There are deep waters in old school gaming, lost worlds where PC's can come to fates worse then death. Many souls have ventured here but few have returned.
Hundreds of miles from the mainland, surrounded by dangerous waters, lies an island known only as the Isle of Dread. Dark jungles and treacherous swamps await those who are brave enough to travel inland in search of the lost plateau, where the ruins of a once mighty civilization hold many treasures - and many secrets!
Hundreds of miles from the mainland, surrounded by dangerous waters, lies an island known only as the Isle of Dread. Dark jungles and treacherous swamps await those who are brave enough to travel inland in search of the lost plateau, where the ruins of a once mighty civilization hold many treasures - and many secrets!
After going over my old campaign notes, talking with some friends, and dealing with the weirdness & flexibility of The Adventurer, Conqueror, King Rpg system. I decided to go with a classic to start the players out in the iconic X1 Isle of Dread for this upcoming hobby shop game. Isle of Dread which is one of the seminal adventures of written by David "Zeb" Cook,[2] and Tom Moldvay way back in 1981.
There are several reasons for using X1:
- Flexibility & the DYI factor of Isle of Dread.
- The variety of encounters and weirdness of the lost world of Isle of Dread
- The old school feeling of the Isle and its environs.
So after doing a review of Lairs & Encounters From Autarch on my other blog, I think that Isle of Dread is the perfect hex crawl test bed for this book. Of course this my style of DMing so there's going to be a twist into the weird with X1. Which means that the isle is going to be a part of a dimension hopping change of mini isles in my Ancient & Accursed Terra setting that's wrinkle one.
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