Wilds

JoeGKushner

Adventurer
With books like Into the Green and AEG's Wilds, it looks like the last hurrah of 3.0 may have been, “It's time to get back out of the Dungeon.”

Wilds is AEG's latest one word title book with contributions by some fan favorites like Jeff Ibach, Mike Mearls and AEG's regular Jim Pinto with art by a several artists including Marcio Fiorito. It uses two columns and editing is fairly good throughout the manual. White space use is fair with good borders on all sides and easy readability.

Wilds is broken up into seven chapters, the first covering general outdoor survival, the other six covering specific environments. The material on Outdoor Survival is broken up into areas like new uses for old skills, spell use, wilderness activities and other essential of survival. Sometimes the information is a tad too obvious like how the spell Alarm's long duration makes it a good spell when camping or the use of Create Food and Water to lessen the encumbrance load. If going that route, where's the notes about say, Tenser's Floating Disk?

Most of the material manages to be more useful though like the notes on mapping wilderness areas or what type of pyramid food chains are necessary to sustain predators. The only problem is, that according to the book, it takes five times the number of herbivores to support a single predator and no D20 fantasy forest I've ever played in or read about has that many deer within its boundaries.

My favorite part of Chapter One though, is how the different monster types tend to interact and change the wilds about them. For instance, undead cause decay to set in with reduction in visibility and ghost sounds startling the party at unexpected times. Some specific creatures have their own unique effects on the environment too, but the main problem with these little tricks, is that while they add another layer of detail and depth, they become one trick ponies. “Oh look, stone statues stuffed into the hollow log. We must have a medusa around here...”

The other chapters, desert, forest, jungles, marshes, mountains, and tundra, each go into detail about what makes that enviornment and include different bits of information. I wish it was all laid out the same so that after reading about the environment in say, Forest, I could read about a Forest style campaign, like I can with the Desert, or that the Rules of Surival, as noted in the Tundra, were present in the Marshes. The rules and materials are often there, just not in the same order with the same label, making things more difficult than they need to be.

Each section has a core class, often a variant of the ranger, for example, desert ranger, swamp ranger or tundra ranger, with a few wilderness classes like woodsman, beast lord and mountaineer thrown in. These core classes are all fully stated out from 1st to 20th level and include all of the core information and abilities of each class. It's a nice player gesture and allows a player to get more options from the book then merely knowing what new skills or things he's got to fight.

In addition, each section comes with several new prestige classes. The PrCs cover a wide ranger of types and abilities. While at first, because these are wilderness based PrCs, something like a King of Thieves might be out of place, in a desert community, it fits perfectly. Likewise, something like the Shadow Striker, a specialty trained elf, might not seem to work well in the jungle, but when looking at their sniper like background, it becomes clear that a jungle environment is perfect for those campaigns wishing to style themselves after the movie Predator.

A third benefit for players is those spellcasters looking for specific types of spells to maximize their powers in a specific location. Because each section has its own listing of spells and because each section is relatively small, there are no breakdown of spells by caster type and level, but rather, the spells just start in right away in alphabetical order. This varies from the Lends of the Sun, a 5th level Sor/Wiz spell that turns the sun's rays into a heat beam to Primal Fury, a Brd/Drd 2, Sor/Wiz 3 spell that basically grants the touched the effects of a barbarian's rage ability.

Now we've got core classes, PrCs and spells so that only leaves feats. The feats range from giving you some base skills as class skills with bonus skills points to augmenting your ability to survive in a particular climate. I wish that AEG used a template for the class skills as I really don't need to see a variant of the +2 to any two skills replaced as “X, Y and Z are Class Skills and have 4 Skill Points. Some of the feat descriptions also worry me. Like Poison Expert, “Many times, you have accidentally exposed yourself to them (poisons).” Now my game benefit is that “You're dead. Roll up a new character.” How about replacing that with, “You've exposed yourself to poisons many times in order to develop a strong resistance to them.”

This isn't to say that there aren't other little bits scattered throughout the book for players. For example, if you're looking for new herbs or places where the elemental planes are closer to the prime material, augmenting a certain type of elemental force, than the book has you covered.

What about the poor GM though? Well, each section also comes with various hazards that you can torment the characters with. Are they getting a little too arrogant in the marshes? Have some sink holes pull 'em under. Are they making their way too quickly through the mountain pass? Have falling rocks cut them off.

While natural hazards are fine, as Into the Green showcases, GMs really like monsters. Here, AEG doesn't let us down as many new creatures are introduced to the game. Like the spells though, we get no master listing either by alphabetical order or by CR so look over the sections well. Some of these we've seen in one form or another like Mountain Trolls and Frost Elementals, while others, like the small razor birds of the jungles and the pyrix, fire sprites, can add an element of the unknown to the game.

For me, one of the best yet worst aspects of the book is the little material under Features. For example, the Devouring Jungle is ruled by an ancient titan banished forward in time to the present who has both the half-fiend and vampire templates. He seeks to renew his victory over the mortal races and only the players can stop him, but there's a deeper plot device that clever players can expose, allowing a GM to use this set up with a wide variety of character levels.

It's a great set up, but it's a lot of work for the GM. Where are the maps? Where are the encounters? Where are the stat blocks? Nope, all left for the GM to handle. Perfect for those who just need the germ of an idea but bad for those like me who find that my job doesn't understand the creative need to stat out the dark titan Hadyar and his demonic minions.

There are only a few things holding Wilds back from the five star rating. The first is the art. While it's good when present, a lot of things in this book could use some further illustration. For example, the monsters. While the player sections expand the appeal of this book, there are some things that could've been done to make the utility even greater like specific weapons and favorite weapons of the various areas. Lastly, while it hit on most of the player goodies, I didn't see magic items. Can't have a jungle lord without his ancient yet powerful flint knife can we?

Wilds goes into more material than Into the Green does but doesn't share that's books depth. On the other hand, it covers more environments, has more pages and is only $1 more. If you're a player looking to expand your options for your 3.0 Wilderness Survival skills for rangers, barbarians and druids, than Wilds is for you.
 

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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
 

By John Grigsby, Staff Reviewer d20 Magazine Rack

Sizing Up the Target
Wilds is a Dungeons & Dragons supplement from Alderac Entertainment Group. This is a 176-page perfect-bound softcover by Gareth Hanrahan, Andrew Hudson, Jeff Ibach, Mike Mearls, Jim Pinto, and Patrick Younts. The cover art by Hethe Srodawa depicts what appears to my eyes to be an elven ranger up a tree, waiting in ambush. Steve Ellis, Lisa Hunt, Marcio Fiorito, and A. Bleys Ingram contribute to the black & white interior art. Wilds retails for $24.95.

First Blood
Wilds is a work along the lines of (and incidentally, a great companion volume to) Bastion Press’ Into the Green, which I reviewed a few weeks ago. Both volumes take a detailed look at the wilderness, but that’s where the similarities end. Where Into the Green concentrated on forested areas, Wilds takes the reader into six different (and difficult) terrains; desert, forest, jungle, marsh, mountain, and tundra. I’m a big fan of the recent series of web articles on Wizards of the Coasts’ site Far Corners of the World, and Wilds is a perfect companion to those articles. If your campaign is stuck in the underground, this book will get you excited about the possibilities of outdoor adventuring again!

Wilds is divided into seven chapters, one for each of the terrains covered, plus a chapter on “outdoor survival.” The latter chapter is an introduction to wilderness adventuring, and includes thoughts on how the different classes get along in the wilderness, some new ways of using skills, how some of the existing feats work well for wilderness explorers, five brand new feats based on the character’s background that are useful for wilderness wanderers (Explorer, Frontiersman, Naturalist, Outrider, and Traveler, in case anyone is wondering), and a brief discussion on useful equipment for wilderness adventuring. As much as there is some great material for the players in here, there’s a good bit that is aimed at DMs as well. Bringing the wilderness adventure to life, activities in the wilderness, geography, mapping, ecology (including placing fantastic monsters so that they make sense), how magical creatures interact with the environment, rules for handling hunting for food on the march, weather, building encounter charts, and utilizing the terrain. There are enough nasty little secrets here that your players will be afraid to step outside the door to their homes. Or will they…?

The remaining six chapters detail the environments covered by Wilds. In each chapter, the reader will find an overview of the terrain type (and associated sub-types), prestige classes, feats, and spells unique to the environment, and, of course, a selection of monsters that call that terrain home. You also get a unique variant of the ranger for each type of terrain, with skills and abilities that fit the background of the character, and a few unique locales within each terrain. Now, I could end this review right here, but I’m feeling verbose, so I’ll give you a quick look at each chapter.

Deserts are the first terrain we’ll explore, and the chapter discusses the various types of deserts, from barchan dunes and salt flats, to wadis and mesas. What’s the difference? Well, you’ll just have to pick up the book to find out, won’t you? You’ll also learn about oases (and the kinds of people or creatures that may be encountered there), desert ruins, and the occasional green place. The DM will find detailed rules for handling thirst and starvation (and I need to point out that these rules do not contradict those found in the Player’s Handbook, but rather, enhance and expand on them), the effects of heat and cold, getting lost, mirages, blindness, sandstorms, and the occasional elemental confluence or disaster (unique to a magical world). This is the home of the desert ranger. There are also five new prestige classes (elemental supplicant, horizon warrior, king of thieves, master of the desert nomads, and sand shaper), 16 new feats (Caravan Master, Closed Mind, Desert Blooded, Distracting Sweep, Dunesliding, No Meat for Buzzards, Sandblast, Son of a Camel, Strike from Ambush, Unwavering Focus, Vicious Mugging, Walk Without Rhythm, Water Sense, Whirling Dervish Attack, Whirling Dervish Technique, and Worm Rider), nine new spells (Al-Khalid’s silken shade, dunewave, forced mirage, greater spirit seal, hydrate, lens of the sun, song of the land, spirit seal, and unsoak), and four new monsters (arcane scarab, elder gnoll, grave salt, and sandworm).

Well, after that little jaunt through the desert, it’s nice to come into the cool shade of the forest, is it not? After all, what could possibly happen to us here? Heh, heh. Glad you asked. In the chapter on forests, we learn about the Spirit of the Forest, a semi-sentient entity whose body is literally the forest itself. Usually, visitors rarely notice the spirit, but sometimes it becomes tainted by outside forces. This can change the entire feel of the setting. There are other details about the forest from fey circles to forest cites, and the hazards that the forest may hold; briar patches, trip holes, and perhaps most dangerous of all, forest fires. This is the realm of the woodsman, a ranger skilled in forest survival. You may also meet any of three prestige classes (the alpha, the botamancer, or the nymph-loved), find a few new uses for some familiar skills, learn one of 16 new feats (Branch Walker, Branch Runner, Eyes of the Grig, Flight of Faeries, Forest Stalker, Friendly Scent, Heart of the Forest, Listen to the Whisper of the Forest, Nature Focus, Swift Hunter, The Roots Run Far and Remember Much, Treasures of the Forest, Tree Sleeper, Vine Swinger, Walk of the Dryad, or Woods Speaker), master one of seven new spells (detect fey, first blossoms of spring, last leaves of autumn, lead animals, restore the spirit, taint the spirit, and tree symbiosis), or meet up with one of the five new denizens of the woodlands (the nullhare, the pyrix, the sirine willow, the werechild, or the half-fey).

Jungles offer a whole different set of rules. These realms of oppressive heat and humidity hide a variety of flora and fauna, as well as dangers like quicksand, disease, lost lands, and ruined cities long since overgrown by the surrounding green. Here, the beastlord is king among the animals, a ranger more beast than humanoid. There are also three new prestige classes (green mage, master herbalist, and shadow striker), 10 new feats (Branch Walker, Branch Runner, Bushwacker, Cool Blooded, Jungle Veteran, Nowhere Shot, Poison Expert, Poison Master, Vine Swinger, and War Paint), seven new spells (aura of comfort, aura of heat, primal fury, quagmire, snake charm, stream of mud, and viper touch), and five new monsters with which to torment players (mud elemental, piranha, dire piranha, razor bird, and werejaguar).

Wading into the marshes, the chapter begins by discussing the two types of swamps (salt-water and freshwater), as well as some of the features and dangers unique to both (like swamp gas, sinkholes, disease, fighting in mud, navigation, the friendly little natives (like leeches and insects) that find you a convenient roost, and the effects of a swamp on the morale of your followers and henchmen. It is here that the swamp ranger makes his home, dwelling among the muck and the mire. There are also the usual offerings of new prestige classes (finder of the lost, flintknife, skiff hunter, and symbiotic champion), feats (Animal Wrestler, Busy Hands, Change Kingdom, Flight of Startled Birds, Flotsam, Ghost of the Mists, Gnat Strike, Good Health, More Than He Can Chew, Pit Fighter’s Introduction, Ready with the Knife, Shadow in the Mists, Snake Handler, Solid Footing, Streaked with Mud, Unappetizing, Water Walker, and Willowshield), spells (animate liquid, forced shape, godmist, lifejump, lighten, solidify mist, spelleech, time track, and wake the filth), and creatures (bog zombie, fetid boar, jussiash, tyrant lizard, and woodreme).

We’re coming to the end of our journey, but we still have to cross the mountains. Here, the obvious hazards are avalanches and falling, but there are other, more subtle problems as well. Flat expanses on which to fight are rare, so many battles will be fought on slopes, providing one side or the other with a distinct advantage. Cliffs, volcanoes, and earthquakes are logical hazards, but few people consider the threat of high winds, frigid temperatures, or thin air. Unfortunately for the player characters, Wilds does. Three interesting locations are offered, and then we learn the secrets of the mountaineer, a ranger who is most at home along the rocky crags and high peaks. As with the other chapters, there are also new prestige classes (giant killer, skyseeker, and stone fist defender), feats (Canny Mountaineer, Eyes of the Hawk, Footman’s Nap, Ground Bound Fighter, Improved Rock Throwing, Mountain Guide, Mountain Man, Mountain Veteran, Mountain Walker, Rock Throwing, Roughrider, Slope Fighter, and Warm Blooded), spells (cone of earth, earthen embrace, stone fist, and wind blast), and monsters (lava beast, mountain troll, peak guardian, and thunder spirit).

Hey, we’re almost there. We just have to cross this icy tundra and we’ll be home free. Of course, I must warn you that the tundra is among the most dangerous of any of the terrains that we’ve visited. Besides the difficulties of movement, we’ll face dangers like snow blindness, frostbite, and hypothermia, and in the hilly regions, avalanches are a distinct possibility as well. The good news is that tracking gets a little easier, because the tundra is relatively unchanging. There are different kinds of tundra, and each has unique features, like glaciers, ice waterfalls, chasms, and ice bubbles. We may even run across the Dragon’s Graveyard, or the accursed Land of Black Ice. A tundra ranger has agreed to serve as our guide, a woman who is as one with the ice and snow. There’s also the usual assortment of prestige classes (king of winter and snow brother), feats (Bear Skin, Brief Sleep, Crushing Grip, Efficient Metabolism, I Stand Alone, Ice Blood, Light Steps, My Own Best Companion, Second Skin, Shielded Eyes, Snow Blind, and Wind Wise), spells (brittle, contact freeze, freeze venom, ice elemental’s touch, snow blind, and snow storm), and menaces (frost elemental, king caribou, and wendigo).

Well, that wraps up our journey. I hope that you’ve found it both enlightening and enjoyable. The next time you have a need to take to the wilderness, I hope you’ll remember some of the things you’ve learned here. Safe travels!

Critical Hits
To put it as simply as possible, this is a book that needs to be on the shelf of every DM that plays D&D. For that matter, it should be on the shelf of any d20 System GM. A whole lot of what is covered here is just as useful whether you’re running a high fantasy campaign or your band of d20 Modern mercenaries is slogging through the Cambodian jungle. The more fantastic effects may not be applicable to all settings, but the majority of the feats and all of the details on the various environmental hazards certainly will be! The information contained herein doesn’t replace the Player’s Handbook or the DUNGEON MASTER’S Guide, it supplements them, and does so beautifully!

Critical Misses
The two biggest problems with Wilds are the layout, and niggling little things like spelling and grammatical errors. While I like the way the book is presented, there is a one-inch border on the outside of every page that really serves no purpose whatsoever. It’s just a long, ragged-edged strip of gray that leaves less space for quality material. I’d prefer to have either had some sidebars presented throughout the book, or else have had the text extend to the edges of the page (maybe a half- or quarter-inch margin) and cut back on the page count and price.

The grammatical and spelling errors are forgivable, but I spotted at least two of them in a brief perusal, and I’m sure there are probably a few others. In one instance, the word “feat” was used where “feet” would have been more appropriate, and in another, the word “that” was used in a context where the author obviously meant “than” (well, there could be a feat called More That He Can Chew, and in fact, the details of the feat are ambiguous enough that both interpretations work, so maybe this wasn’t an error).

I love the idea of the rangers specialized to a particular environment, but there is something that DMs need to be aware of and that is that these variants are much more powerful than a standard 3E ranger (the whole of Wilds is written with 3.0 in mind), so consider carefully before just letting your players choose one of there variants. As a personal note, I would also rule that one cannot, multi-class in different terrain types. On the other hand, perhaps a woodsman/mountain man could be entertaining. The choice, as always, is yours.

Coup de Grace
If you are a DM, you need this book. Go out and purchase it, right now. Leave work early and go get your copy before it gets away. Okay, maybe that’s going a little far, but I would venture to say that if there is one third-party d20 book that is absolutely essential to any campaign, it’s this one. Whether you are a DM or a player, if your group does any wilderness adventuring at all, you’ll do well to have a copy of Wilds. There’s truly something in here for everyone.

The Open Game Content is a little ambiguous for my tastes. I like my OGC statement to be clear-cut and easy to interpret without having to contract a lawyer. That isn’t quite the case here. From what I can gather, though, all game mechanics are considered OGC, but some spell names, magic items, and artifacts contain Product Identity, so be careful how you use it.

To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to The Critic's Corner at www.d20zines.com.
 

Wilds

Wilds is one of AEG's "one word title" topic books for d20 System fantasy. Wilds provides supplemental rules for handling adventures in a variety of wilderness environments, as well as providing new character options (classes and feats) for characters native to each of those environments.

Wilds features writing by Gareth Hanrehan, Andrew Hudson, Jeff Ibach, Mike Mearls, jim pinto, and Partick Younts.

A First Look

Wilds is a 176 page perfect-bound softcover book priced at $24.95. This is a very competitive price for a d20 System book of this size and format.

The cover of the book features a painting by Hethe Srodawa depicting a muscular man lurking in the trees of a misty forest.

The interior is black-and-white and features art by Marcio Fiorito, Steve Ellis, Lisa Hunt, and A. Bleys Ingram. The art is decent and topic appropriate for each chapter, but overall illustrations are seemingly infrequent.

The book uses a modest sized body font text, and paragraphs and lines are single spaced. Overall, the layout is clear and readable, with no apparent layout gaffes.

A Deeper Look

Wilds is organized into seven chapters, including a general chapter addressing outdoor survival and campaign considerations, and six chapters dedicated to specific terrain types: desert, forest, jungle, marsh, mountain, and tundra. Each chapter includes a variety of material, ranging from campaign advice, new rules for handling conditions in wilderness environments, new character options, and creatures.

The first chapter provides the most general advice and material regarding wilderness adventures, including old standbys like new uses for old skills and feats. The feats in the first chapter are all of the "skill training" type that appears in many AEG books (in particular, Swashbuckling Adventures), each of which grant three class skills and four ranks to devote to those skills.

The first chapter also provides some general (but often boring) elucidation of the importance and/or role of certain character classes and equipment in the wilderness.

The fist really useful advice comes in the ecology section. This section is useful for GMs with an eye for the realistic, providing step-by-step instructions to conceiving a fantasy environment that is believable and self-consistent. Other general rules items include handling encounters, placing creatures of the standard types in the environment, and handling hunting.

After the first general chapters are six specific chapters, each covering one terrain type. These chapters all have a similar format, providing advice for running campaigns in that environment, new rules for handling specific obstacles in that environment, character options (classes, feats, and spells) and creatures.

One common thread between the classes is that each of chapters 2-7 has a ranger variant specific to that environment. Some of these ranger variants, particularly the desert ranger, the swamp ranger, and the tundra ranger, seem to be strongly based on the mercenary ranger from AEG's mercenaries in that they grant a "ranger option" ability at some levels that allow the character to craft their abilities. The remaining three core classes (the woodsman, the beast lord (jungle), and the mountaineer) remain rather ranger-like in character, but have more explicit abilities tuned to their terrain.

The other classes are all prestige classes, and reflect specific roles a character in the environment might play, like sand shapers (desert), green mage (jungle), or skiff warrior (swamp). Similarly, other character options like feats also reflect specific talents that skilled natives would develop.

Some elements of each environment are handled, including a few popular historical and literary archetypes, some of which are a little strong or blatant. For example, many desert classes are based on somewhat Arabic archetypes, which is perhaps unsurprising. However, the desert chapter also includes colossal creatures called sandworms and a feat to ride them, which struck me as way too much of a riff on Frank Herbert's Dune; I doubt there is a player group out there that doesn't include a few members who wouldn't roll their eyes if you introduced that element in a game.

Conclusion

Overall, the book seems very useful. The advice in the first chapter seems mundane, though the feats seem useful.

However, the six environment chapters are gold mines. Conveniently arranged, if a GM is looking to run a campaign in a specific terrain, the GM simply need flip open to the appropriate section to find advice, rules, and ideas for the area as well as options for NPCs (or for presenting to PCs.)

The variety of rangers may not appeal as much to those who have embraced the revised edition rules wholeheartedly, as there is much less reason to "fix" the ranger. However, some may feel that 3.5 ranger overcompensates, or that the more specific treatment of rangers in this book is worthwhile.

Overall Grade: B

-Alan D. Kohler
 

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