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.