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<blockquote data-quote="Prakriti" data-source="post: 7111957" data-attributes="member: 6855149"><p>First question: Are you just looking for ways to have your party get kinda-sorta lost even though they have a Ranger with them? If so, then don't do it. You'd just be taking something cool away from your players. </p><p></p><p>If you want to make wilderness exploration more interesting, then there are plenty of ways to do it. Besides random encounters, you can add delays by introducing environmental hazards. Rain and snow can slow or halt a march for hours or days, for example. Sometimes the weather is supernatural. Think of Mount Caradhras in <em>Lord of the Rings</em>. Some malevolent force was trying to turn the fellowship back by burying them under several feet of snow. A grumpy hag or other malevolent creature can have similar effects. </p><p></p><p>Even if it's not supernatural, there are plenty of other ways to add 1d6 hours to a journey. Maybe a valley is unexpectedly flooded. Maybe the forest elves have expanded their territory, turning away all travelers. Maybe a gnoll encampment stands in the party's way. Maybe a mountain pass has been sealed shut by giants, who have made the mountain their new home. All these things might require lengthy detours or create wonderful roleplaying opportunities.</p><p></p><p>Always give your players a choice: Push on in the hard weather and risk exhaustion, or stop traveling for the day. Go around the gnoll encampment, or try to sneak through. Respect the elves and their territory, or persuade them to let you pass.</p></blockquote><p></p>
[QUOTE="Prakriti, post: 7111957, member: 6855149"] First question: Are you just looking for ways to have your party get kinda-sorta lost even though they have a Ranger with them? If so, then don't do it. You'd just be taking something cool away from your players. If you want to make wilderness exploration more interesting, then there are plenty of ways to do it. Besides random encounters, you can add delays by introducing environmental hazards. Rain and snow can slow or halt a march for hours or days, for example. Sometimes the weather is supernatural. Think of Mount Caradhras in [I]Lord of the Rings[/I]. Some malevolent force was trying to turn the fellowship back by burying them under several feet of snow. A grumpy hag or other malevolent creature can have similar effects. Even if it's not supernatural, there are plenty of other ways to add 1d6 hours to a journey. Maybe a valley is unexpectedly flooded. Maybe the forest elves have expanded their territory, turning away all travelers. Maybe a gnoll encampment stands in the party's way. Maybe a mountain pass has been sealed shut by giants, who have made the mountain their new home. All these things might require lengthy detours or create wonderful roleplaying opportunities. Always give your players a choice: Push on in the hard weather and risk exhaustion, or stop traveling for the day. Go around the gnoll encampment, or try to sneak through. Respect the elves and their territory, or persuade them to let you pass. [/QUOTE]
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