Feb 16, 2017 6:14 pm
Hello everyone,
Soon I will be running a reimagined version of the module X1, Isle of Dread, adapted for D&D 5e. The post frequency for this game will be 2 posts per day on weekdays and more relaxed on weekends*.
Isle of Dread
Originally written in 1981, the Isle of Dread is a classic open-ended adventure that created many innovations in RPGs. Unlike many adventures, the Isle of Dread is almost completely off the rails, giving DMs a focused and open setting PCs can fully explore. At it's heart, this is a wilderness exploration adventure that has players exploring an exotic island cut off from the rest of the world for millennia. Creatures of dreams and nightmare walk the earth.My version of Isle of Dread will not be exactly like the 1981 adventure, so if you are looking for a pure recreation this is not for you. However, it is my intent to stay as close as possible to the original flavour of the adventure, where player agency is supreme and the island is savage and strange.
Set Within the World of Primeval Thule
The Isle of Dread has appeared in many settings throughout D&D's history: Mystara, Greyhawk, the Feywild. In 5e, the Island's true home is revealed to be the Elemental Plane of Water and periodically shifts into the multiverse of material planes. Therefore, it can appear in any setting.
For this game, I want to run it in the world of Primeval Thule. You don't need to know many details about Thule since this game will largely take place on the Isle, but you should know the flavour of Thule. From their Kickstarter page:
Thule’s influences are classic pulp fantasy stories such as Robert E. Howard’s Conan stories, H.P. Lovecraft’s Cthulhu mythos, and Edgar Rice Burrough’s tales of savage worlds, as brought to life by the unforgettable illustrations of artists such as Frank Frazetta and Roy Krenkel. These lurid stories and images of brawling action and cosmic horror are the bones, blood, and sinews of the Primeval Thule campaign—and it’s fantasy adventure the way it was meant to be played.As a gritty wilderness survival game we will be tracking rations and water (phb 185), arrows and ammunition, and other expendable resources. There is very little access to magical healing in the game.
How To Join Our Game
Merric Blackman said this about Isle of Dread:
As such, we will be looking for a particular set of players that are interested in putting in the work to make this game truly special. So far we have Jabes.plays.RPG and Ezeriah, who helped shape this game from the inception. For the remaining 3 players, instead of a first-come-first-serve model we invite interested people to put forward a 5th level character in this thread that conforms to the character creation guidelines. Share their mechanics, their personality, a loose backstory, what makes them tick. I'd love to hear a bit about yourself, your play style, and your reasons for being interest in this game as well. I will be selecting the players based on the characters they put forward and the recommendations of my other players. Yes, you can submit multiple characters.
Prospective players should familiarize themselves with the Seven Qualities of Thule posted right after this post, so that they understand what kind of game they are getting into and what sort of characters will work well within the setting.
Character creation will be limited to martial humans. Specifically, adhere to the following options:
Races: Human only (variant or standard)
Classes: Martial classes only: Barbarian (Berserker, Totem (including SCAG options)), Fighter (Champion, Battle Master, Banneret), Rogue (Assassin, Mastermind, Swashbuckler, Thief, Inquisitive)
Backgrounds: Any from PHB and SCAG. The extra features offered by the backgrounds are either useless in this adventure (the Criminal's criminal contact feature) or too powerful (the Wanderer feature of Outlander), so we will not be using them.
Attributes: 27 point buy or standard array.
Multiclassing: Yes
Feats: Yes, except Elemental Adept, Magic Initiate, Spell Sniper. Ritual Caster is OK and is the only way to get spells.
Starting Level: Five
Starting Equipment: Ignore starting equipment of your class and background. Instead, you have 250gp to spend on non-magical equipment appropriate to a low-magic, primitive setting. Keep in mind your encumbrance - we will not be a slave to tallying it constantly, but keep it reasonable for a group of wilderness explorers.
Deadline to Apply: Last day to put forward a character is Friday, February 24th.
Soon I will be running a reimagined version of the module X1, Isle of Dread, adapted for D&D 5e. The post frequency for this game will be 2 posts per day on weekdays and more relaxed on weekends*.
Isle of Dread
Originally written in 1981, the Isle of Dread is a classic open-ended adventure that created many innovations in RPGs. Unlike many adventures, the Isle of Dread is almost completely off the rails, giving DMs a focused and open setting PCs can fully explore. At it's heart, this is a wilderness exploration adventure that has players exploring an exotic island cut off from the rest of the world for millennia. Creatures of dreams and nightmare walk the earth.
[ +- ] Cover Art
Set Within the World of Primeval Thule
The Isle of Dread has appeared in many settings throughout D&D's history: Mystara, Greyhawk, the Feywild. In 5e, the Island's true home is revealed to be the Elemental Plane of Water and periodically shifts into the multiverse of material planes. Therefore, it can appear in any setting.
For this game, I want to run it in the world of Primeval Thule. You don't need to know many details about Thule since this game will largely take place on the Isle, but you should know the flavour of Thule. From their Kickstarter page:
Quote:
Inspired by the literary traditions of sword-and-sorcery adventure, lost worlds, and fantastic horror, the land of Primeval Thule is a savage, intense campaign setting. This is a world of barbarian freebooters and dark magic, star-spawned monstrosities and elder gods, fabulous treasures and mind-blasting terror. Hunt saber-tooth cats in steaming jungles—explore ancient cities buried in the relentless ice— battle dark cults and bloody-handed tyrants in decadent city-states. A world of glory and riches is yours to seize!Thule’s influences are classic pulp fantasy stories such as Robert E. Howard’s Conan stories, H.P. Lovecraft’s Cthulhu mythos, and Edgar Rice Burrough’s tales of savage worlds, as brought to life by the unforgettable illustrations of artists such as Frank Frazetta and Roy Krenkel. These lurid stories and images of brawling action and cosmic horror are the bones, blood, and sinews of the Primeval Thule campaign—and it’s fantasy adventure the way it was meant to be played.
How To Join Our Game
Merric Blackman said this about Isle of Dread:
Quote:
The Isle of Dread works best when the DM and players use it as a basis for their own adventures. It provides an underlying structure for a Lost World scenario, but it needs work to make it truly special. As I discovered, it doesn’t take all that much work to make it a place the players want to return to again and again: the initial thrill of discovering the place can be developed through judicious addition of plots, NPCs and new adventure sites.Prospective players should familiarize themselves with the Seven Qualities of Thule posted right after this post, so that they understand what kind of game they are getting into and what sort of characters will work well within the setting.
Character creation will be limited to martial humans. Specifically, adhere to the following options:
Races: Human only (variant or standard)
Classes: Martial classes only: Barbarian (Berserker, Totem (including SCAG options)), Fighter (Champion, Battle Master, Banneret), Rogue (Assassin, Mastermind, Swashbuckler, Thief, Inquisitive)
Backgrounds: Any from PHB and SCAG. The extra features offered by the backgrounds are either useless in this adventure (the Criminal's criminal contact feature) or too powerful (the Wanderer feature of Outlander), so we will not be using them.
Attributes: 27 point buy or standard array.
Multiclassing: Yes
Feats: Yes, except Elemental Adept, Magic Initiate, Spell Sniper. Ritual Caster is OK and is the only way to get spells.
Starting Level: Five
Starting Equipment: Ignore starting equipment of your class and background. Instead, you have 250gp to spend on non-magical equipment appropriate to a low-magic, primitive setting. Keep in mind your encumbrance - we will not be a slave to tallying it constantly, but keep it reasonable for a group of wilderness explorers.
Deadline to Apply: Last day to put forward a character is Friday, February 24th.
Last edited February 17, 2017 6:48 am