Mahtan Tasadur wrote:
Its actually the follow up to a DM plot involving the forest, so yes. And its all intentional and due to PC involvement.
After the forest burned, the Druids let it grow back naturally and fill with wild life again. So, finally, there is the wild life. The good and the danger.
They will spawn hostile and neutral spawns unique for day and night. For predators and prey respectively. I want to work a way to have the prey run away when PC approach or the predators but still having a little issue there.
Work in progress, its whatever you make of it. If you have to change where you have a picnic in a wild forest, oh well.
I guess I should say why I don't like making the spawns a permanent feature and just chalking them up to the forest growing back naturally, instead of just mouthing off with no useful input.

First... there's nothing natural about the way the animals are behaving. In my time IRL, I've done a *lot* of camping, and I've never once been attacked by a bear or a flock of feral falcons, no matter how wild a forest I was in. To say nothing of a forest that's often filled with hellballs and crowds of bellowing adventurers. A natural animal would avoid such a place completely. Having them spawn there now is an example of *un*natural animal behavior, not the normal course of events of a regrowing forest.
Second... it may be a wild forest, but also, running through the dead center of it, is one of the island's busiest trade roads, the only reliable road that runs from Cordor to Kohlingen, the island's two biggest cities. It's an important enough trade route that it's got a Roadwarden standing guard every second of every day. Nobody who enjoys the benefits of that commerce (which is to say, 99% of the island) would stand for that road to be overrun by bears and wolves.