Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
Community
General Tabletop Discussion
*TTRPGs General
A voice from the Wilderness
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="rounser" data-source="post: 1915980" data-attributes="member: 1106"><p>Map on hex paper or graph paper (I suggest Arr-Kelaan's Hexmapper or Dungeoncrafter if you need a mapping program), create icons for each hex or gridsquare's terrain type, and number some or all of them for locations.</p><p></p><p>You've now effectively got an outdoors dungeon to populate with lairs, ruins, landmarks, ambushes, strange or magical terrain features etc. and there's ample opportunity to include the usual array of monsters, traps and treasures. Rangers and druids become relevant to the game again, and the players get to explore your world, not just your dungeons and cities.</p><p></p><p>Following the dungeon model, I recommend making the challenges commensurate with their level, perhaps sealing off the next section of wilderness (designed for higher levels) with barriers such as water or difficult mountains, or simply warnings from NPCs. If you do have a high level challenge for reasons of verisimilitude (such as a dragon's lair on the hilltop), perhaps advertise it somehow so the PCs aren't caught off guard and TPK'd for no useful reason.</p><p></p><p>Gates are particularly useful features in the wilderness-as-dungeon, as they can get the PCs where you want them, and overcome the tyranny of distance when needed.</p></blockquote><p></p>
[QUOTE="rounser, post: 1915980, member: 1106"] Map on hex paper or graph paper (I suggest Arr-Kelaan's Hexmapper or Dungeoncrafter if you need a mapping program), create icons for each hex or gridsquare's terrain type, and number some or all of them for locations. You've now effectively got an outdoors dungeon to populate with lairs, ruins, landmarks, ambushes, strange or magical terrain features etc. and there's ample opportunity to include the usual array of monsters, traps and treasures. Rangers and druids become relevant to the game again, and the players get to explore your world, not just your dungeons and cities. Following the dungeon model, I recommend making the challenges commensurate with their level, perhaps sealing off the next section of wilderness (designed for higher levels) with barriers such as water or difficult mountains, or simply warnings from NPCs. If you do have a high level challenge for reasons of verisimilitude (such as a dragon's lair on the hilltop), perhaps advertise it somehow so the PCs aren't caught off guard and TPK'd for no useful reason. Gates are particularly useful features in the wilderness-as-dungeon, as they can get the PCs where you want them, and overcome the tyranny of distance when needed. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
A voice from the Wilderness
Top