Page 108 - Dungeon Master's Guide
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abandoned campsites, and other finds can add flavor to   WILDERNESS  FEATURES
             your world, foreshadow future encounters or events, or
             provide hooks for further adventures.               o wilderness map is complete without a few
               A wilderness journey might take multiple sessions to   settlements, strongholds, ruins, and other sites worthy
             play out. That said, if the wilderness journey includes   of discovery. A dozen such locations scattered over an
             long periods with no encounters, use the travel-montage   area roughly 50 miles across is a good start.
             approach to bridge gaps between encounters.
                                                               Mo  STER LAIRS
                                                               A wilderness area approximately 50 miles across can
             MAPPING A WILDERNESS                              support roughly a half-dozen monster lairs, but probably
             In contrast to a dungeon, an outdoor setting presents   no more than one apex predator such as a dragon.
             seemingly limitless options. The adventurers can move   If you expect the characters to explore a monster's
             in any direction over a trackless desert or an open   lair, you'll need to find or create an appropriate map for
             grassland, so how do you as the DM deal with all the   the lair and stock the lair as you would a dungeon.
             possible locations and events that might make up a
             wilderness campaign? What if you design an encounter   MONUMENTS
             in a desert oasis, but the characters miss the oasis   In places where civilization rules or once ruled,
             because they wander off course? How do you avoid   adventurers might find monuments built to honor great
             creating a boring play session of uninterrupted slogging   leaders, gods, and cultures. Use the Monuments table
             across a rocky wasteland?                         for inspiration, or randomly roll to determine what
               One solution is to think of an outdoor setting in the   monument the adventurers stumble upon.
             same way you think about a dungeon. Even the most
             wide-open terrain presents clear pathways. Roads   MONUMENTS
             seldom run straight because they follow the contours   d20   Monument
             of the land, finding the most level or otherwise easiest
                                                                  l    Sealed burial mound or pyramid
             routes across uneven ground. Valleys and ridges
                                                                  2    Plundered burial mound or pyramid
             channel travel in certain directions. Mountain ranges
                                                                  3    Faces  carved into a mountainside or cliff
             present forbidding barriers traversed only by remote
                                                                  4    Giant statues carved out of a mountainside or cliff
             passes. Even the most trackless desert reveals favored
                                                                 S-6   Intact obelisk etched with a warning, historical
             routes, where explorers and caravan drivers have
             discovered areas of wind-blasted rock that are easier to   lore, dedication, or religious iconography
             traverse than shifting sand.                        7-8   Ruined or toppled obelisk
               If the party veers off track, you might be able to   9-10   Intact statue of a person or deity
             relocate one or more of your planned encounters     11-13   Ruined or toppled statue of a person or deity
             elsewhere on the map to ensure that the time spent   14   Great stone wall, intact, with tower fortifications
             preparing those encounters doesn't go to waste.           spaced at one-mile intervals
               Chapter 1 discusses the basics of creating a       15   Great stone wall  in  ruins
             wilderness map at three different scales to help     16   Great stone arch
             you design your world and the starting area of your   17   Fountain
             campaign. Especially when you get down to province
                                                                  18   Intact circle of standing stones
             scale (1  hex= 1 mile), think about paths of travel- roads,
             passes, ridges and valleys, and so on-that can guide   19   Ruined or toppled circle of standing stones
                                                                  20   Totem  pole
             character movement across your map.
             MOVEMENT ON THE  MAP                              RUINS
                                                               Crumbling towers, ancient temples, and razed cities
             Narrate wilderness travel at a level of detail appropriate
                                                               are perfect sites for adventures. Additionally, noting the
             to the map you're using. If you're tracking hour-by-hour
                                                               existence of an old, crumbling wall that runs alongside a
             movement on a province-scale map (1  hex= 1 mile),   road, a sagging stone windmill on a hilltop, or a jumble
             you can describe each hamlet the adventurers pass.   of standing stones can add texture to your wilderness.
             At this scale, you can assume that the characters find
             a noteworthy location when they enter its hex unl~ss   SETTLEMENTS
             the site is specifically hidden. The characters might not   Settlements exist in places where food, water, farmland,
             walk directly up to the front door of a ruined castle when   and building materials are abundant. A civilized
             they enter a hex, but they can find old paths, outlying   province roughly 50 miles across might have one city, a
             ruins, and other signs of its presence in the area.   few rural towns, and a scattering of villages and trading
               If you're tracking a journey of several days on a   posts. An uncivilized area might have a single trading
             kingdom-scale map (1  hex= 6 miles), don't bother with   post that stands at the edge of a wild frontier, but no
             details too small to appear on your map. It's enough   larger settlements.
             for the players to know that on the third day of their   In addition to settlements, a province might contain
             journey, they cross a river and the land starts rising   ruined villages and towns that are either abandoned or
             before them, and that they reach the mountain pass two   serve as lairs for marauding bandits and monsters.
             days later.


             CHAPTER 5  I ADVENTURE ENVIRONMENTS
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