Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Adventure-writing help: How to write a 'survival adventure'?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Steverooo" data-source="post: 789016" data-attributes="member: 9410"><p><strong>The Island of Doom</strong></p><p></p><p>I would spend some time mapping this, adding terrain types (and their effects on movement) in the map key, noting the locations of your hostile critters, note trails, etc., make a wandering monster table, and then have a limited number of "hunters" to pursue the party, whenever they encounter them.</p><p></p><p>If you have a Barbarian, Cleric of the Travel Domain, Druid, or Ranger with high Wilderness Lore, I would throw in some deadfalls, limb-traps, quicksand, and snares.</p><p></p><p>A number of 1rst level cannabil head-hunters equal to the total party level make good "hunters" (and explain the traps). Just don't throw more than 1/4 of them at the party at once (they're there just to keep the party moving).</p><p></p><p>So, the bad guy sends the party to the island. They can try to hide and wait out the time, or wander around, bumbling into pits, quicksands, and being whacked by morningstar-like spiked limb-traps. If they "go to ground", let them rest for an hour, then roll for wandering monsters, including the cannibal hunting party. If the two parties meet up and the PCs run, they may be chased right into the encounter area of your giant T-Rex (or whatever lurks on the Island of Doom).</p><p></p><p>Only throw at the party what they can handle, though. If no one has Wilderness Lore, skip the quiksand. If no one has a good Search skill, make all the traps simple snares. If they have poor weapons, armor, or more spellcasters with bad BABs, lower the number of natives.</p><p></p><p>If there's a Druid, make more of the "monsters" dangerous animals (snakes in the trees, etc). If the party's powerful, give them some poison. If the party's weak, have some magical fruit grow on the island.</p><p></p><p>In any case, I would only include one native Adept for the bad guy to contact and warn that the party is "coming to dinner". Arm the natives with simple, low-damage weapons (javelins, knives, and blowguns, perhaps), but give at least a few some tracking ability (+6). That should make it harder for the party to hide in one place and wait out the two hours.</p><p></p><p>After all that, let the players come up with a plan, and stick to it. Wander about, hide and try to wait out the time, and roll for encounters. If the PCs are high level and have invisibility, etc., throw in some hungry hunting beasts with Scent ability, or giant scorpions with Tremorsense. If they can all fly, add Giant Carnivorous Apes, or Clakar (winged Orangutangs). If they're tough and near Epic-level, throw in the Oonai (Shapeshifting giant warthogs) or Rakshasas.</p><p></p><p>Whatever inhabits The Island of Doom, fit it to the party's level and abilities. The Druid may have enough Animal Friendship slots free to tame the T-Rex. The Mage's Protection from Normal Missiles may be proof against the head-hunters' blowgun darts and javelins. The Paladin may be too much for the Rakshasa to handle. The Ranger may be able to lay a false trail leading the cannibals into the quicksand or Oonais' lair. Etc.</p></blockquote><p></p>
[QUOTE="Steverooo, post: 789016, member: 9410"] [b]The Island of Doom[/b] I would spend some time mapping this, adding terrain types (and their effects on movement) in the map key, noting the locations of your hostile critters, note trails, etc., make a wandering monster table, and then have a limited number of "hunters" to pursue the party, whenever they encounter them. If you have a Barbarian, Cleric of the Travel Domain, Druid, or Ranger with high Wilderness Lore, I would throw in some deadfalls, limb-traps, quicksand, and snares. A number of 1rst level cannabil head-hunters equal to the total party level make good "hunters" (and explain the traps). Just don't throw more than 1/4 of them at the party at once (they're there just to keep the party moving). So, the bad guy sends the party to the island. They can try to hide and wait out the time, or wander around, bumbling into pits, quicksands, and being whacked by morningstar-like spiked limb-traps. If they "go to ground", let them rest for an hour, then roll for wandering monsters, including the cannibal hunting party. If the two parties meet up and the PCs run, they may be chased right into the encounter area of your giant T-Rex (or whatever lurks on the Island of Doom). Only throw at the party what they can handle, though. If no one has Wilderness Lore, skip the quiksand. If no one has a good Search skill, make all the traps simple snares. If they have poor weapons, armor, or more spellcasters with bad BABs, lower the number of natives. If there's a Druid, make more of the "monsters" dangerous animals (snakes in the trees, etc). If the party's powerful, give them some poison. If the party's weak, have some magical fruit grow on the island. In any case, I would only include one native Adept for the bad guy to contact and warn that the party is "coming to dinner". Arm the natives with simple, low-damage weapons (javelins, knives, and blowguns, perhaps), but give at least a few some tracking ability (+6). That should make it harder for the party to hide in one place and wait out the two hours. After all that, let the players come up with a plan, and stick to it. Wander about, hide and try to wait out the time, and roll for encounters. If the PCs are high level and have invisibility, etc., throw in some hungry hunting beasts with Scent ability, or giant scorpions with Tremorsense. If they can all fly, add Giant Carnivorous Apes, or Clakar (winged Orangutangs). If they're tough and near Epic-level, throw in the Oonai (Shapeshifting giant warthogs) or Rakshasas. Whatever inhabits The Island of Doom, fit it to the party's level and abilities. The Druid may have enough Animal Friendship slots free to tame the T-Rex. The Mage's Protection from Normal Missiles may be proof against the head-hunters' blowgun darts and javelins. The Paladin may be too much for the Rakshasa to handle. The Ranger may be able to lay a false trail leading the cannibals into the quicksand or Oonais' lair. Etc. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Adventure-writing help: How to write a 'survival adventure'?
Top