Isle of dread


Savage Tide Adventure Path


Forgive me if this has been covered, but I've been forbidden from going anywhere near the Savage Tide boards :)
My nephew just brought the old module Isle of dread over and my hubby won't let us look at it until we are sure there are no spoilers in it for our adventure. Oh, and I'm supposed to ask you guys to answer without giving anything away (Our last game ended after taking out all the guys on stilts during wormfall festival)
Thank you in advance.

Liberty's Edge

I would say that any spoilers would be more conceptual in nature, rather than telling you what monster lurks behind the door in room 5, and where the treasure is buried.

Spoiler:
Ha! There is no room 5!

Having said that, a few things would be revealed that might be better left as a surprise for the AP, such as the race of a particular group of baddies on the Isle. To avoid spoilers, better not to read it.

Of course, it’s a pretty classic module and location, I’m sure hundreds of gamers playing Savage Tide ARE familiar with the Isle of Dread… And that familiarity really isn't going to spoil a whole lot.


I couldn't resist the button, I was almost good, but it was just too tempting, thank you for that :)


Mothman wrote:


Of course, it’s a pretty classic module and location, I’m sure hundreds of gamers playing Savage Tide ARE familiar with the Isle of Dread… And that familiarity really isn't going to spoil a whole lot.

Still most of us have read or played it a minimum of 10 years ago. What we remember is a kind of foggy ideal. The AP kind of caters to that mostly by shaking loose old memories for the nostalgia value. Its not really the same thing as having actually read the module two days ago. I suggest one just stay away for the time being.

Contributor

Lady Lena, the original module and the STAP treatment of the Isle of Dread is pretty different, but the same. I mean, the map hasn't changed. There's still the same geographical features. There's still a lot of the same critters and stuff lurking around the place, and the same natives. But there's a whole lot of NEW stuff on the island that wasn't there before.

It probably wouldn't ruin your experience skimming though X1, but at the same time, it might take a bit of the surprise out of things as far as the exploration of the isle.

I would suggest avoid reading it for now. But...

Spoiler:
..eh, nevermind.


No more buttons, I can't resist them, I'm gonna get myself in trouble.


Lady Lena wrote:
No more buttons, I can't resist them, I'm gonna get myself in trouble.

Nuclear power plant employee should not be on your career list. "Oh look, a big red button! I wander what it does? Must press!"

Liberty's Edge

Spoiler:
BOOM!


Crap, I just blew up half the country.

Liberty's Edge

Don't worry then ... cuz I made sure to press all the buttons and get the other half of the country ... no sense in leaving anything behind.


Lady Lena wrote:
Crap, I just blew up half the country.

I just chekced your myspace page.

Spoiler:
You are definatley the mom i always wanted :)

Knowing the Isle of Dread module ?

IMHO, it just increases the fun, even more so if having played or GMed it. It won't tell you much more than having had a glimpse at the elder Vanderboren's Journal or having caught a glance at the hand out map.... or even seen the covers of Dungeon Magazine (everyone is/was scared of the big 'gator - that's why a mean GM is letting the cover show =) )

Spoiler:

When you have the Big T charging down the beach for you, you know you have come "home" the roar, the rythmic stomping... down goes the Halfling .... Touchdown !


Incorporate the old module into the game as a text that the characters have access to. Allow them to share and read it. Enough has changed, that they will find plenty of meaning in the changes and will probably have a deeper experience, as a lot of backstory will be seen to have changed. Theirs is not the first expedition to the isle. Allowing them no knowledge of their destination seems unfair.

Virtue of necessity.

The Exchange

Taliesin Hoyle wrote:

Incorporate the old module into the game as a text that the characters have access to. Allow them to share and read it. Enough has changed, that they will find plenty of meaning in the changes and will probably have a deeper experience, as a lot of backstory will be seen to have changed. Theirs is not the first expedition to the isle. Allowing them no knowledge of their destination seems unfair.

Virtue of necessity.

To add to this you could just say that it is part of Lavinia's parents journals that they are gleaning the info from while perusing Lavinia's library.

* I actually made a journal and handed it to the players with hand drawn picts throughout it(not my own, I found some online in a thread for Savage Tide).

FH

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