JN2 Monkey Isle

Creating game materials? Monsters, spells, classes, adventures? This is the place!
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mTeasdale
Posts: 775
Joined: Sun Feb 02, 2014 4:46 pm
Location: Québec, Canada

Re: JN2 Monkey Isle

Post Mon Oct 17, 2016 11:02 pm

Just finished my second session with this module tonight. The look on the faces of my players when then encountered their first dinosaurs was priceless!

A bit of a necro, but if you haven't ran this module and your players haven't played X1, just do it.
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Longman
Posts: 3591
Joined: Tue Mar 11, 2014 4:12 am

Re: JN2 Monkey Isle

Post Tue Oct 18, 2016 12:49 am

How did you start it, Martin? How did the party arrive?
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mTeasdale
Posts: 775
Joined: Sun Feb 02, 2014 4:46 pm
Location: Québec, Canada

Re: JN2 Monkey Isle

Post Tue Oct 18, 2016 9:08 am

Kinda shipwreck. I rolled some random weather, got a storm, and I decided to randomize if there was damage on the boat and I rolled horribly for the players.

They had stolen a pirate boat actually and fo7nd the map, so they were able to at least control where they wanted their damaged boat yo land.
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Longman
Posts: 3591
Joined: Tue Mar 11, 2014 4:12 am

Re: JN2 Monkey Isle

Post Tue Oct 18, 2016 4:50 pm

Sounds a bit like the approach I took with you guys. Arrr, me hearties.

I like the module, but my problem with the shipwreck version of the plot is that once the characters work out how many potentially lethal random encounters there might be, there is a strong impetus to leave the island, and not an equally strong rationale to stay, because they do not know what is on the rest of the island.

I think if the party had an active boat, they could explore much of the coastline and see what's what, before going ashore on select missions. That would give them the option of leaving at any time, which might actually turn into a reason to stick around.

Whereas with the shipwreck version, if they've only got once chance to get off the island, that's what they are going to focus on.

Oh well, live and learn.
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