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Traveling adventure?
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<blockquote data-quote="Kilmore" data-source="post: 370723" data-attributes="member: 5226"><p>Wandering Monsters... don't use 'em. Of course, that's my personal opinion, but I generally think about encounters that the PC's would have on the particular trip. I usually don't key the encounter locations to a specific location unless the party has some sort of map to begin with, so I don't waste time planning encounters that never occur (though it's not a bad idea to have some spare ideas kicking around).</p><p></p><p>Is the party known to the villians at this point? How secure is the law enforcement in the wilderness? Or at least along the roads? If enforcement is high and the law is as corrupt as you suggest, there may be multiple posts along the road that the party may want to avoid. Of course, avoiding the guard posts is very suspicious activity! Perhaps a chase can occur while dodging a post and being detected by the guards. The posts can be made more odious by a hefty travel tax.</p><p></p><p>If enforcement is not so high, then there's bandits to worry about. Of course, there's nothing to say that the bandits are not associated with the law enforcers!</p><p></p><p>Of course, no wilderness adventure is complete without good varmint encounters. Figure out what kind of environment the party will travel through, find out what infests that environment, and create it's lair and the method it uses to bushwhack silly adventurers that stumble through it's domain.</p><p></p><p>Oh, and John is right. Natural hazards are wonderful, too.</p></blockquote><p></p>
[QUOTE="Kilmore, post: 370723, member: 5226"] Wandering Monsters... don't use 'em. Of course, that's my personal opinion, but I generally think about encounters that the PC's would have on the particular trip. I usually don't key the encounter locations to a specific location unless the party has some sort of map to begin with, so I don't waste time planning encounters that never occur (though it's not a bad idea to have some spare ideas kicking around). Is the party known to the villians at this point? How secure is the law enforcement in the wilderness? Or at least along the roads? If enforcement is high and the law is as corrupt as you suggest, there may be multiple posts along the road that the party may want to avoid. Of course, avoiding the guard posts is very suspicious activity! Perhaps a chase can occur while dodging a post and being detected by the guards. The posts can be made more odious by a hefty travel tax. If enforcement is not so high, then there's bandits to worry about. Of course, there's nothing to say that the bandits are not associated with the law enforcers! Of course, no wilderness adventure is complete without good varmint encounters. Figure out what kind of environment the party will travel through, find out what infests that environment, and create it's lair and the method it uses to bushwhack silly adventurers that stumble through it's domain. Oh, and John is right. Natural hazards are wonderful, too. [/QUOTE]
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