Bhikku wrote:My first module was "Escape from Zanzer's Dungeon," from the big black box set... but i don't remember if I actually played throught that one at the time. I remember I sent my players wandering around the Karameikos map from the Expert set for a while, and then started them on the voyage to the Isle of Dread. I had this whole campaign arc planned where the black pearl at the island's center would be used to defeat our evil overlord... but the campaign kept getting derailed by those daily checks to see if they get lost. They wandered all over the ocean, their ship's crew being gradually whittled down by weresharks and i don't know what else, until they were finally all-but decimated by a random pirate attack. The PCs survived, clining to their wreckage, and finally drifted to an island where I gave them a reasonable climax and let them retire.
I was reading through the adventure and came across the section regarding getting lost. Basically you had a 1 in 3 chance per day of getting lost, period. Considering the Isle of Dread is about 1,000 miles away, that's a lot of getting lost. I came into the Isle of Dread adventure after the party had already landed, so I don't know how easy or hard their voyage was. Sounds like your crew had a rough go of it.
Bhikku wrote:It was my first campaign, and i think it was my favorite, despite all that. I still want to play the Isle of Dread someday, but if I ever convert it to True 20, I plan on using it as a 'lost world' setting for a superhero or pulp adventure game.
I've had the same idea! I'm in the planning stage (also known as the thinking-real-hard-about-it stage) of a Indiana Jones meets Cthulu (without the insanity) meets Disney's Atlantis meets The Mummy type of campaign. Probably a little wackier than what you are thinking about, but I think I can make it all fit together in a believable campaign. I've got the BBEG, backstory, and hook all figured out, all I need now is everything else.
-Kyle