeng leader khan) emerges to rite the entice Ethengar people Inte a strong “nation”, However, with the eventual death of the han, there is rarely an heir strong enough to hol the Ethengar to gether, They then break apart and the family clans bagin warring with each ether once more. Their culture s similar to that of the horsemen of the eential Asian steppes (Huns, Mongols, Meavars, Tus, and soon Heldann Freeholds. The Heidann ate a barbaric, fa-halred people who hunt fish, and raise crops on icolated farms They are rolated to the pecple in the northeastern hingéoms but eclinow!: edge no ruler among themselves higher than the tielvdual house: hold leader. Their culture is very similar thal of medieval celand| Kingdom of Vestland, Kingdom of Ostland, and the Soder- flord Jarls, Each of these northeastern states is composed of many petty “kingdoms” that ame loosely united ander ane ruler In Westland and Ostland the underchiefs are called “kings”; In Soder fjord they are known as Jars” (pronounced “yar'"), Their culture smbles that of the vikings, The peopie of these kingdoms highly value individualism, physical strenath and prowess in combat. They live mainly by fishing and by eccasional raids an nearby coastal villages. Besider being fierce warriors, these people are explorers without equal, ranging fat and wide fn their wooden longships. The Broken Lands, The “broken lands” are an area of rocky badlands and old wolearic lava heds, The land is extremely wild \divhabited mainly by outcasts and monsters Rockhome. Rockhome ig the homeland of the dwerves, It steiches throughout the acrthem Allan Tepe meuntain range. The dwarves heve bull and maintain a road through the moun: loins forearavans. Thay charge toll rom all who pase Atruaghin Clans. These grassy pia‘eau, forest, and hilly regions next to tho sea are inhabited by herders, hunters, and fsrermen who lve H small vlages. All the vilagers claim to be descended from the ancient he:o Attuaghin. If threatened by war they wil tunite under a temporarily elected leader Republic of Darolein. This republic ic centered around the cepitel, Darokin, [fs weaith Is based on trade from Lake Amsorak (the large inland lake). the Stree river, the eastern earavan route, and sea trad filing in hough the Malpheggi Swamp. Daroken is f plutocracy; that i, the government is cun by the weaithiest merchant famihes. The culute resembles that of Venice ot Genca inmedieval taly Alftetm. @s the neme implies, Altheim is the homeland of the eves. The elven king rules the grea! forest af Canolbaith Recaase Canolberth is tended by the elves, it far larger then 9 natural {egest in this area would be. Derokin pays the elves to protect the ccarevan route through the fores to Selenica, Emirate of Ylaruam. Ylarvam is builtin the midst ofthe largest ‘oasis in the Alasivan Desert isthe center of caravan routes cross ing from noth to south ond from enct to west, and is contra by the Emir of Ylaruem ane his royal family. The etkure is smart that of the Atabeedeseetstales or the Central Asian clty-staies of alinyeo, Damnascut, or Samatiand. ‘The Five Shires, The five shires are the homeland! of the hal lings. The area is ruled by council of five eherife who each eon tuola shire. Four times a year the shetils meet ate great feast and there decide shirewide poliey by vote. Grand Duchy of Karameikos. This par! ef the centinent is 2 wid and unsettled land claimed by Due Stephan Karasncikos In realty, litle of the land is under the duke's control. Large ates ar2 overrun with monsters and hostile humanoids, Fora more deiaied description of the Duchy of Karamalkos, sae the D&D Export rle book. Kingdom of lerendi, The trading ships of lerendi rival those of Thyatis, and the kingdom sports a snagnificent royal palace catved from pure winte coral. The king ané queen of the land are usually popular adventurer-heroes: however. they are withowt trie power ‘and serve only ns fgureheads, Actual rule i held by certain aristo cratic familes (makeng lerendian olgazchy) Minrothad Guilds. Tae Ninrothad kland cluster isa syncicracy the government is tun bu the heeds of the vavious trading auids. Minvathad isclosely allied to Thyatis, Empire of Thyatis. The empire of Thyatis is an autocracy, The emperor holds absohite power, but hie dacsions must allow for the desis of powerful nobles and for the threat of mob riots over ure ‘avorable laws. The ciy of Thyats is but beside a large canal thas Separates the southern peninsula from the mamland.s0 the city is 2 majer trade canter. The Thyatie cultute is snilar to the enedieval Byenune empre, Thanegioth Archipelago. The archpelogo ise cluster of islands about 1000 mies from the coas: of the main cortinent, What tle knowledge is available about Thanegicth is buried in myth ane supersition Suggested Pronounciations Akesol —akresofe Terence nara rats Akorros — a'kor tas Kerendas — ker en/das Alasiyan — alasPan Kopru — k5“prt Allein