The events and beasts encountered reflect the rarity of them in their habitat as mentioned in the tome Monster Island. Weather patterns will also reflect the particular environment. Many of the encounters will already have links to Mythras Encounter Generator and the missing ones will be updated a bit later.
Cloud Forest vegetation currently uses the same vegetation as the Jungle generator. Puna Plateu is strongly different in plant and tree life. In mountains very little vegetation thrives.
For Puna Plateau and Mountains the environmental encounters are somewhat different than Cloud Forest and Jungle. They are based on the Raging Swan Press Mountains and Plains material tuned to Monster Island and used with permission
Finally spent some time tuning up my Monster Island daily event generator to be able to publish it. This first one is for coastal or jungle encounters. Later on the ones for cloud forest and upper plateaus of the island may be published.
It could be useful for a hex crawl in Monster Island. The material is based on Monster Island and Bird in the Hand from Design Mechanism and additional material from Raging Swan Press tuned to Monster Island atmosphere. Raging Swan Press products Primal, Woodland, Campsite, Cave and Rainstorm dressing are used here with permission.
Some of the look and feel for the blocks will be refined later on.
Here are the things it will do for a GM.
It will create an event from Monster Island daily events – either the standard or special ones. Any monster encounters there will have a link to Mythras Encounter Generator and ready to generate. The chance of the monster comes from the Monster Island jungle encounter chances. There is a larger variety of beasts in some of the categories. Some of the party encounters are also mapped out with a link to MeG – more will come in later.
Weather temperature will be shown for both day and night. There is a chance of Rainstorms. Humidity will also be calculated.
There are some descriptions for environment and trees and other plants for the environment. For each of the tree and plant types there is a description where it might be located in the area and also name and genus of the plant and what they might be like. There is also a chance of a minor event.
Encounter rules are based on Bird in the Hand (great scenario) hex crawl rules. If any encounters happen they will have a link to MeG as in above.
Finding shelter is necessary when camping out in the Monster Island. The rules from RAW and Bird in the Hand are briefly referenced here.
Provided the adventurers find a campsite – it is shortly described here. There might be some events happening during the night.
Some things about campsite terrain are opened up here.
You will find the generator at toolsfrompavis. Select the choice starting with Monster Island Daily – Jungle Only.
The route to Akakor can be hard to find. Here are two routes – the Ant Route and Tower Route. The Ant Route takes you thru a territory of Giant Ants and you might encounter an outpost of High Folk at the edges of the Ant territory. There is a secret passage thru the jungle to arrive to the main gate. Tower route means having access to flying beasts.
The Akakor and its buildings and inhabitants are explained more fully in the Monster Island book. The Central Valley is the entryway to the city blocks – it is the level 0. Each of the blocks is a vast area built into the mountain side with multiple levels most of them containing cloud forest and gardens. From each level there is a ramp up to the next one. Housing and slave quarter areas contain large number of buildings – many of them empty. Named buildings might be scattered among the other housing. Not all the named buildings are marked on the map. The size of the area in the map roughly shows the size of the area of those buildings or landmarks in that level.
High Folk City Quarter Views can also be generated for smaller portions of each level by using the City Quarter Generator in a bit different format showing the streets.
City Quarter Generator at toolsfrompavis has now new option to generate High Folk City Quarters. It will create Lodges and Houses for the various Brotherhoods in the High Folk City and Chapters and Orders for the various Sorcery Orders.
For the Brotherhoods and Orders it will generate the appropriate numbers and ranks of adepts, masters, apprentices etc. For the affiliations it also provides affiliations more appropriate for High Folk city.
At the same time all non Mythic Constantinople events, features and disasters have been modified slightly to provide appropriate to them instead of only providing what MC had.
There will be additional modifications later to still fine-tune the High Folk cities a bit.