Let me start off by saying hello to everyone here, i have been a longtime Dungeon magazine subscriber, but i only recently found this message board, which is a valuable resource. Now, ever since the Isle of Dread was re-introduced in issue 114, I have had it as a neat side-campaign that has grown into a full-fledged campaign in my Greyhawk world. The area has definitely had a high influence of piracy, which i have added to along with other key elements, to flesh out a lot of the surrounding islands that i did not have any info on other than names. So i will tell you what i have added to, and perhaps it can give you some good ideas on further adventures in the Isle of Dread. I feel that this is such a rich and unique setting, that there is no reason that you cannot base a campaign there full-time! So far, we have been gaming there for months, and my players and i have been having a great time, and the new dungeon adventures are only adding to the thrills. I will also state that all of my additions are other dungeon adventures, so if you are a regular dungeon collector as I am, then you will already have these add-ins for the Isle. So wothout further adieu, i will list my additions! First off, Emerald Isle was where my characteres first landed, as they were tracking pirates back to their lair. And i have possibly one of the best maps of mystery in the world to use, and it was found in Dungeon issue 106. Gorgeous map, very neat idea, and when my characters wiped out the pirates, they had a great home base to set off in to explore the rest of the Isle. If you havent seen this map, i suggest you try and find a copy, its very nice. There is not a downloadable copy available on this website, is there? Looking for a really good pirate outfit to add in to the Isle to further terrorize the area? I used the Strike on the Rabid Dawn from issue 111. Now, they are an Asmodeus worshipping cult, but thats allright, you can easily change to Demogorgon, or just keep it as is, and have an element of the blood war spill over into the Isle. Great adventure, great villain. Issue 130, the Spire of Long Shadows. Now, i know it was the last adventure path, but it is an abondoned temple to Kyuss in the jungle. In my campaign, it was another source of evil plaguing the inhabitants of the Isle of Dread. Issue 123 has a nice low-level adventure called Salvage Operation, and it's backstory is very suitable to fit in with the Isle of Dread. In fact, this was the adventure that lured my characters down to the Isle of Dread in the first place. Back to issue 106 again, and the adventure Tameraut's Fate. Takes a little adjusting story-wise (backstory that is), but I placed the monastary on Blisterhill Isle. Janore became a good ally to the characters when they rescued her, and as they were underwater fighting the Scarlet Brotherhood ghost, they were observed by... Jharuh, the aquatic githyanki druid from issue 125 Seekers of the Silver Forge. Sometime later, he approached the pcs ad their newly-renovated pirates base, and asked for their help in this adventure. As far as underwater adventures go, this one is great. Like psionics? I do. Issue 116 has a great psionically themed adventure set on an island called the Death of Lashimire. Seekers of the Silver forge is actually a sequel to this adventure. And i nicely fit this island on Ashfall Isle in the north of the Isle of Dread. Issue 104 has an adventure called Dragon Hunters. I located Fort Akor on the Eastern Side of the Isle. Very easy fit. Issue 132, Library of Last Resort. Technically, this is set on another plane, but when the characters sailed to Badwall Isle, they wound up on Tilagos Island. Some great Orc pirate stats in there as well. Issue 120 has Lost Temple to Demogorgon, and this fits in soooo nicely with the Isle of Dread. Demonic apes in a lost jungle city? Yes please! Worshippers of Demogorgon on the Isle? Absolutely! Backstory is already there! And as for those Kopru, there is a good web enhancement on the WOTC site for Stormwrack, that is suitable for placement anywhere on the waters surrounding the island. Stormwrack is an excellent resource as well, i would recommend checking it out, if you havent already. So, those are my ideas. I hope that you can put them to use, and further flesh out your own campaigns. And any more Isle of Dread material is welcome here!
So if I am reading you correctly, James, destroying Tlaloc's Tear is a bad idea in the long run. Theres no effective way to find all the sleeping aboleths and kill them. But making repeated hit and runs against the kopru, divide and conquer style, is definitely an option for success in the short terma and long term, thereby keeping Tlaloc's tear intact and keeping golimorga from being flooded, yes?
Allright, i have a question. Now maybe I have not read the lightless depths closely enough, but i don't understand why you would want to destroy Tlaloc's Tear? If you kill the bilewretch thingee, and slaughter the kopru and their minions, and then go on and kill the skindancers on taboo island, you have pretty much ended the threat of there ever being more savage pearls ever being made again, yes? And you wouldn't want to add the possibility of an aboleth city coming back to further threaten the isle of dread, specifically the olman and colonists (and those nice peloran lizardfolk) who already have enough to deal with the other terrible denizens. In the long run, destoying Tlalocs tear will be a catastrophe, and you can accomplish the objective of stopping the further creathion of pearls without doing so, yes? |