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Dungeon Master's Guide

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abandoned campsites, and other finds can add flavor to<br />

your world, foreshadow future encounters or events, or<br />

provide hooks for further adventures.<br />

A wilderness journey might take multiple sessions to<br />

play out. That said, if the wilderness journey includes<br />

long periods with no encounters, use the travel-montage<br />

approach to bridge gaps between encounters.<br />

MAPPING A WILDERNESS<br />

In contrast to a dungeon, an outdoor setting presents<br />

seemingly limitless options. The adventurers can move<br />

in any direction over a trackless desert or an open<br />

grassland, so how do you as the DM deal with all the<br />

possible locations and events that might make up a<br />

wilderness campaign? What if you design an encounter<br />

in a desert oasis, but the characters miss the oasis<br />

because they wander off course? How do you avoid<br />

creating a boring play session of uninterrupted slogging<br />

across a rocky wasteland?<br />

One solution is to think of an outdoor setting in the<br />

same way you think about a dungeon. Even the most<br />

wide-open terrain presents clear pathways. Roads<br />

seldom run straight because they follow the contours<br />

of the land, finding the most level or otherwise easiest<br />

routes across uneven ground. Valleys and ridges<br />

channel travel in certain directions. Mountain ranges<br />

present forbidding barriers traversed only by remote<br />

passes. Even the most trackless desert reveals favored<br />

routes, where explorers and caravan drivers have<br />

discovered areas of wind-blasted rock that are easier to<br />

traverse than shifting sand.<br />

If the party veers off track, you might be able to<br />

relocate one or more of your planned encounters<br />

elsewhere on the map to ensure that the time spent<br />

preparing those encounters doesn't go to waste.<br />

Chapter 1 discusses the basics of creating a<br />

wilderness map at three different scales to help<br />

you design your world and the starting area of your<br />

campaign. Especially when you get down to province<br />

scale (1 hex= 1 mile), think about paths of travel- roads,<br />

passes, ridges and valleys, and so on-that can guide<br />

character movement across your map.<br />

MOVEMENT ON THE MAP<br />

Narrate wilderness travel at a level of detail appropriate<br />

to the map you're using. If you're tracking hour-by-hour<br />

movement on a province-scale map (1 hex= 1 mile),<br />

you can describe each hamlet the adventurers pass.<br />

At this scale, you can assume that the characters find<br />

a noteworthy location when they enter its hex unl ~ ss<br />

the site is specifically hidden. The characters might not<br />

walk directly up to the front door of a ruined castle when<br />

they enter a hex, but they can find old paths, outlying<br />

ruins, and other signs of its presence in the area.<br />

If you're tracking a journey of several days on a<br />

kingdom-scale map (1 hex= 6 miles), don't bother with<br />

details too small to appear on your map. It's enough<br />

for the players to know that on the third day of their<br />

journey, they cross a river and the land starts rising<br />

before them, and that they reach the mountain pass two<br />

days later.<br />

WILDERNESS FEATURES<br />

o wilderness map is complete without a few<br />

settlements, strongholds, ruins, and other sites worthy<br />

of discovery. A dozen such locations scattered over an<br />

area roughly 50 miles across is a good start.<br />

Mo STER LAIRS<br />

A wilderness area approximately 50 miles across can<br />

support roughly a half-dozen monster lairs, but probably<br />

no more than one apex predator such as a dragon.<br />

If you expect the characters to explore a monster's<br />

lair, you'll need to find or create an appropriate map for<br />

the lair and stock the lair as you would a dungeon.<br />

MONUMENTS<br />

In places where civilization rules or once ruled,<br />

adventurers might find monuments built to honor great<br />

leaders, gods, and cultures. Use the Monuments table<br />

for inspiration, or randomly roll to determine what<br />

monument the adventurers stumble upon.<br />

MONUMENTS<br />

d20<br />

l<br />

Monument<br />

Sealed burial mound or pyramid<br />

2 Plundered burial mound or pyramid<br />

3 Faces carved into a mountainside or cliff<br />

4 Giant statues carved out of a mountainside or cliff<br />

S-6 Intact obelisk etched with a warning, historical<br />

lore, dedication, or religious iconography<br />

7-8 Ruined or toppled obelisk<br />

9-10 Intact statue of a person or deity<br />

11-13 Ruined or toppled statue of a person or deity<br />

14 Great stone wall, intact, with tower fortifications<br />

spaced at one-mile intervals<br />

15 Great stone wall in ruins<br />

16 Great stone arch<br />

17 Fountain<br />

18 Intact circle of standing stones<br />

19 Ruined or toppled circle of standing stones<br />

20 Totem pole<br />

RUINS<br />

Crumbling towers, ancient temples, and razed cities<br />

are perfect sites for adventures. Additionally, noting the<br />

existence of an old, crumbling wall that runs alongside a<br />

road, a sagging stone windmill on a hilltop, or a jumble<br />

of standing stones can add texture to your wilderness.<br />

SETTLEMENTS<br />

Settlements exist in places where food, water, farmland,<br />

and building materials are abundant. A civilized<br />

province roughly 50 miles across might have one city, a<br />

few rural towns, and a scattering of villages and trading<br />

posts. An uncivilized area might have a single trading<br />

post that stands at the edge of a wild frontier, but no<br />

larger settlements.<br />

In addition to settlements, a province might contain<br />

ruined villages and towns that are either abandoned or<br />

serve as lairs for marauding bandits and monsters.<br />

CHAPTER 5 I ADVENTURE ENVIRONMENTS

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