Showing posts sorted by relevance for query isle of dread. Sort by date Show all posts
Showing posts sorted by relevance for query isle of dread. Sort by date Show all posts

Saturday, March 5, 2016

Even More Commentary On X1 The Isle Of Dread For The Dungeons And Dragons Expert Set For Your Old School Campaigns

 Everything in the Isle of Dread is keyed into created the perfect mini sand box of adventure for your players but why I'm talking about using this classic again? Isle of Dread features everything that pulp loving and lost world DM could want to throw at his players.  But surely they're can't be any new surprises to this classic?

This is a classic in every sense of the word and this module contains a boat load of useful material that didn't appear anywhere else in the expert set of D&D. From monsters, factions, and with equal pulp elements of pirates, dinosaurs, bits of King Kong and more. This module feels like a love letter to the pulp magazines of yesteryear.  And that's exactly what it is. Even the module's byline echoes that original pulpy goodness from another age;" 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!" 



When it comes to classic modules that have a ton of utility they don't get much better then X1 The Isle of Dread. This classic lost world adventure has a ton of uses and this is one of my favorite mini sand boxes to use. Wiki's plot overview gives a good taste of what you will find in Isle of Dread;
"The characters somehow find a fragment from a ship's log, describing a mysterious island on which many treasures can be found, and set out to explore it. Typically, the characters will first make landfall near the more or less friendly village of Tanaroa and after possibly dealing with some troublesome factions in the village, set out to explore the interior of the island. In the course of their explorations, they may find a number of other villages of unfamiliar intelligent creatures, numerous hostile monsters and the treasures they guard, and a band of pirates. Many prehistoric creatures, including dinosaurs, are prominently featured, especially in the original printing of the adventure. Near the center of the island is a hidden temple inhabited by monstrous, mind-bending creatures known as kopru; the characters may stumble across it or learn that it is a source of problems for the other inhabitants of the isle, and the climax of the adventure typically consists of the characters exploring this temple, battling its inhabitants, and uncovering its secrets"  Part of the reason that I love The Isle of Dread is the fact that you get some fantastic resources to use with the Known World setting it also  also maps out the whole Sea of Dread. 
So when the PC's deal with all of the elements of the isle they're work has only just begun with this lost world treasure. There is page after page after entry on using this module. But one of the resources that came my way recently is Return To Dread in Threshold magazine issue #4 . This is a free fan resource and contains a ton of OSR material including trading in the sea of Dread, trade routes, pirates and raider information and more. 


The second resource for running a campaign in this area issue #3 of Threshold magazine. This issue is titled The Sea of Dread and contains a virtual ton of information and twists about the region of the sea, everything you would want to know is in there about this area of the Sea of Dread. This resource contains the inhabitants of the area, articles on minor islands in the area, the pirates, raiders &  merchant princes of the sea, a ton of background material ready to drop into your game and much more. This issue clocks in at two hundred and forty eight pages of lost world goodness. 

What makes the isle so unique is the number of small factions who exploit one another and the landscape all of the while back connecting everything around the pulpy elements of the adventure and yet it works in spades because of the attention to details that
David "Zeb" Cook and Tom Moldvay have infused in this module. Everything happens within the confines of the sea and X1 itself. That makes the factions and the way that the adventure unfolds as an organic whole and yet this sandbox continues to surprise both DM's and players alike because of the way that the factions and adventure elements on the Isle of Dread are handled.  



From both a player and a  dungeon master's stand point  Isle of Dread presents a unique set of challenges in the matters of play. There isn't a structure per say but it makes decisions by the players for their PC's as a central theme of the module and some of the dinosaurs encounters can be very unforgiving. All in all I think that Isle of Dread is a module that not only screams for modification but basks in it as well. Its a module that asks for modification, customization, and a host of other projects that make this a module well worth an OSR DM's attention. As always your mileage may vary . 


Saturday, March 26, 2016

Commentary On The Free OSR Companion Adventure - Below The Isle of Dread By Jerry Stratton For Expert D&D As Well As Your Old School Campaigns

Welcome back kiddies, your uncle Eric is back with another free OSR resource and yes I can hear the groans from here. Not another optional resource to the classic sandbox lost world  island adventure. Well in a word, yes I happened upon a free adventure resource to lure back your adventurers back to the island again with a great hook. All the way back on March fifth I spoke about getting your adventurers to explore around the islands in the sea of Dread.
Let's take the classic back panel text from this classic adventure for a moment; ""The characters somehow find a fragment from a ship's log, describing a mysterious island on which many treasures can be found, and set out to explore it. Typically, the characters will first make landfall near the more or less friendly village of Tanaroa and after possibly dealing with some troublesome factions in the village, set out to explore the interior of the island. In the course of their explorations, they may find a number of other villages of unfamiliar intelligent creatures, numerous hostile monsters and the treasures they guard, and a band of pirates. Many prehistoric creatures, including dinosaurs, are prominently featured, especially in the original printing of the adventure. Near the center of the island is a hidden temple inhabited by monstrous, mind-bending creatures known as kopru; the characters may stumble across it or learn that it is a source of problems for the other inhabitants of the isle, and the climax of the adventure typically consists of the characters exploring this temple, battling its inhabitants, and uncovering its secrets"

GRAB BENEATH THE
ISLE OF DREAD ADVENTURE HERE




Near the center of the isle is a temple which is controlled by the weird Lovecraftian Kopru and that's exactly where Below The Isle of Dread picks up. "The Isle of Dread has some caverns on level three unmapped, with the note “so the DM can create his or her own special encounter areas”. I have to say, this is special. What’s going on, though? I’m guessing I knew at one point, although the complete lack of writing throughout the dungeon may belie that assumption. The dungeon appears to be old.* It appears to have both human and Kopru skeletons. There are lots of rock and crystal statues, and at least two quicksilver statues, giving it a sort of ancient technology feeling. This was well before Terminator, let alone the sequel’s liquid metal android. The feeling is increased because I seem to be treating the statues as robots, most of which are no longer in service." So what your going to get is a free six level sand box style dungeon ready to be customized and perfect for play to draw your PC's back to the isle with your own creations. The adventure clocks in at twelve pages of old school dungeon crawling fun for the David "Zeb" Cook and Tom Moldvay, Expert D&D set. This makes the adventure perfect as an excuse to get the PC's back onto the island and into the sights of some the prehistoric monsters and lost races waiting to meet and greet the PC's.


Races like the Phanaton who are a halfling-size race resembling racoons or monkeys, with prehensile tails and wing-like gliding membranes and can have a mean streak a mile wide. These guys are one of the factions that makes X1 rather unique. The sandbox approach makes the factions stand out and really gives the players some rather interesting challenges. It also gives the DM a blueprint for creating their own factions for later sandbox adventures. The real question is how will the dungeon beneath the isle change the climate and reactions of these factions especially the pirates if they're still are any around. Most likely some sea scum will come and replace those whom the earlier exploits of the PC's have sent to their just rewards.

 There are also several other aspects that the Isle of Dread added to the D&D Expert set roster these included; the fact that the adventure " introduced numerous creatures to the game for the first time, including the kopru and aranea, both of which went on to find a place in the Third Edition Monster Manual; the rakasta and phanaton, both of which would later appear as playable races in other Dungeons & Dragons products set in Mystara; and many others, including several types of dinosaurs." The dungeon master could take full advantage of this fact by introducing factional NPC's for this dungeon if they are inclined. The DM could introduce newer factions who have risen in the wake of the PC's freeing of the tyranny of the
as a location in the Feywild (a parallel plane dominated by faeries and unspoiled natural life. Shrug this might work for some campaigns but personally I like the fifth edition option which according to wiki; "
"The adventure was loosely based on King Kong,[1] and came with a fairly detailed (for its time) map of a setting then called the Known World,[1] showing at least fifteen distinct nations on the mainland to the north, as well as much of the Sea of Dread in which the Isle of Dread could be found.[4] These nations each received a paragraph or so of description near the beginning of the module" This fact unto itself allows the DM to customize the Isle and its inhabitants plus the surrounding areas as they see fit and brand it as an alternative version of the Known world. So how is this possible? Well there might artifacts from the original inhabitants of the isle and the magic is still leaking into the reality of the island itself.
Want a map of the island that you customize yourself? We've got you covered with these downloads from http://pandius.com.

Isle of dread maps.
http://mystara.thorf.co.uk/updated/_...of-dread-4.png

http://pandius.com/iod_dm.jpg

http://pandius.com/iod_plyr.jpg

http://www.pandius.com/x1-isle-of-dread-6-1983.png






In the end X1 Isle of Dread remains one of the classics for a number of reasons and favorite of mine. Below The Isle of Dread By Jerry Stratton adds just another modification to a classic of Dungeons and Dragon Expert era. Happy gaming and watch out for the dinos!

Sunday, April 12, 2020

Old School Sword & Sorcery Commentary On X1 The Isle of Dread For Your Old School Campaigns

"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!"
If there's an adventure module that seems to be ever elastic & adaptable its X1 The Isle of Dread. This module seems to be one of the most easily adaptable of many old school modules. Recently I've been on a bit of a science fantasy kick & some friends suggested X1 for adapting to this campaign/thought exercise.


X1 has all of the makings of an experimentation or staging area of some ancient's laboratory. Many dungeon masters have added in science fantasy elements and much of it seems very reminiscent of Edgar Rice Burroughs. Who along with Sir Arthur Conan Doyle's Lost World books seems to be a major influences on Isle of Dread. As the official Wizards of the Coast entry on the adventure describes,' Historically, we think of the 70s and early 80s as a time of dungeon crawls, but Cook and Moldvay both frequently pushed another aesthetic: pulp adventure.' This is one of the strengths of X1 Isle of Dread in that it frequently seems to get pulled into may folks 'lost world' adventure locations.


"Cook specifically describes "Isle" as having a "Lost World/Skull Island feel." It was one of two pulpy adventures he wrote at the time, the other being I1: "Dwellers of the Forbidden City" (1981), which centered on a lost city in the jungle. He'd later author two pulpy RPGs for TSR: The Adventures of Indiana Jones RPG (1984) and the Conan Role-Playing Game (1985).
Moldvay also had plenty of other pulpy experience. James Maliszewski thus identifies "Isle" as the first book in Tom Moldvay's Pulp Fantasy Trilogy. It's a pretty apt name, as "Isle" contains a dinosaur-filled island, X2: "Castle Amber" (1981) directly references the pulp writings of Clark Ashton Smith, and B4: "The Lost City" (1982) features a city beneath the desert sands.
The adventure's "Skull Island feel" means that it also also owed something to King Kong (1933). TSR would even more explicitly return to this inspiration with WG6: "Isle of the Ape" (1985)."
This brings up the point that while fifth edition Dungeons & Dragons placed the Island of Dread on the plane of Water, does this make the island a stable point as a planar nexus? I believe answer is yes because the entire island is an artificial ecology put in place long ago. The multi dimensional dimensional nature of the island is perfect link to the plane of water making this a great & highly abundant resource. This makes it perfect fodder for one of the original Lovecraftian races 'The Elder Things'. None of the monster combinations really makes sense except in a Moldvay/Cook ecological nice way. Making this a perfect adventure location for ancient ruins of the 'Elder Things' in a Dungeons & Dragons setting.

The Kopru, dreaming the restoration of their lost Empire might have been one of the ancient enemies of the 'Things' left behind after the destruction of their own empire. Dinosaurs & worse prehistoric monsters could be food stock let loose on the island having now established their own ecological niches. The various other races of the island could be simply castaways now having carved out their own factions.
But why has X1 been placed on the Plane of Water? Well there's a great article on On the placement of the Isle of Dread  Posted by Stelio  which actually has quite a few useful ideas for adventure fodder.  There's also the  The history of the Isle of Dread  for a few ideas about old school referencing and more for X1. Threshold issue #3 Sea of Dread contains a boat load of  adventure & campaign ideas for incorporating the Seas of Dread into an old school campaign. The Sea of Dread articles in issue four of Threshold magazine concentrate on traders and those navigating the horrid waters which surround the Isle and its environs. This was the former empire of the Kopru and now the waters are home to a myriad of underwater ruins of these horrors. There could still be many super science artifacts & relics there making this a very useful resource to an Astonishing Swordsmen & Sorcerers of Hyperborea dungeon master.  Threshold issue four is available right over here

A mid-Expert campaign in the Sea of Dread by Giampaolo Agosta has some great ideas for a sword & sorcery style adventure campaign. These are great for a mid level group of players and PC's because they should keep things moving right along during table top play. X1 The Isle of Dread is balanced for Expert Dungeons & Dragons making this adventure perfect for mid tier retroclones such as Astonishing Swordsmen & Sorcerers of Hyperborea or Adventurer, Conqueror, King, Labyrinth Lord or even Swords & Wizardry. 

Monsters, lost treasure,etc from a thousand planes are liable to have been washed up on the shores of X1. This makes it perfect for DYIing in your own twist on this classic module. In fact this makes X1 The Isle of Dread a perfect counter point to AS&SH's Forgotten Fane of the Coiled Goddess.  The island could be another dimensional remanent that has been lost to the far future that caused the events of 'Old Earth. An idea toyed with ages ago making X1 a meet up point where the PC's are washed a shore by the dimensional tides. 


Monday, May 29, 2017

Old School Sword & Sorcery Commentary On X1 The Isle of Dread For Your Old School Campaigns

"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!"
If there's an adventure module that seems to be ever elastic & adaptable its X1 The Isle of Dread. This module seems to be one of the most easily adaptable of many old school modules. Recently I've been on a bit of a science fantasy kick & some friends suggested X1 for adapting to this campaign/thought exercise.


X1 has all of the makings of an experimentation or staging area of some ancient's laboratory. Many dungeon masters have added in science fantasy elements and much of it seems very reminiscent of Edgar Rice Burroughs. Who along with Sir Arthur Conan Doyle's Lost World books seems to be a major influences on Isle of Dread. As the official Wizards of the Coast entry on the adventure describes,' Historically, we think of the 70s and early 80s as a time of dungeon crawls, but Cook and Moldvay both frequently pushed another aesthetic: pulp adventure.' This is one of the strengths of X1 Isle of Dread in that it frequently seems to get pulled into may folks 'lost world' adventure locations.



"Cook specifically describes "Isle" as having a "Lost World/Skull Island feel." It was one of two pulpy adventures he wrote at the time, the other being I1: "Dwellers of the Forbidden City" (1981), which centered on a lost city in the jungle. He'd later author two pulpy RPGs for TSR: The Adventures of Indiana Jones RPG (1984) and the Conan Role-Playing Game (1985).
Moldvay also had plenty of other pulpy experience. James Maliszewski thus identifies "Isle" as the first book in Tom Moldvay's Pulp Fantasy Trilogy. It's a pretty apt name, as "Isle" contains a dinosaur-filled island, X2: "Castle Amber" (1981) directly references the pulp writings of Clark Ashton Smith, and B4: "The Lost City" (1982) features a city beneath the desert sands.
The adventure's "Skull Island feel" means that it also also owed something to King Kong (1933). TSR would even more explicitly return to this inspiration with WG6: "Isle of the Ape" (1985)."

This brings up the point that while fifth edition Dungeons & Dragons placed the Island of Dread on the plane of Water, does this make the island a stable point as a planar nexus? I believe answer is yes because the entire island is an artificial ecology put in place long ago. The multi dimensional dimensional nature of the island is perfect link to the plane of water making this a great & highly abundant resource. This makes it perfect fodder for one of the original Lovecraftian races 'The Elder Things'. None of the monster combinations really makes sense except in a Moldvay/Cook ecological nice way. Making this a perfect adventure location for ancient ruins of the 'Elder Things' in a Dungeons & Dragons setting.

The Kopru, dreaming the restoration of their lost Empire might have been one of the ancient enemies of the 'Things' left behind after the destruction of their own empire. Dinosaurs & worse prehistoric monsters could be food stock let loose on the island having now established their own ecological niches. The various other races of the island could be simply castaways now having carved out their own factions.


But why has X1 been placed on the Plane of Water? Well there's a great article on On the placement of the Isle of Dread  Posted by Stelio  which actually has quite a few useful ideas for adventure fodder.  There's also the 
The history of the Isle of Dread  for a few ideas about old school referencing and more for X1. Threshold issue #3 Sea of Dread contains a boat load of  adventure & campaign ideas for incorporating the Seas of Dread into an old school campaign. The Sea of Dread articles in issue four of Threshold magazine concentrate on traders and those navigating the horrid waters which surround the Isle and its environs. This was the former empire of the Kopru and now the waters are home to a myriad of underwater ruins of these horrors. There could still be many super science artifacts & relics there making this a very useful resource to an Astonishing Swordsmen & Sorcerers of Hyperborea dungeon master.  Threshold issue four is available right over here

A mid-Expert campaign in the Sea of Dread by Giampaolo Agosta has some great ideas for a sword & sorcery style adventure campaign. These are great for a mid level group of players and PC's because they should keep things moving right along during table top play. X1 The Isle of Dread is balanced for Expert Dungeons & Dragons making this adventure perfect for mid tier retroclones such as Astonishing Swordsmen & Sorcerers of Hyperborea or Adventurer, Conqueror, King, Labyrinth Lord or even Swords & Wizardry.

Monsters, lost treasure,etc from a thousand planes are liable to have been washed up on the shores of X1. This makes it perfect for DYIing in your own twist on this classic module. In fact this makes X1 The Isle of Dread a perfect counter point to AS&SH's Forgotten Fane of the Coiled Goddess.  The island could be another dimensional remanent that has been lost to the far future that caused the events of 'Old Earth. An idea toyed with ages ago making X1 a meet up point where the PC's are washed a shore by the dimensional tides. 


Tuesday, May 30, 2017

Adventure Campaign Construction Using X1 Isle of Dread With Dark Albion

'The appearance of the Isle of Dread has been foretold from the mists of legend. A place from the 'other world' whose shores are the realm of monsters. There beasts walk as men & the jungles are full of all types of horrors but there are riches there for the taking!'


Part of the appeal of X1 Isle of Dread is the incredible mutability & inventiveness that this old school module allows. It can be shaped & molded by dungeons masters for their favorite old school D&D systems or retroclones. Given the nature & breath of Dark Albion setting its easy to see this old school adventure module easily being molded into an adventure destination. Part of the conceit of this as X1 being a part of the mythologies & legends of Dark Albion. This easy to see as the number of Celtic legends about mysterious islands & otherworldly Fairy locations.



So I talked about using X1 Isle of Dread for a sword & sorcery campaign but let's shift this in another direction namely toward using Isle of Dread with Dark Albion. There are a number of reasons why this would make an interesting take on the classic Expert Dungeons & Dragons module. Given Dark Albion's Roman style influences under the main body of the rpg book it & its take on the beginnings of the explorations outside the Rose War's Albion. It makes sense then to pull from mythology & real world history to give a different and slightly dangerous spin on X1 and its relationship to the world of Albion.

The PC's might find themselves a portion of a Phoenician captain's log which describes a fragment of a former colony of Atlantis in the form of the village of Tanaroa.  The island itself might be someplace off the coast of South America or Dark Albion's Africa.  This goes right along with Wiki's take on the plot of Isle of Dread;
"The characters somehow find a fragment from a ship's log, describing a mysterious island on which many treasures can be found, and set out to explore it. Typically, the characters will first make landfall near the more or less friendly village of Tanaroa and after possibly dealing with some troublesome factions in the village, set out to explore the interior of the island. In the course of their explorations, they may find a number of other villages of unfamiliar intelligent creatures, numerous hostile monsters and the treasures they guard, and a band of pirates. Many prehistoric creatures, including dinosaurs, are prominently featured, especially in the original printing of the adventure. Near the center of the island is a hidden temple inhabited by monstrous, mind-bending creatures known as kopru; the characters may stumble across it or learn that it is a source of problems for the other inhabitants of the isle, and the climax of the adventure typically consists of the characters exploring this temple, battling its inhabitants, and uncovering its secrets."
The resources of X1 The Isle of Dread is going to a top priority of the empire of Albion who are going to be looking to pay for the War of the Roses. Given the powers of the kopru, you are looking at a prime source of mind bending Chaos magick & a perfect source for a cult to make its way back to the shores of Albion. 


Queen Margaret of Anjou was the Lancasters’ most skilled strategist and given her leanings & knowledge of affairs of the world the appearance of the Isle of Dread would strike up an expedition. Given her historical ties with France its easy to see her deep and abiding connections to the demonic frog kings of that land. Perhaps there have been alliances between the frog kings and the ancient empire of the kopru. This means that the PC's might raid a demonic temple on the French/English boarder for forbidden knowledge of the island.


We can further speculate that perhaps the French kings might have a colony within the swampy confines of the Isle of Dread itself ?! Perhaps this could be the driving force to mount an expedition to the other dimensional shores of the island. This expedition could have long term consequences over the centuries as Albion empire makes it way back up the road of economic recovery.  There could be a Mystara/ Dark Albion connection as the adventurers join forces to defeat the horrors of the island. The other dimensional shores of the island of Dread could be store house for all kinds of relics & treasures that empire of Albion would give their eye teeth for.

"The D&D 5th edition Dungeon Master Guide (2014) places the Isle of Dread in the Plane of Water, though it mentions that the island has the ability to appear in the Material Plane." Given the historical occult care that Pundit has put into his creation this makes an Alchemy connection far more dangerous then the standard Dungeons & Dragons material would have us believe. This is where Cults of Chaos is going to come in vary handy as the array of Chaos water based material can help to fill in some of the gaps for campaign play.



Appearance of the Isle of Dread could spark a gold run like atmosphere of adventure as countries rush to put their own flags and claim it as their own. This could lead to the PC's becoming lords of their domains for an all out bloody war upon the shores of the island. Domain level play comes into its own as the PC's try to carve a bloody swath across the sands and factions that make X1 their home. 

Monday, September 14, 2020

Another Mini OSR Campaign Idea Using - X1 Isle of Dread By David Cook & Tom Moldvay & Some Free Old School Appendix N Downloads

 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!



Wiki has a good breakdown of the history of X1 Isle of Dread;"The Isle of Dread is an adventure for the Dungeons & Dragons role-playing game. The adventure, module code X1, was originally published in 1981. Written by David "Zeb" Cook and Tom Moldvay, it is among the most widely circulated[1] of all Dungeons & Dragons adventures due to its inclusion as part of the D&D Expert Set."



I know what your thinking, "Oh no not another X1 Isle of Dread commentary, this one is angled to the Weird Tales aspects of X1 so bare with me as I take this classic module in a completely different & pulpy direction." The basic plot has the PC's with their backs against some of the classic adventure elements of X1;"""The characters somehow find a fragment from a ship's log, describing a mysterious island on which many treasures can be found, and set out to explore it. Typically, the characters will first make landfall near the more or less friendly village of Tanaroa and after possibly dealing with some troublesome factions in the village, set out to explore the interior of the island. In the course of their explorations, they may find a number of other villages of unfamiliar intelligent creatures, numerous hostile monsters and the treasures they guard, and a band of pirates. Many prehistoric creatures, including dinosaurs, are prominently featured, especially in the original printing of the adventure. Near the center of the island is a hidden temple inhabited by monstrous, mind-bending creatures known as kopru; the characters may stumble across it or learn that it is a source of problems for the other inhabitants of the isle, and the climax of the adventure typically consists of the characters exploring this temple, battling its inhabitants, and uncovering its secrets"

There has always been a mystique around the X1 module, it is after all one of the most popular & recognizable adventures that was published during the classic or golden era of TSR. Yet today I spoke with several friends who have never once considered running the adventure as a part of A Gamma World or post apocalyptic campaign. Not only can this be done but it should be. The fact is that given the scope and diversity of the various OSR resources X1 is a prehistoric sand box of epic proportions. Because of the AD&D 1st edition Dungeon Master Guide contains all of the conversions necessary to bring your mutants, outlaws, and adventurers into an age undreamt of by man. On the rpgstackexchange.com there is a great thread called Can I run The Isle of Dread with AD&D? It has some great background & options for DMing the adventure.  But what does X1 have to do with A. Merritt? Well if we look into his classic 1924 Appendix N pulp novella The Ship of Ishtar things become a lot clearer. The novella concerns a world out of time with two factions vying for control of their very existence similar to the factions of the Isle of Dread fighting for time out of eons survival. In fact one of the campaigns I played in had several of the priests of  of Nergal and his  minions on the Isle as NPC's along with a group of  Ishtar priestesses  and her female minions on the other side of the island. This is one of the beauties of X1, its flexibility as an OSR toolbox.


An epic version of the Island of Dread is available from the Vaults of Pandius here which might help to bridge the gap into a far more adventure where the PC's are interfering in the affairs of the divine.

A. Merritt's The Ship of Ishtar is available right over here as a free download 

 Alright let's get back into the time lost Bermuda Triangle aspect of X1 The Isle of Dread. Back in 1981 when X1 was published the Triangle, UFOs, Flying Saucers, ghosts, & space warps were still front page tabloid news.  It was a part of the pop cultural zeitgeist & what goes around comes around. So if we look towards another Lovecraft circle writer then we get another adventure element and possible setting where the isle of dread might be touching another world or time. Clark Ashton Smith's Poseidonis cycle of novellas and stories draws heavily from Secret Doctrine by Helena Blavatsky. The very forces that sank Atlantis might have ripped a hole in the space time continuum allowing the isle to appear not to far from the "the last isle of foundering Atlantis" Poseidonis. This strange extra dimensional quality of the isle of dread means that many classic AD&D or Gamma World elements might appear on its shores & beaches. In fact 'The Last Enchantment' By Clark Ashton Smith implies that many of the weird & sorcerous elements of the wizard Malygris might provide a perfect cross point for X1 as some artifact provides the necessary push to send adventurers to their doom in the realms of X1.

"Now Malygris was old, and all the baleful might of his enchantments, all the dreadful or curious demons under his control, all the fear that he had wrought in the hearts of kings and prelates, were no longer enough to assuage the black ennui of his days. In his chair that was fashioned from the ivory of mastodons, inset with terrible cryptic runes of red tourmalines and azure crystals, he stared moodily through the one lozenge-shaped window of fulvous glass. His white eyebrows were contracted to a single line on the umber parchment of his face, and beneath them his eyes were cold and green as the ice of ancient floes; his beard, half white, half of a black with glaucous gleams, fell nearly to his knees and hid many of the writhing serpentine characters inscribed in woven silver athwart the bosom of his violet robe. About him were scattered all the appurtenances of his art; the skulls of men and monsters; phials filled with black or amber liquids, whose sacrilegious use was known to none but himself"


Then there are the inhabitants of the isle of dread themselves who seem right at home as much on Gamma Terra as they do in Expert D&D not to mention the pirates and other factions of the isle. The pirates should not be taken lightly even by Mutant Future or Gamma World adventurers. They are as deadly as they come.


The real equalizer is of course the dinosaurs and other prehistoric horrors capable of eating adventurers, pirates and cat people in one gulp. Prehistoric life is one of the real adventure elements that can ruin the day of any player. These horrors are all too real in the adventure setting of X1 where they provide yet another challenge. Cook and Moldvay both frequently pushed another aesthetic: pulp adventure which fits the design and writing aesthetic of X1.
These pulp and prehistoric elements really push the envelop on the isle of dread giving the PC's yet another reason to look over their shoulders. 

You can have magick, technology, gun powder, ray guns its not going to matter. The PC's are still going to die in a monster's belly or at the end of trap's spike or other deadly accoutrements. X1 has everything just waiting for PC's to blunder into its clutches. The weird alternate-world fantasy of Clark Ashton Smith gives the perfect excuse to introduce serpent men adventure elements & artifacts, such as the ones seen in CAS's Double Shadow another tale that comes from the Poseidonis cycle. The fact is that originally the isle and its surrounding environs might have been a part of some vast laboratory of the serpent men or as a part of the former monstrous, mind-bending creatures known as kopru empire. Races such as the as the racoon-like phanaton and the cat-like rakasta give X1 part of its "Lost World/Skull Island laboratory feel'



This is something that I've talked extensively about before and one of the ways that X1 might be slotted into an old school campaign or a post apocalyptic campaign setting.
The Kopru, dreaming the restoration of their lost Empire might have been one of the ancient enemies of the 'Elder Things' left behind after the destruction of their own empire.Could X1 in fact be a last alien battle field that the PC's in fact have stumbled into? I think so we almost but not quite we get a very 'events have passed here before us into history feel' as we do with the classic 1933 King Film.


X1 Isle of Dread remains a classic for a reason and one of those is the classic plasticity of the module. 
A great little example of old school design & classic old school adventure writing. Remains an old favorite of mine and probably will for decades to come.

Tuesday, July 18, 2017

Another Mini OSR Campaign Idea Using - X1 Isle of Dread By David Cook & Tom Moldvay & Some Free Old School Appendix N Downloads

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!


Wiki has a good breakdown of the history of X1 Isle of Dread;"The Isle of Dread is an adventure for the Dungeons & Dragons role-playing game. The adventure, module code X1, was originally published in 1981. Written by David "Zeb" Cook and Tom Moldvay, it is among the most widely circulated[1] of all Dungeons & Dragons adventures due to its inclusion as part of the D&D Expert Set."




I know what your thinking, "Oh no not another X1 Isle of Dread commentary, this one is angled to the Weird Tales aspects of X1 so bare with me as I take this classic module in a completely different & pulpy direction." The basic plot has the PC's with their backs against some of the classic adventure elements of X1;"""The characters somehow find a fragment from a ship's log, describing a mysterious island on which many treasures can be found, and set out to explore it. Typically, the characters will first make landfall near the more or less friendly village of Tanaroa and after possibly dealing with some troublesome factions in the village, set out to explore the interior of the island. In the course of their explorations, they may find a number of other villages of unfamiliar intelligent creatures, numerous hostile monsters and the treasures they guard, and a band of pirates. Many prehistoric creatures, including dinosaurs, are prominently featured, especially in the original printing of the adventure. Near the center of the island is a hidden temple inhabited by monstrous, mind-bending creatures known as kopru; the characters may stumble across it or learn that it is a source of problems for the other inhabitants of the isle, and the climax of the adventure typically consists of the characters exploring this temple, battling its inhabitants, and uncovering its secrets"

There has always been a mystique around the X1 module, it is after all one of the most popular & recognizable adventures that was published during the classic or golden era of TSR. Yet today I spoke with several friends who have never once considered running the adventure as a part of A Gamma World or post apocalyptic campaign. Not only can this be done but it should be. The fact is that given the scope and diversity of the various OSR resources X1 is a prehistoric sand box of epic proportions. Because of the AD&D 1st edition Dungeon Master Guide contains all of the conversions necessary to bring your mutants, outlaws, and adventurers into an age undreamt of by man. On the rpgstackexchange.com there is a great thread called
Can I run The Isle of Dread with AD&D? It has some great background & options for DMing the adventure.  But what does X1 have to do with A. Merritt? Well if we look into his classic 1924 Appendix N pulp novella The Ship of Ishtar things become a lot clearer. The novella concerns a world out of time with two factions vying for control of their very existence similar to the factions of the Isle of Dread fighting for time out of eons survival. In fact one of the campaigns I played in had several of the priests of  of Nergal and his  minions on the Isle as NPC's along with a group of  Ishtar priestesses  and her female minions on the other side of the island. This is one of the beauties of X1, its flexibility as an OSR toolbox.


An epic version of the Island of Dread is available from the Vaults of Pandius here which might help to bridge the gap into a far more adventure where the PC's are interfering in the affairs of the divine.


A. Merritt's The Ship of Ishtar is available right over here as a free download 

 Alright let's get back into the time lost
Bermuda Triangle
aspect of X1 The Isle of Dread. Back in 1981 when X1 was published the Triangle, UFOs, Flying Saucers, ghosts, & space warps were still front page tabloid news.  It was a part of the pop cultural zeitgeist & what goes around comes around. So if we look towards another Lovecraft circle writer then we get another adventure element and possible setting where the isle of dread might be touching another world or time. Clark Ashton Smith's Poseidonis cycle of novellas and stories draws heavily from Secret Doctrine by Helena Blavatsky. The very forces that sank Atlantis might have ripped a hole in the space time continuum allowing the isle to appear not to far from the "the last isle of foundering Atlantis"
Poseidonis. This strange extra dimensional quality of the isle of dread means that many classic AD&D or Gamma World elements might appear on its shores & beaches. In fact 'The Last Enchantment' By Clark Ashton Smith implies that many of the weird & sorcerous elements of the wizard Malygris might provide a perfect cross point for X1 as some artifact provides the necessary push to send adventurers to their doom in the realms of X1.

"Now Malygris was old, and all the baleful might of his enchantments, all the dreadful or curious demons under his control, all the fear that he had wrought in the hearts of kings and prelates, were no longer enough to assuage the black ennui of his days. In his chair that was fashioned from the ivory of mastodons, inset with terrible cryptic runes of red tourmalines and azure crystals, he stared moodily through the one lozenge-shaped window of fulvous glass. His white eyebrows were contracted to a single line on the umber parchment of his face, and beneath them his eyes were cold and green as the ice of ancient floes; his beard, half white, half of a black with glaucous gleams, fell nearly to his knees and hid many of the writhing serpentine characters inscribed in woven silver athwart the bosom of his violet robe. About him were scattered all the appurtenances of his art; the skulls of men and monsters; phials filled with black or amber liquids, whose sacrilegious use was known to none but himself"



Then there are the inhabitants of the isle of dread themselves who seem right at home as much on Gamma Terra as they do in Expert D&D not to mention the pirates and other factions of the isle. The pirates should not be taken lightly even by Mutant Future or Gamma World adventurers. They are as deadly as they come.



The real equalizer is of course the dinosaurs and other prehistoric horrors capable of eating adventurers, pirates and cat people in one gulp. Prehistoric life is one of the real adventure elements that can ruin the day of any player. These horrors are all too real in the adventure setting of X1 where they provide yet another challenge. Cook and Moldvay both frequently pushed another aesthetic: pulp adventure which fits the design and writing aesthetic of X1.
These pulp and prehistoric elements really push the envelop on the isle of dread giving the PC's yet another reason to look over their shoulders.


You can have magick, technology, gun powder, ray guns its not going to matter. The PC's are still going to die in a monster's belly or at the end of trap's spike or other deadly accoutrements. X1 has everything just waiting for PC's to blunder into its clutches. The
weird alternate-world fantasy of Clark Ashton Smith gives the perfect excuse to introduce serpent men adventure elements & artifacts, such as the ones seen in CAS's Double Shadow another tale that comes from the Poseidonis cycle. The fact is that originally the isle and its surrounding environs might have been a part of some vast laboratory of the serpent men or as a part of the former monstrous, mind-bending creatures known as kopru empire. Races such as the as the racoon-like phanaton and the cat-like rakasta give X1 part of its "Lost World/Skull Island laboratory feel'



This is something that I've talked extensively about before and one of the ways that X1 might be slotted into an old school campaign or a post apocalyptic campaign setting.
The Kopru, dreaming the restoration of their lost Empire might have been one of the ancient enemies of the 'Elder Things' left behind after the destruction of their own empire.Could X1 in fact be a last alien battle field that the PC's in fact have stumbled into? I think so we almost but not quite we get a very 'events have passed here before us into history feel' as we do with the classic 1933 King Film.


X1 Isle of Dread remains a classic for a reason and one of those is the classic plasticity of the module. A great little example of old school design & classic old school adventure writing. Remains an old favorite of mine and probably will for decades to come.