One of the original D&D classics, "The Isle of Dread" is a hex crawl wilderness adventure. It focuses on surviving primitive beasts, dinosaurs, and pirates while uncovering the mystery of the island's inland city, where a great treasure awaits.
From the cover: "This module contains maps and background material for the Isle, fifteen new monsters, and suggestions for further adventures. In addition, The Isle of Dread contains a map and background information for a large continent, and eleven smaller maps for encounters on the island itself. In this module, players will push their way through dark jungles and treacherous swamps to discover the lost plateau, and the final secrets of - the Isle of Dread!"
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orc has played this adventure and would recommend it.
First, the admission: this IS one of my faves, if awkwardly so: this adventure did not age as well as its inspiration (King Kong, among other films and influences). The dinosaurs and prehistoric monsters are terrible. Back in the 80s that could be excused. Post-Jurassic Park or any modern scientific depiction of dinosaurs it looks clunky and embarrassing. Arguably irrelevant (or possibly the least of its sins), it nonetheless bothers me now, but I study such creatures and, well, if I were to run it today I'd be updating things like the dinosaurs &c. like crazy.
Far more unfortunate is "Natives"; those familiar with this book may know what I mean when I suggest a DM might choose to rip that portion out and rework it completely (Goodman Games offers some ideas with their handling of this material).
Now, the better: I love the Kopru. They became an intermittent evil for players to contend with thereafter. In retrospect I regret never taking the time to add in proto-Ogres, proto-Orcs, or other proto'd D&D monster fare as mixers for the setting. If I run this again I definitely will. —Orson R Curtiss