THE ISLE OF DREAD




INTRODUCTION
Scenario for WarpQuest.
Click here for the WarpQuest Core Rules.
Based loosely on the old D&D Expert Rules system.
This is a conversion of Dungeon Module X1 “The Isle of Dread”. 
Each player has an Adventuring Party in search of Adventure & Fortune.
Each party is represented by a pawn on the track. 

DISCLAIMER
D&D and the Isle of Dread are copyrighted properties.
This is merely a fan site.


THE SCENARIO
The map spaces represent distance and time.
There are 3 Modules.
Each Module track is 30 spaces long.
There is no “Artifact” 

VICTORY
The player with the most gold at the end of the game wins.
The game ends when one party reaches the last space of the third module.

ADVENTURING PARTIES
Each Party has 6 adventurers.
All Party members are 6th level.
Roll on the Adventurers Table for each adventurer to see what class he is.
The party has skills in 3 attributes: Stealth, Magic, and Fighting.
Add the bonuses from all adventurers to get a grand bonus for that attribute.

ADVENTURERS TABLE
1D8	Type:		Stealth		Magic		Fighting	Hits
1	Fighter		+2		-		+4		18
2	Thief		+4		-		+2		12
3	Cleric		-		+4		+2		12
4	Magic User	-		+6		-		6
5	Elf		+2		+2		+2		12
6	Dwarf		-		-		+6		18
7	Halfling	+6		-		-		6
8	Pick one

ADVENTURER NOTES
Thieves are +4 Stealth vs Traps.
Clerics are +2 Magic & Fighting vs Undead and Demons.
Use a card to represent each Character.

CHALLENGES
Challenges will be of two types: Traps & Foes.

FOES
If you encounter a Foe, you have to make several challenge Test Rolls:
1. Make a test vs Stealth. 
If successful, you defeat the Foe. Discard it. If not…
2. Make a test vs Magic.
If successful, you defeat the Foe. Discard it. If not…
3. Make a test vs Fighting.
If successful, you defeat the Foe. Discard it. If not…
1D3 random party members are wounded for 1D6 Hits each.
When making a challenge roll the Foe rolls 6D6 and 
adds its DM (Difficulty Modifier) if any.
When making a challenge roll the Party rolls 2D6 and adds its Attribute bonus.
If you defeat the foe get 1D6 Gold. 

TRAPS
If you encounter a Trap, you have to make several challenge Test Rolls:
1. Make a test vs Stealth. 
If successful, you avoid the Trap. Discard it. If not…
2. Make a test vs Magic.
If successful, you avoid the Trap. Discard it. If not…
1D3 random party members are wounded for 1D6 Hits each.

WOUNDS
Encounters that are “Poison” do an extra 1D6 Hits of damage. 
If a party member has zero or less hits left he is killed.
Instead of rolling to see how many hits a wound does you may discard a retainer.
At the end of each module the party heals 1D6 Hits.

FIGHTING OTHER PARTIES
If your pawn lands on the same space as an opponent’s party you will fight.
Each player makes challenge rolls for stealth, magic and fighting.
The side that wins the most challenges wins the encounter.
If you lose a fight with another players Pawn you get 1D3 randomly distributed 
Wounds and your opponent gets to take one “Aid: Item” card from you.

ITEM CARDS
At the beginning of the game draw 6 cards from the Item table.
Each Item must be attached to one character.
Each character can only use one weapon during a Foe encounter.
Items are played face up partially under the attached Character card.
Magic users can only use daggers and staves as weapons and cannot use armor.
Thieves cannot use metal armor or shields.
Clerics cannot use edged weapons.

SPELL CARDS
At the beginning of each Module you may draw spell cards:
Draw one for each elf and three for each MU.
Attach the Spells to the characters.
A Character can have a number of spells attached equal to its Magic bonus.

CLERIC CARDS
At the beginning of each Module you may draw cleric cards:
Draw two for each cleric.
Attach the cards to your clerics.
A Cleric can have a number of cleric cards attached equal to its Magic bonus.

THIEF CARDS
At the beginning of each Module you may draw thief cards:
Draw two for each thief and Halfling.
Attach the cards to your thieves and halflings.
A Character can have a number of thief cards attached equal to its Stealth bonus.


ITEM DECK
Dagger +1				Aid: Item: Fighting +1
Long Bow +1				Aid: Item: Fighting +1
Arrow of Slaying			Aid: 1 use Item: Fighting +2
Cloak of Invisibility			Aid: Item: Stealth +2
Longsword +1				Aid: Item: Fighting +1
Potion of Healing			Aid: 1 use Item: Heal 1D6 Lost Hits
Scroll of Protection			Aid: 1 use Item: Magic +2
Leather Armor +1			Aid: Item: Hits +1
Chain Mail +1				Aid: Item: Hits +2
Platemail +1				Aid: Item: Hits +3
Shield +1				Aid: Item: Hits +1
Potion of Diminution			Aid: 1 use Item: Stealth +3
Potion of Growth			Aid: 1 use Item: Fighting +3
Potion of Gaseous Form			Aid: 1 use Item: Stealth +3
Spell Scroll				Aid: Discard to draw 1 Spell card
Ring of Protection +1			Aid: Item: Hits +1
Ring of Fire Resistance			Aid: Item +4 vs Fire Encounters
Snake Staff				Aid: Item: Fighting +1 (+2 for Cleric)
Rope of Climbing			Aid: Item: Stealth +1
Gauntlets of Ogre Power			Aid: Item: Fighting +1
Bag of Holding				Aid: Item: +1 to Gold rolls
Staff of Healing			Aid: 3 use Item: Heal 1D6 Hits. 


SPELL DECK
Fireball Spell				Aid: Spell: Magic +3
Detect Trap				Aid: Spell: Negate Trap
Magic Missile				Aid: Spell: Magic +1
Charm					Aid: Spell: Magic +3
Sleep					Aid: Spell: Magic +3
Read Languages				Aid: Spell: Negate Trap
Hold Portal				Aid: Spell: Discard to negate (not Defeat) one Foe
Shield					Aid: Spell: Fighting +1
ESP					Aid: Spell: Stealth +3
Invisibility				Aid: Spell: Stealth +3
Mirror Image				Aid: Spell: Fighting +1
Phantasmal Force			Aid: Spell: Magic +2
Web					Aid: Spell: Magic +3
Fly					Aid: Spell: Stealth +3
Lightning Bolt				Aid: Spell: Magic +3
Haste					Aid: Spell: Fighting +3

THIEF DECK
Climb Steep Surfaces			Aid: Action: Stealth +3
Backstab				Aid: Action: Fighting +3
Narrow Escape				Aid: Action: Discard to negate (not Defeat) one Foe
Scout					Aid: Action: Look at next 2 cards in Module deck
Hide in Shadows				Aid: Action: Stealth +2
Move Silently				Aid: Action: Stealth +1
Dexterity				Aid: Action: Stealth +2
Open Locks				Aid: Action: Stealth +2 (underground)
Spy					Aid: Action: Look at next 2 cards in Module deck
Hear Noise				Aid: Action: Stealth +2
Pick Pockets				Aid: Action: Stealth +4 vs Humans
Find/Remove Traps			Aid: Action: Negate Trap

CLERIC DECK
Turn Undead				Aid: Action: Magic +3 vs Undead
Cure Light Wounds			Aid: Spell: Heal 1D6 Lost Hits
Cure Serious Wounds			Aid: Spell: Heal 2D6 Lost Hits
Neutralize Poison			Aid: Spell: Heal Hits caused by Poison
Blessing				Aid: Spell: Magic +1
Detect Evil				Aid: Spell: Stealth +2
Detect Magic				Aid: Spell: Stealth +2
Light					Aid: Spell: Magic +1
Wisdom					Aid: Action: Magic +1
Protection from Evil			Aid: Spell: Magic +2
Remove Fear				Aid: Spell: Fighting +2
Hold Person				Aid: Spell: Magic +2



MAIN ISLAND
FIRST MODULE CARD LIST
Name                            	Challenge:
Land on White Sandy Beach		(Starting Space)
The Village of Tanara			No Challenge: Gain 1D6 Gold from Trade.
Native Guide				Aid: Retainer: Discard to negate (not Defeat) 1 Foe
Sailors					Aid: Retainers: Fighting +1
Native Warriors				Aid: Retainers: Fighting +1
Zombie Master				Foe: Magic DM +4. Undead
The Great Wall				Foe: DM +0
Bull Sharks (Bay)			Water Foe: DM +0
Sea Snakes (Coral Reef)			Water Foe: DM +0
Oyster Bed (Pearl Diving)		No Challenge: Gain 1D6 Gold			
Crumbling Stone Cliff			Trap: DM +0
Tribe of Rock Baboons			Foe: DM +0
Giant Squid (Rocky Cave)		Water Foe: Stealth DM +2
Phanaton Settlement			Foe: Stealth DM +2 (Flying Monkeys)
Pirates Camp 				Foe: Fighting DM +2
Hippogriff Nest				Foe: DM +0
Lizardmen (Dense Swamp)			Foe: DM +0
Rakasta Camp				Foe: DM +1 (Cat Men)
Aerie of the Gargoyles			Foe: DM +2
Aranea Lair				Foe: DM +2 (Intelligent Magic using Spiders)
Treant Forest				Foe: Fighting DM +3
Potion of Poison			Trap: Stealth DM +2 (Poison)
Rocs’ Roost				Foe: DM +0
Bury Dying Native			No Challenge: Gain 1D6 Gold
Ogre’s Lair				Foe: Fighting DM +2
Treasure Chest				No Challenge: Gain 2D6 Gold
Abode of the Green Dragon		Foe: Fighting DM +3
Wretched Troglodytes			Foe: DM +1
Sea Dragon				Water Foe: DM +3 
Potion of Water Breathing		Aid: 1 use Item +4 vs Water Foe
Shipwreck				Gain 1 Adventurer if you have less than 6
Rescue Prisoner				Gain 1 Adventurer if you have less than 6

CENTRAL PLATEAU 
SECOND MODULE CARD LIST
Name                            	Challenge:
Rope Bridge				(Starting Space)
Gold Vein				No Challenge: Gain 1D6 Gold
Cave Bears				Foe: DM +1
Woolly Rhino 				Foe: DM +0
Dimetrodon Terror			Foe: DM +0
Neanderthals				Foe: DM +0
Tremors (Earthquake)			Trap: DM +0
Deranged Ankylosaurus			Foe: DM +0
Sabre-tooth Tigers 			Foe: DM +1
Plesiosaur Menace			Foe: DM +0
Pteranodan Terror			Foe: DM +0
Pterodactyls				Foe: DM +0
Stegosaurus				Foe: DM +1
Triceratops				Foe: DM +2
Tyrannosaurus Rex			Foe: DM +4
Dire Wolves				Foe: DM +1
Mastodons				Foe: DM +0
Cliff Wall				Foe: DM +0
Village of Mantru			No Challenge: Heal 1D6 Hits

TABOO ISLAND
THIRD MODULE CARD LIST
Name                            	Challenge:
Temple Entrance 			(Starting Space)			 
Spear +1				Aid: Item: Fighting +1
Guard Post				Foe: DM +0
Living Statues				Foe: DM +2
Main Chamber (Tribesmen)		Foe: DM +0
Room of Unmarried Girls			No Challenge: Miss next turn
Warriors with Poison Arrows		Foe: DM +0 (Poison)
Headhunter Chief			Foe: Fighting DM +1
Witchdoctor				Foe: Magic DM +2
Yellow Mold (Viewing Chamber)		Foe: Stealth DM +2
Trap Door (Priests Quarters)		Trap: DM +0
Blocked-Up Passage			No Challenge: Miss next turn
Weakened Floor				Trap: DM +0
Private Altar (Kopru Statuette)		Trap: Stealth DM +4
Water-Filled Chamber			No Challenge: Discard all Metal Armor
Chamber of the Great One		Water Foe: DM +0 (Mako Sharks)
Lair of Guardians			Foe: DM +0 (Poison) Spitting Cobras
Piranha Pool				Water Foe: DM +1
Bone Handled Mace 			Aid: Item: Fighting +1 (+2 for Cleric)
Rat Lair				Foe: DM +0
Burning Oil				Fire Trap: DM +1
Boiling Well				Fire Trap: DM +1
5 Headed Hydra				Foe: DM +3
Geyser					Fire Trap: DM +0
Cloud of Steam				Fire Trap: DM +0
Kopru (Amphibian Men)			Foe: Magic DM +2 (Charm Spells)
Sword +2				Aid: Item: Fighting +2
Ring of Telekinesis			Aid: Item: Stealth +1 & Magic +1
Mineral Encrusted Throne		(Last Space)



VARIANT RULES: CHARACTER LEVELS
Each adventurer (Character) has a starting level of 3-7 (1D5 +2).
Fighters & Dwarves get 3 Hits for each level.
Elves, Thieves, and Clerics get 2 Hits for each level. 
Magic Users get 1 Hit for each level.
Each level gives a +1 bonus in one attribute.
A Magic user must get his bonuses in Magic.
A Dwarf must get his bonuses in Fighting. 
(A 3rd level Dwarf has Fighting +3, A 7th level MU has Magic +7)
An Elf must distribute his bonuses as evenly as possible.
A Fighter must pick +1 in Stealth for every +2 in Fighting.
 A Thief must pick +1 in Fighting for every +2 in Stealth.
A Cleric must pick +1 in Fighting for every +2 in Magic.

EXPERIENCE
For every module you finish, one random party member gains 1 level.






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