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Nick: 
WotC PDF version
Publisher: Wizards of the Coast
Year: 2013
Electronic (PDF, DOC, eBook, HTML, etc.)
Product Code: 093569630X
ISBN-10: TSR 9043
32 pages
Size: Letter
English
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Nick: 
PDF version
Publisher: Wizards of the Coast
Year: 2001
Electronic (PDF, DOC, eBook, HTML, etc.)
Product Code: 9043
ISBN-10: 0880380535
38 pages
Size: Letter
English
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Nick: 
אי האימה
Publisher: מיצוב (Mitsuv)
Year: 1990
Saddle Stapled (modules/pamphlets)
32 pages
Size: Letter
Hebrew
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Nick: 
Vaarojen saari
Publisher: Protocol Productions
Year: 1988
Saddle Stapled (modules/pamphlets)
Product Code: 001101
32 pages
Size: Letter
Finnish
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Nick: 
Italian Version
Publisher: Editrice Giochi
Year: 1985
Saddle Stapled (modules/pamphlets)
Product Code: 2550
32 pages
Size: Letter
Italian
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E1: Insel der Schrecken
Publisher: FSV Fantasy Spiele Verlags-GmbH
Year: 1983
Saddle Stapled (modules/pamphlets)
Product Code: 8509/0
ISBN-10: 389084006X
32 pages
Size: Letter
German
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Fourth Printing
Publisher: TSR
Year: 1983
Saddle Stapled (modules/pamphlets)
Product Code: 9043
ISBN-10: 0880380535
32 pages
Size: Letter
English
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Nick: 
French Printing
Publisher: TSR
Year: 1983
Saddle Stapled (modules/pamphlets)
32 pages
Size: Letter
French
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Nick: 
Second Printing
Publisher: TSR
Year: 1981
Saddle Stapled (modules/pamphlets)
Product Code: 9043
ISBN-10: 0880380535
32 pages
Size: Letter
0.30 pounds
English
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Third Printing
Publisher: TSR
Year: 1981
Saddle Stapled (modules/pamphlets)
Product Code: 394-51426-2TSR0550
ISBN-10: 093569630X
32 pages
Size: Letter
English
View
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Description Edit | History

A Wilderness Adventure for Character Level 3-7

This adventures starts with the characters finding a treasure map:

"When the gale finally ended, we found ourselves approximately seven days normal sailing distance due south out of Specularum, in the Thanegioth Archipelago. We replenished our supplies, patched up the ship, and traded our remaining goods at native villages along the shores of several islands. Some villages were friendly, but others were hostile and the natives attacked on sight. I suspect the hostile villages were filled with cannibals.

We skirted the coastlines of several islands, sailing south by west until we reached a small peninsula cut off from the main island by a massive stone wall. We were well received by the natives of Tanoroa, the small village that guards this wall. The villagers have no name for the large island other than the 'Isle of Dread'. Their own small peninsula is known simply as 'Home'.

The villagers told us a tale about an ancient city in the central highland of the isle that was build by the same people who built the wall. The villagers call the builders 'the gods', but I noticed that the names of the gods and the personal names of the clan ancestors were often the same. I believe that the natives once possessed a much more advanced culture and that the descendants of the builders have returned to a more primitive state.

The inland city is rumored to be filled with treasure beyond imagining. In particular, I heard persistent tales concerning a great black pearl of 'the gods' that still remains in the inland city. The island waters abound with excellent pearl beds, so the rumor of the black pearl may well be true.

The village contains a number of huge life-like statues of iron, bronze and stone. Since no villager currently has the skill or the craft to make such statues, the tale of a lost city built by the 'gods' seems reasonable. I would have liked to explore inland to verify the rumors, but too many crewmen died in the storm or by cannibal spears. Only five of us are left. I am the only professional adventurer, the others are only sailors. We can sail the small ship well enough but on land, in hostile territory, we would be helpless. Once back in Specularum I should be able to recruit a new crew and a party of professional adventurers, then I will return to claim the great black pearl.

One thing I managed to do before leaving: we sailed around the island and made the best map we could. We were afraid to land, since village fishermen had warned us that it was extremely dangerous to land anywhere on the main island and the coasts were rocky with no beaches. As a result, the map only shows the coastal areas we could chart from the ship, but it is better than nothing.

-Rory Barbarosay"

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Pg. 68
The 30 Greatest D&D Adventures of All Time

Our expert panel ranks the best D&D adventures of the game's first 30 years.

See also The 30 Greatest D&D

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Pg. 30
Capsule Reviews

\'\'\'Games\'\'\' Arena of Death(SPI); Dr. Who(Games Workshop); Dungeon, 2nd Edition(TSR); The Fury of the

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A Few Great Modules to Play

Modules suggested for conversion into Doctor Who adventures.

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Looking Back: X1 The Isle of Dread 5 - Good things come to those who wait

\'\'\'User comment:\'\'\' A retrospective article about X1: The Isle of Dread

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Reviews - The Isle of Dread
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