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 Modulece] 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 9043Dungeons & 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 possibleThe 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
supersitionSuggested Pronounciations
Akesol —akresofe Terence nara rats
Akorros — a'kor tas Kerendas — ker en/das
Alasiyan — alasPan Kopru — k5“prt
Allein