Dd expert set pdf11/16/2023 Try to be impartial and fair, but give the party the benefit of the doubt in conditions of extreme danger. The DM should be careful to give the player characters a reasonable chance for survival. If the party has less than 26 levels or more than 34, the DM may wish to adjust the strength of the monsters, makingĪir, them larger or more numerous (or smaller or less numerous) as the DM sees fit. Furthermore, the group should have at least one magic-user or elf, and one cleric in it. For example, a party with a 4th level fighter, a 5th level magic-user, a 6th level cleric, a 3rd level thief, a 5th level dwarf, a 4th level elf, and a 3rd level halfling would have a total of 30 levels (4 + 5 + 6 + 3 + 5 + 4 + 3 = 30). The party should have a total of 26-34 levels, 30 being best. Each character should be between the 3rd and 6th level of experience at the beginning of the adventure. This module has been designed for a party of six to ten characters. Before the adventure begins, the DM should decide what information to give the players and what information to hold back. Other sections contain information the players should not know in advance, but may learn in the course of the adventure. Certain sections may be read aloud to players. Before beginning the adventure, please read the module thoroughly to become familiar with the details of THE ISLE OF DREAD. It allows the DM to learn by experience about wilderness design and supplements the rules given in the D&D Expert and Basic sets. It is a graphic example of what a wilderness adventure may be. While the D&D Expert rulebook contains most of the information necessary to design wilderness adventures, this module is another too]. After the basic adventure is over, the Isle of Dread can be used as the site of additional adventures, some of which are described at the end of Part 4. Part five contains the NEW MONSTERS introduced in this module. Here, the party discovers the secrets of the TABOO ISLAND in the center of the lake. Part four is the climax of the adventure. With good fortune and thought, the party should establish a base at Mantru, a small village on the shore of the plateau's great crater lake. In part three, the party investigates the island's great CENTRAL PLATEAU. It includes getting to the Isle of Dread, exploring the main island, and setting up a base for the next stage of the adventure. Part two, THE ISLE OF DREAD, is the first stage of the adventure. Part one is the INTRODUCTION, which outlines both the adventure and the fantasy "world" it takes place in. Notes for the Dungeon Master The Isle of Dread is a wilderness adventure module in five parts. Knowledge of the contents of this module will spoil the surprises and the excitement of the game for everyone concerned. The information in the rest of this module is for your DM so that he or she may guide you and other players through the adventure. If you plan to participate in this module as a player, please stop reading at this point. The Isle of Dread is a wilderness adventure designed as a framework to help Dungeon Masters (DMs) design their own wilderness adventures. PART 1: INTRODUCTIONĪbout This Module This module is intended for use with the DUNGEONS & DRAGONS Expert rules. Without a copy of both booklets, some sections of this module may be confusing. 1981, TSR Hobbies, Inc., All Rights Reserved.ĭUNGEONS & DRAGONS and D&D are registered trademarks owned by TSR Hobbies, Inc.ĭungeons & Dragons Expert Set Dungeon Module X1 THE ISLE OF DREAD This module requires information found in the D&D Expert Rules, which are a continuation of the D&D Basic rules. 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. In addition, The Isle of Dread contains a map and background information for a large continent, and eleven smaller maps for encounters on the Island itself. This module contains maps and background material for the Isle, fifteen new monsters, and suggestions for further adventures. As the first D&D wilderness adventure published by TSR Hobbies, the Isle of Dread Is designed as an instructional module to help novice Dungeon Masters design their own wilderness adventures. Th e Isle of Dread is the first in a series of adventure modules for use with the DUNGEONS & DRAGONS Expert rules. Dungeon Module X1 The Isle of Dread by David Cook and Tom Moldvay A WILDERNESS ADVENTURE FOR CHARACTER LEVELS 3-7
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