Wilds (d20)
It's time to move beyond the dungeon. The wild frontiers of demon-haunted forests¸ sun-blasted deserts¸ windswept glaciers¸ and rolling plains are now open for adventure with this exciting d20 sourcebook. Guidelines give DMs advice on constructing wilderness adventures¸ complete with ready-made encounters¸ new creatures¸ rules for weather¸ and other effects unique to the outdoor environment. Just as the core d20 rules teach DMs to create dungeons and stock them with monsters¸ this sourcebook applies the same process to creating and running outdoor adventures. For players¸ this book introduces new prestige classes¸ feats¸ and skills tailored to exploring the wilderness.
The wild frontiers of demon-haunted forests¸ sun-blasted deserts¸ windswept glaciers¸ and rolling plains are now open for adventure with this exciting d20 sourcebook. Guidelines give DMs advice on constructing wilderness adventures¸ complete with ready-made encounters¸ new creatures¸ rules for weather¸ and other effects unique to the outdoor environment. Just as the core d20 rules teach DMs to create dungeons and stock them with monsters¸ this sourcebook applies the same process to creating and running outdoor adventures. For players¸ this book introduces new prestige classes¸ feats¸ and skills tailored to exploring the wilderness. * An in-depth section on creating outdoor adventures¸ building wilderness areas into a campaign¸ and incorporating such challenges into adventures. * Rules that cover the environments and challenges encountered in wilderness areas¸ including weather effects and obstacles such as rivers¸ floods¸ and snowstorms. * New prestige classes tailored to the wilderness¸ allowing players to build rugged woodsmen and intrepid explorers. ' New feats and spells designed for use by characters and spell casters who travel through wilderness areas. * New magic items¸ skills¸ and other abilities designed explicitly for use in wilderness adventures. * New monsters found in wild areas of the world¸ each sculpted for use in forest¸ tundra¸ desert¸ and other environments
It's time to move beyond the dungeon. The wild frontiers of demon-haunted forests¸ sun-blasted deserts¸ windswept glaciers¸ and rolling plains are now open for adventure with this exciting d20 sourcebook. Guidelines give DMs advice on constructing wilderness adventures¸ complete with ready-made encounters¸ new creatures¸ rules for weather¸ and other effects unique to the outdoor environment. Just as the core d20 rules teach DMs to create dungeons and stock them with monsters¸ this sourcebook applies the same process to creating and running outdoor adventures. For players¸ this book introduces new prestige classes¸ feats¸ and skills tailored to exploring the wilderness.
This sourcebook expands the venues of adventure¸ presenting an array of hostile environments for your wilderness campaigns. From the tundra's deadly cold to the desert's searing heat¸ the wilderness offers dangers and threats that make an angry ogre or hungry troll look like a pushover. With the rules and advice outlined here¸ DMs can design adventures that emphasize the environment's daunting challenges and strange¸ wondrous realms.
Leave the dungeon behind.
The wilds await!
- Over 80 new feats.
- 40 new spells.
- Nearly two dozen prestige classes.
- 26 monsters.
- New ranger classes for each environment.
- New rules for six different environments.