Page 106 - Dungeon Master's Guide
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WILDERNESS                                          Specific wilderness locations might have their own
                                                             special features. For example, the Spirit Forest and
            Between the dungeons and settlements of your      the Spiderhaunt Woods might feature different kinds
            campaign world lie meadows, forests, deserts, mountain   of trees, different kinds of flora and fauna, different
            ranges, oceans, and other tracts of wilderness waiting   weather. and different random encounter tables.
            to be traversed. Bringing wilderness areas to life can be   Finally, a wilderness trek can be enhanced by calling
            a fun part of your game, both for you and your players.   attention to the weather. "You spend the next three
           The following two approaches work particularly well.   days crossing the swamp" sounds less harrowing than,
                                                             "You spend the next three days trudging through knee-
           TRAVEL- MONTAGE APPROACH
                                                              deep mud- the first two days and nights in the pouring
            Sometimes the destination is more important than the   rain, and then another day under the beating sun, with
           journey. If the purpose of a wilderness trek is to get   swarms of hungry insects feasting on your blood."
            the characters to where the real adventure happens,
            gloss over the wilderness trek without checking for   HouR-BY-HouR APPROACH
            encounters along the way. Just as movies use travel   Sometimes the journey deserves as much time and
            montages to convey long and arduous journeys in a   attention as the destination. If wilderness travel feature
            matter of seconds, you can use a few sentences of   prominently in your adventure and isn't something you
           descriptive text to paint a picture of a wilderness trek in   want to gloss over, you will need more than a descriptive
           your players' minds before moving on.             overview to bring a long and harrowing journey to life;
             Describe the journey as vividly as you like, but keep   you'll need to know the party's marching order and have
            the forward momentum. "You walk for several miles   encounters at the ready.
           and encounter nothing of interest" is okay, but far less   Let your players determine the party's marching
           evocative and memorable than, "A light rain dampens   order (see the Player's Handbook for more information).
            the rolling plains as you travel north. Around midday,   Characters in the front rank are likely to be the first to
           you break for lunch under a lonely tree. There, the rogue   notice landmarks and terrain features, as well as the
           finds a small rock that looks like a grinning face, but   ones responsible for navigating. Characters in the back
           otherwise you encounter nothing out of the ordinary."   rank are usually responsible for making sure that the
           The trick is to focus on a few details that reinforce the   party isn't being followed. Encourage characters in the
           desired mood rather than describe everything down to   middle ranks to do something other than blindly trudge
            the last blade of grass.                         along behind the front-rank characters. The Player's
             Call attention to unusual terrain features: a waterfall,   Handbook suggests activities such as mapmaking and
           a rocky outcropping that offers a breathtaking view over   foraging for food.
            the tops of the surrounding trees, an area where the   Wilderness journeys typically feature a combination of
           forest has burned or been cut down, and so on. Also   planned encounters (encounters that you prepare ahead
           describe notable smells and sounds, such as the roar of   of time) and random encounters (encounters determined
           a faraway monster, the stench of burned wood, or the   by rolling on a table). A planned encounter might need a
           sweet aroma of flowers in an elven forest.        m~p of the location where the encounter is set to occur,
             In addition to evocative language, visual aids can help   such as a ruin, a bridge spanning a gorge, or some other
           set the scene for the characters' travels. Image searches   memorable location. Random encounters tend to be
           on the Internet can lead you to breathtaking landscapes   less location-specific. The fewer planned encounters
           (in fact, that's a good phrase to search for) both real and   you have, the more you'll need to rely on random
           fantastical. As striking as real-world scenery can be,   encounters to keep the journey interesting. See chapter
           wilderness travel can be used to remind the players that   3 for guidelines on creating your own random encounter
            their characters are in a fantasy world. Once in a while,   tables and when to check for random encounters.
           spice up your descriptions with some truly magical   A good way to keep wilderness encounters from
           element. A forest might be home to tiny dragonets   becoming stale is to make sure they don't all start and
           instead of birds, or its trees might be festooned with   end the same way. In other words, if the wilderness
           giant webs or have eerie, green-glowing sap. Use these   is your stage and your adventure is the play or movie,
           elements sparingly; landscapes that are too alien can   think of each wilderness encounter as its own scene,
           break your players' sense of immersion in the world. A   and try to stage each one in a slightly different way to
           single fantastic element within an otherwise realistic   keep your players' interest. If one encounter comes
           and memorable landscape is enough.                at the adventurers from the front, the next one might
             Use the landscape to set the mood and tone for your   come at them from above or behind. If an encounter
           adventure. In one forest, close-set trees shroud all   features stealthy monsters, a character tending to the
           light and seem to watch the adventurers as they pass.   party's pack animals might get the first indication that
           In another, sunlight streams through the leaves above   monsters are near when a pony whickers nervously. If
           and flower-laden vines twine up every trunk. Signs   an encounter features loud monsters, the party might
           of corruption-rotting wood, foul-smelling water, and   have the option to hide or set an ambush. One group of
            rocks covered with slimy brown moss- can be a signal   monsters might attack the party on sight, and another
           that the adventurers are drawing close to the site of evil   might allow safe passage for food.
           power that is their destination or can provide clues to   Reward characters for searching while they travel by
           the nature of the threats to be found there.      providing things for them to find. Broken statues, tracks,


           CHAPTER 5  I ADVENTURE  ENVIRONMENTS
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