Zardnaar
Legend
Over the years I have been a sponge when it comes to absorbing obscure D&D nuggets of information
And I often reread older material for enjoyment and looking to mine it. Helps having 400-500 D&D items and a pile of PDFs.
It seems I may make heavier use of the exploration pillar than a lot of groups. I use elements I have picked up over the years from multiple sources. No D&D written word taught me it's just something I've instinctively figured out.
This doesn't mean I'm great at it but I'll add some things here and you can make your own judgements.
Suggested Inspirational material.
X1 Isle of Dread
X6 Quagmire
X7 War Rafts of Kron
B5 Horror on the Hill
Night Below pt I Evil's of Harranshire
LMoP
Tomb of Annihilation
Curse of Strahd
Savage Tide AP early modules (Sasserine, travel to Isle of Dread, Isle of Dread)
Kingermaker pt 1&2 especially Stolen Lands (Pathfinder)
Various Dungeon magazines espicially adventures set in a jungle or forest or aimed at Druids, Rangers, and Barbarians pre 3.0.
Quests of Doom 5E 1&2 various adventures.
Video Games
Seven Cities of Gold, Sid Meiers Pirates, Assassins Creed Black Flag, Origins, Odyssey, Baldurs Gate 3.
Key to successful exploration.
1. Encourage PC exploration in adventure design. Get them involved.
2. Reward PCs for exploring just like social and combat Pillars. Loot, magic items and xp.
3. Incorporate World building elements. Eg if you're exploring not Italy you're going to find not Roman ruins. Tie this to ancient languages or whatever.
Suggest Rewards/Incentives.
1. Experience points. Award experience points per hex explored, landmarks found, discoveries and use of class abilities that are relevant. If you're using milestone levelling ex hex, landmark or anything else that is significant levels you up once you complete enough mini milestones. This is a art form but generally I do 100-300xp per hex in older editions depending on the size of the map, edition and how fast I want the PCs to level.
In 5E 25-50xp per hex per level, landmark. Roughly 1 session to hit level 2. 2 more to hit level 3 and every 3-4 sessions after that. Ymmv of course.
2. Magic Items. Sprinkle a few minor items around in non obvious places. Eg in the starting town, village or whatever out a painted statue in the town square of a knight or whatever. It's sword is a +1 sword. If the PCs miss it drop hints later or outright have an NPC tell them. Espicially if the NPC has been aided by the PCs.
3. Landmarks.
Award xp same rate as a hex if they find a landmark. This stacks with the hex itself. The landmark can be an obvious geographical feature eg hill, mountain, river an ancient road, statue, strange rock, tree, milestones, menhir, standing stones or whatever. If the PCs are moving at mapping pace they find it automatically if they're rushing perception checks. If it's big and obvious eg a mountain success is automatic barring things like thick fog.
4. Mapping. If the PCs have been hired to explore said area award xp for mapping the area. If the PCs draw a decent map award xp. Or abstract it for each 25% they explore and maybe an intelligence or wisdom check base DC 10. Higher the roll more accurate the map us more xp/gold.
5. Side quests. Sprinkle NPCs around that want various things. Might be an elven statue, monster parts/eggs/feathers, a map drawn, landmark or location found. Mostly the sodequests should be for things they're doing anyway. Eg if they're looking for a ruined aqueduct in the desert an NPC artifice with addiction to not Roman's ruins wants to examine it once located.
6.Tie the landmarks, random encounters, NPCs etc to whatever main quest they're doing. If they're looking for Netherese ruins for example that collapsed tower is netherese. That old border marker Netherise. Don't over do it But the occasional reference ties things togather. That Netherese dungeon of Doom they're looking for is the ultimate goal just throw in little reminders aling the way.
7. Factions. If you're using them the various factors have campsites, forts, bases and hide outs scattered around. Some have NPCs wanting stuff of course (see point 5).
8. Random encounters. They don't have to be hostile can also include NPCs who want to find the PCs, need help or want things. They also don't have to be "random" but give the illusion of them being random to move the plot forward, challenge the PCs or just blow off steam if they want a combat. Once again don't over do it eg north red dragon, South red dragon, east red dragon.
9. Reward creative use of class abilities. The Ranger ability that let's you travel faster in the wilderness? Got used in one of my games rescuing refugees. Xp rewarded per refugee rescued.
Cut through a forest and swamp bypassed the hobgoblins looking for them.
10. Lower DC or grant advantage on relent classes, archetypes or backgrounds. If wilderness based Barbarians, Druids, Rangers enedit. Clerics if you find a ruined temple, warriors a fort etc.
Attrition is mostly a waste of time in 5E either supplies or grinding them down over 6-8 encounters. Treat exploration as it's own thing in terms of xp or whatever. Sprinkle in combat and social encounters along the way. The big combats should be the nastier planned encounters and locations. Old school attrition doesn't work.
Current Version.
Castles and Crusades
Theme. Ancient Greece Fate of Atlantis.
Hexcrawl lvl 1-3.
Xp awarded for. Hexes, landmarks, role-playing, combat, 1xp per gp, magic items, missions/sidequests.
Location. Pilgrims landing Phocis, magical Greece 432 BC approx. Delphi is very close by.
Landmarks. Mount Girona, Mt Parnassus, Delphi, Cave of Corycian
Basic idea. Hexmap over the area, 3 miles to the hex. 200xp (each) per hex explored (slow due to terrain). Bandits have been raiding Pilgrims heading to Delphi.
Sidequests via NPCs. Bounties on bandits, retrieve stole items, defeat tuskgutter, locate Daughters of Artemis, capture Stag Lord's lieutenant dead or alive, retrieve Spartans shield.
Main quest. Discover who's been supplying the bandits and intimidating the Oracle of Delphi. Don't offend the God's.
Long term Main quest. Locate Atlantis.
And I often reread older material for enjoyment and looking to mine it. Helps having 400-500 D&D items and a pile of PDFs.
It seems I may make heavier use of the exploration pillar than a lot of groups. I use elements I have picked up over the years from multiple sources. No D&D written word taught me it's just something I've instinctively figured out.
This doesn't mean I'm great at it but I'll add some things here and you can make your own judgements.
Suggested Inspirational material.
X1 Isle of Dread
X6 Quagmire
X7 War Rafts of Kron
B5 Horror on the Hill
Night Below pt I Evil's of Harranshire
LMoP
Tomb of Annihilation
Curse of Strahd
Savage Tide AP early modules (Sasserine, travel to Isle of Dread, Isle of Dread)
Kingermaker pt 1&2 especially Stolen Lands (Pathfinder)
Various Dungeon magazines espicially adventures set in a jungle or forest or aimed at Druids, Rangers, and Barbarians pre 3.0.
Quests of Doom 5E 1&2 various adventures.
Video Games
Seven Cities of Gold, Sid Meiers Pirates, Assassins Creed Black Flag, Origins, Odyssey, Baldurs Gate 3.
Key to successful exploration.
1. Encourage PC exploration in adventure design. Get them involved.
2. Reward PCs for exploring just like social and combat Pillars. Loot, magic items and xp.
3. Incorporate World building elements. Eg if you're exploring not Italy you're going to find not Roman ruins. Tie this to ancient languages or whatever.
Suggest Rewards/Incentives.
1. Experience points. Award experience points per hex explored, landmarks found, discoveries and use of class abilities that are relevant. If you're using milestone levelling ex hex, landmark or anything else that is significant levels you up once you complete enough mini milestones. This is a art form but generally I do 100-300xp per hex in older editions depending on the size of the map, edition and how fast I want the PCs to level.
In 5E 25-50xp per hex per level, landmark. Roughly 1 session to hit level 2. 2 more to hit level 3 and every 3-4 sessions after that. Ymmv of course.
2. Magic Items. Sprinkle a few minor items around in non obvious places. Eg in the starting town, village or whatever out a painted statue in the town square of a knight or whatever. It's sword is a +1 sword. If the PCs miss it drop hints later or outright have an NPC tell them. Espicially if the NPC has been aided by the PCs.
3. Landmarks.
Award xp same rate as a hex if they find a landmark. This stacks with the hex itself. The landmark can be an obvious geographical feature eg hill, mountain, river an ancient road, statue, strange rock, tree, milestones, menhir, standing stones or whatever. If the PCs are moving at mapping pace they find it automatically if they're rushing perception checks. If it's big and obvious eg a mountain success is automatic barring things like thick fog.
4. Mapping. If the PCs have been hired to explore said area award xp for mapping the area. If the PCs draw a decent map award xp. Or abstract it for each 25% they explore and maybe an intelligence or wisdom check base DC 10. Higher the roll more accurate the map us more xp/gold.
5. Side quests. Sprinkle NPCs around that want various things. Might be an elven statue, monster parts/eggs/feathers, a map drawn, landmark or location found. Mostly the sodequests should be for things they're doing anyway. Eg if they're looking for a ruined aqueduct in the desert an NPC artifice with addiction to not Roman's ruins wants to examine it once located.
6.Tie the landmarks, random encounters, NPCs etc to whatever main quest they're doing. If they're looking for Netherese ruins for example that collapsed tower is netherese. That old border marker Netherise. Don't over do it But the occasional reference ties things togather. That Netherese dungeon of Doom they're looking for is the ultimate goal just throw in little reminders aling the way.
7. Factions. If you're using them the various factors have campsites, forts, bases and hide outs scattered around. Some have NPCs wanting stuff of course (see point 5).
8. Random encounters. They don't have to be hostile can also include NPCs who want to find the PCs, need help or want things. They also don't have to be "random" but give the illusion of them being random to move the plot forward, challenge the PCs or just blow off steam if they want a combat. Once again don't over do it eg north red dragon, South red dragon, east red dragon.
9. Reward creative use of class abilities. The Ranger ability that let's you travel faster in the wilderness? Got used in one of my games rescuing refugees. Xp rewarded per refugee rescued.
Cut through a forest and swamp bypassed the hobgoblins looking for them.
10. Lower DC or grant advantage on relent classes, archetypes or backgrounds. If wilderness based Barbarians, Druids, Rangers enedit. Clerics if you find a ruined temple, warriors a fort etc.
Attrition is mostly a waste of time in 5E either supplies or grinding them down over 6-8 encounters. Treat exploration as it's own thing in terms of xp or whatever. Sprinkle in combat and social encounters along the way. The big combats should be the nastier planned encounters and locations. Old school attrition doesn't work.
Current Version.
Castles and Crusades
Theme. Ancient Greece Fate of Atlantis.
Hexcrawl lvl 1-3.
Xp awarded for. Hexes, landmarks, role-playing, combat, 1xp per gp, magic items, missions/sidequests.
Location. Pilgrims landing Phocis, magical Greece 432 BC approx. Delphi is very close by.
Landmarks. Mount Girona, Mt Parnassus, Delphi, Cave of Corycian
Basic idea. Hexmap over the area, 3 miles to the hex. 200xp (each) per hex explored (slow due to terrain). Bandits have been raiding Pilgrims heading to Delphi.
Sidequests via NPCs. Bounties on bandits, retrieve stole items, defeat tuskgutter, locate Daughters of Artemis, capture Stag Lord's lieutenant dead or alive, retrieve Spartans shield.
Main quest. Discover who's been supplying the bandits and intimidating the Oracle of Delphi. Don't offend the God's.
Long term Main quest. Locate Atlantis.
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