A FIFTH EDITION CONVERSION AND CLASSIC HOMAGE X1: THE ISLE OF DREAD Conversion by Chris Doyle and Tim Wadzinski 0RjGiilAL A.DVEilTVR.ES REiilCARPATED • THE ISLE 0F DREAD er THE ISi.i BBE!I of of of Full credits for the original editions The Isle Dread can be found in their respective sections this book, where of thry are scanned verbatim from prior printings. The credits thatf ollow are for the 5E portion this work. Original Writers David "Zeb'' Cook, Tom Moldvay SE Conversion Design and Writing Chris Doyle SE Edition Editing and Additional Support Tim Wadzinski Additional Writing David "Zeb" Cook, Michael Curtis, Paul Reiche III, Lawrence Schick, Harley Stroh SE Edition Playtesters Alec Doyle, Lisa Doyle, Devin McCullen Cover Design Lester B. Portly Cover Art Jeff Dee (front), Bill Willingham (back) Interior Layout Jamie Wallis Interior Art Direction Jeremy Mohler Interior Art Ger Curci, William McAusland, Erol Otus, Chris Yarbrough Cartography William McAusland Scans and Restoration Steve Crompton Publisher Joseph Goodman This volume is produced under permission from Wizards of the Coast. Dungeons & Dragons is a trademark of Wizards of the Coast. Good man Games and the Goodman Games logos are trademarks of Goodman Games. Contents ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Wizards of the Coast, D&D, their respective logos, and all adventure rides are trademarks of Wizards of the Coast LLC in the USA and other countries, and are used with permission. visi't vs OITLiITE AT: www.GOODMAil-GAmEs.com 0RjGil1AL ADVEl11'URJ:S REil1CARIIA1'ED • THE ISLE 0F DREAD TABLE OF CONTENTS CHAPTER 1: INTRODUCTION ................................................................................... 5 CHAPTER 2: X 1: THE ISLE OF DREAD - ORIGINAL PUBLICATION ............................ 16 CHAPTER 3: OVERVIEW OF THE ISLE ....................................................................... 92 CHAPTER 4: WANDERING DREAD ........................................................................... 104 CHAPTER 5: THE ISLE OF DREAD ............................................................................ 120 CHAPTER 6: MORE DREAD ..................................................................................... 143 CHAPTER 7: THE CENTRAL PLATEAU ...................................................................... 160 CHAPTER 8: TABOO ISLAND .................................................................................... 171 CHAPTER 9: BELOW TABOO ISLAND ....................................................................... 183 APPENDIX A: FURTHER ADVENTURES ON THE ISLE OF DREAD ...............................2 07 212 APPENDIX B: NEW MONSTERS ............................................................................... APPENDIX C: NEW ITEMS & MAGIC ....................................................................... 263 APPENDIX D: CHARACTERS .................................................................................... 268 APPENDIX E: PLAYER HANDOUTS ........................................................................... 287 APPENDIX F: MAPS ................................................................................................2 96 0RjGiilAL ADVEII'f'VR..ES REiIICARJIA'fED • THE ISLE 0F DREAD 0RiGillAL ADVEn'tv~s REillCARJIATED • THE ISLE 0F DREAD Foreword How I Designed a Classic Adventure ... Without Meaning To by David "Zeb" Cook I t's been 37 rears since I first saw the lsJe of Dread. Of monsters to kill and treasure to find. course, it wasn't a reaJ place-no island on the horizon, i\Iost of all, we didn't know that we were sowing the seeds or e''en a reaJ printed module you could hold in your for the whole of Mystara. The island needed to be some hand. l\Iy first vision of it was a place that didn't even exist where and we had to show DMs what a simple world set yet. It was a few scribbles on notepaper and many office ting looked like. Tom mined places and bits from his shared discussions with fellow designer Tom Moldvay. Although campaign and we forged that into the proto-Known World. it was an island cloaked in mystery, it was the mystery of There was a thought that we might place future adventures necessity. into the map, but never a great plan to create a complete \V/e didn't set out to create a classic. I'm not sure you can campaign setting that Mystara became. We didn't even ever imentionally do that, and for Tom and me, that thought know how to create campaign settings at the time. didn't e''en cross our minds. \'('c were focused on the mun So despite all these accidents, a classic it has become. It dane business of filling up a box. The Basic Ser had an didn't hurt that it appeared in every Expert Set box and chat adventure therefore we needed one in the Expert Set. !\Core it was the first wilderness adventure many players experi importantly we needed an ad,·enture that could teach nov enced. And because so many saw it, read it, or played it, The ice DMs how to create and run a wilderness game. Some J.rle ef Dread became a touchstone for players. Ask a group thing self-contained (an island) with lots to explore (hexes!) of players, ''\V/hat happened t0 you on the Isle of Dread?" filled with random encounters (tables!) and a simple sto and there was a good chance someone would have a story ryline that could work with almost any campaign (dinosaurs to tell. The stories might be heroic, comic, or even some and lose worlds!). Plus, we needed co write it fast. times tragic, but if you had adventured there, you had the So we spent a several months with our heads down writing same stories from your days on the Isle of Dread. what was meant co be a solid example of how to create, So here's to Rory Barbarosa with his big tales and suspect populate, and run a w~derncss setting. With rwo writers and maps. Here's to all the brave player characters who went little time for playtesting or revision, we drew on what we to sea in search of adventure, and all the DMs who shoul knew. Our shared love of pulpy lost world stories gave us dered through the encounter tables to provide it. Raise a both a common theme to write about. It ·wasn't even clichc glass for the friendly Tanaroa and the sinister kopru. Most since no one had created such an unashamed lost world of all, here then is to the Isle of Dread. May it always be module before. Tom's desire to get dinosaurs into the rules out there somewhere! somehow filled out the wilderness with new monsters and challenges. l\Iy fondness for anciem cults and bizarre foes Agai11sl the odds, Dal'id "Zeb" Cook has been a professio11al gall/e added the final threat at the center of the island. designer for 39J 'ears-a11d hopes lo make that 40 or more. In 1979 ln hindsight the design should never have worked, what he joined TSR in its heydqJ1 a11d i11 1994, he successfulfy lllOved over with two hands and brains creating one adventure at their lo videogames development, IJ'here he has been ever since. I le has cre typewriters at the same time. Since we were still creating ated ll'orks for TSR, Coptic Studios, Black Isle, I111pressions a11d, 1 our jobs while we were doing them, nobody rold us you mrrentfy, Zeni1llax Onli11e. T! is creatiom i11cl11de Oriental Adven shouldn't design an advenrure that way, so '"'e did. ,\nd we tures, AD&D 211d Editio11, Planescape, the I11dia11a ]011es a11d got it done in time. \Y/e were happr. It was complete and ir Co11a11 RPGs, the Ci!J• ef Villains MJ\10, Elder Scrolls 011li11e, played fun even if the story was not profound. There were and t111111ero11s ad1wl11re s11pple111e11ts and 111od11les, like the one )'01t're no deeply detailed l PCs, complex plots, or earth-shaking holding right 11om He also has a 1vife, two cats, and an obsession for foes. There was a map, a boat, and a lot of jungle filled with l)Ji11iat11res 1varga111i11g. 0RjGiilAL ADVEntv~s REincA~IlA.TED • THE ISLE 0F DREAD The Deranged Anl<ylosaur-That Was Me at My Best by Paul Reiche Ill I t's guite likely that whatever success I've had making the number of pages was fixed at (I think) multiples of 16 games over the past 40 years is due to one particularly and we had a page or so to fill. 1 believe my first pitch.was deranged Ankylosaur, a humble herbivorous dinosaur to expand on the tantalizing details of the villagers' zom whose short existence in The Isle ef Dread is defined by his bie helpers. The notion of keeping your departed family loco weed-fueled "frenzy of tail-bashing." I will always members around as shambling mindless slaves struck me treasure that Zeb Cook and Tom Moldvay gave me the op as having unlimited comedy potential- The Mother-In-Law portunity to contribute to The Isle of Dread. I also treasure That Lf7ould Not Dief.-that kind of thing. My idea got an im my original copy of the module which has a little personal mediate "no" (which 1 interpreted as an "almost yes"), and note from Zeb on it.1 I moved on to PLAN B, expanding on the module's ran dom encounters, including the above-mentioned Deranged I joined TSR in the spring of 1980, moving from Berkeley, Ankylosaur. California, where, unlike Wisconsin, winter is entirely op tional. At first, I worked in the Development department If you are worried that the Ankylosaur did not have enough with Evan Robinson, Kevin Hendryx, and Brian Pitzer, time in the spotlight, he/she (or another, very similar Anky where we had three tasks: polish manuscripts from Design, losaur) played an important part in Lawrence Schick's "Di field hundreds of outside game submissions sent to TSR, nosaurs vs. Army Men" miniatures event a couple months and answer the fun and fregueotly bizarre2 fan mail. later. Specifically, he was eaten by a T-Rex from the Carnos aur team, digested and turned into bonus hit points. Speaking of halls, the creative team worked out of the top two floors of a condemned3 hotel in downtown Lake Geneva, immediately above The Dungeon Hobby Shop, a Pa11/ Reiche III began designing and publishing paper tole-plqying game store run by Gary Gygax's son Ernie. In the basement products with Ero/ Otus in 1978, 111orking at TSR Hobbies in below The Dungeon was a small abandoned bowling alley4 1980-1981, 111ost/y for the D&D and Gamma World game !}Stems. and TSR's shipping department. At the very tippy-top of Du1£11g that time, Paul contn'buted not on/y to D&Ds The Isle this old narrow building was an attic which to my knowl of Dread, but also to GWs The Legion of Gold and The edge only had one visitor, Erol Otus, who fell halfway Albuquerque Starport. The majority of Pauls time as a designer through the floor dangling his legs through the ceiling of 111as spent writing an unpublished draft of Companion D&D. Paul the office below. No one was hurt and everyone had a good flligrated to videogames in 1982, co-creating 18 games, including Ar laugh, except perhaps Erol, whose laughter (or screaming?) chon: The Light and the Datk, Star Control I & II, and most was a bit muffled. recent!J the tqp-to-lifa genre 11Jith the S !glanders series. I loved my "Devo" crew, but I wanted to work with design 1 "Design Copy-DO NOT TAKE!" ers like Zeb Cook, Tom Moldvay, and of course Lawrence Schick, who was the "big boss" in the creative department. 2 We got one letter written on US Army stationery that end Working on The Isle ef Dread was a big deal for me because ed with a personal note, "I am in Artillery because I like to blow stuff up!" Self-aware and living the dream. it allowed me to move from the Development depart ment about 20 steps down the hall to the "Big Rock Candy 3 "Condemned" is pretty harsh. "Illegal to inhabit at night" Mountain" of Design. But there was a Dino-sized problem: is a nicer way to put it, plus it suggests the possibility of unlike many manuscripts I received, this one didn't actually ghouls wandering the halls after midnight. need much polishing-Zeb and Dave were great design +I sometimes confuse dreams with actual memories, so the ers. Fortunately, due to the offset printing press we used, miniature bowling alley is only 50% likely to be true . .0 R.iGillAL ADVEllTV~S REillCARJIATED • THE ISLE 0F DREAD The Origins of X1's "J(nown World" Campaign Setting by Lawrence Schick I ?rst encountered Tom Moldvay in late 1973 at a meet • Norse ing of the Kent State University Science Fiction Club. • Ancient Mediterranean (Greece/Rome) We hit it off right away, and quickly decided we ought • Ottoman Empire to collaborate on something-we just weren't sure what. • Mongolian Tribes In early '7 4 Tom came back from an SF convention with • Aztec Mexico Dungeons & Dragons in its original white box edition. • Han China He DMed a session, I DMed a session, and suddenly we • Celtic Wales knew what we were going to create together: a fantasy • Pharaonic Egypt • Hanseatic League Baltics world setting for D&D. • Carolingian France We had both read \videly in world history and mythology • Ancient Persia and enjoyed a lot of the same fantasy fiction; we traded • Dutch Republic Lin Carter's Ballantine Adult Fantasy books back and • Mughal India forth until we'd read them all, as well as everything we could find by Howard, Lovecraft, Tolkien, Merritt, Hag We decided to plot out a single giant Pangea-type con gard, Harold Lamb, Dunsany, Hodgson, Machen, and tinent on which there would be fantasy-fictionalized Zelazny. We were both nuts about Clark Ashton Smith, versions of each of the above cultures. We also added Tom was a Michael Moorcock and Philip Jose Farmer homelands for the nonhuman races: Ores, Goblins, fanatic, while I could quote chapter and verse from the Elves, Dwarves, Hobbits, Lizard-Men, Deep Ones, Kz works of Jack Vance and Fritz Leiber. So, we knew what inti Catfolk, and Barsoomian Tharks, as well as a pirate we wanted to create: a single world setting that would kingdom, and areas where prehistoric creatures were the enable us to simulate the fictional realities of these, our norm. Plus, in every land there would be hidden cults favorite authors. that worshiped Lovecraftian Elder Gods. It was going to have to be a big world. We dubbed this setting the "Known World," to imply there was more out there yet to be discovered, because Most fictional fantasy worlds, of course, are based on we didn't want to paint ourselves into a corner. It was aspects of our own world and its history. For example, our intention to use the I<:nown World in ongoing open all the states in Robert E. Howard's Hyborian setting are ended campaigns run by multiple DMs in which player based on real-world cultures, simplified and boiled down characters could go back and forth from one DM's game to their easily-recognized essences-cliches, in other to another. Moldvay and I were already running our own words, but in tropes that were instantly familiar to How campaigns this way, and we hoped to bring other DMs ard's readers. We decided we could do the same thing, on board as well, so we'd all be playing in the same giant adapting from historical sources, so our first task was to sandbox. make a list of world cultures tl1at would be useful tem That meant we were going to need detailed write-ups plates for fantasy gaming. The list looked something like on each of the various Known World cultures, so there this: would be consistency in how different DMs depicted different areas. For every culture we needed to specify how it was organized, who ruled it and by what methods, what gods the people worshiped, what their economies 0zjGiilAL ADVEilTV~S REiilCARJIATED • THE ISLE 0F DREAD