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It's official, WOTC hates Rangers (Tasha's version of Favored Foe is GARBAGE)
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<blockquote data-quote="Don Durito" data-source="post: 8123466" data-attributes="member: 6687260"><p>Some examples of Wilderness stuff.</p><p>1) Heavy snowstorm, PCs must find shelter or risk freezing. The party risk losing time, if under pressure until the snowstorm passes. The nearest shelt is cave with two cute little bear cubs at the back of it. Presumaby mother bear will be back soon.</p><p>2) A local mountain pass the party may be likely to travel over become closed by snow. If they persist in crossing they run into strong possibilties of futher bad weather and avalanche.</p><p>3) High altitude. Everyone roll a D6 (because fitness is no protection), any PCs who roll a 1 have altitude sickness. Better get them down to a lower altitude quickly or serious problems may occur.</p><p>4) Sandstorm in the desert. Visibility is reduced to nothing. When it abates one of their camels with all their supplies has disappeared, but there is an unstable looking hole in the sand leading down into a tunnel.</p><p>5) A series of rock formations in the desert, Bulletes circling in the sand. PCs need to find a path to cross from rocks to rocks, trying to avoid the sand as much as possible.</p><p>6) A valley in the mountains where a strange purple flower grows, anyone to close to the flower risks being teleported to somewhere else nearby where the flower grows. The party needs to identify what is randomly teleporting them, and find a way out of the valley that avoids the influence of the flowers.</p><p>7) A dungeon the main entrance of which is two great doors in the middle ofa sheer cliff face. There is another entrance behind a waterfall on the other side of the mountain and some shafts which winged goblins use to exit the upper reaches of the dungeon. PCs have to explore and find a way in while being tracked by yeti and possibly having their stuff stolen by winged goblins.</p><p>8) PCs are woken in the night the by the sound of a airship on fire burning overhead as it veers towards the earth. It crashes somewhere in the swamp/forest/ nearby. No doubt, there may be survivors to rescue or treasure to be found.</p><p>9) A hazardous swamp filled with quicksand, as well as a mix of land and water that needs canoes to traverse, in the centre of, and also within and filled by, the swamp is a lost city full of treasure.</p><p>10) A well known mountain pass over a steep and very deep gorge. There is a famous bridge across the chasm but it has just recently been destroyed.</p><p>11) A lost city somewhere in a high mountain range.</p><p>12) The party are sent to track down an airship that is believed to have crashed while passing through a mountain range at high altitude.</p><p>13) The party are shipwrecked on a coastline facing onto wilderness and have to find their way to civilisation.</p><p>14) The game begins with the party escaping from slavery and trying to flee across the wilderness while being chased by slavers who seek to recapture them.</p><p>15) PCs are woken by an owlbear charging through their camp. It doesn't attack, however, it just keeps going. After a minute it becomes clear why. A raging fire front is approaching through the forest.</p><p></p><p>Of course, if you let the party have a long rest every night in the wilderness you'll have a hard time presenting challenges in a game that is all about attrition and resource management.</p><p></p><p>So, you know, don't do that.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 8123466, member: 6687260"] Some examples of Wilderness stuff. 1) Heavy snowstorm, PCs must find shelter or risk freezing. The party risk losing time, if under pressure until the snowstorm passes. The nearest shelt is cave with two cute little bear cubs at the back of it. Presumaby mother bear will be back soon. 2) A local mountain pass the party may be likely to travel over become closed by snow. If they persist in crossing they run into strong possibilties of futher bad weather and avalanche. 3) High altitude. Everyone roll a D6 (because fitness is no protection), any PCs who roll a 1 have altitude sickness. Better get them down to a lower altitude quickly or serious problems may occur. 4) Sandstorm in the desert. Visibility is reduced to nothing. When it abates one of their camels with all their supplies has disappeared, but there is an unstable looking hole in the sand leading down into a tunnel. 5) A series of rock formations in the desert, Bulletes circling in the sand. PCs need to find a path to cross from rocks to rocks, trying to avoid the sand as much as possible. 6) A valley in the mountains where a strange purple flower grows, anyone to close to the flower risks being teleported to somewhere else nearby where the flower grows. The party needs to identify what is randomly teleporting them, and find a way out of the valley that avoids the influence of the flowers. 7) A dungeon the main entrance of which is two great doors in the middle ofa sheer cliff face. There is another entrance behind a waterfall on the other side of the mountain and some shafts which winged goblins use to exit the upper reaches of the dungeon. PCs have to explore and find a way in while being tracked by yeti and possibly having their stuff stolen by winged goblins. 8) PCs are woken in the night the by the sound of a airship on fire burning overhead as it veers towards the earth. It crashes somewhere in the swamp/forest/ nearby. No doubt, there may be survivors to rescue or treasure to be found. 9) A hazardous swamp filled with quicksand, as well as a mix of land and water that needs canoes to traverse, in the centre of, and also within and filled by, the swamp is a lost city full of treasure. 10) A well known mountain pass over a steep and very deep gorge. There is a famous bridge across the chasm but it has just recently been destroyed. 11) A lost city somewhere in a high mountain range. 12) The party are sent to track down an airship that is believed to have crashed while passing through a mountain range at high altitude. 13) The party are shipwrecked on a coastline facing onto wilderness and have to find their way to civilisation. 14) The game begins with the party escaping from slavery and trying to flee across the wilderness while being chased by slavers who seek to recapture them. 15) PCs are woken by an owlbear charging through their camp. It doesn't attack, however, it just keeps going. After a minute it becomes clear why. A raging fire front is approaching through the forest. Of course, if you let the party have a long rest every night in the wilderness you'll have a hard time presenting challenges in a game that is all about attrition and resource management. So, you know, don't do that. [/QUOTE]
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