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X1: The Isle of Dread
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==The Module== {{spoilers}} Written by David "Zeb" Cook and [[Tom Moldvay]], the module X1 debuted in 1981, and was available both on its own and packaged into Moldvay's own Expert Set as an example of an outdoors-based adventure/setting. This original version is laid out in the style characteristic of early D&D adventures: it had no Dungeons & Dragons logo, a diagonal strip in the top left corner indicated which edition of the game it was for, and the back cover featured an illustration and a list of other D&D products of the time. A reprint was made in 1983; this second version was also packaged with Mentzer's revision of the Expert Set, and can be distinguished by its Timothy Truman cover art, the red-orange border on its cover, and its use of typical mid-1980s D&D layout elements: the game's current logo was prominently featured on the cover, the diagonal strip was replaced with a horizontal one across the top, and the back cover featured no illustration but did have a text description of the adventure. There are a few minor differences besides appearance between this and the earlier version, including the replacement of a few monsters, and a mapping error that makes part of the final temple appear to be completely inaccessible. X1 came with a fairly detailed (for its time) map of a setting then called [[Mystara|the Known World]], showing at least fifteen distinct nations on the mainland to the north, as well as much of the Sea of Dread in which the Isle of Dread could be found. These nations each received a paragraph or so of description near the beginning of the module, making this the debut of several prominent Mystaran nations - Darokin, Ylaruam and Thyatis and so on. Thus were brought together Jean Wells' [[Phallus_of_the_Silver_Princess|princes of Glantri]] and Karameikos from the 1981 Expert Set. Described as a medium to high level scenario, X1's plot was simple, even for the standards of the time. The characters somehow find a fragment from a ship's log, describing a mysterious island on which many treasures can be found, and set out to explore it. Typically, the characters will first make landfall near the more or less friendly village of Tanaroa and after possibly dealing with some troublesome factions in the village, set out to explore the interior of the island. In the course of their explorations, they may find a number of other villages of unfamiliar intelligent creatures, numerous hostile monsters and the treasures they guard, and a band of pirates. Many prehistoric creatures, including [[Dinosaur|dinosaurs]], are prominently featured, especially in the original printing of the adventure. Near the center of the island is a hidden temple inhabited by monstrous, mind-bending creatures known as [[Kopru]]. The characters may stumble across it or learn that they're a source of problems for the other inhabitants of the isle, and the climax of the adventure typically consists of the characters exploring this temple, battling its inhabitants, and uncovering its secrets.
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