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The Wilderness

Quasqueton said:
My groups very rarely have/had more than their personal PCs in an adventure, in any edition. Even on an expedition like to the Isle of Dread.

You should try it. We've started doing it with a baggage train of craftsmen/NPCs/refugees/absent PCs who follow behind the party and provide them with resources (i.e., magic item creation) and a place to dump stuff as needed. It's worth it just for the amount of bookkeeping matters that it takes care of.
 

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Thanks to everyone for their input so far!

Gentlegamer said:
Put some Velociraptors on the Isle of Dread!

He he he! Can anyone offer stats for a c.1981 Expert D&D velociraptor? A Jurrasic Park style utahraptor might be fun, but I'm thinking Velociraptor mongoliensis might even be more fun. Like a flock of predatory turkeys! (^_^)

Delta said:
That is sort of the intention of wandering monsters in OD&D/Basic/1E. [...] They're not supposed to be rewarding encounters, they're supposed to be an obstacle to success.

Sure. But X1--as written--seems like you could go many, many sessions with nothing but wandering encounters. Does that get to be a problem after a while?

In any case, I've gotten some good advice on how to counter that possible problem: Lot for opportunities to add spice to a wandering encounter. Have "wandering encounters" with things other than monsters. Sprinkle some more spots of interest about the isle. Feel free to move a spot of interest a hex or two so the PCs don't miss it.
 

Quasqueton said:
Give some thought on how to bring in new PCs in the event one or more are killed.

Good point.

The PCs do have a ship they've chartered that's acting as a floating home base. A new PC could come from the crew or marines on board. A new PC could be a native. Other outlanders might be shipwreaked there, or even just visiting as the PCs are.

& those are just the mundane ideas. (^_^)

B4 was--IMHO--a bigger problem in this regard. We just went with the "more survivors from the caravan" thing, though.
 

Speaking of the Isle of Dread, I'd recommend trying to get "The World of Kong: A Natural History of Skull Island." It's a beautifully illustrated book, using concept sketches from the Weta Workshop's work on the recent King Kong. It details the island's ecosystem, and could easily be used to illustrate the Isle of Dread. Plus, most of the critters in the book can use the stats for monsters and animals already statted for D&D.
 

ColonelHardisson said:
Speaking of the Isle of Dread, I'd recommend trying to get "The World of Kong: A Natural History of Skull Island." It's a beautifully illustrated book, using concept sketches from the Weta Workshop's work on the recent King Kong. It details the island's ecosystem, and could easily be used to illustrate the Isle of Dread. Plus, most of the critters in the book can use the stats for monsters and animals already statted for D&D.
A very nice book and you can get stats for most of the creatures in this thread of Demiurge's (if you're using 3.5 of course).

Regards
Mortis
 

Delta said:
That is sort of the intention of wandering monsters in OD&D/Basic/1E. Versimilitude-wise, they should be moderately infrequent (how many times/day does a hiker really encounter mortal danger?). They are supposed to be an obstacle to delay or suck down magic items in the encounter -- it tests better players to learn to nix them quickly or avoid them, thereby achieving the end goal quickly and at full power. They're not supposed to be rewarding encounters, they're supposed to be an obstacle to success.

Are you kidding? On every hike I've been on it's been a hack n' slash fest! Monsters* everywhere! I would fight for days on end last summer!



*if by "monsters" you actually mean "other hikers." :p
 

Gentlegamer said:
Put some Velociraptors on the Isle of Dread!

OK. Here's an attempt:

Velociraptor
AC: 5
HD: 5
Move: 150' (50')
Attacks: claw/claw/bite
Damage: 1d6/1d6/1d6
No. Appearing: 0 (3–9)
Save As: Fighter: 5
Morale: 7 (but see below)
Treasure Type: Nil
Alignment: Neutral

Fierce predators, velociraptors are small, bipedal dinosaurs with a long, upturned snout and a long, stiff tail. Though six feet long, their head stands only a few feet above the ground. Each hind foot bears a large, sickle-shaped claw. Although dinosaurs, colorful feathers cover their bodies.

Velociraptors hunt in a pack and gain surprise on a roll of 1–3 on 1d6. If a group of velociraptors surprises the party, they will have the party outflanked and possible surrounded.

Velociraptors will not attack if out numbered and will flee if they become out numbered. Otherwise, they will attack, and their morale should be raised by the difference in numbers. (e.g. Six velociraptors attacking four PCs would have a morale of 9.)

If possible, they will try to separate a single victim from a group. Velociraptors will take on prey of almost any size.

The velociraptor is usually only found in "lost world" areas.
 

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