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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: LiferGamer on October 13, 2021, 05:57:45 PM

Title: Who exactly lives on the Isle of dread?
Post by: LiferGamer on October 13, 2021, 05:57:45 PM
I recently broke down and got the Goodman games hard copy of Isle of dread. I have the original blue cover version floating around in my collection somewhere.

I'm giving it a re-read thinking of doing a BECMI game on roll20, my players may push for 5th edition so this is a good purchase either way.

I know this predates the Gazetteers, but I assume that the Islanders are going to be Irendi, i.e. fantasy Polynesians.

Then I hit page 7 and find out that the four Clans in each village are Elk Hawk Tiger and sea turtle.

So are they misplaced... fantasy Native Americans?

Add to that the got a voodoo Vibe with a zombie master in each Village, and I am scratching my head.

For those who don't know, there are seven villages and each of them has these four Clans represented complete with a totem pole.

On what is basically Skull Island.

It's pretty Gonzo and I could play it straight that way,.

Curious if anyone has run it semi recently and how they did it.
Title: Re: Who exactly lives on the Isle of dread?
Post by: LiferGamer on October 13, 2021, 06:11:15 PM
To be fair a giant elk and saber-tooth tigers appear on the wandering monster tables.
Title: Re: Who exactly lives on the Isle of dread?
Post by: Mistwell on October 13, 2021, 06:17:02 PM
When I ran the Savage Tides adventure (which was a more recent version that included Isle of Dread and some adventuring in a fantasy Venice before you arrive at the isle) I did plan to play it like King Kong's Skull Island. My players never arrived at the island (which was fine - they took off for a dungeon so I pivoted).
Title: Re: Who exactly lives on the Isle of dread?
Post by: Svenhelgrim on October 13, 2021, 07:10:07 PM
The original humans on the isle could be Irendi, who showed up on the island and then were enslaved by the Kopru.  The wall could have been built by them (the Irendi) in a futile attempt to resist the Kopru.

The Kopru civilization could have underwent a rise and fall possibly some great plague wiped out most of them, and the few that survived went into some sort of hibernation. 

The Fall of the Kopru Empire (which spanned several island) allowed their human slaves to win their freedom.  They rebuilt the wall and lived on the southern peninsula. 

The island is later conquered by a different tribe from Atruaghin, they absorb the conquered Irendi into their society and the lore of the Kopru is forgotten.  The wall stays maintained to protect the villages from the dangerous inhabitants on the greater part of the island (neanderthals, lizard folk, etc). 

Meanwhile, a group of Irendi who escaped the conquest, made their way to the central plateau, hoping to throw themselves on the mercy of their former Kopru overlords.  They settle on the lake shore with the central island and it’s Kopru-wrought structures in sight, but no Kopru come to dominate them.  There they eke out a tenuous existence fishing and hunting. Being led by their Chief, and “talking chief” for countless generations.

Recently a bunch of Kopru have awake ed from their stasis and have been mentally summoning the lake villagers to resume their status as slaves.  Their psionic powers are much diminished from the old days of their glorious empire and the best they can muster is the Charm Person ability (noted in their stats). 

Title: Re: Who exactly lives on the Isle of dread?
Post by: LiferGamer on October 13, 2021, 07:26:14 PM
Good stuff.

Title: Re: Who exactly lives on the Isle of dread?
Post by: David Johansen on October 13, 2021, 07:41:29 PM
I think Dr Evil should be using the volcano as a base.  He can be the end boss.
Title: Re: Who exactly lives on the Isle of dread?
Post by: LiferGamer on October 14, 2021, 12:21:45 AM
One thing that I find striking/amusing in the sections on Wandering Monsters:

BECMI - hope the party doesn't trigger something too big.  Sucks to be them.
5e - several pages of algebra/entreaties to 'balance' a wandering encounter.
Title: Re: Who exactly lives on the Isle of dread?
Post by: Omega on October 14, 2021, 02:01:44 AM
In the original they were just natives of some unknown type with a mix of various lost world movie types tossed in. You could make of them whatever.

The BECMI version may try to shoehorn them into some ethnic grouping. But really just keep them as their own thing and roll with it.

I thought one of the Gazeteers mentioned the Isle, but a quick glance did not show anything.
Title: Re: Who exactly lives on the Isle of dread?
Post by: GriswaldTerrastone on October 14, 2021, 02:12:21 PM
Phanaton.
Title: Re: Who exactly lives on the Isle of dread?
Post by: DM_Curt on October 14, 2021, 03:31:49 PM
One thing that I find striking/amusing in the sections on Wandering Monsters:

BECMI - hope the party doesn't trigger something too big.  Sucks to be them.
5e - several pages of algebra/entreaties to 'balance' a wandering encounter.
As long as the PCs know that not every encounter requires combat (using stealth to get past a T-Rex might be the best choice for a L3 party,  for example), an encounter above their pay grade is fine.
Title: Re: Who exactly lives on the Isle of dread?
Post by: HappyDaze on October 14, 2021, 03:38:36 PM
One thing that I find striking/amusing in the sections on Wandering Monsters:

BECMI - hope the party doesn't trigger something too big.  Sucks to be them.
5e - several pages of algebra/entreaties to 'balance' a wandering encounter.
As long as the PCs know that not every encounter requires combat (using stealth to get past a T-Rex might be the best choice for a L3 party,  for example), an encounter above their pay grade is fine.
There's almost always one or two characters in a typical party that are terrible at stealth, so it only becomes an option if the party is designed for it from the beginning...or if they are willing to accept the loss of the heavily armored clankers.
Title: Re: Who exactly lives on the Isle of dread?
Post by: LiferGamer on October 14, 2021, 03:43:37 PM
I've always had the old school mentality both the monsters are the monsters and they live where they live, why worlds are not zoned for your leveling convenience and safety.

I'm merciful enough that if the low-level party wanders into the vampire territory he's recently fed or just not interested, instead dispatching his wolves to chase them off, that sort of thing.
Title: Re: Who exactly lives on the Isle of dread?
Post by: TheGlen on October 14, 2021, 03:48:37 PM
There are two tribes of Tanaroans.  Southern tribe is the friendlier willing to trade and help the party.  Think pre-contact Polynesians though with more or an African bent.  Northern tribes does not play well with others, hostile to all other factions and raiding outsiders.  You also have several intelligent non humans with the rakasta, phanaton and pre shape-shifting aranea.
Title: Re: Who exactly lives on the Isle of dread?
Post by: palaeomerus on October 14, 2021, 07:02:24 PM
Come and find out, perps!

(https://www.belloflostsouls.net/wp-content/uploads/2017/12/Judge-Dredd-482x600.jpg)

Oh wait, that's the isle of Dredd. My bad. (3 years in an Isocube!)
Title: Re: Who exactly lives on the Isle of dread?
Post by: LiferGamer on October 14, 2021, 10:08:30 PM
lol Thanks palaeomerus.

I've warmed to Mystara quite a bit after binging Mr. Welch's [TheGlen in these parts] 'Welcome to Mystara' videos, and as a Greyhawker for many, many years I prefer to either completely gut and file off the serial numbers, or use the module in its original home rather than the
Misbegotten Realms Borg-like assimilation.

I've always been fond of the Module, as it has a GREAT pulp adventure feel.

I figure I'll roll with the odd Mystaran melting pot and have these guys live there:

(https://preview.redd.it/5rc0va01p5e61.png?width=640&crop=smart&auto=webp&s=51e40ef64b2d1d5273c2703ee1eb55220def9b2a)
Title: Re: Who exactly lives on the Isle of dread?
Post by: SHARK on October 14, 2021, 10:33:56 PM
Greetings!

Indeed, make the tribal people of the Isle of Dread Polynesian-like people. Make some faction of them savages, cannibals, thorough villains, and make another faction that are of Good alignment, and potential allies for the Player Characters. Embrace tribes of monstrous humanoids, lots of dinosaurs, giant insects, and various weird monsters!

Add in some ancient ruins, a few demonologists and bands of evil reptilian humanoids, too. There's also some room for a few rival bands of evil adventurers as well.

Fantastic environment!

Semper Fidelis,

SHARK
Title: Re: Who exactly lives on the Isle of dread?
Post by: rickss on October 15, 2021, 01:33:57 AM
Curious if anyone has run it semi recently and how they did it.
I ran it straight that way. It's kinda nice to not have a direct cultural theft, and instead it be a blend of things. Enough that you get the individual references, but different enough that they're different. I mean, it's not a like a culture dealing with dinosaurs and pirates makes sense anyway :-)

A couple of Isle of Dread suggestions.
Dungeon #114. Torrents of Dread
Replace/supplement  the not fleshed out lost city with B4 The Lost City.
Title: Re: Who exactly lives on the Isle of dread?
Post by: Eirikrautha on October 16, 2021, 10:06:07 PM
One thing that I find striking/amusing in the sections on Wandering Monsters:

BECMI - hope the party doesn't trigger something too big.  Sucks to be them.
5e - several pages of algebra/entreaties to 'balance' a wandering encounter.
As long as the PCs know that not every encounter requires combat (using stealth to get past a T-Rex might be the best choice for a L3 party,  for example), an encounter above their pay grade is fine.
There's almost always one or two characters in a typical party that are terrible at stealth, so it only becomes an option if the party is designed for it from the beginning...or if they are willing to accept the loss of the heavily armored clankers.
So they hide and don't move.  Or the stealthy characters create a noisy distraction, draw it away, and then stealth away.  It's called "creativity," and D&D thrives on it.  Apparently you're one of those "Oh, no!  I have a low score on my stealth, and all I can do is roll dice and compare to my sheet."  Get good...
Title: Re: Who exactly lives on the Isle of dread?
Post by: Omega on October 17, 2021, 01:19:43 AM
Curious if anyone has run it semi recently and how they did it.
I ran it straight that way. It's kinda nice to not have a direct cultural theft,

cultural... theft...

uh huh. Sorry. We have enough applicants for village idiot as is. Please get in line.
Title: Re: Who exactly lives on the Isle of dread?
Post by: HappyDaze on October 17, 2021, 02:19:35 AM
One thing that I find striking/amusing in the sections on Wandering Monsters:

BECMI - hope the party doesn't trigger something too big.  Sucks to be them.
5e - several pages of algebra/entreaties to 'balance' a wandering encounter.
As long as the PCs know that not every encounter requires combat (using stealth to get past a T-Rex might be the best choice for a L3 party,  for example), an encounter above their pay grade is fine.
There's almost always one or two characters in a typical party that are terrible at stealth, so it only becomes an option if the party is designed for it from the beginning...or if they are willing to accept the loss of the heavily armored clankers.
So they hide and don't move.  Or the stealthy characters create a noisy distraction, draw it away, and then stealth away.  It's called "creativity," and D&D thrives on it.  Apparently you're one of those "Oh, no!  I have a low score on my stealth, and all I can do is roll dice and compare to my sheet."  Get good...
Or your creativity just fails. Sometimes that happens too. But you're one of those that believes your idiot plans will always work because your GM lets you win. Get better...
Title: Re: Who exactly lives on the Isle of dread?
Post by: Eirikrautha on October 17, 2021, 02:55:16 PM
One thing that I find striking/amusing in the sections on Wandering Monsters:

BECMI - hope the party doesn't trigger something too big.  Sucks to be them.
5e - several pages of algebra/entreaties to 'balance' a wandering encounter.
As long as the PCs know that not every encounter requires combat (using stealth to get past a T-Rex might be the best choice for a L3 party,  for example), an encounter above their pay grade is fine.
There's almost always one or two characters in a typical party that are terrible at stealth, so it only becomes an option if the party is designed for it from the beginning...or if they are willing to accept the loss of the heavily armored clankers.
So they hide and don't move.  Or the stealthy characters create a noisy distraction, draw it away, and then stealth away.  It's called "creativity," and D&D thrives on it.  Apparently you're one of those "Oh, no!  I have a low score on my stealth, and all I can do is roll dice and compare to my sheet."  Get good...
Or your creativity just fails. Sometimes that happens too. But you're one of those that believes your idiot plans will always work because your GM lets you win. Get better...
LOL!  Cry more.  Your games must suck...
Title: Re: Who exactly lives on the Isle of dread?
Post by: HappyDaze on October 17, 2021, 04:12:14 PM
One thing that I find striking/amusing in the sections on Wandering Monsters:

BECMI - hope the party doesn't trigger something too big.  Sucks to be them.
5e - several pages of algebra/entreaties to 'balance' a wandering encounter.
As long as the PCs know that not every encounter requires combat (using stealth to get past a T-Rex might be the best choice for a L3 party,  for example), an encounter above their pay grade is fine.
There's almost always one or two characters in a typical party that are terrible at stealth, so it only becomes an option if the party is designed for it from the beginning...or if they are willing to accept the loss of the heavily armored clankers.
So they hide and don't move.  Or the stealthy characters create a noisy distraction, draw it away, and then stealth away.  It's called "creativity," and D&D thrives on it.  Apparently you're one of those "Oh, no!  I have a low score on my stealth, and all I can do is roll dice and compare to my sheet."  Get good...
Or your creativity just fails. Sometimes that happens too. But you're one of those that believes your idiot plans will always work because your GM lets you win. Get better...
LOL!  Cry more.  Your games must suck...
That the best you've got? You're opinions matter not to me because you're an irrelevant piece of shit stuck to the toilet bowl and in need of being flushed.
Title: Re: Who exactly lives on the Isle of dread?
Post by: Arnwolf666 on October 17, 2021, 07:01:20 PM
One thing that I find striking/amusing in the sections on Wandering Monsters:

BECMI - hope the party doesn't trigger something too big.  Sucks to be them.
5e - several pages of algebra/entreaties to 'balance' a wandering encounter.
As long as the PCs know that not every encounter requires combat (using stealth to get past a T-Rex might be the best choice for a L3 party,  for example), an encounter above their pay grade is fine.
There's almost always one or two characters in a typical party that are terrible at stealth, so it only becomes an option if the party is designed for it from the beginning...or if they are willing to accept the loss of the heavily armored clankers.
So they hide and don't move.  Or the stealthy characters create a noisy distraction, draw it away, and then stealth away.  It's called "creativity," and D&D thrives on it.  Apparently you're one of those "Oh, no!  I have a low score on my stealth, and all I can do is roll dice and compare to my sheet."  Get good...

Add ninja’s and a crashed illithid space ship and you have the perfect adventure.