Isle of Dread (wilderness)

Isle of Dread is a wilderness adventure area, added with Update 55 expansion.



Rare encounters
12 total
 * 500 XP per encounter, 3,000 bonus XP for solving all encounters
 * 5,250 XP per encounter, 31,500 bonus XP for solving all encounters


 * Slay Furpaw the Dire Bear
 * Slay Vixorshal the Deceiver (purple-named)
 * Slay Tholbrir the Ettercap
 * Slay Horgalmar the Stone Giant
 * Defeat the Burnished Warden
 * Slay the Reticent Deviation
 * Slay Yasafar the Angry Ancestor
 * Slay Daggermouth the Saber-Toothed Tiger
 * Defeat Surgestream the Water Weird
 * Defeat the Green Dragon (Zardanarith - purple-named)
 * Defeat the T-Rex (Stonejaw - purple-named)
 * Slay the Triceratops (Treeleveler)

Vixorshal the Deceiver is guaranteed to spawn, although you'll need to find two crests in the surrounding area. Note that Vixorshal, Zardanarith and Stonejaw are purple-named bosses and much tougher than standard opponents, taking a build with strong damage output and good self-healing to tackle solo at level. Unless in a group, apply caution while traversing their spawn points, especially Stonejaw, who has the highest attack of the three and spawns in the middle of the map near several other important locations. There are, however, ways to make each fight a bit easier:
 * For Vixorshal, bring ranged weaponry or spells and remain at range. The Glabrezu will switch to using Horrid Wilting as opposed to its more powerful claws.
 * Zardanarith struggles to damage opponents with Poison immunity - Warforged or Pale Master Wizards. If not playing one of these characters, you can always jump off the cliff and heal on the way down, although note that after a few seconds you are at risk of being hit by spells - Cometfall on Legendary is probably the most pressing concern.
 * Stonejaw's two most dangerous attacks - Bite and Roar - will not trigger if all of his opponents are underneath his hit box. Try to pull him to the cliffs northwest and get all characters to stand underneath him (even if he refuses to come onto the cliffs, Bite is out of the picture.)

Explorer
16 total
 * 250 XP per discovery, 1,000 bonus XP for discovering all
 * 875 XP per discovery, 3,500 bonus XP for discovering all


 * Find the Pixie village
 * Find the brimstone valley
 * Find the Griffons' roost
 * Find the odorous shrine
 * Find the gnawed dinosaur bones
 * Find the twin volcanoes
 * Find the river overlook
 * Find the valley overlook
 * Find where you washed up on the Isle of Dread
 * Find the standing stones
 * Find the Kopru ruins overlook
 * Find the Tabaxi camp
 * Find the Bullywug Bastion
 * Find the Forbidden Kopru Temple
 * Find the entrance to the Canyon Ruins
 * Find the Ettercap tree

Story of Ghost Flame
20 total
 * 250 XP per discovery, 1,250 bonus XP for discovering all
 * 875 XP per discovery, 4,375 bonus XP for discovering all


 * 1) If I try to talk about it - about us - my throat goes dry and my words dwindle into a cloud of smoke. I am trapped by these secrets of my own making. I can only laugh the smoke away.
 * 2) Pride. The sin that burned so bright within me that I couldn't see past its harsh flame. Or was it ignorance, perhaps? If only I knew then how to quell those fires as I do now.
 * 3) Power. Dominion. Both were within my grasp. What better way to achieve them than to become royalty? I was so close! But despite all your sweet words and promises, you couldn't - you wouldn't - defy your family. To think I trusted such a coward.
 * 4) Here we all came - the Isle of Dread. So far from our original home. Each of us fatigued, yet hopeful. After so long, I finally got the power I so craved. But if I had -- There it is again. My words dying on my tongue.
 * 5) I have seen civilizations scorched and reborn. We who bow to the Whispered One remain far longer. Those who defy him quickly realize their mistake. The Kopru have chosen wisely...as if they had a choice.
 * 6) With but a flick of his finger, the Whispered One could reduce me to a pile of bones. I may live as long as I am useful - immortal, unchanging, as was promised. Yet he may change his mind at any moment, and I would never know why.
 * 7) If I can't speak of my situation, perhaps I can speak around it. Like taking the long way through a forest rather than walking down the main road. Or maybe just burning it all to the ground.
 * 8) The Whispered One has the Kopru in the palm of his hand. He tolerates them in exchange for their help spreading his influence across the island and all the realms. But it isn't enough. It will never be enough.
 * 9) Long ago, the Whispered One turned his attention to the villagers on the southern peninsula. Who did he command to bring them to ruin? This immortal flame, his newest toy.
 * 10) Even back then, someone as skilled as I had no difficulty concocting a plan. Infiltrate the village. Spread my unrelenting flames. Raze their fields and reduce their homes to ash. Anyone who tried to escape through the gate would be greeted by Death's Teeth.
 * 11) I needed someone to help me enact my plan - an islander no one would notice. I gained their trust by pretending to be a poor woman fleeing the Kopru. I doubt that gullible fool suspected anything. One should be careful where they place their trust. I learned that from you, my prince.
 * 12) I made certain that no one suspected me before moving forward. When the time was right, I unleashed my flames. That was the first time the village came to know of my power. I became the eternal terror, the Ghost Flame.
 * 13) 'The Ghost Flame.' 'Death's Teeth.' Names they had conjured for the two of us in the village. Hah. I wonder what you would think about that, your highness, were you able to understand. How much is left of you, I wonder?
 * 14) After falling into that trap of my own making, I burnt down an entire forest near the Firemouth. I breathed my hottest flames and watched the sky glow green. I am certain my wrath was felt throughout the isle. Yet when the last spark died, I felt only shame.
 * 15) Idleness signals defeat. I am no coward. I will not bow. I will not break. I will find a way out of this, even if I have to leave my comrades behind. As they are now...I might as well be alone.
 * 16) When we first met, my prince, you were a means to an end. It isn't my fault that you couldn't fill that need. But seeing you roaming the island, bound to your killer's bones, staring at me with those empty eyes, I feel ... never mind.
 * 17) Names are secrets, thus I have so far avoided speaking his true name. Names, identities, bodies...each carries secrets of their own. Every addition to the Whispered One's collection piques my curiosity. What could they possibly know that a god would deem valuable?
 * 18) Someone new has arrived on the island. An adventurer from some new world, joined by a bumbling Drow and a gaudy shell. I don't see what makes them so special, but there must be something there. Do they know what the Whispered One wants from them?
 * 19) Whatever these new arrivals think they know about the Whispered One has been meticulously laid out for them. Just as I thought I knew what would become of us before I...I suppose I haven't found a way to breach this covenant just yet.
 * 20) And so, here we all remain. Anything I once felt has long gone. I am left with just one desire: Freedom. And should anyone threaten that dream, I will burn them in a never-ending flame.

Vecna and the Isle of Dread
20 total
 * 250 XP per discovery, 1250 bonus XP for discovering all
 * 875 XP per discovery, 4,375 bonus XP for discovering all


 * 1) I am Vecna, the Whispered One, God of Secrets.  Over the eons I have done much and seen more.  Conquered worlds.  Transcended death.  Ripped divinity from the hands of the gods themselves.  And yet I have only begun my true mission.
 * 2) Secrets.  They surround us, hidden in deep shadows, obscure corners, hidden worlds.  Secrets that promise knowledge, control, power.  Even I do not possess them all, god though I am.  That will change.  I am building my collection.
 * 3) The Isle of Dread was a secret once.  An island that moved through the planes, appearing and disappearing on countless worlds.  As soon as I learned of it, I determined to add it to my collection.
 * 4) Long ago, the Isle of Dread was controlled by the Kopru, ancient rulers over a declining empire.  Once the Isle of Dread had been a symbol of their might and power.  But in time it had become a millstone around their necks.
 * 5) To create the teleporting island, the Kopru had made a bargain with certain powerful Demons.  Yet in time they had a falling out.  The Kopru came to regret their bargain, as all those who deal with Demons do.  And so they turned to me.
 * 6) I agreed to drive out the Demons for the Kopru.  In return, the Kopru promised to become my loyal followers.  The Demons were easily dealt with, and the Isle of Dread was now mine.  It was the perfect place to store some of my secrets.
 * 7) The Kopru had always held slaves, people stolen from the worlds the island had visited.  In time, due to the Kopru's incompetence, these slaves revolted and set up their own village on the south of the island.  The Kopru empire's iron grip, it turned out, was naught but rust.
 * 8) The Kopru asked me to deal with their little slave revolt.  I declined having no interest in their petty squabble.  Besides, the Kopru had betrayed the Demons before.  No doubt they were now planning on betraying me.  Best to keep the Kopru weak and firmly under my control.
 * 9) Having grown weak and lazy in their dotage, the Kopru complained constantly about their lack of slaves.  Naturally I saw the obvious solution.  I am not only the God of Secrets.
 * 10) I placed an enchantment on the island that would raise any human who died there as undead.  This neatly solved the Kopru's labor problem.  And yet they were not grateful.  The Kopru acted as if my undead servants were beneath them.
 * 11) Defeated by their own slaves, the Kopru have retreated to the ruined temple atop the dormant volcano.  From its depths they control the island's teleportation, steering the Isle of Dread to wherever I command.  Thus the Kopru have descended from masters of an empire to mere servants.
 * 12) The Kopru are too few and too stubborn.  They can only be relied on to move the island.  For other tasks, I call upon the pirates.  Pirates are easily recruited from any world we visit, and easily motivated with a handful of platinum and a bauble or two.  They care nothing about secrets.  This makes them the perfect tools for me.
 * 13) When the island arrives at a new destination, I send out the pirate fleet.  The pirates comb the shores of the new world, collecting the items and people I designate.  I permit the raiders to keep anything else they fancy.  The pirates assume this is all ordinary plunder.
 * 14) The most valuable treasures the pirates bring me are the people I specify.  Mad visionaries, audacious intellects, world-shaping personalities - I bring them here and add them to my collection.  Then I set out to discover their secrets.
 * 15) I scan the multiverse constantly, searching for new places to take the island.  Not long ago I discovered something astonishing.  A whole group of planes had suddenly appeared.  It's as if they had been hidden behind a veil - a veil that had been instantly whisked away.
 * 16) One of my new discoveries was a new world on the Prime Material Plane.  A fascinating place, with its own history, its own little gods, its own obscure secrets.  A place called ... Eberron.
 * 17) I quickly discovered what had destroyed the veil hiding the new planes:  the destruction of the Codex of the Infinite Planes.  It had released a vast amount of arcane energy, shredding the veil and scattering an infinite number of fragments throughout the multiverse.  Most intriguing.  Most intriguing indeed.
 * 18) I set about collecting some of the remains of this Codex, attempting to disguise this by employing a dimwitted denizen of the Feywild as my proxy.  To my surprise I was thwarted in my attempt - not by another god, but by inhabitants of the strange new world of Eberron.  Thwarted by mortals!  This was the most intriguing thing of all.
 * 19) And now you are wondering - why tell you all this?  Why would a god of secrets reveal his own?  The answer, of course, is because I want you to know who I am.  I want you to understand what has become of you.  I want you to see that you are mine.
 * 20) You are here by my will.  You will remain so long as I decree it.  I watch your every step as you stumble through this island of danger and death, and I will find you when I see fit.  And then you will hear my judgement.