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Wilderness & Wastelands: Scarred Lands Encounters
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<blockquote data-quote="Messageboard Golem" data-source="post: 2009756" data-attributes="member: 18387"><p>As many a Dm/Gm can commisserate, there seems to be a lack of good wilderness encounter charts or ideas for dealing with wilderness hazards/terrains for 3rd edition/d20. Thankfully, I can firmly say, this is now a thing of the past. With this book, S&SS has successfully come up with a way of making random wilderness encounters not only easier but also gives ideas on uses for skills like Wilderness Lore, Knowledge (nature) and the Track feat. But I digress. </p><p></p><p>The cover of the book feats a lone party of four surrounded by a pack of Blight Wolves. (I have to say this is a GREAT rendition of them. The version in the Creature Collection 1 is okay but poor by comparsion, in terms of the vehemence and evil displayed by this pack.) </p><p></p><p>The interior art has much in the way of good pics, my favorites including the large one in the forest section (page 25) and the picture in the Hag's Lair in the Mountain section (page 38). There isn't much other art, but at 64 pages, you don't really expect much.</p><p></p><p>The cartography in the book is truly excellent as Ed Bournelle (of Sketelon Key's Design AND one of the authors of this book) shows a great flair and understanding of textures and degrees in mapping. Probably the best sign for people wanting better maps. </p><p></p><p>The book is divided into five chapters, with an introduction and appendix at the end of the book. </p><p></p><p>The preface opens with Joseph Carriker giving us a head up on what this book is about. While not as useful as what comes after, it serves as a nice opening. </p><p></p><p>The Introduction I think will interest a LOT of people, both for those using the book and for those wanting to create their own charts. Here you get to see the design process as well as ideas on how to build your own random wilderness enounters depending on how dangerous you believe a place to be. While based on CR, I think this offers the DM a FINE way of making so that his encounters, while random, have a specific pattern as well as making sure one forgets an encounter in say a place like "The Forbidden Lands" or say "The Bleak Savannah"</p><p></p><p>Chapter one offers us a look at the dangers of "badlands". Here we get to see more closely the perils of such places. While obviously meant for the Scarred Lands, the insertion of a badland shouldn't be that hard for any DM worth his salt. Just use a place where a powerful event happened that altered the landscape. It can be anything from magic gone awry, to a natural disaster, to anything in between. The encounter offered here is one of a flash flood in a canyon.</p><p></p><p>Chapter two deals with deserts and the troubles you find here. Obviously deserts are a classic terrian and features many things people expect, heat exhaustion rules and other ideas for wilderness uses. The encounter here is for a desert twister/sandstorm. Certainly a common occurrance. </p><p></p><p>Chapter three deals with another perninnal fantasy staple, travel in a forest. This one probably needs even less exploration but there are some wonderful ideas for making druids and rangers a much more valued member of the team in such situations. In this one, the players must deal with a fire elemental gone amok. </p><p></p><p>Chapter four deals with mountains. Here we have rules dealing with high attitidute, slipperly slopes, climb checks in certain places, along with various flora and fauna info that was present in the other chapters. Here we see the dangers of climbing via a cavern hag and her brood of haglings.</p><p></p><p>Chapter five deals with swamps. Here we get to see rules on movement, various diseases and even more dangerous, the various fungi and slimes that often live here. In this encounter, the party finds itself in the middle of a swamp hag's garden. Not exactly eden folks. </p><p></p><p>The best parts of the book are the charts used for bad weather, DCs for using certain skills in the wild, and even ideas for a specific terrian encounter in the wild. My major gripe is, as a Scarred Lands fan, there is not a chart for some of the more prominent ills such as the Blood Steppes or the Titanshome Mountains. Even so, it's a minor gripe but one I feel worthy noting. If they had included such a chart, I think my rating would have been a perfect score for this book. Overall I strongly recommend this book for those DMs wanting ideas for random wilderness encounters or even just as a means for a rule set to create their own.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2009756, member: 18387"] As many a Dm/Gm can commisserate, there seems to be a lack of good wilderness encounter charts or ideas for dealing with wilderness hazards/terrains for 3rd edition/d20. Thankfully, I can firmly say, this is now a thing of the past. With this book, S&SS has successfully come up with a way of making random wilderness encounters not only easier but also gives ideas on uses for skills like Wilderness Lore, Knowledge (nature) and the Track feat. But I digress. The cover of the book feats a lone party of four surrounded by a pack of Blight Wolves. (I have to say this is a GREAT rendition of them. The version in the Creature Collection 1 is okay but poor by comparsion, in terms of the vehemence and evil displayed by this pack.) The interior art has much in the way of good pics, my favorites including the large one in the forest section (page 25) and the picture in the Hag's Lair in the Mountain section (page 38). There isn't much other art, but at 64 pages, you don't really expect much. The cartography in the book is truly excellent as Ed Bournelle (of Sketelon Key's Design AND one of the authors of this book) shows a great flair and understanding of textures and degrees in mapping. Probably the best sign for people wanting better maps. The book is divided into five chapters, with an introduction and appendix at the end of the book. The preface opens with Joseph Carriker giving us a head up on what this book is about. While not as useful as what comes after, it serves as a nice opening. The Introduction I think will interest a LOT of people, both for those using the book and for those wanting to create their own charts. Here you get to see the design process as well as ideas on how to build your own random wilderness enounters depending on how dangerous you believe a place to be. While based on CR, I think this offers the DM a FINE way of making so that his encounters, while random, have a specific pattern as well as making sure one forgets an encounter in say a place like "The Forbidden Lands" or say "The Bleak Savannah" Chapter one offers us a look at the dangers of "badlands". Here we get to see more closely the perils of such places. While obviously meant for the Scarred Lands, the insertion of a badland shouldn't be that hard for any DM worth his salt. Just use a place where a powerful event happened that altered the landscape. It can be anything from magic gone awry, to a natural disaster, to anything in between. The encounter offered here is one of a flash flood in a canyon. Chapter two deals with deserts and the troubles you find here. Obviously deserts are a classic terrian and features many things people expect, heat exhaustion rules and other ideas for wilderness uses. The encounter here is for a desert twister/sandstorm. Certainly a common occurrance. Chapter three deals with another perninnal fantasy staple, travel in a forest. This one probably needs even less exploration but there are some wonderful ideas for making druids and rangers a much more valued member of the team in such situations. In this one, the players must deal with a fire elemental gone amok. Chapter four deals with mountains. Here we have rules dealing with high attitidute, slipperly slopes, climb checks in certain places, along with various flora and fauna info that was present in the other chapters. Here we see the dangers of climbing via a cavern hag and her brood of haglings. Chapter five deals with swamps. Here we get to see rules on movement, various diseases and even more dangerous, the various fungi and slimes that often live here. In this encounter, the party finds itself in the middle of a swamp hag's garden. Not exactly eden folks. The best parts of the book are the charts used for bad weather, DCs for using certain skills in the wild, and even ideas for a specific terrian encounter in the wild. My major gripe is, as a Scarred Lands fan, there is not a chart for some of the more prominent ills such as the Blood Steppes or the Titanshome Mountains. Even so, it's a minor gripe but one I feel worthy noting. If they had included such a chart, I think my rating would have been a perfect score for this book. Overall I strongly recommend this book for those DMs wanting ideas for random wilderness encounters or even just as a means for a rule set to create their own. [/QUOTE]
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