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<blockquote data-quote="Monayuris" data-source="post: 7272084" data-attributes="member: 6859536"><p>One of my favorite features of the older editions of D&D, like B/X and such is there wandering monster / random encounter procedures. Specifically the percent in lair.</p><p></p><p>Almost any wandering monster encountered in the wilderness can possibly be encountered in its lair. That lair probably was always there, but even you as the DM didn't know about it. The wilderness is a big place and monster lairs can be discovered even in areas that have been passed through already. I suggest maybe picking up an older version on pdf and using the % in lair chances as a part of your already existing random encounter tables.</p><p></p><p>This kind of gives you an outlet valve in case your players do decide they go somewhere you haven't prepped for or have no adventures placed. I also like to use something like the old judges guild materials to have random features, ruins, landmarks that can be placed as a part of the wilderness travel procedure. These may be lairs, or maybe magical places, or not (maybe just landmarks and scenery).</p><p></p><p>I like the idea that the wilderness is a big sprawling place and there are secrets and interesting things to be found that are not part of an adventure hook. Procedurally, placed lairs and features help create that feeling of uncovering something unknown. They help create the feeling that the players can go in any direction and get swept up in whatever adventure they come across.</p></blockquote><p></p>
[QUOTE="Monayuris, post: 7272084, member: 6859536"] One of my favorite features of the older editions of D&D, like B/X and such is there wandering monster / random encounter procedures. Specifically the percent in lair. Almost any wandering monster encountered in the wilderness can possibly be encountered in its lair. That lair probably was always there, but even you as the DM didn't know about it. The wilderness is a big place and monster lairs can be discovered even in areas that have been passed through already. I suggest maybe picking up an older version on pdf and using the % in lair chances as a part of your already existing random encounter tables. This kind of gives you an outlet valve in case your players do decide they go somewhere you haven't prepped for or have no adventures placed. I also like to use something like the old judges guild materials to have random features, ruins, landmarks that can be placed as a part of the wilderness travel procedure. These may be lairs, or maybe magical places, or not (maybe just landmarks and scenery). I like the idea that the wilderness is a big sprawling place and there are secrets and interesting things to be found that are not part of an adventure hook. Procedurally, placed lairs and features help create that feeling of uncovering something unknown. They help create the feeling that the players can go in any direction and get swept up in whatever adventure they come across. [/QUOTE]
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