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<blockquote data-quote="Messageboard Golem" data-source="post: 2007171" data-attributes="member: 18387"><p>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. </p><p>An in-depth section on creating outdoor adventures, building wilderness areas into a campaign, and incorporating such challenges into adventures. </p><p>Rules that cover the environments and challenges encountered in wilderness areas, including weather effects and obstacles such as rivers, floods, and snowstorms. </p><p>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. </p><p>New magic items, skills, and other abilities designed explicitly for use in wilderness adventures. </p><p>New monsters found in wild areas of the world, each sculpted for use in forest, tundra, desert, and other environments</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2007171, member: 18387"] 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 [/QUOTE]
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