Professional Documents
Culture Documents
Credits
MANAGING DEVELOPER
Greg Benage
WRITING
Mike Mearls
INTERIOR ILLUSTRATIONS
Steven Bagatzky, David Griffith, Cos Koniotis, Anneth Lagamo, Hian Rodriguez, Scott Schomburg, Mattias Snygg,
Tyler Walpole
EDITING
Greg Benage d20 System and the d20 System logo are Trademarks owned by
Wizards of the Coast and are used according to the terms of the d20
ART DIRECTION System License version 1.0. A copy of this License can be found at
www.wizards.com.
Greg Benage
Dungeons & Dragons and Wizards of the Coast are Registered
LAYOUT Trademarks of Wizards of the Coast and are used with permission.
Greg Benage
Copyright 2003 Fantasy Flight Publishing, Inc. Legends & Lairs
PUBLISHER is a trademark of Fantasy Flight Publishing, Inc. All rights reserved.
This work, or parts thereof, may not be copied without permission.
Christian T. Petersen
PRINTING
Bang Printing
Contents
CHAPTER ONE
Characters 5
CHAPTER TWO
Wilderness Campaigns 28
CHAPTER THREE
Deserts 44
CHAPTER FOUR
Forests 58
CHAPTER FIVE
Mountains 72
CHAPTER SIX
Plains 90
CHAPTER SEVEN
Waterways 98
CHAPTER EIGHT
Swamps 110
CHAPTER NINE
Arctic Terrain 123
CHAPTER TEN
Wastelands 139
CHAPTER ELEVEN
Weather 157
These chapters cover deserts, forests, moun-
tains, plains, waterways, swamps, arctic ter-
Welcome rain, and wastelands. Each chapter includes an
overview of the environment, a discussion of
its basic, mundane traits, and a selection of
INTRODUCTION
Fantasy Flight Games is pleased to pre- more advanced traits that allow you to reshape
sent Wildscape, the latest volume your environments with magic and imagina-
in our LEGENDS & LAIRS line tion. All of the traits discussed in these chapters
of sourcebooks for the are represented by one or more standardized
d20 System. Wildscape hazards, which allow you to resolve the effects
gives players and DMs of the environment on the characters in a sin-
everything they need to gle, easy-to-use format.
create and play exciting
adventures and cam- Chapter 11 wraps up
paigns in the savage the book with expanded
wilderness. rules for determing
weather and climate in
Chapter 1 presents your adventures. These
expanded options for rules allow you to throw
druid and ranger charac- everything from extreme
ters. It features druid temperatures to sudden
realms, options analo- storms at your players.
gous to clerical domains Together with chapters 3
that allow players to further through 10, these rules
customize their druid allow you to create any
characters and the ethos environment you like,
they adhere to. The whether real or imagined.
chapter also presents new
styles for ranger charac-
ters, including the Two-
Handed Fighting style and The Open Game
the Spear-Fighter, as well License
as new options for cus-
tomizing non-spellcasting All game rules and statistics
rangers. The chapter wraps up derived from the d20 System
with a selection of new feats and Reference Document are des-
tips for surviving adventures ignated as Open Game
in the wilderness. Content. The introductions to
individual chapters and sec-
Chapter 2 introduces the tions detail specifically the
remainder of the book, pro- Open Game Content found
viding the DM with a within them. All other text is
broad range of valuable designated as closed content.
tools for use in creating and
running wilderness adven- All illustrations, pictures, and
tures and campaigns. The diagrams in this book are
chapter offers new skill- Product Identity and the prop-
based rules for wandering erty of Fantasy Flight
encounters and a general Publishing, Inc., 2003.
introduction to the
threats and hazards found The Open Game License is print-
throughout this book. ed in its entirety at the end of this
book. For further information, please
Chapters 3 through 10 visit the Open Gaming Foundation website
provide a detailed look at www.opengamingfoundation.org.
at the most common environ-
ments and terrain types found in the game.
4
CHAPTER ONE: Characters
CHAPTER ONE
Characters
Wilderness adventures offer many of the same chapter introduces druid realms, a set of
hazards as dungeons along with a whole new options that allow you to modify a characters
layer of risks. Harsh weather, burning deserts, abilities and spells to fit his alignment. In many
and towering peaks are all as deadly as the ways, druid realms are similar to cleric
monsters and traps found within them. domains. For rangers, this chapter introduces
new styles that characters can select at 2nd
In some ways, a dungeon offers a comparative- level. Rather than choose from archery or two-
ly safer environment. While terrible creatures weapon fighting, you can now opt to create an
may stalk its halls, you always know how to axeman, a lorekeeper, or a slayer. In addition,
return home and can rely on dealing with a lim- expanded rules for these styles allow you to
ited, enclosed environment. Aside from the odd create rangers who drop their spellcasting abil-
burrowing creature, attacks come from a few ities for more options in their chosen style.
easily identified directions.
Wilderness feats add new abilities designed for
In the wilderness, danger lurks all around. use by druids, rangers, and other characters that
There are no corridors to provide channels for specialize in outdoor adventuring. Some gener-
attacks. There is no roof above you to ward al advice on how to survive the great outdoors
away strikes from above. Without passages to rounds out the contents of this chapter. The text
guide your progress, becoming lost in the of this chapter is designated as Open Game
wilderness looms as a very real threat. Food, Content.
water, and other supplies become particularly
important in desert regions and wastelands that
offer few opportunities to gather supplies.
Bedding down for the night takes on a whole
new dimension when youre surrounded by a
Druids
dense forest that holds untold terrors, a risk Druids are priests of the natural world. They
made doubly hazardous when your campfire revere nature and seek to help it develop in a
shines like a beacon to attract monsters. way that matches their ethos. The cleric class
has several options that reflect the alignment
This chapter presents optional rules for cus- of individual characters, from variations
tomizing druid and ranger characters. The on the ability to turn undead to the dif-
5
ferent domains they can choose from. On the
Core Druid Spells
other hand, all druids gain the same talents and
spells. Evil druids select from the same class 0-Level Core Druid Spells (Orisons)
abilities as good ones, leaving it up to a druid Create Water
to distinguish his aims and beliefs through his Detect Magic
CHAPTER ONE: Characters
10th-Level Reaper
Druid Companions (Level 9) Realm Spells: Druids who choose this realm
Advanced Megaraptor Skeleton add the following spells to their lists. They gain
Gray Render Zombie them in addition to the core spells listed earlier
Mummy in this chapter.
Wraith
Reaper Realm Spells
13th-Level Reaper Druid Companions
(Level 12) 0-Level Reaper Spells (Orisons)
Chain Devil Disrupt Undead
Demon, Babau Ghost Sound
Cloud Giant Skeleton Inflict Minor Wounds
Spectre Resistance
Touch of Fatigue
16th-Level Reaper Druid Companions
(Level 15) 1st-Level Reaper Spells
Bodak Bane
Hellcat Cause Fear
Mohrg Chill Touch
Detect Undead
Reaper druids never gain the ability to change Inflict Light Wounds
into animals, plants, or elementals with wild- Ray of Enfeeblement
shape. As ardent foes of life, they detest the Obscuring Mist
thought of assuming a blasphemous form. Produce Flame
Shillelagh
Druids of the reaper realm gain proficiency
with the scythe and may use that weapon 2nd-Level Reaper Spells
without violating their classs strictures Chill Metal
against forbidden weapons. Command Undead
12
Death Knell In the deepest regions of the wilderness, the
Desecrate shepherds of chaos find the ultimate expression
Flame Blade of freedom in the plants, animals, and beasts of
Ghoul Touch the wilds. Without the invasive influence of
Fog Cloud law, they are free to develop to their full poten-
cussion. Extremists who are unable to part with as his animal feat but not as his
the smallest bit of freedom that their realms humanoid one, since he does not meet its pre-
enjoy often drown the moderates who are will- requisite in humanoid form. The shepherd can
ing to talk matters out. take feats whose ability requirements he does
not meet for his animal form. When he acquires
Special Abilities: Shepherds of chaos gain sev- the needed ability, such as through wildshape
eral abilities and features that modify their or even with a spell such as bulls strength
wildshape ability. Unlike other druids, their when in animal form, he may use them as nor-
indulgence in the raw possibilities of chaos mal. Note that the shepherd gains feats before
makes their abilities less reliable. They also he can use wildshape to reflect the knowledge
have a greater disdain for manufactured goods, he acquires by meditating on animal forms as
leading them to avoid metal weapons in addi- he builds the mystical skills needed to assume
tion to armor and shields. them.
When a shepherd of chaos uses his wildshape Shepherds of chaos face additional restrictions
ability, he must fight his internal urge to wal- on the weapons they may wield. Shepherds are
low in his animal nature. These druids surren- proficient with and may use without restriction
der their intellects and act out the instincts and the club, staff, shortspear, longspear, spear,
drive found within the creatures they mimic. To dart, javelin, sling, and greatclub. Like normal
the shepherds, this is perhaps the ultimate reli- druids, they can only wear padded, leather, or
gious experience as it grants them insight into hide armor and can carry only wooden shields.
the chaos inherent in the natural world.
Realm Spells: Druids who choose this realm
Unfortunately, this can cause some problems add the following spells to their lists. They gain
while adventuring. Fighting the animal them in addition to the core spells listed earlier
instincts is contrary to the shepherds teachings in this chapter.
and beliefs. If a shepherd seeks to do anything
other than attack an opponent, flee from dan- Shepherd Realm Spells
ger, or hunt for food while in animal form, he
must make a Will save (DC 20) to take action. 0-Level Shepherd Spells (Orisons)
If he fails this save, he spends 1d4 x 10 minutes Cure Minor Wounds
simply experiencing the sensations and animal Dancing Lights
instincts of his new shape. In addition, a shep- Daze
herd of chaos must use wildshape at least once Ghost Sound
per day to maintain his connection to the chaot- Resistance
ic web of life.
1st-Level Shepherd Spells
While the shepherds tendency to wallow in his Cause Fear
animal form can be troublesome, it does have Color Spray
its benefits. Shepherds readily adapt to a vari- Cure Light Wounds
ety of feral roles, allowing them to maintain a Detect Law
set of distinct abilities for their wild and Entropic Shield
humanoid shapes. Each time a shepherd gains a Jump
new feat, he selects one feat that he uses while Magic Stone
in animal form and another that he uses while Obscuring Mist
he is in any humanoid form, including his nat- Shillelagh
ural one. The shepherd keeps two lists of feats
and shifts between them as he changes form. 2nd-Level Shepherd Spells
When in humanoid form, he does not count as Align Weapon
having his animal feats and vice versa. Flame Blade
Flaming Sphere
Fog Cloud
14
Mirror Image
Remove Paralysis
Restoration, Lesser
Shatter
Touch of Idiocy
Rangers
15
Sweeping Attack: At 6th level, the ranger book. If you do not use them in your campaign,
wields his weapon in a whirling hurricane of apply this save bonus to any save made against
cuts, slashes, and hacks. He gains the benefits effects other than magical spells, poison, super-
of the Whirlwind Attack feat while using a natural abilities, or spell-like effects.
weapon that requires two hands.
CHAPTER ONE: Characters
weapon-and-shield fighting style. He gains an adjacent to him, he may attack that foe with his
additional +2 dodge bonus to AC while wear- spear even if its reach normally prohibits such
ing light or no armor. This bonus stacks with attacks.
the one he gained at 6th level, giv-
ing him a +3 dodge bonus to AC. Precise Spear Fighter: At 6th
level, the rangers talent with his
spear allows him to engage ene-
Slayer mies who are already locked in
melee with enhanced accuracy.
The slayer is a hunter. He The ranger ignores the stan-
tracks down his enemies dard 4 penalty for attack-
and dispatches them ing a creature in melee when
with a single, well- using his spears reach and he
placed arrow. In battle, ignores any cover short of
he learns to recognize complete cover the creature
critical points in his may have.
enemys anatomy. Rather
than defeat an opponent Redoubtable Spear Fighter: At
with a flurry of attacks, 11th level, a spear-fighter masters
he slips a blade between the use of his weapon. Whenever
armor plates or into a vital an opponent draws an attack of
organ. Slayers sometimes opportunity from him due to move-
operate as bounty hunters ment, he counts as having set his
and big game hunters. They spear to receive a charge. He
keep trophies taken from their gains the bonus damage even if
kills, and many of them tend his opponent did not charge
towards evil alignments. him.
Stalker: At 2nd level, the slay-
er gains the ability to sneak Non-Spellcasting
attack as the rogue class
ability. He deals +1d6
Rangers
points of damage with this While the ranger given in the
talent. This damage stacks core rules has access to divine
with any other sources of spells, these abilities may not
sneak attack damage, such as fit with your picture of a spe-
that gained from rogue levels. cific ranger or their role in the
campaign world. This section
Marauder: A slayers sneak builds on the idea of expanded
attack damage increases to +2d6 at 6th options for ranger characters by
level. introducing additional abilities
they can gain through their
Death Dealer: At 11th level, the slayers sneak choice of styles. In return for forgoing the
attack damage increases to +3d6. rangers spellcasting ability, you gain the fol-
lowing additional abilities based on your spe-
Spear-Fighter cialization. Note that archery and two-weapon
fighting are the standard rangers default styles.
Some rangers prefer the spear to other
weapons. A spear is well suited for use against
The abilities listed here are in addition to those
charging animals. It makes a handy armament
either given in the core rules (in the case of
when a ranger can use favorable terrain while
archery and two-weapon fighting) or listed
attacking enemies with his weapons reach.
above with the new styles.
18
jack of all trades who has an affinity for the
Archery
wilderness and travel.
In place of their spellcasting ability, archers
become expert sharpshooters. While they may Danger Sense: At 12th level, the explorer is
lack the pure skill of a fighter who focuses on always on his toes. Unexpected events barely
worlds, you could rule that the lorekeeper is the same level of protection from light armor that
only ranger who gains spellcasting ability. traditional knights gain from plate and chain.
Otherwise, this style cannot function without
access to magic. Shield Defense: At 12th level, the ranger knight
can improve his defenses by carefully biding
Outrider his time to strike at the proper moment. Rather
than use his full array of strikes, he uses his
Experienced outriders further develop the bond shield to block his foes attacks and lashes out
they share with their mounts, forging a strong as his guard is at its weakest. The ranger knight
link with them that allows them to excel in can use this ability with the full attack action.
many areas. An outrider and his horse, griffon, Rather than make multiple attacks, he makes a
or other mount are more of a team than master single attack at his highest base attack bonus.
and servant. In return, he gains a +2 dodge bonus to AC for
each attack he did not use. The ranger knight
Bonus Feat: The outriders talent in riding gains this benefit only when he carries a shield.
allows him to develop specialized skills and
abilities as a cavalry fighter. He may select any Knightly Defense: At 14th and 18th level, the
one of the following as a bonus feat at 12th ranger knight gains a +1 dodge bonus to AC
level: Mounted Combat, Mounted Archery, while wearing light or no armor. Dodge bonus-
Ride-By Attack, Spirited Charge, or Trample. es stack, allowing the ranger knight to gain a
steadily better bonus to AC from this styles
Canny Rider: At 14th level, the outrider can special abilities.
guide his mount with such skill that he ignores
the effects of many types of terrain. If an obsta- Defender of the Realm: At 16th level, the
cle costs more than one square of movement to ranger knight learns to tap into his connection
enter, the outrider can reduce the movement to the land and call upon a steely resolve that
required by one square to a minimum of one. allows him to face down the fiercest opponents.
Once per day, he can tap into his inner reserves
Driven Rider: At 16th level, the outrider can and bolster his defenses against spells and
coax his mount into producing a burst of speed other effects. For the duration of one encounter,
beyond its normal limits. During combat, his the knight gains a +2 bonus to all saving
mount gains a +10 ft. bonus to all its movement throws.
modes, including flying, swimming, or bur-
rowing if appropriate.
Slayer
Overwhelming Attack: At 18th level, the out- The fearsome slayer is a dire enemy and a val-
rider develops the skill and courage needed to ued ally. As he gains experience, he learns to
perform a dangerous combat maneuver. When attack his enemies with increased ferocity. The
charging an opponent while mounted, he can creatures that he targets as enemies fall before
leap from the saddle to overwhelm his foe and his bow and blade like wheat before a scythe.
knock him to the ground. The outrider must
make a charge attack against his opponent as Sneak Attack: At 12th and 16th level, the slay-
normal. When he makes his attack, he jumps er gains an additional +1d6 points of sneak
from the saddle and uses the additional attack damage. This damage stacks with any
momentum to power his strike. He resolves the existing sneak attack abilities he has gained
attack as normal for a mounted charge, gaining from this style or other class abilities.
all bonuses that he would gain for fighting
while mounted. In addition, he gains a +2 Bloodletter: At 14th level, the slayer learns to
bonus on the attack roll and a +4 bonus to dam- deliver horrific wounds against the enemies he
age. After resolving this attack, the outrider studies as chosen targets. Against his favored
ends his movement standing on the ground enemies, he gains the benefits of the Improved
next to his mount. Critical feat with all weapons. If he already has
20
that feat with a specific weapon, increase its Creatures cannot be forced to move off cliffs,
threat range by one when the slayer fights one through lava pools, or into any other hazard
of his favored enemies. that inflicts more than 2d6 points of damage.
Each time the creature moves, the spear-fighter
Reaper: At 18th level, the slayer masters the art can also move 5 ft. in the same direction. Both
check, the creature falls prone in its current and using two weapons, the ranger learns to
space. Creatures with four or more legs and make swift, decisive attacks with his secondary
those that are exceptionally stable (as per the weapon. At 18th level, the ranger can make an
bull rush attack) gain a +4 bonus to this check. attack with his off-hand weapon while using
the standard attack action. He attacks with his
Two-Weapon Fighting primary weapon as normal and may use his off-
hand weapon with a 5 penalty, granting him a
Rangers who opt for this style learn to better total of two attacks.
coordinate their two weapons, employing tac-
tics and abilities that can confuse and over-
whelm their opponents.
You wear leather armor and similar protective You have learned to wear medium armor with
gear like a second skin. You move with speed maximum efficiency, to the point that when
and agility equal to an unarmored figure. you shed your armor you feel strangely light
and exposed. While chainmail might hamper
Prerequisites: Light Armor another warriors movement, you have
Specialization, base attack learned to move with the armor
bonus +9. rather than against it.
One of the key differences in outdoor adven- Ranged weapons are a must for all characters in
turing in comparison to urban and dungeon the wilderness, as the open terrain makes it
scenarios is the relatively open terrain. likely that your opponents can take cover and
Dungeon passages and buildings within the rain arrows, javelins, and spells upon you. In
city serve to channel your opponents and some areas, monsters might be able to take up
restrict their movement. Large mobs of weaker positions that you simply cannot storm on foot.
monsters cannot bring the full weight of their A gang of bandits might lurk atop a cliff to
numbers to bear in these environments. In the attack creatures that pass below, while kobolds
wilderness, you must cope with terrain that may climb trees to find sniper positions. Most
offers long lines of sight and open room to characters are proficient with crossbows, and
maneuver. If you face a large number of mon- they are particularly useful for non-fighters
sters, they can attack from multiple directions since Strength has no effect on the damage they
to flank you, strike at characters with poor ACs inflict. At higher levels, longbows may be a
and few hit points (such as arcane spellcasters), better option. Characters with multiple attacks
and cut off any escape routes. cannot use them with a crossbow. Wizards and
sorcerers probably need a 19 or 20 to hit any-
When traveling, it is best to keep vulnerable way, making it more important to gain as many
characters in the middle of your marching attacks as possible. Even with the non-profi-
order. All characters, even those who lack ciency penalty, a natural 20 always hits.
weapon proficiencies, should carry a reach
weapon to cut down any monsters that try to At higher levels, wands and scrolls become use-
maneuver through the party to attack weaker ful in the wilderness. Since encounters tend to
members. While many characters lack profi- take place at longer range than in dungeons, you
ciency with such arms, any attack of opportu- have more opportunities to let loose with a bar-
nity is better than none at all. In addition, the rage of magic missiles or fireballs. Wands also
longspear is a simple weapon. Most characters allow you to prepare spells such as rope trick
who are proficient with such armaments should that might not be useful during a battle but can
carry one to fend off attacking monsters, par- prove their worth in allowing you to avoid
ticularly charging opponents. Even though a fights. Divine casters, particularly druids, should
spiked chain is an exotic weapon, any character load up on wands of the various cure spells,
can still use one with the standard 4 non-pro- allowing them to use their spell slots on other
ficiency penalty. magics. Since druids cannot spontaneously cast
cures, they can focus on spells that are useful in
Armor and shields can prove useful for any the wilderness and rely on a wand for healing.
character, even those that are not proficient
with them. A wizard or sorcerer could carry a Camping
tower shield for a much-needed boost to AC in
dire circumstances. At higher levels, magic The midnight attack by creatures drawn to your
items and spells make these items dead weight, campfire is perhaps one of the oldest staples of
but at lower levels they can prove useful. Once fantasy gaming, and it persists because it pre-
an arcane spellcaster has exhausted his spells, sents an inherently dangerous situation for the
he can use a tower shield to fend off ranged party. Many monsters are nocturnal or are
attacks. In addition, a low-level mage without adapted to functioning at night, leading them to
the Combat Casting feat might be better off hunt after sundown. The first few rounds of a
readying a shield than trying to cast a spell. Use night attack are critical. If you can rouse the
a 5-ft. adjustment to move away from your party and ready a defense, you have a much
opponents and then ready the shield. If you better chance of surviving unscathed.
26
CHAPTER ONE: Characters
The sentinels who keep watch are the first line A simple deception can also serve to ruin the
of defense. Listen and Spot checks can prevent advantages your opponents may enjoy. Before
an ambush or give you time to ready your bedding down for the night, set up a few empty
defenses. Every character can use a few ranks bedrolls at the edge of camp. Fill them with
in those skills. Try to arrange for at least two leaves, grass, or even stones to make them look
people to stand watch at any time, doubling as if they are occupied. The character who cre-
your opportunities to detect an attack. Those ates these decoys can make a Disguise check to
two guards should set up on opposite ends of fool the monsters, who must make Spot checks
the camp, making it more difficult to hit them with a DC equal to the Disguise checks result
both with an area of effect spell. to notice that the bedding is a decoy. Your
opponents could waste a few critical rounds
An alarm bell can help rouse the party, allow- attacking the dummies, giving you an opportu-
ing you to wake up everyone with a single nity to ready your defenses.
action. The characters on guard could each
carry one, allowing them to raise an alarm as
soon as they can take an action.
CHAPTER TWO
Wilderness
Campaigns
Building adventures in the great outdoors
requires a bit more work than creating a dun-
geon or planning out an urban scenario. In the
outdoors, the characters are apt to wander in
almost any direction. With the entire vista of
Using This
the world before them, the characters have
plenty of options to follow. Wilderness adven-
tures also require a different tone than dungeon
Book
and city ones. A forest should offer a different The bulk of this book is dedicated to detailing
environment than a swamp, while the moun- the dangers present within a fantasy worlds
tains present unique challenges and creatures. environment. From Chapter 3 onward, each of
If the environment plays no role in an adven- the common terrain types is given a set of
ture, or if you present it without any flavor, you traits, a description of monsters commonly
lose a lot of the excitement possible within found there, and rules for unique combat ter-
wilderness adventures. rain present within it. If those chapters are the
raw material for constructing wilderness envi-
This chapter presents advice for designing ronments, this one is your users manual.
wilderness regions, tips on running adventures
in the outdoors, and optional rules that can add To start with, you need to determine the terrain
more depth and a distinct flavor to adventures and the climate you want to design. Chapters 3
in the wilds. The text of this chapter is desig- to 10 offer descriptions for a variety of envi-
nated as Open Game Content. ronments. The areas covered are, in order of
their appearance in this book, desert, forest,
mountains, plains, waterways, swamps, tundra,
and wastelands. While most of those environ-
ments are self-explanatory, wastelands and
rivers bear some additional explanation. The
chapter on rivers gives you rules for running
encounters on small bodies of water. It
approaches them as an obstacle or feature with-
in a larger terrain, such as mountains or a for-
28
est. The chapter on wastelands describes a wide rules, game balance, and other factors. Instead,
variety of areas wracked by mundane and mag- picture in your mind what the area looks like.
ical disasters, just the sort of places that heroic Think of yourself as a novelist working to
adventurers might need to travel to. describe a scene. If you wrote a story about a
traveler making his way across this land, what
Building the Usually, all you need are one or two character-
istics that you can emphasize over the course of
an adventure. The key to presenting a lands
To keep track of your descriptions, add details can be fun and if it works for you theres no
on it to your notes. You can use an index card need to change, keep in mind that some amount
as a handy reminder during an adventure. Write of preparation can prove invaluable. You only
down each of the key descriptive traits you have so much energy to expend over the course
want to use and then list a few words or images of a session. At some points in the game, you
that go with it. A thesaurus is a great resource, need to draw on your creativity. As you get
especially when you use repetition to describe tired, you can lose your focus as your energy
an area. If you use the same description over wanes. Other times, the ideas that come to your
and over again, it might leave the players mind lack the spark that separates the mundane
bored. If you have the time to create props for from the captivating. Even the best improvisa-
the game, use the Internet or any magazines tional DMs suffer from hiccups and dry spells.
you have around the house to find pictures that
fit the vista you want to present. Use one of the Preparation allows you to avoid those pitfalls
Web search engines that can find images to and focus your creative energy on coming up
track down pictures that fit your vision of a with a few cool ideas during a session rather
region. Show them to players to set the scene, than a lot of mediocre ones. Even a few index
or hang them over your DMs screen. Fold over cards with ideas and descriptions that come to
the upper part of the picture and use that as an you during the week can make a big difference.
impromptu hook to perch it on your screen. As If youre busy, carry a small notebook with you
the characters enter different areas, you can during the week and use it to record any ideas
swap out the image for a new one. If youre that come to you. The night before your next
ambitious, you can collect a variety of images game, organize those notes, write down page
and swap them over the course of the game ses- numbers for any rules that go along with them
sion to mark the PCs progress across a region. that you want to use, and youre ready to
improvise from a solid base of prepared ideas
Many DMs prefer to wing it, relying on and thoughts.
improvisation to set the scene. While that
30
are holding an object relating to it rather than
Rules
juggling it in your head. When the effect no
After working on your presentation for an area, longer applies to a PC, he can hand the card
think about the rules you can use for a region. back to you. It takes little effort to work up
A captivating description can bring a place to these cards in your free time. You can even
est, plains, or whatever terrain feature you want groups that have many divine casters, magic
to use. You can also note any variations in traits can mask these shortcomings. An isolated tem-
over the area. For example, the areas at the ple might rely on spellcasters to supply food
edge of the desert might be cooler than its cen- and drink. Since building roads into the wilder-
tral region. Many of the traits given in Chapters ness is a daunting task, most settlements on the
3 to 11 have three strength ratings you can border between wilderness and civilization are
choose from, allowing you to tailor the danger built on rivers and lakes, allowing boats to set
to the partys level and to allow threats to forth with supplies to an outpost and load up on
become more dangerous as the characters ven- the raw materials it produces for the return trip.
ture deeper into a region.
For each town or city, create its basic statistics
Key terrain features can include exceptionally as per the core rules. In addition, you should
tall mountains or hills, caves, ruins, and other list the businesses available in each place the
notable places. Their primary use in running a PCs might want to frequent. Taverns, weapon-
game is that they offer memorable sites for the smiths, wizards who produce and sell magic
characters to encounter as they travel. items, temples that provide healing, and other
Directions and maps in the wilds could rely on services could all be important to an adventur-
such sites as landmarks. The characters might ing party. You should also try to come up with
receive instructions to ride three days west of one or two distinguishing characteristics that
Black Spire Rock to the Rainbow River. From serve to make a settlement unique. Perhaps its
there, they must go south until they find the old buildings are made with a purple granite
imperial road. Landmarks allow you to give unique to the area, or the thieves guild has
distinct flavor to a region of the wilderness. grown so powerful that it now runs the govern-
They also give long journeys greater substance. ment. Just as a unique trait or description can
The same description of the wilderness can make a wilderness region come to life, so too
grow old, but if you can summarize the various do settlements need a distinct flavor to make
sites the characters pass, that variation can your world feel like a living, vivid place.
make a trip feel longer and more epic.
Add roads and pathways between the settle-
Civilization ments, unless there is a good reason not to. For
instance, two towns ruled by competing gov-
After considering the natural traits that occur ernments might not have roads between them,
within a region, think about the influence of while a settlement populated by bandits or
civilization on the area. If there are any cities pirates might lack any clear paths to it. Many
and towns in the area, mark them on your map. places might rely on rivers and lakes for travel,
Each settlement should have a logical reason with barges and boats bringing in supplies and
for its location. There should be resources near- taking away trade goods.
by, such as mines, farmland, and similar goods
it can harvest for sale. Sometimes, towns arise If you want to add ruins and dungeons to an
simply because they are located along trade area, you should look at their history and deter-
routes or important roads. Otherwise, a town mine how and why they were built. An aban-
might occupy a militarily or politically impor- doned city might have ancient roads leading to
tant area. A mountain pass between two war- it, while a dungeon built by an archmage might
ring kingdoms probably has small towns and still be marked by the teetering ruins of his
castles at each end. A village might spring up ancient tower. You can progress through the
near an isolated monastery, as the townsfolk regions history, adding settlements and the
provide goods and services to the monks and roads between them, then converting them into
those who seek to visit them. ruins as civilizations rise and fall. This process
is a relatively simple, easy way to introduce a
In general, a settlement needs access to other lot of noteworthy sites, monster lairs, and
towns via trade routes, farmland to produce adventure locations into a region.
food, and a source of water. Some folk
32
CHAPTER TWO: Wilderness Campaigns
If you want to use kobolds in the desert or orcs
Monsters and Threats
in a forest, dont let the rules hold you back.
At this point, you have the basic geography and Make a list of the monsters that you want to
physical features of the area designed. Now, use.
you can add monsters and other dangerous
threats to menace the characters. Before you Roles for Monsters
start adding monsters to an area, first look at
After deciding on your cast of threats, you
the settlements you created for the region.
should look at how they fit together.
Armed patrols, particularly in areas wracked
Sometimes, you can ignore any concerns about
with frequent border skirmishes, could be a
ecology and geography in favor of setting up
continuing menace. An evil wizard who rules a
encounters appropriate to the partys level. If
small barony might have orcs and ogres in his
realism is not a big part of the campaign or if
employ. Those beasts watch over his roads and
the wilderness area serves as the location for
extract a steep toll from any travelers who use
only one or two adventures, you do not need to
them. A band of elves might seek to expel any-
spend much time giving every monster a sensi-
one who enters their forests, while the moun-
ble role in the wilderness. The characters will
tains controlled by a dwarf clan might be heav-
spend too little time there for such details to
ily patrolled.
play a role in the game. Otherwise, for areas
that will host multiple adventures or a large
After deciding on the threats posed by civiliza-
portion of a campaign, putting some thought
tion, read the chapter that corresponds to the
into how the monsters fit together can help cre-
terrain you are using. Each section has a dis-
ate a believable environment.
cussion on the monsters normally found within
it, based on the environment entry for monsters
The easiest way to organize monsters in the
from the core rules. Use those as inspiration for
area is to assign them to different roles.
your campaign, though these descriptions are
Listed below are a few basic spots that a
by no means canonical. This is a fantasy game.
creature can occupy in an ecosystem.
33
Each of the roles has a relationship with the Predators are wild beasts or monsters that rely
others listed here. Predators need prey to hunt on instinct and an animal-level intelligence to
and eat, while intelligent humanoids need survive. They are unable to tend crops, keep
space between their settlements to prevent herds, or plan for their food and water needs.
overt conflicts. These creatures are likely to attack adventurers
CHAPTER TWO: Wilderness Campaigns
history for the region and to give yourself an mon, a town may allow only members of the
idea of its future. Make a few notes on who guard or licensed mercenaries to bear weapons.
leads humanoid tribes and Villages and settlements may work more like
the goals of any king- armed camps, with soldiers outnumbering
doms that control farmers and settlers.
parts of the region.
A king may order his Scarcity breeds competi-
subjects to push the tion, which in turn leads
frontier back in search to feuds and conflict.
of new Note the resources that
resources, while a group needs to survive
a frost giant or the ones that it wants
kings greed to gather. If anything on
might be fired by the that list matches its neigh-
gold and ore bors goals, then
the nearby they are likely
dwarves mine rivals. Such a rela-
from the peaks. tionship does not
necessarily mean
Try to define the rela- they engage in open warfare.
tionships between The two groups could try to
settlements and lure merchants to their towns to
intelligent creatures buy and sell goods, offering
in terms of their favorable taxes or trade
pasts. Unless terms to garner business.
the area is rife The more vital a resource
with barriers that prevent is to survival, such as food or
contact, most creatures water, the
should have a relationship that more like-
developed over ly groups
time. Enemies are to fight
may have fought over them
skirmishes or wars in the if they are
past. A town may have been scarce. For exam-
conquered a few decades ago, with the ple, in the desert
losers still harboring resentment towards their humanoid tribes might fight
new overlords. The orc tribes may have spent wars over an oasis.
the past decades licking their wounds since
their last raids on civilization, building up a History is most important for intelligent crea-
powerful force while the border armies lose tures, but it can prove useful for animals and
their fighting edge. In the years since the last monsters. Consider how recently a creature has
battles, the orcish threat has faded into the moved into the area. The longer a creature has
background. Even reports from adventurers of lived in a place, the more likely that other crea-
increased orc activity are met with disbelief at tures and intelligent inhabitants have adapted
best, derision at worst. to its presence. The locals might know how to
best avoid it or they can advise the characters
There are a few basic rules that you can use to on how to avoid it. On the other hand, a rela-
quickly create a historical relationship between tively new arrival might pose a hidden threat to
a settlement and its surroundings. The most the area. A new monster can quickly cut into
important point to keep in mind is that, as the prey available while using its strange new
noted in the examples above, time tends to abilities to confound hunters and overwhelm
36 cause memories to fade. If a threat has not
competing predators. In a short time, it can open the terrain, the more difficult it is for him
quickly change the nature of a region. to avoid detection. Furthermore, areas infested
with monsters are more difficult to safely nav-
igate than sparsely inhabited regions. On a low
Wandering total check result, the party might blunder into
* Count characters and mounts they ride as one party member, but unattended animals (such as pack
mules) count as a party member.
escaping detection, as do groups clad in heavy For example, a party of six adventurers would
armor. If you want to expand this list of modi- face the following modifiers. First, they suffer
fiers, consider any factors that make it easier or a 2 penalty for having two more party mem-
harder for a person to escape notice in the bers than the typical group size of four. Two of
wilderness. While the party makes a Survival their number wear heavy armor for an addi-
check to evade detection, in many ways this tional 2 penalty, but everyone wears mottled
check is similar to a Hide attempt. Parties that green cloaks to blend into the environment for
are quiet and clad in light armor have a much a +2 bonus. The partys total modifier is 2.
easier time evading detection. They can also Later, four party members use teleport to return
move faster to avoid allowing any creatures to to town. The two remaining characters face the
overtake them. following modifiers. Since the group now
counts two members, two less than four, it
A second set of modifiers applies to parties that receives a +2 bonus for size. Neither of the two
have stopped to make camp and rest. The mod- characters wears heavy armor. Both characters
ifiers given under the table labeled for travel carry enough treasure that their movement
apply while the characters journey across the rates are now 10 ft. Since the slowest party
land. Use the camp table when the party stops member moves 15 ft. or slower, the group suf-
for several hours or sets up camp. If the char- fers a 2 penalty. Note that the two modifiers
acters use a spell such as rope trick to conceal based on speed are not multiplied if more than
themselves while they rest, do not make one character is tied for the slowest or fastest
Survival checks for wandering monsters unless speed. Apply those modifiers only once.
the creatures in the area could conceivably
uncover their magical shelter. Variable Modifiers
To save time, it helps to write down the basic Other modifiers are based on the terrain and
modifiers for each party member and the group other environmental conditions. While the
as a whole. That way, you can easily change the basic modifiers apply in all situations, the fac-
total modifiers if any factors change. tors listed in this section change depending on
Furthermore, you do not need to recalculate the partys surroundings. To keep the game
all of the modifiers each time the party moving, you can determine the total modifiers
makes a check. for an area ahead of time. When the PCs enter
38
a region, you can have them make a check with high winds disturb any evidence of a creatures
the appropriate modifiers. If the characters passage. Rough weather also makes it less like-
move through several areas with different mod- ly that a creature wanders the land. Bad condi-
ifiers, make a check using the lower total mod- tions send both intelligent creatures and animals
ifier. In other words, if both are positive use the into shelter, making it much less likely that the
To help organize the environmental effects of increases by its base amount. For example,
the different traits presented in Chapters 3 to Boris the Bold is dealing with an environmen-
10, they are presented as hazards. Introduced in tal hazard that has a saving throw interval of 10
Fantasy Flights Dungeoncraft, hazards are a minutes and an interval penalty of 2. He
shorthand method for presenting dangers other makes his first save without a penalty, but 10
than traps and monsters. Hazards include freez- minutes later he must save again at 2. After
ing weather, raging fires, and similar threats. another 10 minutes, he saves again at 4. After
All hazards can be broken down and described still another 10 minutes, he must save again at
with the following attributes. 6. Each time Boris fails his saving throw, he
suffers the ill effects of the hazard.
Name: A generic description of the hazard,
such as the searing heat from a lava pit, a dev- Interval penalties always count as circumstance
astating blizzard, or a cloud of necromantic modifiers.
energy that drains life from travelers.
Damage: This entry describes the effects
Initial Save: The saving throw type and DC inflicted on those who fail their saves against
necessary to resist the hazards effects. This the hazard. These can include temporary or
may change over time, as per the save interval permanent ability damage, hit points of dam-
and interval penalty. A character must make age, a magical spell or effect such as slow, a
this saving throw immediately after he is disease, a poison, a condition, or whatever else
exposed to a hazard. If a character begins his you can create.
turn exposed to a hazard, he makes his save
before taking any actions. In some cases, a hazard inflicts damage even if
a character makes his saving throw. In that
Saving Throw Interval: Some environmental case, the damage on a failed saving throw is
hazards become progressively more difficult to listed first, with the effects on a successful sav-
cope with over time. For example, a character ing throw listed second. Some hazards are so
marching through the desert in full plate may incredibly dangerous that no character could
be able to stave off exhaustion for a short time, ever hope to come into contact with them and
but eventually the strain and dehydration escape unscathed.
becomes too much for him to handle. The inter-
val describes how often a character must make Other times, a hazard inflicts more damage as a
a saving throw as long as he is exposed to the character is exposed to it over time. For exam-
hazard. Even if a character fails a saving throw, ple, a character suffering from starvation may
he must still make a new one and could take not show many outward signs of its effects at
more damage from a hazard over time. first, but over time he rapidly loses strength. In
most cases, it is enough to simply apply the
An interval can also be expressed as a distance same effects with each failed save. However,
or some other condition a characters actions some effects inflict a rapid spiral that causes
can fulfill. For example, a character may have progressively more damage over time. These
to make a Balance check for every 20 feet he effects and rules for applying them are noted in
walks across a 60-foot-long high wire. If he the hazards damage description.
stands in place he can maintain his balance, but
as he moves he risks losing his balance and Special Effects: This entry covers any notes
falling. relating to the hazard that make it unique and
provides rules to cover any special cases or
Not all hazards have an interval. Once the char- exceptions it may entail. For example, a char-
acters overcome them they no long pose a acter wearing a thick fur coat may gain a sav-
threat. Of course, if the characters expose ing throw bonus to resist a freezing snowstorm,
themselves to the hazard again, they must while one wearing full plate in sweltering heat
make any appropriate saves or checks to may suffer a penalty to his saves. Since these
resist it.
42
rules cover a wide range of effects with a sin- damage; Special: Characters can go one day
gle set of standardized rules, most hazards have plus a number of hours equal to their
a few special effects and unique traits that are Constitution without water before they suffer
explained here. the effects of this hazard. A character who takes
damage from this hazard is automatically con-
CHAPTER THREE
Deserts
While some wastelands may arise due to mag- travelers, you can use those rules to remind the
ical curses, horrid plagues, and fiery judgment players that traveling by night has its risks. The
cast from the skies, others develop due to sim- rules and game mechanics in this chapter,
ple geography and weather patterns. A desert including the names, descriptions, and stat
forms in any region that receives little rain. blocks of threats and hazards, are designated as
High mountain ranges can prevent storms from Open Game Content.
reaching the area. As clouds hit the mountains,
they are forced higher and higher until they
cool enough to deposit their moisture as rain.
By the time they crest the peaks, they are too
dry to bring water to the dunes beyond. In other
Basic Desert
cases, a desert is located in an area that simply
sees few storms. In a fantasy world, this could
occur due to a peculiar magical event, the anger
Traits
of the god of storms and water, or prevailing, The heat and endless sands found in a desert
long-term wind conditions that send storms on stand as its most notable traits. Those two fac-
a track far from the desert. tors form the basis of all deserts. The advanced
traits, presented later in this section, work with
Regardless of how a desert arises, it has a few those two to allow you to create deserts of bone
simple traits that set it apart from other waste- dust, fine particles of powdered metal and
lands. The weather is consistently dry and sear- gems, and other fantastical vistas.
ing hot. To model a desert, use the rules for sti-
fling heat presented in Chapter 11. The intense Dunes
heat level should be the minimum for most
deserts. Later in this section, the dunes trait The desert sand shifts and moves under a trav-
provides the rules you need to model the shift- elers feet, making it difficult to maintain a
ing, trackless desert sands. In addition, you can steady pace. In other regions, the barren, hard-
use a cold weather hazard from Chapter 11 to packed ground makes for easy travel. The
model the frigid conditions that strike the dunes trait determines how easily the party can
desert at night. While a desert usually does cross a desert. The higher you set it, the longer
not become cold enough to pose a risk to it takes the PCs to negotiate the terrain. In some
44
deserts, the dunes remain stable and provide Typical Desert: This type of desert presents
sure footing for camels and walkers. In others, high temperatures and shifting sand dunes.
characters sink into the powdery sand and must While more difficult to cross than the typical
struggle mightily for each mile they walk. stretch of terrain, it does not hold any special
reputation for swallowing caravans or killing
allows you to add strange and wondrous varia- challenge to explorers. Fine particles of ash stir
tions on the basic terrain. The advanced traits at the slightest breeze, tainting the air with tiny
reflect magical and planar energies that can cinders and dust that can choke a traveler.
serve to separate one desert from the rest. Within the ash desert, ruins of any civilizations
that occupied the land before they met their
Desert Sands fiery demise poke through the gray and black
landscape. While most of the buildings are lit-
This trait allows you to substitute exotic mate- tle more than charred ruins, the basements and
rials for the typical desert sand. A wasteland passages beneath them may still hold treasures.
that develops on the site of a massive battle In many areas, these shelters have long since
might become an expansive field of powdered been filled with ash and dust. Undead crea-
bone. The desert around a mountain chain that tures, perhaps the spectral remains of those
is riddled with portals to the plane of fire might who took shelter and starved to death in the dis-
have shards of obsidian in place of sand. Other asters aftermath, jealously guard their riches.
deserts could consist of powdered gems, fine The few open bodies of water that remain in the
dust that acts much like a watery ocean, or area are hopelessly choked with ash, debris,
grains crafted from various metals. Each trait and other pollutants, rendering them unfit for
given under this header describes an alternate drinking. Fires may still burn in some areas,
desert material and the effect it has on the envi- especially if the disaster occurred in the recent
ronment and characters who travel through it. past.
A deadly ash desert is cloaked in a nearly per- A weak bone powder desert features the ancient
petual storm of heavy winds and dark clouds of remains of the dead mingled with sand and dirt.
swirling debris. The ash reduces lighting con- The necromantic energy radiated by this area
ditions to the equivalent of a starry night at all sometimes causes the spontaneous generation
times. Characters suffer a 4 circumstance of undead creatures, but in most cases travelers
penalty to all Spot checks. can pass through this area without any ill
effects. Undead creatures are more common
Deadly Ash Desert (CR 1): Fortitude save DC than normal, but they do not overwhelm living
20; 1 hour interval; +0 modifier/interval; 1d8 beings found in the region. There is a 10%
damage; Special: At this intense level, shelter chance per day that the party is ambushed by
does little to shield characters. PCs that are in a undead creatures that arise from the sand and
tent or similar enclosure that allows air to filter dust. These creatures should have a total EL
in from outside suffer a moderate ash hazard. equal to the partys level.
Note that this does not apply to spells such as
rope trick that create planar enclosures. Moderate bone powder deserts present a diffi-
Characters who delve into caves or enclosed cult challenge to adventurers who seek to cross
ruins also ignore this threat. them. The fell magical energy that saturates the
region counts as a desecrate spell cast by a
Bone Powder 20th-level cleric. It may be temporarily dis-
pelled as normal, but always returns after 24
These rare, horrifying deserts consist of endless hours or when the countering spells duration
dunes of powdered bones, grave dust, and other ends, whichever is shorter. Living creatures
remains churned from thousands upon thou- rarely dwell for long in this desert, as the living
sands of tombs and graves. A massive battle at dead eventually band together to drive them
the worlds genesis may have resulted in the away. There is a 20% chance per hour that
deaths of millions of humanoids, animals, out- the party encounters a band of undead
siders, and other creatures. In the centuries creatures with an EL equal to its level.
since the struggle, the remains of the dead
47
These creatures may stumble upon the party or ancient buildings and catacombs may endure,
they may rise from the ground, spontaneously their chambers and passages choked with the
formed by the dark magic that infests the flowing dust. Powerful beings who desire iso-
remains. lation and peace can build sealed chambers
connected via tubes and tunnels beneath the
CHAPTER THREE: Deserts
Intense bone powder deserts are pregnant with dust. Safe from prying eyes and cut off from
evil and necromantic energy. Undead creatures the world, they can attend to their business
spontaneously arise from the dust to menace without fear of interruption.
the land, while mohrgs, bodaks, and worse
wander the area. The entire region is under the The dusts magical nature sometimes warps
effects of desecrate centered on an altar of evil, and mutates creatures that dwell in or near it.
while evil clerics gain a +1 caster level bonus Strange serpents and fish have been sighted
when using divine spells. Evil druids common- swimming in its depths, while weird fungi and
ly dwell in such deserts. They see a perfect bal- plants sometimes grow at its bottom. Any sea-
ance in undead creatures. Since they have no going creature can be adapted to the dust. The
need to eat or drink, such monstrosities can creature moves through the dust at the same
leave the wilderness in a virgin state indefinite- rate it swims, while you can change its physical
ly. There is a 30% chance per hour that the appearance to a serpentine or lizard-like form
desert spontaneously generates undead crea- to better fit the hot, dry environment.
tures to attack the party. These monsters should
have a total EL equal to the partys level. Gem Stones
The desert glistens in the sun, reflecting the
Dust Sea
rainbow hues of the varied gemstones that
Fine, powdery dust dominates the empty waste comprise its surface. While a greedy treasure
of this desert. Unlike typical desert sand, this hunter might mistake this region for a limitless
material is imbued with subtle but persistent treasure trove, his joy is invariably short lived.
magical energy that causes it to move and flow Gem stone deserts consist of broken shards of
much like water. A dust sea usually arises after crystals and gems, but the individual shards
a powerful magical effect disintegrates a mas- within them are melted, pitted, corroded, and
sive area of the world. The disintegrated mate- ruined. A fistful of the stuff might make a love-
rial floats into the air and remains charged with ly decoration, but it is almost utterly worthless.
the arcane magic that powered the destruction. The ready availability of the gem shards and
When it drifts to the ground, the dust fills the their ruined condition make them useless as
typically bowl-shaped depression in the earth spell components or trade goods.
created by the disintegrating magical blast.
Thus, a great sea of shifting, seemingly liquid Even worse, these deserts typically form due to
dust forms. Ships constructed from light mate- a massive backlash of planar energies. When
rials can sail upon it, while brave explorers the gap between two worlds decays to a dan-
with the magical means to survive without air gerous level, the sudden surge in power that
(or perhaps more bravery than sense) dive into reinforces the boundary between planes warps
the dusty sea to explore its depths. and twists the material world. The gems and
crystals are the physical representation of the
The dust sea retains its properties due to the power of law to bind and contain the universe.
magical charge placed upon its individual par- For a brief moment, the threatened region of
ticles. Each piece rolls and slides off the others, the material world locks into a rigid, unyielding
giving it the same properties as a liquid. For all pattern of cosmic law. When the pattern relax-
rule purposes, treat the sea as a body of water. es, it repairs the frayed planar boundaries but
Creatures swimming in it cannot see through causes a tremendous shift in the raw substance
its material, as the dust blocks sight as normal. of the planes. What was once a forest, a
bustling city, or a lake becomes a glittering
A dust sea serves as the home to many strange wasteland of emerald, diamond, and crystal
creatures and beings. Its arcane origin and debris.
magical nature draw many wizards to explore it
in hopes of uncovering secret lore. Some of While the remains might be pleasant to look
these researchers build craft capable of sail- upon, they can prove deadly to travelers. The
ing on or below the silt. In some regions, sundered crystals serve as a powerful device
48
that focuses and energizes the natural planar modifier/interval; 2d4 electricity damage;
harmonics. Spontaneous explosions, sudden Special: Characters in metal armor or those
beams of focused power, and waves of psionic who have used a divine or arcane spell in the
energy can cut down an entire expedition. hour before facing this hazard suffer 4 penal-
Worst of all, the presence of living creatures ties to their saves.
(CR 1): Reflex save DC 15; 2 hour interval; +0 turbance results from the direct manifestation
modifier/interval; 2d8 fire damage; Special: of a large number of divine beings in the mate-
Characters in metal armor or those who have rial world. The great power and energy of such
used a divine or arcane spell in the hour before figures causes a stress on the fabric of the
facing this hazard suffer 4 penalties to their world. For this reason, deities typically remain
saves. in their distant planes while taking an indirect
role in mortal affairs. Through avatars and
A severe gem desert is marked by violent prophets they can exercise their will in the
weather, monstrous blasts of raw sonic energy, material world, but only the direst circum-
and endless dunes of gem and crystal shards. stances warrant their personal intervention. As
Demons, devils, elementals, and other crea- the few metallic deserts that exist in the world
tures from distant worlds congregate in the attest, divine visitations are rare but potentially
desert in great numbers. The simmering ener- destructive.
gies draw them to the region, as travel to and
from the material world is much easier than in If more than a dozen gods of various align-
other places. Creatures, trees, and many other ments gather in the material world, they can
objects caught in this area when it changed are strain the fabric of reality until it frays. So long
transformed into crystal objects, creating a as the gods refrain from drawing on too much
bizarre landscape of rocky outcroppings, stat- of their divine power, the cosmos remains in
ues, and monuments seemingly crafted with balance. The natural clash between their highly
inhuman skill. polarized alignment energy remains in check.
These deserts result when a massive planar When the gods allow their power to run ram-
instability resolves or in the first few centuries pant, the very fabric of reality bends and twists
after a minor disturbance dissipates. Energy to accommodate them. Divine energy seethes
swirls and shivers in the area, while gates to and broils from the stuff of creation, causing
other worlds spontaneously appear and disap- wild fluctuations in the environment.
pear. Thunderous flashes of energy pockmark Tornadoes ravage the land. Fires spring up and
the terrain. These deserts usually measure devour the countryside. Magic flares and sput-
about 500 miles across, though they tend to ters as the gods channel it through their mater-
shrink at a relatively rapid rate. In time, they ial forms, draining the fabric of magic through-
dwindle into moderate and minor gem deserts. out the region. Thankfully, such incidents are
rare. They typically result when a number of
Wizards and other arcane casters flock to these gods, usually at least nine or 10, meet to do bat-
places to capture planar creatures, study the tle. When they do come to pass, the world
ebb and flow of energy, and craft artifacts and shudders and groans with the impact. Once the
magical items within a rich area of arcane ener- melee ends, its aftereffects linger for centuries.
gy. Any item created in this area costs 10% less In much the same way that an imbalance of pla-
than the total price normally needed to craft it. nar energies can transform the land into a gem-
Unfortunately, the concussive blasts of energy stone desert, a sudden, massive influx of divine
make this a dangerous place to linger and pro- power shreds reality and transforms the terrain
duce an enchanted object. into a lifeless, metallic powder desert.
Severe Gem Desert (Sonic Blast) (CR 4): Within this desert, the sand consists of tiny par-
Fortitude save DC 20; 2 hour interval; +0 mod- ticles of hard, blackened metal. When whipped
ifier/interval; 4d6 sonic damage; Special: up by the wind, it can slice through flesh, steel,
Characters in metal armor or those who have and bone with equal ease. The heat commonly
used a divine or arcane spell in the hour before reaches hellish levels even in frigid climes, as
facing this hazard suffer 4 penalties to their the ambient divine energy slowly burns away.
saves. Twisted creatures such as demons, devils, and
similar monsters prowl the area. They feast on
50
the planar and divine power that saturates the cave, or similar cover do not risk exposure to
land. At some locations, the shattered remains this hazard.
of a divine being cause further fluctuations in
the environment. In addition to the hazard, divine energy seethes
and boils in this region. A divine caster must
ings to the present day. In other areas, this 2d10 damage; Special: As per the minor haz-
desert marks the site of a great battle that led to ard, except that the Spellcraft DC to use a
the current state of war between the gods. divine spell is 25.
Rather than fight directly, they dispatch their
mortal followers to struggle in their stead. Obsidian Shards
Regardless of its origin, a major metallic desert Jet black dunes stretch out to the horizon. They
is perhaps the closest thing to hell on earth. The glisten and shine in the sun, twinkling like a
whistling, razored wind can chop down a stout million stars scattered on a dark field. Under
warrior in the space of minutes. Here and there, the bright desert sun, the sight of an obsidian
bones of dead gods poke through the land. Acid desert inspires awe and wonder. Yet for all its
rain, fiery blasts, and other freakish weather wondrous appearances, this realm is perhaps
systems scour the land. Demons and devils the deadliest wasteland of them all. The small
dance in the storms, delighting in the power shards of obsidian slice through leather, metal,
that saturates the land. Even fanatical pilgrims and flesh with ease. Travelers who lack the
avoid this region, as few of them have the means to fly may perish long before they suc-
spells and equipment needed to survive. cessfully traverse this deadly realm. Each step
Wizards and high priests who seek a secure, drives small flecks of razor-sharp rock into a
safe location for their research and work some- travelers boots and feet. Every breeze heralds
times use magic to build towers and sanctuar- a wave of slicing debris. A single breath can
ies in the desert, while artifacts of the gods and draw in particles that cut into the lungs and
treasure-stuffed ruins await beneath the glitter- throat, slowly sapping a characters strength
ing sands for those brave (or foolish) enough to and consigning him to a painful death.
enter this region.
Thankfully, obsidian deserts are rare. The
Major Metallic Desert (CR 4): Base attack process behind a deserts genesis involves sus-
+14; 1 hour interval; +0 modifier/interval; tained volcanic eruptions, a traumatic churning
and rending of the earth, and an influx of ener-
52
gy and material from the elemental plane of val; 1d8 damage; Special: Characters who lack
earth. When these three factors combine, they boots or similar footwear suffer a 8 penalty on
result in massive eruptions that devastate a their saving throw against this hazard. If the
wide area. In their aftermath, the scarred land party moves at half its maximum speed or
becomes a sprawling obsidian shard desert, a slower, it does not suffer this hazards effects.
Rocky Ground
In some regions of a desert, rocks, rubble, and
other debris lie scattered throughout the sand.
In these areas, characters can slip, trip, or fall
on rocks that lie hidden just beneath the dirt. If
a character moves more than his normal speed
during an action, he must make a Balance
check against DC 5 to avoid tripping and
falling prone. Characters who use magic items
or spells to increase their movement must make
this check if they move farther than their origi-
nal, unmodified speed.
Sand, Normal
Most of the time, the desert sands rise no deep- not or cannot attempt it) sink into the sand and
er than a humans ankle. Characters can run are considered trapped. A trapped creature must
and move as normal on sandy terrain. make a Strength check (DC 8) to avoid suffoca-
tion. Characters who fail this check must hold
Sand, Deep their breath and may begin to suffocate. If a
trapped character succeeds in this Strength
In some areas, the sand reaches much deeper check, he rises above the sand to breathe.
than normal. A traveler might suddenly find However, he must make a second check (DC 8)
himself plummeting a foot deep into loose, to move half his speed. If he fails this check, he
shifting sand. Characters move at half their is once again trapped. Making a Strength check
normal rate through this terrain and cannot run. to move through devouring sand or to work free
The sand is light enough that it does not hinder of being trapped counts as a standard action.
a characters ability to dodge and defend him-
self, while it is too shallow to provide any
cover.
Desert
Sand, Devouring
In a few rare areas, the sand is so deep that it can
swallow a human, horse, or camel whole. Areas
Monsters
of devouring sand are rated by size. Creatures While the desert can swiftly end a creatures
larger than the listed size treat it as deep sand. life, the few species that survive in the desert
Smaller creatures must work to avoid sinking are all the more formidable for the dangerous
below head level if they enter this terrain. A environs that spawned them. Few humanoids
creature caught in this sand must make a dwell within the desert on a permanent basis.
Strength check (DC 8) to move at half its normal Some nomad groups move through them,
speed. Creatures that fail this check (or who do but most prefer the more fertile plains
and highlands that ring these wastes.
55
CHAPTER THREE: Deserts
57
CHAPTER FOUR: Forests
CHAPTER FOUR
Forests
58
Forest Density Modifiers
Density Movement Cover Sight Skill Penalty Hide
Light x1 or 1 square +0 AC 40/80 ft. 0 +0
This trait helps form natural barriers in forests. Sight: The distances listed under this attribute
Perhaps a druid builds a small settlement in the determine how far an observer can see before
midst of thick forest growth, making it difficult undergrowth and trees block his line of sight.
for anyone but the most dedicated explorer to Creatures beyond the first listed range gain
stumble across his lair. Ancient ruins might be standard concealment. Those beyond the sec-
overgrown and nearly impossible to enter with- ond listed range gain total concealment.
out a machete or a fire spell. It also helps you
create different regions within a larger forest, Skill Penalty: A forests undergrowth and trees
with the safer areas on the edge easier to travel make it difficult to use some skills. Any
through than the dense, goblin-infested interior. attempts to use Tumble or Move Silently suffer
the listed circumstance penalties.
Light density indicates that the trees of the for-
est are set far apart, with little undergrowth Hide: All Hide checks gain a circumstance
sprouting between them. bonus due to the thick undergrowth and foliage
present in a forest. Remember that creatures
Moderate density represents the average forest. with total concealment cannot be seen and do
The trees are close together in some areas, not need to make Hide checks.
while ferns, bushes, and other undergrowth
obstruct movement. Difficulty
Heavy density applies to any thick, overgrown Thorns rip and tear at clothes and skin, leaving
forest. Plants grow amidst the trees in great travelers badly cut and bruised. Seemingly
numbers, while in some areas the trees trunks innocuous berries cause stomach pains and
form virtual walls. nausea. Shallow holes, roots, and rocks all pro-
vide convenient spots for a traveler to trip and
Movement: Apply the listed multiplier to the sprain his ankle. Forests can tax the patience
partys long term, overland movement rate. and endurance of the doughtiest explorer.
Use the second value during combat. Each
square moved within the forest costs the listed Generally speaking, a forests difficulty rating
movement cost. For example, moving 2 should correspond with its density level. This
squares in a heavy density forest counts as 8 trait allows you to slowly drain a partys
squares of movement. A character can always strength, reminding the players that the terrain
move at least 1 square with a move action. can be as dangerous a foe as a troll or giant.
Three different hazards model the levels of this
Cover: The listed cover bonus to AC applies trait. If you want to use this trait during a battle
against ranged attacks or attacks made with or other encounter, use the thorn patch terrain
reach against foes that are not adjacent to the feature described below.
attacker. All creatures in the forest gain the
cover bonus due to hanging vines, under- Light difficulty indicates a region mostly free of
growth, fallen logs, and other debris. A charac- natural obstacles. The plants in the area are
ter who uses a tree, wall, or other obstacle gains rarely poisonous, and clumps of thorny plants
either the standard +4 cover bonus for that are rare or located well away from heavily trav-
object or the forests standard cover modifier, eled areas. Most forests fall into this category.
whichever is higher. This bonus does not apply Note that this hazard uses a Wisdom check for
to melee attacks made against targets adjacent characters who are untrained in Survival. This
to the attacker. test represents a PCs ability to notice and
avoid thorns or other dangers.
59
Light Difficulty (CR 1/4): Survival check DC black, and they seem to lash out at living crea-
5/Wisdom check DC 10; 1 hour interval; +0 tures in hatred and rage. The verdant, healthy
modifier/interval; 1d3 nonlethal damage; trees of the elven forest heal even the most
Special: A single member of a group can opt to grievous wounds in a matter of seconds. The
make a Survival check for the group as a deadly jungles of the southlands are filled with
CHAPTER FOUR: Forests
whole. The DC of this check is 5 + 5/party trees that emit a toxic gas when
member beyond the character they are disturbed. The bleached,
making the check. On a suc- white bones of their victims stand
cessful check, no one takes as a mute testimony to the jungles
damage. On a failed check, danger.
everyone takes damage. A
tracker or ranger can lead the This trait allows you to give a vari-
party to safety, but if he fails ety of characteristics to a forests
he inadvertently leads them trees. A number of plant crea-
into dangerous terrain. tures are discussed later in this
chapter. These descriptors apply
Moderate difficulty applies to plants that lack mobility and
to any region that rarely the ability to physically attack
sees travelers or features characters. Instead, they pose a
many patches of thorny or passive yet potentially deadly
poisonous plants. threat to foolish travelers.
a safe journey. Other times, innocent travelers To protect their lands and preserve their
might fall into a faerie revel and lose them- domains, the fey could exert a subtle influence
selves in the timeless fete, never to emerge over spells and magical effects within the for-
again. In dark and twisted forests, evil faerie est. You can automatically apply a metamagic
folk prey on explorers and woodsmen, luring feat to spells from a certain school or those that
them to their deaths to feast upon their bodies feature a keyword such as acid, fire, or sonic.
and souls. The most common effects are listed below.
63
CHAPTER FOUR: Forests
and observe him. While they cannot move fast tors and magical creatures that can disrupt their
enough to attack, they can shift their positions carefully cultivated order.
to block roads, alter
pathways, and confuse Neutral good forests
foresters. A forest can exist to benefit the
have an alignment, a per- creatures that dwell
sonality, and goals that within them.
it pursues. Perhaps it They may be
only wants to be left willing to accept a
alone, or it might seek to limited amount of
spread across the continent logging and small
and slowly choke away civ- fires for the
ilization. Sentient forests good of all as
may not pose a threat long as such
in terms of days or operations are
months, but in the course of restricted to sickly
years and decades they can or dying trees. They
alter the course of his- react aggressively to
tory. obviously evil crea-
tures, but otherwise
The sentience trait keep a low profile.
indicates either that As long as visitors
a forest has devel- refrain from starting
oped a collective large fires or chopping
awareness or that individ- down healthy trees, they
ual trees are aware of may never realize the forests
their surroundings and true nature.
fully intelligent. In either case,
they can take limited actions Chaotic good forests believe in
against intruders and may maintaining the natural world above
swat away unwelcome guests, all else. They may grow and expand to
offer advice and guidance to trav- absorb neighboring territories if they feel it
elers, or merely mind their own is in their best interests. Intruders might be
business so long as visitors refrain barred from entering the wood unless they sur-
from cutting live timber or lighting fires. You render weapons and any tools that can light a
can stock a sentient forest with a wide variety fire, though such goods are usually returned
of intelligent plants and trees found in the core when they leave the area.
rules and secondary sources.
Lawful neutral forests behave in a manner sim-
When using the sentience trait, you need to ilar to lawful good ones, save that they are
choose an alignment for the forest along with more apt to use violent methods to enforce their
the traits strength. Generally speaking, a forest dictates. They seek to construct a perfectly reg-
acts according to its alignment. A short sum- ulated system within the woods, with each ani-
mary for each ethos is given below. mal accounted for and given a place within
nature. Intruders may be attacked on sight if
Lawful good forests maintain their borders, they introduce too much chaos into the system.
treat visitors with respect and dignity, and pre-
pare and present a set of guidelines and rules True neutral woods maintain a largely passive
for visitors. Anyone entering the woods may attitude. They keep to themselves, though they
find themselves asked to meet the forests sometimes communicate with each other when
expectations or face the consequences. a dire emergency is at hand. They care only that
66
Sentient Forest Combat Abilities
Rating CR Base Attack Strength Dexterity Damage
Low 1 +4 14 (+2) 12 (+1) 1d3
the natural orders strength is left undisturbed. Within these forests, daring adventurers can
Any animal or creature can wander into the for- find the shattered remnants of ancient towns
est, so long as it is a creature of nature and it and cities long ago overrun by the forests
does not work to destroy the land. Humanoids relentless advance.
might be tolerated, though travelers with an
obvious reliance on technology and magic Low sentience forests have a dim, shadowy
might suffer an attack if they disrupt nature. awareness of events. Treants and other plant
creatures are common in the area, but the trees
Chaotic neutral forests are wild, tangled woods slumber for much of the time. Travelers can
traversed by unreliable and even treacherous expect paths and roads to sometimes change
paths and trails. The roads through the woods without warning, and if the characters make
never remain stable for more than a day or two, any attempts to chop down a tree or light a fire
as the trees shift and change positions. Over the there is a 10% chance that the trees in the area
course of years or even months, the entire for- animate and attack. The forest might shift its
est might change its position as the trees location a mile or two every decade.
migrate seemingly at random. The trees may
care little for the environment around them, Moderate sentience indicates that the trees
seeing incursions by orcs and trolls as part of have distinct, awakened personalities, but few
the natural whim of fortune. At other times, the of them take an interest in the world around
trees may ruthlessly stamp out intruders. them. Most of the trees are content to remain
passive observers or they lack the intelligence
Lawful evil forests care only for their own to take action, but a few of them are active in
structure and survival. Intruders might be the forest. Each hour, there is a 20% chance
robbed of weapons, armor, and other goods, all that the characters encounter an intelligent tree.
of which could go to bribe powerful monsters The forest can shift its location one or two
to leave the area. A green dragon or similar miles over the course of a year.
monster might live within the woods, its loyal-
ty purchased through the fruits of robbery. The High sentience means that a third or more of
trees and sentient plants are ruthless in destroy- the trees in the forest are intelligent. The woods
ing unwanted visitors. Every last creature has are the plant equivalent of a city. The characters
its place in the forests order, and those that automatically encounter intelligent trees when
deny their duty face death or banishment. they enter the forest, and they can find places
free of the forests observation only with great
Neutral evil forests are strange, contested difficulty. The forest can move one or two
places of twisted trees and horrific creatures. miles in any direction each month, and any
The trees bicker and fight amongst themselves, aggressive actions or calls for help are
driven by a malevolent urge to collect treasure answered in a matter of minutes.
and recruit humanoids and other monsters as
followers. Some primitive creatures, such as Sentient Forests and Combat: In addition to
orcs and goblins, worship the trees as deities. the increased chances of encountered intelli-
Usually led by druids, these tribes launch raids gent trees, the characters risk the forests inter-
on nearby settlements to collect sacrifices for ference when they face opponents in battle.
their verdant overlords. Evil trees could try to trip the characters or lash
at them, while good ones may assist them
Chaotic evil forests disdain the weak, soft flesh against invading creatures. The forests rating
of humanoids and animals. They ruthlessly in this trait determines its combat abilities.
purge any intruders from their borders. Over
time, they seek to spread into civilized lands
and crush stone and wood beneath their roots.
67
Each round, the forest can take 1d3 standard
actions to make the following maneuvers:
attack, aid another, disarm, trip, or grapple. The
forest can only use one action against a given
target per round. These attacks use the attack
Forest
CHAPTER FOUR: Forests
Sprites
Both grigs and pixies are common in forests
that are under the influence of fey magic. They
tend to spend most of their time on song and
dance, paying little mind to intruders aside
from evil beings. However, they grow angry
when outsiders stumble across their revels and
have been known to steal items from them or
use their magical abilities to confuse and
71
CHAPTER FIVE: Mountains
CHAPTER FIVE
Mountains
From a distance, the mountains soar into the The mountains present a more direct but equal-
sky like tremendous hands that cup the low- ly deadly series of threats. Avalanches, land-
lands in their grasp. They typically bear a sin- slides, and perilously narrow paths can all send
ister reputation, for the craggy peaks serve as an explorer plummeting to his doom. A single
an effective barrier to civilizations encroach- misstep can bring an adventure to an abrupt and
ing grasp. Orc tribes, giants, and other mon- fatal end. In contrast, areas wracked by
sters take cover amongst the hills and moun- extreme temperatures slowly wear away a
tains, using them as a convenient, natural characters resistance. A bout of ill luck can
fortress against forces of men, elves, and make things difficult, but it does not instantly
dwarves. From this roost, they can swoop doom an explorer. The mountains offer a nar-
down upon cities and towns like birds of prey row margin of error, punishing the simplest
striking from the heavens. They put fields to mistake.
the torch, kill any who oppose them, and carry
treasure and slaves back to their caves. As a Exploring mountains and hilly terrain requires
defensive barrier, the cliffs, perilous trails, and careful planning and patience. In terms of
harsh conditions are as effective as a stout cas- physical distance, a mountain range might lie
tle guarded by a thousand heavily armed war- close to friendly territory and require a short
riors. trip to cross them, but in terms of effort they
offer a daunting challenge. Parts of an expedi-
Mountains and hills present the most intimidat- tions journey may include scaling sheer rock
ing physical barrier to explorers, in some ways faces, climbing down rocky, unsteady slopes,
even more so than deserts and arctic regions. and inching along narrow ledges set along tow-
Most other climates and terrains pose chal- ering cliffs.
lenges that adventurers can easily overcome
with specific solutions. A party venturing in the The rules and game mechanics in this chapter,
desert needs to store enough water or bring including the names, descriptions, and stat
along a divine caster who can create sustenance blocks of threats and hazards, are designated as
with his magic. In the arctic, simple spells can Open Game Content.
ward away the cold and careful planning
ensures that the group has enough food and
supplies to last throughout the trip.
72
Organizing Mountains: For most terrain, you to make their final ascent to the peak. The far-
can organize different sections by location. The ther up one travels, the colder and drier the cli-
western edge of a forest might be dense and mate becomes. A lofty mountain range can pro-
impenetrable, while the eastern reaches are safe duce almost any known climate, based on its
and easy to travel through due to the work of height, position relative to bodies of water, and
High Elevation (CR 1): Fortitude save DC 20; Extreme Elevation (CR 3): Fortitude save DC
1 hour interval; 1 modifier/interval; fatigue; 20; 1 hour interval; 1 modifier/consecutive
Special: Use the rules given under the moder- interval; exhaustion; Special: Characters in this
ate elevation hazard with the following area automatically become fatigued. Quadruple
changes. This hazards modifier applies the time required to recover from exhaustion.
whether a character engages in intense physical Living creatures can never recover from
activity or remains sedentary. The air is so thin exhaustion in this region, nor can they accli-
that even at rest a PC can suffer from oxygen mate themselves to the thin air.
deprivation. If a character runs, fights, or trav-
els, he automatically becomes fatigued after 15 Altitude Sickness (CR 3): Fortitude save DC
minutes of work. If the PCs move at half their 15; 1 hour interval; 1 modifier/consecutive
normal speed, they can avoid this effect and interval; ability score damage; Special: Each
can nullify the interval modifier for this hazard. time a character fails a saving throw against
The thinner air makes it harder to recover from this threat he suffers 1 point of damage to each
exhaustion and fatigue. Double the rest periods of his ability scores. This damage can only be
needed to remove both of them. A character can healed if the PC returns to an area that does not
become acclimated to this hazard and avoid its feature any of the hazards detailed under this
effects by spending one week in it. He loses his terrain trait. Spells and similar effects have no
acclimation if he spends more than one week effect on the damage. Once he returns to such
away from it. an area, he heals at a normal rate and can
receive magical treatment.
Extreme Elevation represents the conditions
found at the highest peaks in your campaign
world. Barren rock, interrupted here and there
Daunting Cliffs
by snow that may have fallen decades ago, Sheer rock walls rise to confound the charac-
stands in stark contrast to the bright, blue sky. ters, forcing them to seek a new route. A land-
At this level, oxygen sickness can deprive a slide destroys a pathway, causing the party to
character of his physical and mental abilities. waste precious time as their guide looks over
Unlike at lower levels, characters can never his map and tries to determine an alternate
fully adapt to extreme elevations. At best, they pathway. In the mountains, the only thing reli-
can journey into these areas for short periods of able about many paths is that they are unreli-
time before descending the slopes for safer able at best. Tectonic activity, storms, and other
areas. Death due to exhaustion and air depriva- natural processes can cause slight changes to
tion looms as a likely possibility for expedi- the terrain that have tremendous effects on
tions that linger too long at these elevations. travel. Even well-charted courses are a daunt-
Making matters worse, the weather is invari- ing barrier to explorers. A twisted ankle can
ably freezing cold. It moves above frigid only delay the partys progress for an hour. A cliff
in the presence of active volcanoes or other that normally takes a few hours to scale
heat sources. becomes much more difficult when an
overnight rain turns it into a slippery death trap.
The terrain is unremarkable, with little to be
found aside from bare rock. In some areas, The daunting cliffs trait represents the danger
gods, outsiders, and other beings that can sur- inherent in any trip across the mountains.
vive without air may erect hidden temples and Broken terrain, steep slopes, and unsteady
isolated vaults. The deadly environment and ground all combine to make any journey
intense effort required to climb to this level into the peaks more difficult than an
75
experienced guide or ranger can predict. while gnomes, dwarves, and others could
Despite sensible precautions and thorough establish mining camps. In any case, these sites
planning, bad luck can turn a routine journey are heavily defended. Pathways leading into
into a trying ordeal. them feature gates and other defenses, as orcs,
trolls, and ogres likely seek to raid and despoil
CHAPTER FIVE: Mountains
This trait inflicts damage on the partys mem- these pockets of civilization.
bers and increases the time they need to travel
through mountainous areas. Without an experi- Moderate Daunting Cliffs (CR 2): Survival
enced guide to lead them, the party could check DC 20; 4 hour interval; +0
become hopelessly lost or even suffer deaths modifier/interval; Time lost and damage;
when they blunder into deep ravines or attempt Special: As per the minor daunting cliff hazard,
to scale crumbling, unsteady cliffs. except the party loses 1d3 hours of time. The
DC to avoid damage is 10 and characters who
This trait is optional for hilly regions. In such fail this check suffer 3d6 points of damage.
areas, the terrain rarely becomes so difficult
that the party must find an alternate route or Severe daunting cliffs offer some of the most
spend precious hours working to overcome an difficult terrain that adventurers can encounter.
obstacle. On the other hand, mountainous ter- Most trails are little more than uneven path-
rain presents an array of cliffs, ravines, and ways along cliffs and steep slopes. In many
chasms that can bring the groups progress to a areas, the characters must edge along paths that
dead halt. Mountain passes allow the characters measure no more than one or two feet across. A
to avoid this threat, as do trails and roads single wrong step can end an inexperienced
carved into the peaks. adventurers life. Valleys are rare and the few
that exist are the objects of fierce struggles.
Minor daunting cliffs represent the typical Hardy mountain men, dwarves, or gnomes
obstacles that a party of explorers can expect to maintain isolated bastions of civilization in a
encounter within a mountain range. In these seething wilderness of monsters, barbarians,
areas, the party can face the occasional climb and other enemies. These locations resemble
and ravines that take time and effort to cross. armed camps, with any visitors facing a bar-
Many valleys and other areas of flat easily rage of questions to ensure that they pose no
crossed ground dot the mountains, allowing the hidden threat.
characters to find a simple path through the
peaks by journeying from valley to valley. This Severe Daunting Cliffs (CR 3): Survival
trait works best for lower elevations and older, check DC 25; 4 hour interval; +0
smaller mountain rangers. modifier/interval; Time lost and damage;
Special: As per the minor daunting cliff hazard,
Minor Daunting Cliffs (CR 1/2): Survival except the party loses 1d3 hours of time. The
check DC 15; 4 hour interval; +0 DC to avoid damage is 15 and characters who
modifier/interval; Time lost and damage; fail this check take 4d6 points of damage.
Special: On a failed Survival check, the party
makes a wrong turn. The party wastes 1d2
hours doubling back on their trail or working to
overcome an obstacle. Each member of the
party must make a DC 10 Balance, Climb, or
Advanced
Jump check (DMs choice) or suffer 2d6 points
of damage due to a fall, minor rockslide, or
some other hazard.
Mountain
Moderate daunting cliffs are appropriate for
rugged mountain ranges and the middle regions
Traits
of tall peaks. In these areas, few trails cross the The advanced mountain traits allow you to
rocky slopes, while the crevasses and cliffs the inject a sense of magic and mystery into your
PCs face are steep, high, and difficult to nego- campaign world. These traits focus on the
tiate. Few valleys are found in these locations, arcane and divine effects that can mold and cre-
with most of them inhabited by humanoids. ate mountain ranges. In some regions, moun-
Herders and farmers might control a few, tains crafted of bone and metal rise above the
terrain, while in other lands the gods are whis-
76
pered to descend from the heavens and hold
court in the uppermost reaches of the peaks.
modifier/interval; 1 temporary damage to Int, their garments, but such beings are always
Wis, and Cha; Special: Only characters with the glimpsed in the distance. Perhaps they are pil-
ability to cast divine or arcane spells are suscep- grims from other worlds who seek to offer sac-
tible to this hazard. The damage it deals can be rifices to the forgotten gods beneath the moun-
healed as normal, but it cannot be cured via tains, or they could be creatures from deep
mundane or magical means within the mountain within the underworld that uncovered the gods
range. Characters who suffer this damage have and seek to restore them to the surface. What
horrible dreams and visions of the strange crea- the truth could be, none can say.
tures lurking beneath the mountains. Each night
they go to sleep, they must make Will saves (DC Watchful Bones of the Old Ones (CR 2): Will
10) or suffer a bout of sleepwalking. The PC save DC 10; 4 hour interval; 1 modifier/inter-
seeks out an isolated area and carves or scribes val; 1 morale penalty to attacks and checks;
strange runes and symbols in the stone, builds Special: All characters are susceptible to this
small pyramids from tiny stones, or offers up a trait. The penalties it causes accumulate over
wild animal as a sacrifice. time. For example, a PC who fails two saves
suffers a 2 morale penalty. Affected characters
If a PC has any stat reduced to 0 due to this feel as if some hidden observer watches them,
hazard, he becomes an insane thrall of the while at night they dream of strange, dark fig-
beings beneath the rock and dirt. His attributes ures that chase them through an endless maze
return to normal, but he becomes an NPC who of dark tunnels. If the PCs leave the area affect-
wanders the mountains as a hermit. His align- ed by this trait, they can remove the morale
ment changes to chaotic evil. He completes penalty after 24 hours.
strange rituals, sacrifices, and other tasks to aid
his masters escape. In time, he could summon Hungry bones of the old ones represents rest-
demons and devils, monstrous humanoids, and less spirits barely slumbering, gods that greatly
other beasts to complete the task. Remove curse desire to escape their confinement.
cast by a 10th-level cleric can restore a PC to Earthquakes frequently rock the region, as the
normal. beings writhe and twist within their stone
tombs. Their restless sleep borders forever on
Watchful bones of the old ones have an eerie awakening, but their defeat at the dawn of time
sense of dread and fear associated with them. has thus far consigned them to their earthen
The beings trapped within the stone are alert prison. Within these mountains, madness and
and aware of their fate. While they lack the bizarre murders run rampant. At times, entire
strength to free themselves, they can project tribes have been known to gather their belong-
their senses across the peaks and observe crea- ings and journey high into the peaks, never to
tures that enter their domain. While they care be seen again. Many of the expeditions sent to
little for mortal worshippers, they take joy in these lands never return, but rumors of the trea-
spreading pain and fear. Their magical nature sures left by archmages and high priests who
allows them to project a variety of effects on erect strongholds in the high places continue to
the creatures they watch, slowly wearing away draw adventurers. Most tribesmen consider
at their sanity and fraying their nerves with these regions forbidden to their people, and
constant, psychic pressure. those who enter them are looked upon as
touched by the gods, madmen, or worshippers
Some of the caves in this region are decorated of foul beings. Dwarf prospectors have been
with murals depicting alien worlds and strange known to pull up their operations and forbid all
beings that defy an easy description. Some of future delving into these regions, lest the leg-
them resemble a madmans view of the endary greed of their people arouse some dark,
humanoid form, while others are indistinguish- slumbering being deep within the world.
able blurs. While no adept, cleric, or priest is
ever seen tending these sites, they are always The malevolent influence of these beings com-
well kept. Some of them feature smoldering pels weak-minded individuals to fall into their
78
worship. Sometimes, this drives them to descend from the heavens to survey the world
become hermits who stalk the peaks in search they crafted. At other times, they convene in
of appropriate sacrificial victims. Other times, secret mountaintop locations to forge pacts,
the curse works in a subtler manner. An afflict- treaties, and other agreements. The material
ed character might pass through the mountains plane offers a neutral location for such discus-
wildly divergent natures strain and tear the venture farther up the mountain trails. In some
flow of divine magic, making spells difficult cases, religious edicts may prevent believers
for all casters. from seeking the uppermost mountain regions,
lest a pilgrim anger the gods and call down
Minor divine mountains represent areas that the curses and maledictions from them.
gods infrequently or no longer visit. In the
ancient days, this place may have had signifi- Moderate Divine Mountains (CR 1): Will
cance to the pantheon, but no longer. At the save DC 15; 1 hour interval; 1 modifier/inter-
uppermost reaches of these peaks, explorers can val; +/1 divine modifier to attacks, checks,
find stone tables, thrones, and other adornments saves; Special: As per the minor variation on
crafted for beings that were easily 50 ft. tall. this trait, with the following changes. The
Despite their great age, these artifacts remain in Spellcraft DC to cast a divine spell is 20 for
perfect condition. The barbarians and other folk characters who oppose the gods of the moun-
of the mountain might be taller than normal, tains, 10 for their allies.
and many of them have an affinity for clerical
and druidic magic. Both of these traits are sure Major divine mountains play host to frequent
signs that divine blood runs in their veins, a divine councils or they might serve as perma-
legacy of their connection to the mountain. nent homes for minor deities. In this case, the
divine mountains nature is usually concealed
Minor Divine Mountains (CR 1/2): Will save from the mortal realm. While the lesser
DC 10; 1 hour interval; 1 modifier/interval; strength version of this trait can produce
+/1 divine modifier to attacks, checks, saves; important holy sites, at this level the gods gen-
Special: Characters who enter this region tread erally prefer to avoid direct contact with mor-
on holy ground. Those who revere the divine tals. These mountains are typically found far
spirits that inhabit or visit this mountain gain a from civilization. In the distant lands that bor-
bonus, while their enemies suffer a penalty. der the edge of the world, the peaks rise high
This modifier does not stack. Once a character enough into the sky that the gods can easily
gains it, he no longer saves to resist this hazard breach the gap between worlds. In these isolat-
and retains it until he leaves the mountains. ed sites, they can hold their councils and dwell
Characters automatically gain the bonus if they in relative peace. The guardians arrayed at
qualify for it. these mountains include demons, devils, or
angels, depending on the moral outlook of the
In addition to the divine blessings and curses gods that dwell in the mountains. The signs that
this trait provides, all divine spells suffer slight indicate this places divine status are many but
alterations due to the ebb and flow of energy in subtle. Storm clouds may rumble at their peaks,
this area. When using a divine spell, a caster while the peaks uppermost reaches might be
opposed to the gods of the mountain must bare of snow, a stark contrast to the white-
make a Spellcraft check (DC 15) or his spell capped mountains that surround it. The valleys
fizzles, squelched by the inimical energy and paths that crisscross the mountains could
around him. Allied and neutral casters must form the shape of a holy symbol if someone
also make a check, but their DC is 5. In this took the time and effort to map them in
case, the sheer volume of energy overwhelms painstaking detail.
the caster and destroys the spell.
At the mountains peak, a traveler might find a
Moderate divine mountains witness infrequent fiery plain flowing with lava and infested with
but recent incursions by divine beings. A mag- demons, a glittering emerald mansion, or a ver-
ical effect makes these peaks noticeable even dant forest that is warm and comfortable
from the lowlands. Clouds may eternally despite the extreme altitude. The gods can
obscure its peak, while natural rock formations shape these areas as they wish, building realms
could resemble the holy symbols or visages that suit their needs and reflect their tempera-
of divine beings. Pilgrims stream to the ments.
80
Major Divine Mountains (CR 3): Will save
DC 25; 1 hour interval; 1 modifier/interval;
+/1 divine modifier to attacks, checks, saves;
Special: As per the minor variation on this trait,
with the following changes. The Spellcraft DC
Jets of molten lava soar into the air, driven by The only hazards characters need to worry
pressure and forces bottled within the earth for about in mountains with this trait are lava flows
centuries. Magma flows cut a swath through and the sometimes perilous heat. Generally, the
the lowlands, forming scorched, rocky path- mountains never produce volcanic events that
ways through forests and plains when they compare to the more active areas. Use the
cool. Volcanic gasses, poisonous to many crea- daunting cliffs trait to represent the difficulties
tures, erupt from cracks and vents to sweep the in travel caused by lava flows. In addition, the
area clear of living things. These hell-blasted, inner caves of these mountains could feature
fiery peaks present a daunting challenge to extreme heat and areas of volcanic activity.
even the most experienced adventurers. The Dungeons in these regions might feature pools
temperature soars to extreme levels, providing of bubbling lava with stone or magical bridges
an insidious threat to go along with the obvious crossing them. Fire creatures are common, as
danger posed by molten rock and sudden, efreet, azers, and fire elementals find the envi-
explosive eruptions. ronment comfortable. The pressure and heat
sometimes yield diamonds and other gems that
Volcanic mountains develop along areas with these beings harvest and carry back to their
active fault lines. They can also arise due to home planes.
magical effects or the influence of elemental
forces. A mighty dragon, spawned at the birth Moderate volcanism applies to areas with
of the world, slumbers beneath the mountains. active volcanoes that erupt on a fairly regular
The fire that glows within him melts the rock, basis. Travel is hazardous due to the frequent
encasing him in a womb of magma and causing explosions and eruptions that wrack this area.
eruptions in the world above. Subterranean Even creatures accustomed to extreme heat,
passages to the plane of fire cause a cata- such as fire elementals and demons, seek shel-
clysmic reaction as fiery energy melts through ter within this environment. Rock and debris
the earth, spawns tremendous pressure that ejected into the air pummels creatures and
thrusts the mountains upward, and blasts smashes all but the stoutest structures. Wooden
through the surface in fiery eruptions. shelters function as temporary shelter at best,
as the heat and flaming debris set them alight in
In addition to the environmental hazards out- a short period of time.
lined below, you should also use a heat hazard
from Chapter 11 to model the extreme temper- Wastelands or deserts ring these mountain
atures in this area. The molten rock and occa- ranges, as the regular lava flows foil most
sional eruptions drive the heat to unbearable efforts to raise cities and towns. Only creatures
levels even at the uppermost elevations. Ignore specifically adapted to this environment can
the general guidelines given for elevation earli- survive for long periods. Sooner or later, a
er in this section unless the characters are in a major eruption takes place and wipes the eco-
section of the peaks that does not feature any logical slate clean.
active lava vents or flows.
Three separate hazards represent the dangers
Areas that feature minor volcanism are rela- this region presents. Volcanic gasses can erupt
tively stable. Explosion eruptions are rare, as from the ground, poisoning travelers foolish or
whatever force drives the volcanic activity unlucky enough to be caught near them.
rarely builds up to such extreme levels. Rather, Eruptions shower areas with rock and debris,
molten rock bubbles from vents along the battering anyone caught in the open. Major
mountain at a sporadic rate. At times, the eruptions are the greatest threat these vol-
mountains can slip into a state of near-hiberna- canoes pose, as they can occur on a reg-
83
ular basis. Travelers caught in the mountains Characters at the uppermost areas of the vol-
during such an eruption had best move fast or cano are exposed to a tremendous blast of heat
use magic to escape, as they can find little shel- and force when the mountain unleashes its
ter on the slopes. power. They are hit by dense clouds of poiso-
nous fumes. Use the deadly gas hazard with a
CHAPTER FIVE: Mountains
Moderate Deadly Gas (CR 1): Survival check +10 modifier to its Fortitude save DC. The
DC 15; 1 day interval; +0 modifier/interval; characters are not allowed a Survival check
inhaled poison, 1d3 Con/1d3 Con, Fortitude against this threat. They suffer 20d6 points of
save DC 14; Special: A single character makes damage from the blast, with a Fortitude save
the Survival check against this hazard, with up for half damage. Half of this damage is from
to one character assisting him. If no one in the heat and flames, the other half comes from the
party has the Survival skill, a single member of impact of falling rocks and the shock of the det-
the party may substitute that skill with a onation.
Wisdom check at a 4 competence penalty. The
gas bursts from a vent in the ground in a 40-ft. You can base an entire adventure around an
spread centered on a randomly chosen character. eruption, with the characters charged with
evacuating any intelligent creatures that dwell
Moderate Debris Showers (CR 1): Reflex near the mountain. Perhaps the volcano erupts
save DC 15; 1 day interval; +0 modifier/inter- while the characters seek to recover an artifact
val; 2d6 damage; Special: This hazard inflicts hidden somewhere in the mountain. If the PCs
physical damage, not fire injuries, from the are in a dungeon within the peak, passages and
rock and debris that shower from the sky in the chambers could be flooded with magma and
aftermath of a minor eruption. deadly gas as channels in the mountain crum-
ble. The PCs could be trapped in the under-
Moderate Volcanic Eruption (CR 8): This world as their route to safety collapses behind
hazard works a bit differently from the ones them.
presented elsewhere in this book. Each day the
characters spend in this mountain area, there is Severe volcanism indicates an unstable area
a 1% chance that a volcano erupts. Make this that hosts repeated minor eruptions, sometimes
check at the start of each day. If the result indi- culminating in a titanic, devastating blast.
cates an eruption, the event takes place in 1d4 These regions could be wracked by a conflict
days. The characters see signs of the coming between elemental fire and earth, unstable
explosion. The deadly gas and debris shower gates to other worlds, or natural geological
hazards now have intervals of 12 hours on the processes. Few creatures, aside from those
first day before the eruption. Cut this time peri- adapted to extreme heat, dwell in these regions.
od in half each day until the volcano blows.
Plumes of smoke burst from the mountains This version of the volcanism trait uses the
upper reaches, and minor earthquakes rock the same hazards as the moderate setting, though
area. On the day of the eruption, roll to deter- they are more difficult to resist and pose a
mine the hour on which it occurs. The easiest greater danger.
way to do this is to roll 1d12 and 1d6. The d12
result is the hour during which the eruption Severe Deadly Gas (CR 2): Survival check
takes place. If the d6 result is 46, add 12 to the DC 20; 1 day interval; +0 modifier/interval;
d12 result. inhaled poison, 1d3 Con/1d3 Con, Fortitude
save DC 18; Special: As per the moderate ver-
When the eruption takes place, lava pours sion of this trait.
down the mountain slopes. Use the debris and
poison gas hazards at their current, reduced Severe Debris Showers (CR 1): Reflex save
intervals. Increase the check and save DCs to DC 20; 8 hour interval; +0 modifier/interval;
avoid them by 5. If the characters are still on 2d6 damage; Special: This hazard inflicts phys-
the mountain, they must find a safe, secure spot ical damage, not fire injuries, from the rock and
as lava flows down the slopes. The temperature debris that shower from the sky in the after-
soars to hellish levels (see temperature hazards, math of a minor eruption.
Chapter 11). These conditions persist for 2d6
days, after which the mountain calms and the Severe Volcanic Eruption (CR 10): Use the
volcano returns to normal. rules given above for the moderate volcanism
84
trait, with the following exceptions. Double all gets, while measuring them in terms of damage
the damage listed for the eruption. Use all the allows you to give the players a chance to
same modifiers for the volcanic hazards, but injure their enemies without unleashing a
remember to apply them to the severe, rather weapon that crushes them all in a single strike.
than moderate, versions. Finally, the chance for The base DC to push a boulder is 5 per d6 of
and so on. If this rule is used, the DC to stop the must expend significant energy to move up the
boulder increases each round as well (from DC incline. By the same token, moving down a
20 on the first round to DC 30 on the fourth slope is easier than normal. In addition to the
round, etc.). standard modifier for attacking from a higher
position, slopes offer the following benefits
and drawbacks.
Cliffs
When designing combat terrain, keep in mind The rules given here apply to exceptionally
that cliffs provide a nice, impenetrable barrier steep slopes, those that rise up or drop down
to creatures and PCs that lack magical means to more than 45 degrees relative to level ground.
climb or fly. A gang of orc archers atop a cliff They give you the option to add some interest-
can rain arrows down upon the party. This ter- ing terrain features to a mountain encounter
rain gives any PCs who specialize in ranged area.
weapons a chance to shine. Consult the Climb
skill for complete rules on scaling cliffs. Moving up a steep slope increases the move-
ment needed to enter a square by +1. Thus,
In addition to serving as convenient walls moving into a clear, upward-sloped square
against the partys movement, cliffs can also costs two squares. In essence, this modifier
serve as hazards in an encounter area. The bull halves a creatures movement.
rush attack becomes a deadly option when you
can use it to send a target tumbling over a Moving down a steep slope works as normal
ledge. As a rule of thumb, when using cliffs in unless a creature makes a double move, runs, or
this manner keep their height to roughly five charges. In these cases, a creature can opt to
times the partys level in feet. The damage such move farther than normal. For every two down-
a fall poses is enough to injure most PCs, but it ward-sloped squares it moves along, it can
does not result in instant death. Remember that move one extra square as part of the double
if a PC lacks the ability to fly or climb, knock- move, run, or charge. If a charging creature
ing him over a cliff takes him out of the fight. does not spend any of these extra squares, it
Try to restrict this use of cliffs to important bat- gains a +2 bonus to weapon damage rolls when
tles or give PCs who fall a chance to return to it makes its attack as the added momentum car-
the combat area by running up a path or using ries its attack forward. For example, a creature
some other means to aid the party. with a move of 30 ft. (6 squares) makes a dou-
ble move down a slope. Its normal double
move is 12 squares. If it moves 6 squares down
Rock Piles a slope, it can move an extra 3 squares at the
Loose debris presents a difficult obstacle dur- end of its normal movement.
ing a fight, as creatures moving over it have
trouble maintaining their footing. This terrain
feature includes any large piles of small rocks,
shifting dirt, and similar material. It costs two
Mountain
squares of movement to enter a rock pile
square. In addition, these piles are usually
sloped. Fighting on this material is difficult at
Monsters
best. A creature standing in this terrain suffers The high peaks play host to a wide variety of
a 2 circumstance penalty to all attacks, as his creatures. Isolated in the upper peaks far from
feet slip out from under him. Steady creatures, civilization, creatures can develop and grow
defined as any character or monster that without the interference of adventurers and set-
receives the +4 bonus for stability against bull tlers. Left unchecked, evil humanoids,
rush attacks, do not suffer this penalty. wyverns, dragons, and other menaces can mul-
tiply and make their plans for conquest. Flying
creatures have a tremendous advantage in this
86
environment, as they can easily cross chasms,
crevasses, and other obstacles that hinder crea- Dragon, Copper
tures that are trapped on the ground.
Where bronze dragons are passive and isolated,
The wide variety of creatures found in moun- copper dragons explore their surroundings and
freely associate with elves, dwarves, and most dangerous of the evil humanoid species.
humans. Their militaristic society breeds highly trained
warriors, while their leaders are willing to
make short-term compromises, such as allying
Giant, Hill with a red dragon, in order to reap long-term
These brutes fancy themselves as the most conquests and gains. Hobgoblins have the dis-
powerful warriors and strongest creatures in all tinction of being the one race of evil humanoids
the land. They underestimate the skill and that is likely to send envoys seeking an alliance
strength of smaller folk and consistently fling with a dragon, evil human lord, or devil.
themselves into hopeless battles against skilled
wizards, paladins, and fighters. Hill giants are Veteran dwarf warriors have a saying regarding
at their most dangerous when a more powerful, hobgoblins: For every one you fight, theres
intelligent creature commands them. When 10 more on their way. Hobgoblins dispatch
faced with a powerful being, their resolve regular patrols to sweep their territories. When
evaporates and they readily fall into obedient these groups encounter foes, they raise an
service as slaves. Red dragons and similar alarm via horns or drums to draw more troops
tyrannical monsters prefer to gather hill giant to the area. Hobgoblins sometimes cultivate
followers as their first step in controlling a potatoes and other plants, and they tend herds
region, for these brutes make excellent of goats and cattle to support their armies. In
enforcers. They are easily intimidated and love many ways, the lands they control resemble
to terrorize smaller creatures. civilized lands, with small towns and castles
serving as their primary defensive points.
Giant, Stone Ogre
In contrast to the brutal hill, fire, and frost
giants, stone giants are simple, peaceful crea- While ogres are known as raiders and thieves,
tures that prefer to spend their time in games they have little effect on the environment. They
and quiet meditation. While they jealously prefer to slumber in their caves when not
guard their mountain homes, they accept trav- engaged in attacks, and their idea of hunting or
elers who pay them proper respect and make no gathering consists of raids on hobgoblin vil-
action to disturb the mountains. Many stone lages or orc caves. Even experienced trackers
giants become druids, reflecting their deep con- must take care to watch for these creatures. The
nection to the natural world. During thunder areas they inhabit show little signs that any-
storms and similar harsh weather, these crea- thing dwells there aside from scattered trails
tures ascend the peaks to commune with their and the occasional pile of discarded broken
deities of earth, wind, and sky. weapons, sundered armor, and bones.
89
CHAPTER SIX: Plains
CHAPTER SIX
Plains
In a world of thick jungles, towering moun- domains in the fertile lands that can support
tains, and fetid swamps, plains stand out for growing civilizations. Over time, any haz-
their unremarkable nature. Little more than ardous features could be cleared out. Irrigation
flat, open areas perhaps dotted with small canals transform wastelands into fields of grain
stands of trees, the occasional town, and a few and orchards. Frequent patrols push monsters
regions of low rolling hills, plains can be back into the shadowy mountains and swamps.
viewed as the generic, vanilla outdoor terrain. Powerful spells and blessings from the gods
That does not mean that plains must be feature- ward off destructive storms.
less, empty regions of flat earth. Instead, think
of them as an empty stage ready to be adorned The rules and game mechanics in this chapter,
with a variety of different effects. including the names, descriptions, and stat
blocks of threats and hazards, are designated as
In some ways, the expectations your players Open Game Content.
may have for empty, featureless plains can
work to help make the surprises you have in
store for them more effective. When looking
over a map of your world, they might assume
that the featureless gaps between oceans,
Basic Plains
mountain ranges, and forests contain nothing of
note. In their view, the danger should be safely
contained within the borders that surround
Traits
more exotic terrain features. Unlike the other types of terrain discussed here,
plains have no basic traits. The average plain
On the other hand, the fact that you can add has flat terrain, short grasses, scattered clumps
strange traits and effects to your terrains does of trees and brush, and the occasionally cluster
not mean you have to. If you use too many fea- of hills. You can use weather traits (see Chapter
tures in your campaign world, you can end up 11) or the advanced traits given here to create
creating a seemingly chaotic, random, and unique plains regions.
overly hazardous place. The plains make a
good setting for agriculture. The major king-
doms of the world could carve out their
90
of tools. Ghouls might create a series of pas-
sages beneath the dirt to trap their prey, partic-
Advanced ularly in areas where ancient civilizations and
long forgotten necropolises once stood.
92
The dustbowl trait measures how far the party 8190 Severe Severe Severe
can see and the danger they face from the thick 91100 Severe Severe Severe
dust and dirt that clogs the air. At higher levels
it can cause an incautious PC to choke to death,
while even the weak settings of this trait leave
Towering Grass
Combat and Encounters: It costs +1 square to half-speed, you must make a Spot check (DC
enter grass with a size greater than or equal to 10) to notice a hole or gully. On a failed check
a creatures size. In addition, the grass provides you fall prone in the square with broken
a +1 cover bonus to AC for each square that a ground, ending your movement. If you move
creature must fire through if the grasss size is through more than one square, increase the
greater than the size of the target or attacking Spot DC by 2 per additional broken ground
creature. If the grass is the same size as the tar- square, and you fall prone in a randomly deter-
get or attacking creature, it provides a +1 cover mined square that you tried to move through.
bonus to AC for every two squares a creature Make one check for a characters entire move-
must attack through to a maximum of +4. In ment and resolve the results before any attacks
both cases, count the square that the target of opportunity prompted by movement.
creature occupies.
97
CHAPTER SEVEN: Waterways
CHAPTER SEVEN
Waterways
Water rushes through the forest, carrying suste- with a new, radically different environment.
nance to a distant town and serving as a natur- After marching through mountain valleys,
al barrier that divides the haunted Mistwood thick forests, and wide plains, a journey down-
from the realms of the elf king. A great lake sits river aboard a canoe or crude raft offers an
within a valley high in the mountains. Legend interesting new experience.
has it that ancient ruins lie at its bottom, though
the difficult trails and forbidding pathways This section works a bit differently from the
leading to it have foiled most attempts to other portions of this book. Rather than focus
explore its depths. The rivers of the Plains of on creating different types of rivers and lakes,
Fire boil in the ground, killing most mundane it provides rules for river travel, including nav-
creatures but providing a fertile ground for igating difficult areas such as rapids and water-
strange fish and fiery beasts. A band of explor- falls, and gives notes and ideas on running
ers paddles down the rapids, desperately work- encounters that take place on bodies of water. It
ing to avoid the jagged rocks as goblins gather does provide several traits and modifiers you
on the riverbanks to pelt them with arrows and can use to create magical and exotic water-
spears. ways, but it focuses on rivers and lakes more as
pathways than as settings for entire adventures.
Rivers and lakes are present in almost every
environment save for parched deserts and For extensive rules on sea-borne adventures,
frozen tundra, yet in a way they form their own ships, and naval combat, consult Fantasy
separate world. While the land that surrounds Flights Seafarers Handbook. A complete set
them can influence their development, they of rules for underwater adventuring, sailing,
provide a radically different adventuring expe- and shipbuilding is beyond the scope of this
rience. A raging river or a wide, deep lake can book. Instead, this section focuses on rivers
serve as a difficult obstacle for adventuring and lakes as parts of a wilderness adventure.
parties. Without a watercraft, the PCs must
make a long detour to find a bridge, ford, or The rules and game mechanics in this chapter,
similar crossing. You can use them to form nat- including the names, descriptions, and stat
ural barriers to travel, to channel the PCs blocks of threats and hazards, are designated as
towards a specific area, or to provide a Open Game Content.
change of pace that requires the PCs to cope
98
ft. of movement to prevent 10 ft. of down-
stream movement. If a character spends move-
Navigating ment in this manner, subtract the movement he
spent from the total distance the river should
carry him.
100
dry ground, and provide enough space to
accommodate an adventuring party and their
River gear. These watercraft have a few stats used to
determine their utility in battle. They have ACs,
hardness, and hit points just like any other
modifiers that apply to them are summarized prevent them from going out of control or cap-
within each crafts description. sizing. See river hazards below for more infor-
mation.
Canoe
A simple, narrow canoe offers ease of use and Fighting in Water
maneuverability when moving down a river. In
Combat in an aquatic environment is difficult
addition, canoes are relatively easy to build. A
at best for creatures adapted to life on land.
character with Craft (woodworking) or a simi-
Water is harder to move through than air,
lar skill related to creating large, wooden
throwing off a warriors timing and rendering
objects can hollow out a log and produce one.
many ranged weapons useless. The slower
In addition, the Survival skill can replace a
movement makes rogues and other characters
Craft check, though at a 5 competence penal-
who rely on speed for their defense more vul-
ty. A canoe costs 40 gp to purchase, along with
nerable to attack. The following rules are
paddles and other tools needed to guide it. Use
adapted from the core material, though in some
that listed price to determine how long it takes
cases they have been refined, expanded, or
a PC to craft one.
altered. These rules assume that you are famil-
iar with the basic rules for fighting underwater.
Canoe: Size Large; AC 9; hardness 5; hp 40;
passenger capacity of three Medium creatures,
four Small or smaller, or two Large; cargo Attacks from Land
capacity of 400 lbs., with a 2 penalty to any Water provides little cover against most attacks
checks made to control a canoe for every addi- since sword blows and arrows can easily push
tional 50 lbs. Due to their size and shape, right through it. However, it does grant a crea-
canoes offer a +5 bonus to all skill or ability ture concealment. Normally, concealment rep-
checks made to control them. resents the difficulty inherent in seeing a target.
Water works much the same way. It does not
Raft make a creature any more difficult to hit, but it
does obscure part of its form. Creatures that are
A raft is usually capable of carrying much more
at least half submerged in water gain a 30%
gear than a canoe, but its flat, awkward con-
miss chance against attacks due to conceal-
struction makes it difficult to control. In rough
ment. (Note: In the core rules, water gives
waters a raft is more likely to capsize and sends
cover. However, this gives a tremendous
its passengers and cargo tumbling into the
advantage to aquatic creatures that merely
water. Rafts are also much easier to build. Even
stand on a beach and attack land dwellers.
an inexperienced outdoorsman can lash togeth-
Granting them concealment can better reflect
er a few logs to build a floating platform. A
waters ability to conceal a targets location
character with Craft (woodworking) or a simi-
without physically preventing attacks.)
lar skill can build a raft so long as he has rope
or vines and timber available. A PC can use the
Survival skill in place of Craft with a 5 com- Attacking Watercraft
petence modifier. Characters untrained in both Rafts and canoes function just like any other
Craft and Survival can make a Wisdom check inanimate objects. Attacks against them must
to build a raft, though at a 10 competence inflict enough damage to overcome their hard-
modifier. In both cases, the check works just ness ratings. A craft reduced to 0 or fewer hit
like the Craft skill. A raft costs 10 gp if the points immediately falls apart and sinks.
party wants to buy one. Use that value as per Characters riding on it must make Swim
the Craft skill when a PC tries to build a raft. checks as normal as they fall into the water,
while any cargo either floats or sinks as appro-
Raft: Size Huge; AC 8; hardness 5; hp 60; pas- priate.
senger capacity of six Medium creatures,
eight Small or smaller, four Large, or one
102
raft or canoe requires a DC 15 Strength check
Capsizing Watercraft
if the craft and those attempting to right it are
A creature can attempt to tip over a canoe, raft, still in the water. Otherwise, the DC is 5.
or other small watercraft. This attack requires a
Strength check from the attacking creature that Characters who end up in the water must make
103
At the beginning of each round, the character
guiding a raft or canoe must make a Strength,
Survival, or Profession check (players choice)
to maintain control of his boat. The DC for this
check is 10 for simple rapids, 15 for difficult
CHAPTER SEVEN: Waterways
Rocks
Sharp, jagged rocks serve as dangerous obsta-
cles for the partys raft or canoe, while any PCs
ties that travel by water. It counts as an obsta- who tumble into the water could be battered
cle that inflicts damage on anything that crash- into unconsciousness as they slam into them.
es into it. In addition, it provides a convenient Bandits and other monsters could use a series
hiding place for cold-water aquatic creatures. of rocks to take up a position in the midst of a
Monsters can lurk beneath the ice and swim out river, allowing them to leap upon passing rafts
to attack characters that swim or float by. or use ranged attacks against river travelers.
Try to place rocks so that the party must make
Survival, Profession, or Strength checks to
Rapids guide their boat to safety. Remember that the
No river maintains the same flow throughout party must score a total result of at least 5 to
its entire length. A broad, slow river can turn move their boat one square to the right or left to
into a roaring torrent when it reaches rocky ter- maneuver around an obstacle. As you can see,
rain that forces it into a narrow channel. The placing several rocks next to each other
party might grow complacent as they float requires a higher total result to dodge them. On
down a river, giving you an opportunity to average, the party should need to beat a DC of
throw an unexpected stretch of rapids at them. 15 to safely maneuver through a dangerous
area, though checks of 20, 25, and even 30
An area of rapids presents a threat not only make sense for perilous stretches of water. A
because of the speed of the water flow, but single failure does not doom the party, as their
because of the frequent, sudden dips in the craft can probably afford to take several hits
river and the many rocks and other obstacles. before it starts to break apart.
In this difficult terrain, there is a chance that the
characters could lose control of any rafts or Sunken Debris/Sandbar
canoes they use. Swimming characters proceed
as normal. In some areas, the rivers water level is much
lower than normal. Rock formations, debris,
and other barriers can lurk just below the sur-
104
face. Creatures that attempt to enter a sandbar
or area choked with debris count as having col- Weeds
lided with it if they are aboard a boat.
Otherwise, they can swim or walk over it. Some waterways are choked with aquatic veg-
Sunken debris is difficult to spot. A character etation. These areas offer some comfort to
Swimmers and boats move as normal through a elemental planes. This water exhibits several
whirlpool, though the current drags them unique traits that separate it from the mundane
towards its center. When the whirlpool catches water found in terrestrial ponds and streams. A
an object, it drags it along a spiral from its light aura of magic surrounds it, and any caster
outer edges to its central point. The current using detect magic or a similar spell to analyze
whips a swimmer or a boat along its outer edge. it notes a faint display of alteration magic
Once the object has completed its first circuit, around it.
it moves 1d4 squares down the whirlpool and
makes another lap. Continue this process until Elemental water is always crystal clear.
the whirlpool sucks the object into its central Creatures looking into it can see directly to the
opening. bottom or surface f a river or lake, though dis-
tance can obscure details. The water is espe-
Objects move within the whirlpool at their nor- cially invigorating. It allows a creature to sus-
mal rates as per the speed of the current within tain itself on half the normal required volume
the pool. Escaping a whirlpool is no easy task. when compared to mundane water.
A swimmer cannot move against the flow, nor
can a boat maneuver within it. A Swim check Lighter and more buoyant than regular water,
(for characters caught in the water) or a elemental water flows faster than other rivers.
Survival, Profession, or Strength check (for Increase its speed by 20 ft. compared to a nor-
those in boats) with a DC of 25 allows a char- mal river with the same physical characteristics
acter to slip one square towards the whirlpools and geography. In addition, moving through ele-
edge. For every 5 by which the check beats the mental water is easier. Swimming creatures
DC, the character can move an additional need much less effort to push themselves
square towards the edge. This check counts as through it, while vessels move with superior
a full-round action. speed and agility. All Swim checks and
Strength, Survival, and Profession checks made
Characters caught in a whirlpool automatically to guide a boat gain a +5 circumstance bonus.
count as dragged under by rapids (see above).
They may make a Swim check (DC 20) to take The elemental aura that surrounds large bodies
any actions in the water. A character can always of this water foils spells that deliver fire dam-
attempt to swim to safety even if this check age and can dampen mundane flames. All crea-
fails, though that is the only action he can take. tures within 40 ft. of an open body of elemen-
tal water gain fire resistance 5, while creatures
standing within it gain fire resistance 10. This
Advanced modifier applies only to large bodies of water,
such as rivers and lakes. Small concentrations,
such as a tub full, are too small to exert this
CHAPTER EIGHT
Swamps
Mosquitoes, horseflies, and worse things buzz vides nutrients and sustenance for a variety of
through the air in thick clouds. Sickly trees weeds, grasses, fungi, and trees. For similar
draped with moss and rot cluster amongst the reasons, flies, rats, and other vermin flourish
muddy, murky waters. Weeds and long grass within swamps. The diseases common to
sprout from the water, hindering movement swamps are sometimes spawned by evil magic
and disguising the quicksand and deep, muddy in the area, but usually they find their origin in
pools that form throughout the area. Swamps the thick population of creatures with a natural
are amongst the most difficult areas to traverse. tendency to carry and transmit diseases.
Most wise travelers give them a wide berth,
preferring the vagaries of forests, mountains, The rules and game mechanics in this chapter,
and other vistas over the sinister, vermin- including the names, descriptions, and stat
infested swamps of the land. blocks of threats and hazards, are designated as
Open Game Content.
Marshes and fens have long held a sinister rep-
utation, and for good reason. Evil creatures
flourish in the swamps, as civilizations long
reach always seems to fall short when it
extends into these lands. The water, disease,
Basic Swamp
and insects all conspire to prevent any attempts
to settle the area. Short of draining a swamp
and razing the sickly plants that remain,
Traits
swampland is largely useless for civilized All swamps share a few basic traits in common.
realms. Criminals, outcasts, and other undesir- Flooding determines how deep the water is in
ables can find a safe haven in the marshif various areas. It affects how easily a band of
they can avoid the trolls, hags, and other hor- adventurers can move through the swamp and
rors that lurk within it. comes into play during any battles fought with-
in it. Vermin measures the density of mosqui-
Many swamps are basically flooded forests, toes, gnats, rats, snakes, and other troubling
and you can use the forest chapter to add traits creatures in the area. They make it difficult for
to your marshlands. Swamps usually feature characters to sleep restfully at night and
thick plant growth, as the ample water pro- increase the chance that the party faces expo-
110
sure to diseases and illness. Disease measures Light Disease (CR 1/2): Fortitude save DC 5; 2
the different strains of illness the party can hour interval; +0 modifier/interval; Special: On
face. It determines how frequently the charac- a failed save, a character contracts a minor dis-
ters must check to see if they have been ease from a bug bite, a parasite in the water, or
exposed to an illness. Some swamps have par- a similar exposure. This disease has an incuba-
The flooding trait determines how easily a threats such as alligators, aquatic monsters, and
party can travel across a swamp. Areas with pits pose a constant danger. Creatures sub-
deep water are impossible to cross on foot, merged beneath the water are impossible to see
though a group with access to rafts can make at ranges of less than 30 ft., and within that dis-
their way across them with relative ease. In tance they gain a +4 circumstance bonus to
addition to using the flooding trait for an entire Hide checks.
region, you can use it as terrain in tactical com-
bat. Portions of an encounter area might have Heavy flooding submerges the entire swamp-
light flooding, while others feature moderate or lands beneath water that reaches over a
heavy flooding levels. Medium creatures head. Even Large monsters
must take care when crossing these areas, as
Light flooding areas are mostly dry. Pools of they could fall into a gully or sinkhole and
water, ponds, and small streams are common, drown. Creatures larger than Medium size
but for the most part the ground is muddy but count this terrain as moderate flooding.
solid. In some areas, patches of deep mud and Otherwise, travelers must use rafts and similar
quicksand might threaten to engulf explorers. watercraft to navigate this area.
Travel is difficult owing to the mud and the fre-
quent detours caused by ponds and pockets of Land Water
deep water. Characters move at half their daily Flooding Movement Movement
overland movement rate. In combat, it costs 2 Light x1/2 or 2 squares
squares to move 1 square in this terrain. Moderate x1/2 or 3 squares x1/2
Heavy x1
Moderate flooding indicates that the water
reaches depths of up to 2 or 3 ft. over much of
the area. Since the water is mostly stagnant,
Mire
parties of adventurers can move through the Thick mud clogs the area, making it difficult
area on foot at a snaillike pace. Submerged for travelers to keep their footing. Boots and
112
walking sticks can plunge into the muck, per- Thick mire represents mud that can reach up to
haps leaving a traveler short a critical piece of waist-deep in some areas. Travel on foot is dif-
equipment. Monsters can lurk in the mud, ris- ficult at best, requiring hours of intense effort
ing up to attack with surprise. Wagons, carts, to travel only a few miles. Carts and wagons
and other vehicles are typically useless in this cannot penetrate this terrain. They quickly
Moderate mire is the equivalent of knee-deep Creatures native to a swamp ignore the vermin
mud. Travelers can proceed at a slow pace trait. Their years of living within the marshes
through the muck, as they must choose their have rendered them immune to the pests. Their
steps carefully and stop frequently to recover skin grows thicker, they become immune to
trapped boots and similar items. Carts can their bites, they exude odors or chemicals that
make their way through this mess at a snails vermin avoid, or they simply learn to ignore the
pace. Wagon wheels frequently become pests.
bogged down in the mud, requiring a difficult
effort to free them. You may decide that the swamp lacks any
appreciable level of vermin. Perhaps the
113
area was drained to make it difficult for large organic items brought into the swamp emerge
numbers of insects to spawn in its waters, or without signs of insects at least attempting to
the efforts of a druid have curbed the disease- bore into and devour them. Travelers must rely
bearing creatures populations. In any case, you on magical spells or enchanted containers to
do not have to assign a strength level to vermin keep their food safe. Otherwise, the many
CHAPTER EIGHT: Swamps
if you do not want to. In addition, you can set insects in the swamp devour their supplies and
different strength levels based on the season leave what remains wholly unfit for consump-
and even the time of day. Perhaps by night tion.
large swarms of insects fill the sky, but during
the day they are absent. In the depths of winter, Heavy Vermin (CR 1/2): Fortitude save DC
the killing freeze may cut vermin down to a 20; 1 hour interval; 1 penalty/interval; 1
fraction of their population, but during the competence penalty to attacks, checks, and
summer months the place buzzes with activity. saves; Special: As per light vermin. In addition,
any character who fails a save has a 50%
Light vermin indicates that large swarms of rats chance to lose a days worth of rations if he car-
and bugs are rare but present within the swamp. ries any in a mundane sack or backpack.
Flies and mosquitoes are common, but most Maggots, worms, and other pests crawl into the
adventurers can shrug off the distraction with food and partially devour it, rendering the
little trouble. The insects rarely gather in mas- rations unfit for human consumption. Magical
sive clouds, while rats move in small groups containers, such as a bag of holding, hold the
rather than large packs. insects at bay.
Swamp Vapors
In some swamps, the baneful influence that
produces disease, hordes of vermin, and other
unpleasant effects takes the physical form of a
nauseating, poisonous gas. The swamp water
bubbles and churns, unleashing a sickening
vapor generated by the influence of fell magic
on the rotting plant and animal matter buried
within the mud and slime. Foolish travelers or
those who lack the skill and experience to pick
a safe pathway through the swamp risk stum-
115
bling into the sickly water, exposing them-
selves and their comrades to the vapors bane-
ful effects.
Swamp of Graves
In some evil regions, swamps serve as a sort of
magical sink for foul energies. The natural fluc-
tuations in arcane energies cause evil influ-
ences to gather and grow within a swamp.
Pregnant with the dark power of black magic,
the region can become a massive breeding
ground for undead monstrosities. The mud and
water, infused with necromantic energy, grant
unlife to the creatures that fall within them. In
the space of days, hours, or perhaps even min-
utes, any creature that dies within the swamp
returns as a skeleton or zombie. These mindless
creatures seem to obey some organizing intelli-
116
gence. In some cases, a dark god commands ment of the god or spellcaster who controls the
them and lends them to his clerics and champi- swamp.
ons as servants. In other cases, a powerful lich
or necromancer attunes himself to the swamp Powerful Swamp of Graves: As per the faint
and seizes control of the undead. In game rating, except that it takes 1d4 minutes for a
Faint Swamp of Graves: Undead creatures In addition to the terrain features given here,
animate after 1d4 days in the mud. They you can use trees and uneven ground from the
always function as skeletons or zombies, as chapter on forests to add some variety to
appropriate to their condition when they were swamp encounters. By using thick under-
buried within the swamp. Any creature that growth and trees to block off convenient path-
dies in the swamp sinks into the mud and water ways, you can force the characters to face their
in 2d6 rounds. A Strength check (DC 10) is enemies in waist-deep water, thick mud, and
needed to pull a creatures body free of the other swamp hazards. High, secure ground is a
muck. A creature will not animate unless it valuable tactical asset in swamp encounters. If
completely submerges in the water and mud. the PCs blunder into an ambush, their oppo-
nents might enjoy a secure place to rain arrows
Moderate Swamp of Graves: As per the faint down upon them while the party slogs through
rating, though creatures animate in 1d4 hours difficult terrain.
rather than weeks. In addition, the swamp can
sometimes create more powerful undead crea- Mud
tures. Any creature with 10 or more class levels
animates as a lich. The creatures alignment Thick mud can slow down even the
changes to either chaotic evil or to the align- strongest character, forcing him to waste
precious moments pulling his feet and
117
legs free of the devouring muck. Mud can also Knee-deep mud costs +1 square to enter. In
prove difficult to spot. A stretch of swamp addition, characters and monsters at this mud
might seem relatively solid, only to suddenly depth have trouble dodging to avoid blows.
give way to a deep pit of slime and sludge. You They suffer a 2 circumstance penalty to AC.
can create areas of thick mud using two differ- With their feet stuck in the mud, they cannot
CHAPTER EIGHT: Swamps
ent attributes, depth and detection. change their footing to dodge blows, block
them with their shields, or parry them with
Depth determines how deep a character can their weapons.
sink into the mud. For ease of use, it is
expressed in terms of creature size categories Waist-deep mud costs +2 squares to enter. A
rather than in feet. The size listed for the muds character trapped at this depth loses his
depth means that creatures of that size can sink Dexterity bonus to AC but gains cover against
up to waist-deep into it. Creatures one size cat- all ranged attacks.
egory larger can sink knee-deep, while crea-
tures larger than that are unaffected. Creatures Neck-deep mud renders a character nearly
one size category or more lower can sink up to immobile. With a Strength check (DC 10) he
their necks, possibly suffocating in the muck if can move one square as a full-round action. A
they cannot escape. character neck-deep in mud gains a +6 cover
bonus to AC against ranged attacks as he pre-
When a character enters mud that is equal to or sents a small target, but he loses his Dexterity
greater than his size, he automatically sinks bonus to AC and is considered helpless.
knee-deep immediately upon entering the mud. Characters neck deep in mud cannot cast spells
He must make a Balance check (DC 10) to with somatic components, nor can they attack.
avoid sinking waist-deep if he ends his move- They can activate magic items and complete all
ment action in the mud and he is the same size other actions as full-round actions.
or smaller than the muds relative depth. Each
time the character ends his move in the mud, he A characters current depth in mud determines
must make another Balance check to avoid the movement penalties and other effects he
sinking waist-deep. suffers due to it. A character could enter neck-
deep mud, but if he makes his Balance check
A character that is waist-deep in the mud could he remains at knee-deep level. In that case,
sink further if his size is less than the muds rel- apply the modifiers listed for knee-deep mud to
ative depth. If his movement ends in the mud, him. In all cases the characters current depth
he must make a Balance check (DC 20) to pull in the mud, not the deepest possible level he
himself free of the muck. If he makes this could sink to, determines the effects he suffers.
check, he remains at waist-deep level. The absolute depth does not normally come
Otherwise, he sinks to neck-deep level. into play.
A character neck-deep in the mud cannot A mud patchs detection rating determines how
escape unless he can reach solid ground. In that easily a character can spot it. Most inexperi-
case, he can make a Strength check (DC 15) to enced travelers cannot tell a shallow mud pit
pull free and move to the stable ground. from a deep one. The detection rating equals
Otherwise, he begins to drown. Consult the the Spot or Survival check DC needed to deter-
core rules for full details on drowning. A char- mine the muds depth. A character can make
acter who can reach the trapped PC can make a this check as a free action, and he only needs to
Strength check (DC 15) to pull his comrade check once per separate region of mud. Make
free. this check in secret. On a successful check, the
character determines the muds relative depth.
If a creatures face extends to any patch of solid On a failed check, the character mistakes the
ground, it does not suffer any of the muds muds true relative depth for a randomly deter-
effects. A creature can sink into mud only if its mined size rating. Most of the time, this DC
face is fully contained within the mud. should be set to 10.
Water
Much of a swamps area is covered with stag-
nant water that plays host to weeds, tall grass,
and insects. Wading through these murky
119
ponds and waterways is slow going, though not
as difficult as slogging through mud. Water fol-
lows rules similar to those given for mud. Its
depth is given a size rating, such as Huge or
Small. This rating indicates that creatures of
CHAPTER EIGHT: Swamps
Swamp
Monsters
Isolated from civilization and difficult to tra-
verse for most explorers and settlers, swamps
are ideal spawning grounds for a variety of
strange, dangerous, and evil monsters. Even the
most ardent crusading army can never hope to
fully sweep through one, as the casualties from
quicksand, disease, and other threats mount.
Dragon, Black
Black dragons lair in the midst of swamps and
marshes precisely because of the environ-
ments hostile nature. Amongst their own kind,
they are arrogant, greedy, and given to treach-
ery. From their isolated swamp lairs, they can
count their treasures and keep watch for intrud-
ers in relative peace. Other dragons frequently
120
compete for living space in mountains and
forests, leaving these wyrms free to claim
whatever marshlands take their fancy. Black
dragons are known to aggressively patrol the
inner regions of their domains. They usually
Hags
The various hag subtypes frequently seize con-
trol of vast stretches of marshland. From their
watery lairs, they use their magical abilities to
cloak their presence and recruit monsters to
serve them as guardians. They typically use
disguise self to adopt the guise of an old crone
who tells fortunes, sells herbs, and offers minor
spells in return for a fee. Using this cover, they
prey on travelers who seek visions of the future
Hydra
that indicate their access to wealth and magical Difficult to slay and vicious in battle, these
items. Usually, hags send their victims into a beasts are perhaps the most powerful of the
situation that leads to their doom. Otherwise, common swamp predators. Owing to their
they use their illusions to shadow their steps magical natures, hydras can survive for hun-
and ambush them. dreds of years. Their only natural enemies in
the wild are lizardfolk, who hunt them to serve
Hags that gather in a coven pose a particularly as offerings to their gods, and black dragons,
daunting threat to a region. They use their abil- who consider them a tasty delicacy. A single
ity to manipulate weather to send storms and hydra in a swamp may grow to immense size
strong winds into nearby towns and farmlands, over time, until it depletes the region of
while illusions secure and conceal their lairs resources and moves on in search of fresh food.
and spells such as dream and bestow curse Hydras are fiercely territorial. They tolerate
plague travelers and important figures in the others of their kind only during mating season
region. Hags prefer subtle methods to direct or if fed and kept by handlers.
confrontation. They may kidnap the kings
child in return for a ransom, or uncover secrets
they can use to extort loyalty and tribute from
Lizardfolk
minor officials. Adventurers who seek to strike Sometimes known as swamp orcs, lizardfolk
against the coven find that local rulers work to are known to mount raids on settlements near
oppose them, while the hags illusions make their territories for metal weapons, magical
finding their lair difficult at best. objects, and other useful trinkets. Yet, for every
violent, aggressive tribe of these creatures there
are two or three that desire only marshland
for hunting and enough space to live in
peace. Lizardfolk tend to be wary of out-
121
siders, preferring to observe them for a time to
determine their intentions. Invaders can expect Undead
ambushes, particularly from watery areas.
These humanoids are well aware that their ene- Undead creatures, from mindless skeletons and
mies are poor swimmers and their metal zombies to deadly wights and liches, find
CHAPTER EIGHT: Swamps
shells (plate or chain armor) drag them to their swamps to be an ideal hunting ground. Many of
doom in the muck. Lizardfolk prefer to charge these creatures lurk beneath the marshs stag-
and overwhelm their enemies with physical nant water, waiting patiently for days or weeks
attacks, grappling to pull an opponent down for prey to stumble by. Ghouls caper and dance
into the water where he drowns. While normal- in the moonlight in these regions, delighting in
ly peaceful, these creatures are vicious in bat- the rot and decay around them and using the
tle. They aim to prevent any word of their set- swamps as a convenient stronghold in between
tlements from filtering to the outside world. raids to nearby settlements and graveyards.
Their traditions maintain that so long as no one Undead creatures are naturally drawn to a
knows of their settlements, they can remain marshs landscape. The hollows and trees give
untroubled. them plenty of natural shelter, while the living
rarely disturb these places.
Friendly lizardfolk ally with those who respect
the natural world and are not overly reliant on In some regions, strange cities of the dead arise
metal weapons, armor, and other tools. They when powerful undead lords gather followers
are naturally suspicious towards arcane casters. to them. A city that has slid into ruin can come
As a primitive people, they count few casters alive again with the spectral lights and weird
aside from druids in their clans. If faced with a cries of these creatures. Ghouls might hold a
bizarre threat, these creatures gladly act as grim mockery of a royal court, complete with
guides for outsiders who can aid them, leading great feasts featuring still-living captives taken
them to the site of any strange magical effects from nearby settlements and caravans.
or recent, bizarre activity. Zombies and skeletons shamble through the
streets, reenacting the dim memories they still
hold of their living days. Within this city of the
Stirge damned, vampires and liches reign supreme,
Perhaps the deadliest of the many pests travel- serving in the place of kings and emperors.
ers face in swamps, these creatures can pose a Adherents of dark cults, necromancers, and
dangerous threat to even experienced and evil clerics might flock to this place in hopes of
skilled travelers. They attack in massive building alliances with powerful undead fig-
groups, fluttering from the nests they create in ures. Safely ensconced within a vast swamp,
shaded, stagnant waters in an endless search for such an unholy place could grow in power to
fresh blood. Many kingdoms have chosen to launch an invasion of its neighbors before they
devote time, energy, money, and lives to drain- are aware of its presence.
ing a swamp to halt the threat posed by stirges.
Sadly, any disturbance in a marsh can send In addition to the creatures listed above,
massive flocks of these beasts on great migra- chuuls, gray renders, harpies, manticores,
tions. A black dragon could move into the area medusas, rakshasas, shambling mounds,
and drive them out, causing a swarm of hun- shocker lizards, and will-o-wisps all frequent-
dreds of stirges to descend on a nearby town as ly make their homes in the lonely, desolate
they seek out new territories. More than one marshes.
caravan has rolled into a town bordering a
swamp to find barricaded doors, drained
corpses, and no visible signs of life save for the
few bloated stirges that straggle behind the rest
of the flock. Only those townsfolk who barri-
cade themselves in a secure cellar could sur-
vive the horror of a mass stirge attack.
122
CHAPTER NINE: Arctic Terrain
CHAPTER NINE
Arctic
Terrain
In the far north, a punishing cold chokes off only cope with dangerous monsters, they must
most signs of life before they can establish also shield themselves from the environment
themselves. The endless sheets of ice, freezing and carefully track their supplies.
temperatures, and slicing winds drive even the
hardiest creatures to seek shelter. The rules and game mechanics in this chapter,
including the names, descriptions, and stat
In many ways, the arctic presents a more dan- blocks of threats and hazards, are designated as
gerous environment than desert. Oases and the Open Game Content.
rare spring or well provide relief from the dry
climate, while travelers can move by night and
rest during the day to sustain their strength. In
comparison, the arctic offers little relief from
its hazards. Only shelter, warm clothes, or a
Basic Arctic
campfire can fend off the brutally cold temper-
atures. With caves, food, and wood all absent
or hard to find, travelers must rely on them-
Traits
selves to provide those remedies. Once sup- Snow and cold are the two basic traits used to
plies run low, the characters must find a safe describe a region of tundra or arctic terrain.
haven or risk death from exposure. This pres- With year-round temperatures hovering below
sure on the characters to maintain their supplies freezing, snow and ice can remain in place for
and stock up on mundane items lends an added decades. Even when the area warms, it rarely
sense of fear and pressure to adventures set in sustains high temperatures long enough to
this terrain. This section provides you with have an appreciable effect.
rules and guidelines for creating frigid regions
that can prove a worthy threat to powerful Cold
adventurers.
The wind scythes through the thickest furs and
Tundra is at its core a frozen desert. Like that clothing, driving a deadly chill into an explor-
sandy, heat-blasted terrain, it throws a combi- ers bones. Without a ready source of heat,
nation of extreme weather and few useful local such as a campfire, even the hardiest war-
resources at the party. The characters must not rior soon feels the numbing, painful
123
effect of the bitterly frigid weather. The tun-
dras greatest threat is the relentless cold it pre-
sents to the party. Like a fearsome ghost that
drains a victims life force, the arctic cold saps
heat and vitality from all who wander its track-
CHAPTER NINE: Arctic Terrain
lulling the civilized folk into complacence. By dangerous areas, such as patches of thin ice that
the time they realize the ices threat, it may be conceal frigid pools or bottomless pits. The ice
too late to turn it back. Worst of all, the ice can alter its structure to shift and move objects
works to destroy all who would oppose it. embedded within it. A powerful lich might
While at its borders it moves slowly, within its dwell within a tower that remains encased in
interior it moves with a frightening speed. the ice. When he wishes to leave his lair, the ice
Explorers who camp for the night awaken half- drives the tower above the surface. Later, it can
trapped in ice. The unlucky ones never wake engulf the tower to keep it safe from attack or
up, their corpses sealed within frozen tombs. to foil intruders.
When faced with intruders, the ice works in
subtle ways to destroy them. It grows to trap In terms of game mechanics, a set of hazards
sleeping travelers, or forms empty spaces cov- represents the malevolent ices effects on a
ered with thin ice that they can fall into. In bat- partys journey. Each hazard gives information
tle, the ice forms small pits and bumps to trip on what the ice can do to directly injure the
its enemies and leave them vulnerable to the party and how it can move and alter its struc-
horrid yetis and ice fiends that dwell upon it. ture to prepare its defenses and march against
the world.
Usually, a powerful evil figure drives the
development of a sentient, malevolent ice field. Minor encroaching ice has a limited ability to
The god of snow and ice might push it forward, change its form and actively oppose explorers.
particularly if he is an evil being who repre- At this level, the ice moves forward at a slow
sents the insidious, destructive nature of the but steady pace. A mindless, supernatural
cold. A powerful archmage, probably a lich process rather than a malevolent, driving force
who has spent untold millennia in an arctic could explain the ices behavior. The world
region, could work a mighty spell that gives could be cooling naturally, ushering in an ice
him control over the land. In this case, a band age. The arctic zone might grow due to the
of heroes could drive back the ice by defeating presence of gates that allow frigid, planar ener-
the being that controls it. The ice could have an gy to flow into the world. When faced with an
inherently evil quality, making it a force driven alien source of heat, the environment naturally
by its own will rather than the machinations of seeks to preserve itself by driving away intrud-
some outside force. In this case, a powerful ers or killing them. It takes these actions out of
artifact, ritual, or spell may be necessary to self-preservation much like an intelligent forest
defeat it. Perhaps the ice forms massive spires may attack a party that lights a fire. Druids who
that transmit its will to the edges of its domain. seek to preserve the arctic regions against civi-
By smashing these constructs, the characters lizations encroachment might work to imbue
can turn back the encroaching cold. an icy area with this trait, as could a group of
nature spirits or fey with similar aims.
In any case, the monsters and beasts that dwell
upon the ice usually work with it. Yetis, arctic Minor Encroaching Ice (CR 1/2): Fortitude
orcs, demons, and similar monsters might save DC 10; 1 hour interval; 1 modifier/inter-
directly obey its orders or, influenced by the val; 1d3 cold damage; Special: Apply this haz-
aura of evil upon the land, unwittingly seek to ard only to characters who sleep or otherwise
further its aims. After all, creatures of the arctic remain in one place for the listed interval. If a
lands may welcome the prospect of spreading character remains asleep or otherwise motion-
their domain farther south. Human, elf, and less for several hours, he may become trapped
dwarf barbarian tribes could lead the charge in the ice. When the character awakes or tries to
towards the equator, venturing out to smash move he must make a Strength check with a
civilization and thwart any plans to defeat the DC equal to 5 plus 2 per consecutive hour he
ice. remained motionless. A freed character can
assist with this check or can make one against
the DC to chop a PC free. Characters with
126
weapons can hack away at the ice, freeing a
character if they inflict 5 points of damage per
hour the trapped victim remained motionless.
129
Faint magical wasteland means that a charac-
ter needs to spend a moment or two to pull the Otherworldly Realms
energy he needs into his spell before unleash-
ing it. Before casting any spell, a spellcaster The cold winds of the arctic plains do not
must use a free action to focus his attention and always originate in the terrestrial realm. Planar
CHAPTER NINE: Arctic Terrain
find a usable stream of energy. He cannot use rifts, ancient magical spells, and powerful arti-
this free action and cast a spell during the same facts can spawn an unnatural cold that spreads
round. On his next action, he may cast the spell and chokes the natural environment. In time, a
as normal. If he attempts to cast the spell with- verdant forest or even a sun-blasted desert can
out using this action, he must make a Spellcraft transform into frozen tundra. This trait allows
check (DC 20 + the spells level) to successful- you to give a frigid region a supernatural ori-
ly complete it. If this check fails, the spell fiz- gin. Spirits can sing on the wind, demons or
zles. It counts as used but has no effects. devils might lurk amongst the icy peaks, or fey
of snow and ice could maintain an enchanted,
Moderate magical wastelands feel like deso- wintry realm.
late, empty realms within the magical fabric.
Casters must draw magical energy from other Diabolic Influence
planes or from distant areas that are free of this While images of demonic or devilish realms
feature. In order to use a spell, a caster must usually conjure scenes of fiery caverns and
spend a standard action to gather the energy to burning pools of oil, some regions of the dark
him. The caster must declare how much energy realms are encased in a deep, relentless freeze.
he wants to gather in terms of a spell level. On Sometimes, the borders between worlds blur
his next action, he can cast a spell of the and crumble, allowing energy to flow between
declared level or lower. When gathering ener- them. When the boundaries between a frozen
gy, the caster must maintain his focus while region of hell and the material world are sun-
completing this action, or his efforts fail. Treat dered, the inescapable cold overwhelms the
this action as the equivalent of casting a spell of geography and climate in the affected region.
the declared level. If the PC takes damage or is Oceans freeze, forests wither and die, and
otherwise interrupted, he must make a glacial ice shifts through the gap. Demons,
Concentration check as if he tried to cast a spell devils, and other outsiders populate the area,
of the declared level. If this check fails, he thinning it of natural creatures and slowly
breaks his focus and must try to gather energy replacing them with strange creatures from
again. If a caster tries to cast a spell without their home worlds. In an arctic realm spawned
first summoning energy, he must make a by diabolic influence, the cold not only banish-
Spellcraft check with a DC of 25 + the spells es heat: It saps a creatures life force, slowing
level. If this check succeeds, he casts the spell. draining his soul and turning him into a lifeless
Otherwise, the spell fizzles and has no effect. husk. Only evil outsiders are immune to this
effect.
Severe magical wastelands are holes in the
magical fabric. Spellcasters can immediately Light Diabolic Influence (CR 1): Fortitude
feel that something is amiss in the region, as save DC 10; 12 hour interval; 1
the flux of arcane and divine energy they can modifier/interval; 1 point of Constitution dam-
normally sense becomes utterly lost to them. In age; Special: Any damage inflicted by this trait
these regions, a caster must spend a standard heals at the normal rate, but no magical or nat-
action on two consecutive rounds to gather ural means can cure it while the victim remains
energy before he can use a spell. Use the rules in an area affected by this trait. While the bitter
given under the moderate version of this trait cold and diabolic energy continue to wear away
for Concentration checks and declaring the a characters strength, he can find no succor in
energy level a caster wants to collect. If a cast- spells or mundane treatment.
er tries to use a spell without gathering energy,
he must succeed at a Spellcraft check with a Moderate Diabolic Influence (CR 2):
DC of 35 + the spells level. If he uses one stan- Fortitude save DC 15; 12 hour interval; 1
dard action (rather than two) to gather energy, modifier/interval; 1 point of Constitution dam-
the DC is 30 + the spells level. age; Special: As the light diabolic trait.
130
CHAPTER NINE: Arctic Terrain
Heavy Diabolic Influence (CR 4): Fortitude Illusion and Enchantment schools; Special:
save DC 20; 12 hour interval; 1 This penalty persists until an affected character
modifier/interval; 1 point of Constitution dam- spends at least one hour in a region free of this
age; Special: As the light diabolic trait. trait. As an unnamed penalty, the effect of this
hazard stacks with itself.
Fey Influence
Moderate Fey Influence (CR 1/2): Will save
In some regions, magical creatures that have a DC 15; 4 hour interval; 1 modifier/interval;
mystical link to frigid weather and ice use 1 penalty on all saves against spells from the
spells, magic, and their innate abilities to form Illusion and Enchantment schools; Special: See
an environment they find comfortable. the light fey influence stat block.
Typically, these regions arise in areas that are
already held in the grip of freezing conditions. Severe Fey Influence (CR 1): Will save DC
None aside from the mightiest fey have the 20; 4 hour interval; 1 modifier/interval; 1
ability to radically alter a regions climatic and penalty on all saves against spells from the
physical conditions. Illusion and Enchantment schools; Special: See
the light fey influence stat block.
In this region, the fey magic adds a beguiling,
seductive touch to the bitter cold. As the cold
grips a character, it befuddles his senses and Strange Ice and Snow
clouds his mind, making it difficult for him to
In a world pregnant with magic, not all snow
spot threats and leaving him vulnerable to the
and ice is made of frozen water. A magical cat-
illusions and enchantments commonly used by
aclysm can spawn freezing temperatures and
fairies.
freakish weather, dropping snow from a distant
world into the material plane. Planar gates,
Light Fey Influence (CR 1/3): Will save DC
ancient rituals, and other methods imbue
10; 6 hour interval; 1 modifier/interval; 1
magical qualities into mundane precipi-
penalty on all saves against spells from the
131
destroying their ability to resist damage by
reducing their hardness. Whenever an object
takes damage, the full effects of its hardness
apply as normal. Reduce the objects hardness
by the total damage inflicted by the acid.
CHAPTER NINE: Arctic Terrain
This hazards strength ratings correspond with Travelers must take care to cover their faces
the snows volatility. The combination of two when traveling through these regions. The hor-
elemental forces and one quasi-elemental ener- rific odor can weaken even the stoutest adven-
gy creates an unstable mixture. Sometimes, the turer, sapping his strength with nausea, dulling
snow unleashes blasts of elemental energy. his senses, and causing dizzy spells.
Luckily, these eruptions manifest as pure force
and are unable to cause the snow to ignite. Mild Foul Snow (CR 1): Fortitude save DC
10; 6 hour interval; 1 modifier/interval; 1
Steady Combustible Snow (CR 1): Reflex point of Strength damage; Special: This hazard
save DC 10; 1 hour interval; +0 modifier/inter- inflicts temporary damage as normal. However,
val; 1d4 damage; Special: The force of this it cannot be healed via mundane or magical
blast can knock a character prone, requiring a means until an afflicted character enters an area
Balance check (DC 10) for characters who take free of this hazard.
damage from it to remain on their feet. Any fire
effect that causes more than 15 points of dam- Sickening Foul Snow (CR 2): Fortitude save
age causes the snow to explode. All creatures DC 10; 4 hour interval; 1 modifier/interval; 1
within 100 ft. of the center of an area effect point of Strength damage; Special: As per mild
spell or the point at which the attack strikes suf- foul snow.
fers 4d6 points of fire damage. A Reflex save
(DC 15) halves this damage. Disgusting Foul Snow (CR 4): Fortitude save
DC 10; 2 hour interval; 1 modifier/interval; 1
Unstable Combustible Snow (CR 2): Reflex point of Strength and Dexterity damage;
save DC 15; 1 hour interval; +0 modifier/inter- Special: As per mild foul snow.
val; 1d6 damage; Special: As per the steady
version of this hazard with the following Mirrored
changes. The Balance check DC is 15, and the
snow explodes in a 150 ft. radius if it takes Under the polar sun, this snow shimmers and
more than 10 points of fire damage. This deto- gleams with an unnatural brightness. At times,
nation inflicts 6d6 points of fire damage and light flashes on it with such intensity that an
has a Reflex save DC of 20. unlucky traveler can be struck blind by the
intense glare. Worst of all, the snow reflects all
Seething Combustible Snow (CR 4): Reflex types of energy, not just light. Magical spells
save DC 20; 1 hour interval; +0 modifier/inter- sometimes flash back at their casters. The snow
val; 1d8 damage; Special: As per the steady reflects the incantations energy, causing the
version of this hazard with the following spells trajectory to make a dramatic, and usu-
changes. The snow explodes in a 200 ft. radius ally unfortunate, alteration.
if it takes more than 5 points of fire damage.
This detonation inflicts 8d6 points of fire dam- Close inspection of this snow reveals that its
age and has a Reflex save DC of 20. flakes form small, circular disks of icy
glass. They crumble easily and never
form shards capable of cutting flesh.
133
When exposed to heat, this snow melts in the Weak Mirrored Snow (CR 1/2): Fortitude
same manner as its mundane version. Wizards save DC 8; 24 hour interval; +0 modifier/inter-
sometimes gather this snow in magical con- val; temporary blindness (4d6 hours); Special:
tainers that preserve it in the hottest climes, as Spellcraft DC 15 to avoid altering spell target.
it can prove a useful component in forging
CHAPTER NINE: Arctic Terrain
items designed to repel spells. Typical Mirrored Snow (CR 1): Fortitude
save DC 13; 12 hour interval; +0
When a caster uses a spell in an area covered modifier/interval; temporary blindness (4d12
with this snow, he must take care to form the hours); Spellcraft DC 20 to avoid altering spell
spell and project it so that the snow does not target.
bend and alter his casting. The stronger this
hazard, the more difficult it is to cast spells Strong Mirrored Snow (CR 2): Fortitude save
properly within it. When a caster uses a spell DC 16; 24 hour interval; +0 modifier/interval;
that targets a creature at range of 10 ft. or more, temporary blindness (1d4+1 days); Spellcraft
he must make a Spellcraft check (DC listed in DC 25 to avoid altering spell target.
the hazard stat blocks below). If this check
fails, the spell has a 50% chance to target the
caster. Otherwise, it affects a randomly deter-
mined target within its maximum range. Spells
that have an area of effect center on the caster
Arctic
or the randomly determined target, as appropri-
ate. If a creature has a magic item, special abil-
ity, or other resource that turns spells away
Combat
from it, randomly determine a new target from
all creatures that stand within the spells range. Terrain
Mirrored snow also affects supernatural and Snow and ice present daunting obstacles for
spell-like abilities. The snow has no effect on adventurers when they merely wish to cross
abilities that take the form of a cone. them in peace. During a fight, a slippery patch
Technically, the cone targets the squares adja- can spell a warriors doom. Snow slows down
cent to the caster and then grows from there. characters while concealing some creatures
Thus, it does not meet the requirements given from sight. A patch of ice might hide a freezing
above. By the same token, any area of effect pool of water, a hazard that can end an unlucky
spell centered at a range of 10 ft. or less from characters life. This section presents rules for
the caster does not suffer a random re-targeting. several unique terrain traits that you can use to
spice up your polar combat encounters.
If a spell has an unlimited range, such as scry-
ing, it affects a randomly picked creature with- Ice
in 1d100 feet of the initial target if it does not
bounce back at the caster. If no such targets are It costs 2 squares of movement to enter a
in that area, the spell fails to function. Its ener- square covered by ice, and the DC of Balance
gy bounces around at random, reflected again and Tumble checks increases by 5. A DC 10
and again by the snow until it loses its potency. Balance check is required to run or charge
across an area covered with ice. Moving up or
As an optional rule, you can randomly re-cen- down an icy, sloped surface is difficult under
ter area of effect spells rather than force them the most favorable conditions. A creature can
to target a creature. Roll 1d100 to determine spend 4 squares of movement to enter a sloped
the distance from the initial target area in feet, ice square, whether he moves up or down, to
and then roll 1d4 to determine the direction. avoid making a Balance check. Otherwise, he
Treat a 1 as north, 2 as east, 3 as south, and 4 can spend 2 squares of movement to make a
as west. If the spell would center in the middle DC 10 Balance check or 1 square to make a DC
of a solid object, such as a cave wall, place it at 20 check. On a successful check the creature
the objects upper surface or at its edge. moves as normal. On a failed check, the crea-
ture slips, falls, and slides down to the slopes
base. The creature takes 1d6 points of damage
for every 30 ft. it slides, taking no damage if it
slides less than that distance. The creature is
134
CHAPTER NINE: Arctic Terrain
prone in the square at the slopes base and its avoids plunging beneath it. A creature does not
action immediately ends. fall in if any part of its face occupies a non-ice
square, though the ice still breaks beneath it.
Ice has hardness 0 and 3 hit points per inch of
thickness. Aquatic creatures in cold climes
sometimes lurk beneath it, watching for mov-
Snow
ing shapes above to attack. Ice must be several A thick, monotonous blanket of snow obscures
inches thick to support the typical Medium the land and makes for difficult going.
creature. Assume that 1 inch of ice can support Explorers must push it aside and work to move
100 lbs., 2 inches 200 lbs., and so on. through it, slowing their progress considerably.
Arctic creatures hide within it, waiting for prey
An experienced wilderness traveler can spot to pass by before arising to attack. While a
patches of thin ice, but greenhorns can unwit- fresh snowfall may provide a beautiful sight, it
tingly blunder into them. A character who stops also heralds hazardous and exhausting days of
to scan an area must make a DC 10 Survival travel ahead.
check to note areas of thin ice, while a DC 20
check allows him to notice them without mak- The snows depth determines its effects as a
ing any special effort. A character who weighs terrain feature. Rather than measure it in
less than 50 lbs. above the weight that the ice absolute terms, these rules assign a creature
can support causes it to crack and shatter for size rating, such as Small, Large, or Colossal,
one round. If his turn ends on the ice, a spider to it. Creatures with the same size as the snow
web of cracks forms in the squares he occupies. stand waist-deep within it, making it difficult
If he ends his next action on the cracked ice, it but not impossible for them to move. Larger
breaks and he falls in. The space he occupies ones have an easier time, since it comes up to
becomes a hole, with the ice broken and unable about the level of their knees. Smaller crea-
to support any weight. Obviously, if the char- tures must toil to slog through it.
acter moves off the ice before it breaks he
135
stance bonus to Hide checks. Though it is out
of sight, the signs of disturbed snow can still tip
off an observer to its presence.
Water
Freezing cold water is much deadlier than the
typical hazard. Not only must a character hold
his breath, but the frigid conditions sap his
strength and vitality. An explorer unlucky
enough to fall through ice must find his way
back to the gap above him. When a PC drops
through, he loses his sense of direction and
must struggle to orient himself in the water.
Snow provides some cover to smaller crea- Once a character makes it back to safety, his
tures, and in some areas monsters can hide troubles are not yet over. Wet clothing can be
beneath it. A creature with a size less than or deadly in an arctic environment. Until he finds
equal to the snows depth gains a +2 cover warm, dry clothes, the character suffers double
bonus to AC. A creature with a size two or damage from any cold-related hazards and a 4
more categories smaller than the snow can bur- circumstance penalty on saves against them.
row into it, gaining complete cover from These penalties apply only to hazards, not cold
attacks. However, the creature cannot see its attacks or spells.
opponents unless it has blindsight or a similar
ability. It takes a full-round action to burrow
into the snow. A creature that does so cannot
move unless it has a burrow movement speed.
It must use a move action to break free of the
snow. A creature that breaks free loses com-
plete cover but may use subsequent actions to
move or attack as normal. A creature that
burrowed in the snow gains a +10 circum-
136
more akin to wild animals than calculating,
conquering tyrants. Only the oldest of these
Arctic wyrms commands respect, with many of their
lesser kin hunted by other monsters or kept as
pets and slaves by frost giants and other intelli-
into the secrets of ice magic. Regardless of dered nearly mindless and passive through
their genesis, these creatures are amongst the heavy doses of mind-affecting poisons com-
most feared of arctic predators. They ambush bined with simple but effective surgery, turning
travelers from below, bursting through earth them into motionless, biological heating units.
and ice to attack. They rely on their hypnotic Evil priests who establish temples in the cold
call to lull enemies into a defenseless state north use their spells to produce sustenance for
before blasting them with their icy breath. Few them, providing their lairs with nearly limitless
creatures can survive such an assault, leaving protection against the cold. Best of all, these
the worm with a feast of icy flesh. In some rare living engines provide an intimidating display
cases, a pair of mated frost worms hunts for guests.
together. In this case, the worms alternate the
use of their call, with one attacking while the
second trills, then reversing their roles once
Winter Wolf
their enemies have resisted the effect. These predators possess a vicious cunning that
many travelers have underestimated, much to
Giant, Frost the wolves pleasure. When faced with a weak-
er opponent, the wolves attack from all direc-
One of the few intelligent species that makes its tions. They unleash their breath weapons as
home in frigid climes, frost giants are often as possible, even choosing to blast their
renowned for their great strength and brutality. pack mates as they possess immunity to cold
They sweep across their territory in search of attacks. In the face of stiffer opposition, the
slaves and useful monsters, slaying any adults wolves use cunning tactics to overcome them.
they encounter and taking young white drag- A sole wolf might attack and run away, hoping
ons, frost worms, and other creatures as pets. to split up their enemies. In other cases, they
To the frost giants way of thinking, they are carry clothes, bits of armor, small treasures,
the true inheritors of the cold regions. Any and other scraps from previous victims in their
other creatures that set foot in their realms are teeth. The wolves are aware that some travelers
nothing more than potential servants. During may rush to aid those in danger, while others
the coldest winters, they range farther into civ- could be drawn by the promise of treasure.
ilized lands in search of treasure and food. Regardless of the stratagem they employ, the
These raids can last for months as the giants wolves rely on a few of their number to lure
live off the land and follow the cold weather prey into an enclosed area where the rest of the
farther and farther from their homes. As the pack can cut off their escape and catch them all
weather warms, they follow a different track within the range of their breath attacks.
homeward in search of new victims. While
these raids can turn a kingdom into a waste- Winter wolves sometimes work with frost
land, they provide a convenient opportunity for giants, but they are too intelligent to function as
a cunning strategist to strike at the giants mere pets. The giants grudgingly treat them as
homes when they are poorly guarded. allies, exchanging food and shelter in return for
the wolves aid in battle. Sometimes, a party of
Remorhaz adventurers can bribe winter wolf guards into
abandoning the giants with food, treasure, and
This deadly predator provides an unwelcome other valuables, particularly if the giants have
surprise for explorers, as the great heat its body mistreated them.
emits can melt steel and scorch a monks
hands. Luckily, these beasts operate with little
more than an animals cunning. They prefer to
attack from ambush, burrowing hollow gaps
beneath the ice from which they can assault
their prey. Sometimes, they leave thin layers
of ice intact. Explorers who blunder into
138
these traps fall into the remorhazs burrow,
CHAPTER TEN: Wastelands
CHAPTER TEN
Wastelands
Volcanic vents eject magma in great explo- from taking root. On the other hand, strange and
sions, scouring the land of all life and turning it bizarre creatures could flourish in these regions.
into a scorched wasteland. An ancient magical Tribes of orcs might take refuge within a rocky,
cataclysm turned the once verdant fields of a broken region of active volcanoes to avoid the
great empire into a shattered dustbowl of armies of civilized realms. They emerge to raid
swirling, magical storms. Far to the east, magi- and plunder cities unfortunate enough to lie
cians navigate mystic vessels that sail on a sea close to their territory, returning to their lands
formed from the bone dust left in the aftermath with captives, treasure, and supplies.
of a cosmic battle at the beginning of time.
Creating a wasteland is somewhat different
While wastelands may have a few details in from generating the other terrain types in this
common, their origins and natures are varied book. Before you can add traits and features to
and unique. In terms of fantasy worlds, there a wasteland, you need to consider how it
are countless reasons why a region could became a lifeless, unforgiving region of wilder-
become devoid of wholesome life. Demons ness. Weather effects drive some of the origins
could invade an area, devouring everything featured in this chapter. Others have their
they encounter and driving the survivors from source in powerful magic and strange effects
their newly claimed territory. A magical exper- that can warp and twist the landscape.
iment could go horribly wrong, blasting an area
with magical fire that incinerates everything Note that while deserts and arctic terrain could
within 100 miles. Of course mundane causes be considered wastelands, they receive their
such as an extremely cold climate, long periods own sections in this book. This section focuses
without rain, and rocky, infertile terrain can all on the types of wasteland that might appear in
produce wastelands. fantasy worlds but are mostly unknown in the
real world.
Wastelands have a few basic traits in common
for the purposes of these rules. They cannot The rules and game mechanics in this chapter,
support plants and animals in great numbers. including the names, descriptions, and stat
Their environments are simply too harsh for blocks of threats and hazards, are designat-
most creatures to survive. Some factor, whether ed as Open Game Content.
climatic or magical, prevents forests or grasses
139
CHAPTER TEN: Wastelands
Chaos Wastelands
Wasteland The winds swirl and twist in the air, sometimes
producing hurricane-force gusts and heavy
Origins rains. The next day, the sun beats down with an
unrelenting fury, while the day after heavy
snow chokes the land beneath a thick, white
The following origins can apply to the waste- carpet. The creatures of these mad lands exhib-
lands you create. Each of them introduces an it an array of strange deformities, growing new
environmental factor into the region that limbs, acquiring bizarre powers, and shifting
explains why plant and animal life cannot and changing at the same rate as the environ-
flourish there. Some of these effects refer to ment around them.
Chapter 11s rules on weather and climate. In
those cases, you can wait to fill out the details Within these lands, the power of chaos rules
on the wasteland until you are ready to deter- all. While the basic, cosmic principles of law
mine the wastelands weather effects. The rules still hold enough strength to bind reality
that deal with weather serve to guide you in together, the rising tide of chaos throws the
picking a climate that fits the feel and terrain physical world into a blender that warps,
that you want to use. twists, and changes it at will. These realms are
known as chaos wastelands, and no sane crea-
The origins that do not focus on weather list a ture seeks them out. Civilization as known to
few effects and traits that you can use to cus- most creatures is impossible in these lands,
tomize them and bring their unique characteris- while the life forms that do dwell within the
tics into play during game sessions. wastes resemble a wide variety of creatures.
Some are legless humanoids that drag them-
selves along with their arms. Others resemble
140
fusions of lizards, fish, and mammals. In some Chaos lands present a variety of threats to trav-
cases, humans, orcs, goblins, and other crea- elers. Their ever-changing nature makes them
tures seek out these lands. Driven by the siren difficult to map, as storms of chaos energy can
call of the chaos gods, they stumble through the spawn new landmarks while destroying old
wastelands in search of enlightenment. Mad ones. Ravenous beasts, both creatures created
141
Moderate chaos-tainted lands are wracked toral scene. Yet, a traveler who wanders a day
with frequent storms of chaotic energy, result- or more may find the first signs of the fallen
ing in strange weather and dangerous condi- civilization that once ruled this land. The citys
tions. Many of the monsters and creatures streets are choked with undergrowth, weeds,
found in these lands have been repeatedly and the bones of hundreds of humanoids. Its
CHAPTER TEN: Wastelands
warped by the raw, chaos energy that floods the treasure scattered amongst the ancient dead or
area. Only those creatures that have spent a few resting forgotten on abandoned shelves and in
days in the area remain untouched. ancient chests. Soon after this grim discovery,
the traveler develops the first signs of the ill-
Moderate Chaos Taint (CR 1): Fortitude save ness that scythed through the regions popu-
DC 5; 12 hour interval; 1 modifier/interval; lace, turning what was once a bustling kingdom
Special: See the faint chaos taint hazard above. into a mass grave.
Severely chaos-tainted lands have suffered A contagion can turn a bustling city into a mau-
intense, continuous floods of chaos energy. soleum in a matter of weeks or even days.
Only the newest visitors to the land lack signs Perhaps sustained by black magic and other
of change, while in many areas the terrain and evil forces, the disease continues to thrive even
surviving plants resemble nothing found on the decades after it first erupted. Worst of all, mun-
material world. Cultists flock to these lands, dane animals, plants, and other creatures could
eager to receive the blasphemous favors of remain unharmed by it. Visitors ignorant of the
their dark, mad gods. Entire orc and goblin cataclysm could blunder into these lands and
tribes can disappear into these lands and seal their dooms, mistaking a cursed city for
emerge with forms that hide their true nature. the find of a lifetime. Alternatively, the disease
could kill all forms of life. Trees turn brown
Severe Chaos Taint (CR 3): Fortitude save and rot from the inside out, animals die en
DC 5; 6 hour interval; 1 modifier/interval; masse, and the soil turns a sickly, yellow hue.
Special: See the faint chaos taint hazard above. In this case, only the most foolhardy explorer
could stumble into this region unawares.
In addition to the warping power of chaos,
adventurers must cope with a land rife with Despite the risk posed by the contagion, trea-
hazardous areas and infested with deadly mon- sure hunters and explorers could be tempted
sters. Volcanoes arise from the midst of plains, into visiting these wastelands. Perhaps the ill-
rivers run red with blood, and horrid beasts lurk ness spreads and the cure can only be found
within every shadow. The magical weather within the ruins of the first city it struck. A
conditions given in Chapter 11, such as acid mighty, forgotten artifact may have been kept
rain and meteor showers, are both relatively in the stricken region. The characters must
common in these wastelands. cope with the disease, undead creatures that
stalk the area, and perhaps cultists of a god of
When designing encounters, use the mutation death and disease who revere this area as holy
guidelines to give the monsters strange traits. A ground. Protected by their god, the disease
tribe of orcs may have dog heads and leathery, warps and twists them into forms he finds
scaled skin. You do not need to give every indi- pleasing while sustaining their lives.
vidual monster a set of unique traits. It may
become tiresome to choose unique traits for Light Contagion (CR 1/2): Fortitude save DC
each of the 30 orcs that the party must fight. In 5; 2 hour interval; 1 modifier/interval;
that case, you can create a generic set of details Special: On a failed save, the wasting disease
and apply them to all the monsters in the group. that wiped out the regions people takes hold on
a character. Luckily, over the years it has grown
Contagion weaker, though feeble characters could still be
quickly overcome by it. This disease has an
To one ignorant of history, this wasteland incubation period of 1 day, a Fortitude save to
might appear as a lush, vibrant land. The resist it of DC 10, and it inflicts 1d3 Con dam-
forests are green and healthy. Birds flutter age.
through the sky, and deer, rabbits, and squirrels
wander amongst the trees. Only the occasion- Moderate Contagion (CR 1): Fortitude save
al growl of a bear or bobcat dispels the pas- DC 10; 2 hour interval; 1 modifier/interval;
142
CHAPTER TEN: Wastelands
Special: The terrible illness that killed the failed to bring forth even the smallest plant by
regions inhabitants infects the character, eat- midsummer. Any attempts to breed cattle, hors-
ing away at his body and sapping his vitality. es, and other animals failed. The population in
His skin turns a sickly green and begins to fall the region slowly dwindled as no children were
off in small clumps. This disease has an incu- born and many families sold their land and fled
bation period of 1 day, a Fortitude save to resist for more welcoming lands.
it of DC 14, and it inflicts 1d4 Con damage.
The gods could be behind this curse, perhaps
Severe Contagion (CR 3): Fortitude save DC punishing a wicked people who turned to evil
15; 2 hour interval; 1 modifier/interval; and decadence. The high priests of a powerful
Special: The character contracts a vicious dis- deity may have been executed by an impious
ease that can kill or cripple victims in a matter king who refused to listen to their counsel,
of days. The long years since it first struck have earning the gods wrath. In other cases, the
done nothing to weaken its potency. Red blis- curses source could be related to a powerful
ters and runny sores erupt across his skin. This spellcaster or a broken taboo. A traveling band
disease has an incubation period of 1 day, a of halflings may have been wrongfully impris-
Fortitude save to resist it of DC 20, and it oned for the kidnapping of a young child. With
inflicts 1d6 Con damage. mobs of commoners demanding justice, the
king may have put them to death. The halfling
Curse matriarch could name a dreadful curse upon the
land, with her unjust death sealing the pact that
In ages past, or perhaps in recent history, a ruined the land.
great curse befell the land and rendered it unfit
for man, beast, or tree. The curse can take on a In general, most curses have their origins in
wide variety of forms. A subtler effect could crimes against nature, offenses rendered
make it impossible for any animal or plant to towards the gods, and foolish acts driven
grow and flourish. Fields planted in the spring by malice, greed, and hubris. All of them
143
CHAPTER TEN: Wastelands
have a subtle, devastating effect on the region, unfortunate enough to wander into this land.
slowly making it uninhabitable for living Plants fail to grow, and the only creatures that
beings. Fire and brimstone effects are covered remain are twisted and misshapen. Explorers
below under the variety of different cataclysms who spend too much time in this wasteland risk
that can strike a region. A curse is driven by the arousing the gods anger, calling divine wrath
actions of the regions inhabitants. It chokes off down upon themselves.
life over a period of time rather than blasting it
into ruin. If a cataclysm burns a civilization to A land affected by a divine curse is strangely
the ground in the course of a night, a curse quiet. Birds and other animals avoid this area,
inflicts a subtle but distracting rot upon it that leaving it to strange, twisted monsters. Many
slowly drives away its inhabitants. After aberrations seek refuge in a wasteland, as they
months or years, the place becomes a vacant, are beyond the reproach of humanoid deities.
overgrown, abandoned ruin. Within the ruins of great cities, savage, canni-
balistic descendants of the original inhabitants
A curses primary trait rests in its origin. The might worship demons and dark gods who
being or event that spawned the curse deter- oppose the deities responsible for the judgment
mines its effects. You may decide that you want against them. The few trees and grasses that
to match one set of mechanics with a different grow show signs of weird tumors and bizarre
origin. Feel free to do so. The examples given mutations.
here are just that, examples you can use as a
basis for your own creative endeavors. Areas under a divine curse are usually forbid-
den to the faithful. To prevent future genera-
Divine tions from forgetting the sins of the past, the
gods levy a steep price on those who remain in
For whatever reason, the gods have turned their a cursed place too long. This effect can have
backs on this place and its people. Divine one of three different strength levels. Note that
magic sputters and fails, while fell energy evil creatures are usually immune to these
gathers to strike at any living creatures
144
CHAPTER TEN: Wastelands
effects unless an entire pantheon gathered to penalty on saves against this hazard. Evil char-
punish a civilization. Otherwise, the lords of acters are unaffected by it. Only a sacrifice
evil protect their followers and other enemies worth 250 gp made in the name of the god
of justice from the curse. If the characters enter responsible for the curse can lift this penalty.
a cursed land on a holy quest, they ignore the One sacrifice removes the curse from all party
hazards arrayed against them. members.
Curse of Ill Favor (Minor Curse) (CR 1/2): Baneful Divine Judgment (Major Curse)
Will save DC 15; 24 hour interval; 1 penal- (CR 3): Will save DC 25; 24 hour interval; 1
ty/interval; 1 luck penalty to saves; Special: penalty/interval; 4 penalty to attribute of
The gods curse the transgressors with bad luck. DMs choice; Special: Angered by those who
Clerics and paladins suffer a 2 penalty on would ignore their dictates, the gods drain the
saves against this hazard. Evil characters are heretics strength, agility, or wits from him
unaffected by it. Only a sacrifice worth 100 gp until he repents. Clerics and paladins suffer a
made in the name of the god responsible for the 4 penalty on saves against this hazard. Evil
curse can lift this penalty. One sacrifice characters are unaffected by it. Only a sacrifice
removes the curse from all party members. worth 500 gp made in the name of the god
responsible for the curse can lift this penalty.
Mark of Heresy (Moderate Curse) (CR 1): One sacrifice removes the curse from all party
Will save DC 20; 24 hour interval; 1 penal- members.
ty/interval; 2 penalty to AC and all Charisma-
related skill checks; Special: The gods cause Judgment
painful boils to develop on any who linger too
long in the areas they have declared forbidden. The residents of this accursed land violated the
In addition, arrows and sword blows seem natural order in some way, committing
drawn to the cursed characters with uncanny crimes against nature or their fellow man
accuracy. Clerics and paladins suffer a 4 that eventually led to their downfall.
Curses brought about as a judgment stem
145
Aside from the mechanical effects of the curse,
a wasteland burdened with this type of curse is
similar to one under divine punishment.
Natural creatures avoid the land, while its sin-
CHAPTER TEN: Wastelands
of nature are equally adept at making a mock- peaks and ranges. In addition, the volcanic
ery of humanitys plans. advanced trait, given later in this chapter, mod-
els a land with rivers of lava, hot steam geysers,
An area sundered by a natural cataclysm suf- and other dangers.
fers damage far beyond the sort that could be
repaired within a few weeks or months. The
disaster is so widespread and the changes so
Supernatural Cataclysm
severe that it renders an area uninhabitable. A While natural events can transform a region
meteor can slam into a region, blasting it into into a lifeless waste, magical disasters prove
oblivion. A previously dormant chain of volca- equally adept at rendering such destruction.
noes could erupt in a massive flare, burying Chapter 11 presents a pair of destructive weath-
cities in lava and ash. The environment er types, acidic and meteoric rain, fuelled by
changes in such a way that settlers and travel- magical, planar, and divine energies. If any of
ers avoid it. these storms lasts for an extended period of
time or repeatedly strikes a region, they can
This type of wasteland comes in a variety of transform it into a wasteland. This section
forms, each with a unique origin and a set of gives you some ideas for how wastelands
traits you can use to model it. Some of these wracked by such hazards could develop and the
wastelands also draw on the advanced traits unique terrain that can result. If you have not
given later in this section and the weather rules yet read Chapter 11, this section provides a
from Chapter 11. basic overview for each effect.
149
Advanced
CHAPTER TEN: Wastelands
Wasteland
Traits
So far, this chapter has covered the origins that
can shape a wasteland and give it a basic char-
acter. This section covers the various hazards
that can mark a twisted, damaged section of the
earth. From active volcanoes to streams of
acid, the rules given here allow you to model a
variety of deadly terrain features. In addition,
these features are useful in creating dangerous
environments in any terrain.
Deadly Ground
Boiling mud bubbles and simmers, promising
to mire and roast any character who becomes
trapped within it. A river of green-hued water
reveals its true nature when a metal pole thrust
into it smokes and melts. Lava flows down a
mountains slopes, burning the land before it
In some areas, the explosive impact of a mete- and creating an impenetrable barrier. The dead-
or can open up passages to caverns beneath the ly ground trait encompasses a variety of differ-
earth. Attracted by the fire, light, and fresh air, ent factors and obstacles that can slow a partys
many strange animals normally found at the progress and potentially injure a character.
center of the earth could make their way to the When you use this trait, you should determine
surface. If the meteoric rain hammers an area the exact nature of the threat it poses. If you
for a time before abating, such creatures could prefer, you could simply use this trait as a
establish control over the area. Underworld generic representation of the dangers the party
humanoids have access to supplies, are better faces in traveling through a wasteland.
organized than the survivors are, and can attack
in force. The defenders are most likely scat- As described above, the deadly ground trait
tered, poorly equipped, and reeling from the covers a lot of territory. It assumes that you
disaster. Drow, troglodytes, and similar crea- want to handle these dangers in an abstract
tures could seek slaves and treasure, while an manner when the PCs embark on long, cross-
outpost on the surface could prove useful in country trips. The combat terrain section below
their plans of conquest or trade. Natural under- provides more detailed rules for using threaten-
world monsters, such as purple worms, might ing terrain on a more detailed scale.
seek out the easy prey that wanders the surface,
attacking villages and even cities from below. Light Deadly Ground (CR 1/3): Fortitude
In time, the underworlds ecology could save DC 10; 2 hour interval; +0 modifier/inter-
expand to overrun and conquer a small area on val; 1d6 damage; Special: You may optionally
the surface. By day, the region appears unin- select an energy type to represent the damage
habited, but by night the strange monsters of this hazard inflicts, such as fire or acid.
the underworld assume control of the land. Otherwise, assume that it inflicts physical dam-
age.
Bubbling Mud
CHAPTER TEN: Wastelands
Lava
Pools of molten rock can accumulate in areas
wracked with volcanic activity. These forma-
tions usually cool and harden over time, but in
some cases they can be maintained by the heat
and pressure produced by continued volcanic
activity. Lava pools present two separate risks.
First, they heat the air around them. Consult
Chapter 11 for full rules on heat hazards. The
extreme and hellish categories fit best with this
terrain. While their intervals are too long to
cover most fights, the party might be exposed
to them on their way to and from the encounter
area.
Weather
From a driving rainstorm to a howling tornado, their effects. The hazards are designed so that
the weather can leave its mark on an adventure they do not conflict. You can match any tem-
just as deep as a mighty red dragon. This chap- perature effect with any wind effect, and the
ter presents a system for modeling a variety of two function independently of each other.
weather effects. Wind, precipitation, and tem-
perature are all given hazard ratings much like In some cases, you can select more than one
the terrain features given earlier in this book. hazard for a type. Precipitation covers fog in
By selecting several different hazards, you can addition to hail and rain. In addition, you could
combine them to create blizzards, sweltering create a storm that delivers both rain and hail.
heat, and thunderstorms. The sample storms given below serve as a
guide to illustrate how you can combine these
The rules and game mechanics in this chapter, effects. Common sense serves as your best
including the names, descriptions, and stat guide in putting together storms and effects. In
blocks of threats and hazards, are designated as addition, the section on long-term weather pro-
Open Game Content. vides ideas and guidelines for creating sensible
weather patterns for an area.
159
CHAPTER ELEVEN: Weather
Light Meteoric Rain (CR 3): Reflex save DC leave behind drifts that characters must move
14; 1 minute interval; +0 bonus/interval; 3d6 through.
damage; Special: This hazard represents explo-
sive blasts from fiery rocks that descend from A snowdrifts depth is defined in terms of size.
the sky. In addition to the effects given here, Just like creatures, it is rated Medium, Large,
this hazard most likely results in forest fires Tiny, and so forth. Snows effects depend on
and other infernos. If you want to use a random the size of the creature trying to move through
method to determine the chance that a fire it. As a rule of thumb, snowfall of a given size
erupts, there is a 5% chance per minute that category reaches waist-deep on a creature of
large-scale fires ignite in a given area. that same size. A creature counts snow as mod-
erate if its size is equal to the snows rating.
Moderate Meteoric Rain (CR 6): Fortitude The snow is light if its size is less than the crea-
save DC 18; 1 minute interval; +0 bonus/inter- tures, and heavy if it is greater.
val; 6d6 damage; Special: As per light meteoric
rain. Light snow has no effect on movement.
Severe Meteoric Rain (CR 9): Fortitude save Moderate snow cuts a creatures speed in half.
DC 22; 1 minute interval; +0 bonus/interval; During combat, it costs 2 squares of movement
8d6 damage; Special: As per light meteoric to enter a moderate snow square.
rain.
Heavy snow reduces a creatures speed to one
Snow and Sleet quarter. During combat, it costs 4 squares of
movement to enter a heavy snow square.
Snow has the same effects on combat and other
actions as rain except that it has half the listed Sleet tends to accumulate in lower quantities
chance to extinguish a flame. Use the modi- than snow, as it is partially melted when it hits
fiers given for the various rainstorm the ground. The table below lists the average
160 strengths above. Of course, snowstorms
snow fall amounts based on time for the vari- be comfortable, but they are by no means dead-
ous storm strengths as per the rain description. ly.
Increase the snow or sleets size by one catego-
ry for every eight hours after 24. Cold: Fortitude save DC 15; 1 hour interval;
1 penalty/interval; 1d4 nonlethal damage.
Hot: Fortitude save DC 15; 1 hour interval; 1 Obscuring Dust: In areas of loose dirt, sand,
penalty/interval; 1d4 nonlethal damage. dust, and other debris, strong winds can create
hazardous conditions. The obscuring dust
Moderate/Cool: Most temperatures have little hazard is linked to the strength of winds in
effect on the characters health. They might not an area. This hazard is an optional threat
161
Wind Effects Table
Wind Wind Ranged Creature Wind Effect Fort
Force Speed Attacks1 Size2 on Creatures Save DC
CHAPTER ELEVEN: Weather
1 Normal weapons/siege weapons. The siege weapon category includes ballista and catapult attacks
as well as boulders hurled by giants.
2 Flying or airborne creatures are treated as one size category smaller than their actual size, so an
airborne Gargantuan dragon is treated as Huge for purposes of wind effects.
Checked: Creatures are unable to move forward against the force of the wind. Flying creatures are
blown back 1d6+5 feet.
Knocked Down: Creatures are knocked prone by the force of the wind. Flying creatures are instead
blown back 1d6+10 feet.
Blown Away: Creatures on the ground are knocked prone and rolled 1d4+10 feet, taking 1d4 points
of nonlethal damage per 10 feet. Flying creatures are blown back 2d6+10 feet and take 2d6 points
of nonlethal damage due to battering and buffeting.
you can add to an adventure. It does not auto- Severe Wind: These storms function as per the
matically manifest whenever the winds grow strong wind dust effects, save that the thick
strong enough. dust is much harder to see through. A creature
within 5 feet of an attacker has concealment.
Strong Wind: Whirling sands obscure all sight Creatures farther away have total concealment.
beyond 20 feet. A creature within 20 feet away
has concealment (attacks have a 20% miss Windstorm (CR 3): These storms have the same
chance). Creatures farther away have total con- effects as a severe wind dust storm. In addi-
cealment (50% miss chance, and the attacker tion, they deal 1d3 points of nonlethal damage
cannot use sight to locate the target). The dust each round to anyone caught out in the open
does not blow strong enough to injure a char- without shelter and also pose a choking hazard.
acter. A character must hold his breath or suffocate.
Anyone with a scarf or similar protection
across her mouth and nose does not begin to
162
choke until after a number of rounds equal to
10 + her Constitution score.
Thunderstorm
These storms usually last 1d6 x 10 minutes and
feature lighting, thunder, heavy rains, and
severe winds. There is a slight chance that it
features heavy hail. To vary a thunderstorms
conditions, re-roll its conditions every 10 min-
utes.
Rain, Extreme
This storm represents a hurricane, cyclone, or
similar catastrophic event. It lasts 2d6 hours
and features severe rain and hurricane-force
winds. To vary the storm conditions, roll again
on the following tables each hour.
Rain, Heavy
The typical rainstorm can range from a brief
soaking to a slow-moving storm system that
drenches an area and leads to flooding. Roll
Xd12, where X is the result of a roll on 1d6,
to determine how many hours the storm per-
sists. Use the tables below to determine the
storms features. You can roll once for the
entire storm or roll every 1d4 hours to represent
its changing characteristics.
163
CHAPTER ELEVEN: Weather
Wind: 150 moderate; 5190 strong; 91100 Wind: 140 moderate; 4190 strong; 91100
severe. windstorm.
Rain: 150 moderate; 5190 heavy; 91100 Snow: 120 moderate; 2160 heavy; 61100
severe. severe.
Hail: 190 none; 9198 light to moderate;
9899 heavy; 100 severe. Snow, Heavy
The typical snowstorm features moderate
Rain, Light
winds and strong and steady snowfall. This
These storms are usually shorter than most oth- storm has a 20% chance to drop sleet rather
ers and feature less extreme conditions. A light than snow. You can roll once for the entire
rainstorm lasts 2d6 hours. storm or use the following qualities to model
the snows conditions on an hourly basis. Roll
Wind: 160 light; 6195 moderate; 96100 to determine if the storm drops snow or sleet
strong. each time you randomly determine its condi-
Rain: 160 light; 6195 moderate; 96100 tions. Roll Xd12, where X is the result of a
heavy. roll on 1d6, to determine how many hours the
Hail: 198 none; 98100 light or moderate. storm persists.
165
d% Temperature Storm/Wind
Cold, Wet
17 Extreme heat None
Cold, wet, and miserable, these regions see fre- 810 Extreme heat Roll on wind table
quent snow. Civilizations in these areas may 1112 Extreme heat Light rain
grind to a halt in the winter months as roads are 13 Extreme heat Heavy rain
CHAPTER ELEVEN: Weather
rendered impassable. Use this table for snowy, 14 Extreme heat Extreme rain
frigid regions that are short of becoming tun- 1530 High heat None
dra. 3135 High heat Roll on wind table
3638 High heat Light rain
d% Temperature Storm/Wind 39 High heat Heavy rain
14 Frigid None 40 High heat Extreme rain
57 Frigid Roll on wind table 4180 Hot None
810 Frigid Light snow 8187 Hot Roll on wind table
1114 Frigid Heavy snow 8894 Hot Light rain
15 Frigid Extreme snow 9598 Hot Heavy rain
1629 Freezing None 99100 Hot Extreme rain
3036 Freezing Roll on wind table
3742 Freezing Light snow Heat, Wet
4347 Freezing Heavy snow
4849 Freezing Extreme snow Hot and steamy, these regions usually support
5072 Cold None dense, verdant jungles. Use this table for jun-
7380 Cold Roll on wind table gles and other tropical areas. If a random
8191 Cold Light snow weather result lacks rain, there is a 50% chance
9296 Cold Heavy snow of thunderstorms.
97100 Cold Extreme snow
d% Temperature Storm/Wind
14 Extreme heat None
Heat, Extreme
57 Extreme heat Roll on wind table
Deserts, lands wracked with intense heat dur- 810 Extreme heat Light rain
ing the summer months, and other areas noted 1314 Extreme heat Heavy rain
for their searing temperatures fall into this cat- 15 Extreme heat Extreme rain
egory. 1526 High heat None
2732 High heat Roll on wind table
d% Temperature Storm/Wind 3336 High heat Light rain
120 Extreme heat None 3739 High heat Heavy rain
2127 Extreme heat Roll on wind table 4043 High heat Extreme rain
28 29 Extreme heat Light rain 4470 Hot None
30 Extreme heat Heavy rain 7177 Hot Roll on wind table
2165 High None 7890 Hot Light rain
6675 High Roll on wind table 9198 Hot Heavy rain
7677 High Light rain 99100 Hot Extreme rain
78 High Heavy rain
7990 Hot None Temperate, Dry
9197 Hot Roll on wind table
9899 Hot Light rain This table models grasslands, prairies, and
100 Hot Heavy rain other areas that receive little rain but rarely
experience extreme temperatures.
Alternatively, use this table to represent a dry
Heat, Mild
season or the winter months in hot, dry regions.
Warmer than normal and occasionally marked
by heat waves, these regions are a middle d% Temperature Storm/Wind
ground between extreme areas and tropical, 119 Hot None
wet ones. Use this table for a temperate 2026 Hot Roll on wind table
regions summer. On days that lack rain, there 2728 Hot Light rain
is a 5% chance of thunderstorms. 29 Hot Heavy rain
30 Hot Extreme rain
3159 Moderate None
166
6065 Moderate Roll on wind table
6667 Moderate Light rain
68 Moderate Heavy rain
69 Moderate Extreme rain
7086 Cold None
Temperate, Mild
This area has moderate temperatures and occa-
sional storms that rarely pose a threat. Use
these tables for the fall months in a temperate
region, fall and spring or the winter months in
a hot region, or the summer months in a frigid
one.
d% Temperature Storm/Wind
119 Hot None
2024 Hot Roll on wind table
2527 Hot Light rain
2829 Hot Heavy rain
30 Hot Extreme rain
3155 Moderate None
5660 Moderate Roll on wind table
6166 Moderate Light rain
6768 Moderate Heavy rain
69 Moderate Extreme rain 8389 Cold Roll on wind table
7084 Cold None 9095 Cold Light rain
8592 Cold Roll on wind table 9699 Cold Light snow
9397 Cold Light rain 100 Cold Heavy snow
9899 Cold Light snow
100 Cold Heavy snow Wind Table
d% Wind Strength
Temperate, Wet 150 Light
Steady rain and moderate temperatures mark 5175 Moderate
this region. This table models temperate, 7690 Strong
coastal areas that receive lots of rainfall or the 9199 Severe
cool, wet months in a hot region or the warm, 100 Windstorm
moist season in a frigid clime.
d% Temperature Storm/Wind
116 Hot None
1721 Hot Roll on wind table
2226 Hot Light rain
2729 Hot Heavy rain
30 Hot Extreme rain
3150 Moderate None
5158 Moderate Roll on wind table
5764 Moderate Light rain
6568 Moderate Heavy rain
69 Moderate Extreme rain
7082 Cold None
167
INDEX
arctic, cold 123-125 raft 102
arctic, combat terrain 134-136 ranger knight 17-18
INDEX
2
This number is relatively fluid and increases and decreases
Free Preview
kids in Grimm have their own Achilles heels. Each arche-
type has a flaw that is triggered by certain game situations.
Free Preview
Base
Class Attack Fort Ref Will Defense
Level Bonus Save Save Save Bonus Special
1st +1 +2 +0 +0 +2 Brawler, smite weakling 1/day, taunt
2nd +2 +3 +0 +0 +2 Intimidating
3rd +3 +3 +1 +1 +3 Smite weakling 2/day
4th +4 +4 +1 +1 +3 Pile-on
5th +5 +4 +1 +1 +3 Smite weakling 3/day
6th +6/+1 +5 +2 +2 +4 Protector
effect persists until the creature has successfully hit the unicorns, and knights, or maybe you dream of being a ball
bully with at least one melee attack. player in the major leagues. Its hard to be a dreamer. Your
Shock: A bully with 8 or more ranks in Trick can release mother nags you about paying more attention. Your teach-
a stream of profanities so foul and offensive that they shock ers have special meetings with your parents. The teachers
even the monsters of the Grimm Lands. Targets are dazed always shoot you dirty looks down their long and crooked
for a single round, taking no actions. noses. Some of the other kids pick on you, but you have
Fright: A bully with 9 ranks in Trick knows the cruelest learned to overcome it. For you know about special places,
jibes and most ferocious threats, terrifying even powerful windows into other worlds. When you look off into the dis-
opponents. Targets are frightened for one round per level of tance, and before a sharp word brings you back, you see
the bully, and must flee from him as best as they can. If yourself as a brave hero saving the day, or yourself at bat
unable to flee, they may fight. A frightened creature takes for the big team about to hit a home run. But now you see
a 2 penalty on all attack rolls, saving throws, skill checks, the strange world of Grimm . . . and it scares the hell out of
and ability checks. A frightened creature can use special you.
abilities, including spells, to flee; indeed, the creature must The dreamer is the kid who spent more time in her head
use such means if they are the only way to escape. If the than in the world with other children. She was so distract-
target succeeds in a save against this taunt, it has instead ed and preoccupied with flights of fancy she often got into
become enraged by the bullys insults, gaining a +2 morale trouble for it. Now that shes in the Grimm Lands, all those
bonus to attack and damage rolls against him for the supposedly wasted hours are paying off. While her fellow
remainder of the encounter. kids are stumbling around trying to understand their new
Intimidating (Ex): Bullies are experts at appearing powers, the dreamer has a natural control over her imagi-
threatening and dangerous, regardless of the reality. The nation. While the rest of the party is desperately trying to
malleable nature of the Grimm Lands only increases that remember what it takes to pacify a troll, the dreamer is inti-
menacing aura. Bullies may double their Charisma modifi- mately familiar with the world they are trapped in. In small
er whenever they use the Trick skill to intimidate an NPC groups, she sometimes rises to a position of leadership, as
(see Chapter 2). she, and she alone, truly understands the world of Grimm.
Pile-On (Ex): While most kids gain a +2 circumstance
bonus to their grapple checks for each ally participating in
the grapple, bullies are even more used to backup during Game Rule Information
beat-downs. Bullies gain a +4 circumstance bonus to grap- Dreamers have the following game statistics.
ple checks for each ally participating in the grapple. Abilities: Dreamers develop a keen understanding of
Protector (Ex): At 6th level, the bully finally realizes the Grimm Lands, and to do so, they must be aware of the
his true purpose in the group: not to threaten and control subtle details that can mean the difference between life and
those smaller than him, but to protect them. Once per round death. Wisdom is the surest course to developing their
when an adjacent ally is the target of an attack, the bully skills in awareness. Second is Dexterity, as this ability aids
may interpose himself and take the targets place. This the dreamer in avoiding attacks, traps, and other nasty
must be decided before the attack roll is made. The bully things that would do her harm.
and the target switch spaces, and the attack is resolved nor- Ability Score Modifiers: +4 Wisdom, 2 Constitution
mally. and 2 Charisma
Hit Die: d6
Imagination Points at 1st level: 2d4 + Wis modifier
The Dreamer Imagination Points at Each Additional Level: 3 +
Wis modifier
Flaw: Dreamers tend to lose themselves in their
There, in the sky... do you see it? It looks like a phoenix, thoughts and imaginings. Dreamers are more susceptible to
rising from its own ashes! illusions and charms than other characters. When attempt-
ing a saving throw against spells or spell-like abilities from
You find the world outside the classroom to be much the Enchantment or Illusion schools, or with the mind-
more interesting than the dry stuff of Mrs. Applegates lec- affecting descriptor, she uses her Charisma modifier instead
tures. You like to read about fantastic stuff like dragons, of her Wisdom modifier for Will saves. If the dreamer fails
her save against an effect, in addition to the results of fail-
5
Dreamer
Base
Class Attack Fort Ref Will Defense
Level Bonus Save Save Save Bonus Special
1st +0 +0 +2 +2 +2 Aware, happy thoughts, rapid recovery
2nd +1 +0 +3 +3 +2 Observant
3rd +2 +1 +3 +3 +3 Bonus focus
4th +3 +1 +4 +4 +3 Believe
5th +3 +1 +4 +4 +3 I think I can
6th +4 +2 +5 +5 +4 Avatar
ing the save, she is dazed for 1 round per 3 points by which of the dreamer character, and as such she may recover
she failed the save. spent imagination points more rapidly than normal. Once
per day, by spending half an hour doing nothing but enjoy-
ing idle daydreaming, the dreamer may recover 1d4 imag-
Archetype Skills ination points per level.
The dreamers archetype skills (and the key ability for Observant (Ex): Dreamers are so in touch with the
each skill) are Animal Empathy (Cha), Art (acting) (Cha), stuff that makes up the Grimm Lands that they have almost
Art (fine arts) (Wis), Art (music) (Wis), Art (writing) (Int), superhuman awareness of their surroundings. A dreamer
Knowledge (atheltic games OR fairy tales) (Int), Notice doubles her Wisdom modifier when making Notice checks.
(Wis), Puzzles (Int), and Ride (Dex). Bonus Focus: The dreamers imagination imbues a
Skill Points at 1st Level: (6 + Int modifier) x 4. mundane item with power, manifesting as a new focus.
Skill Points at Each Additional Level: 6 + Int Refer to Chapter 3 for details on these special items.
modifier. Believe (Ex): By 4th level, the
dreamer is so skilled in using her
imagination that she can produce
Archetype Features spectacular effects at a lower
cost. The dreamer may reduce
All of the following are archetype fea-
the cost of all imagination-
tures of the dreamer.
fueled spells, effects, and arche-
Aware: A dreamers flightiness in
type abilities by 1 point. Thus, a
the real world is inversely propor-
4-point incantation for the
tional to her being in touch with her
dreamer costs only 3 points of
surroundings in the Grimm Lands.
imagination. Reducing the imagi-
At 1st level, a dreamer gains Skill
nation cost in this manner can-
Focus (Notice) or Improved
not reduce the cost of any
Initiative as a bonus feat.
imagination-fueled effect below
Happy Thoughts (Su): To a
one.
dreamer, anything can be fixed
I Think I Can (Ex): By
with the power of belief, even
believing in herself, the dreamer
dire wounds. Using her imagi-
can accomplish nearly any-
nation, the dreamer may heal
thing. She may take 20 on any
the wounds of one of her
skill check as a standard
allies as a standard action.
action, even when circum-
The dreamer and the wound-
stances and time would prohibit
ed character must hold hands,
it.
and must both give their full
Avatar (Su): When the
attention to the healing
dreamer reaches 6th level, she
process. This action provokes
can become the hero she
attacks of opportunity. The
always imagined herself to be.
dreamer may heal 1d4+1 points
By spending half of her maxi-
of damage per imagination point
mum daily imagination points,
spent with this action.
she may transform into a shin-
Alternatively, the dreamer may heal
ing humanoid figure of power
all of her allies within 30 feet, simply by
and grace, such as a knight, a
willing everyone to be okay. This is a
hunter, or a guardian angel. Dreamers in
standard action that provokes attacks of
this state become Large creatures, gaining a +12 to
opportunity. All allies within 30 feet, including the dream-
Strength, +4 to Dexterity, +4 to Constitution, a +4 deflection
er, regain 1 hit point per imagination point the dreamer
bonus to AC, and either +20 feet to their land speed or a fly
spends.
speed of 40 (average). The transformation lasts for a num-
Rapid Recovery (Ex): Imagination is the cornerstone
ber of rounds equal to her Wisdom modifier.
6
OPEN GAME LICENSE Version 1.0a ing, modifying or distributing, and You must add the title, the copy-
The following text is the property of Wizards of the Coast, Inc. right date, and the copyright holders name to the COPYRIGHT
and is Copyright 2000 Wizards of the Coast, Inc (Wizards). All NOTICE of any original Open Game Content you Distribute.
Rights Reserved.
7. Use of Product Identity: You agree not to Use any Product
1. Definitions: (a)Contributors means the copyright and/or Identity, including as an indication as to compatibility, except as
trademark owners who have contributed Open Game Content; expressly licensed in another, independent Agreement with the
(b)Derivative Material means copyrighted material including owner of each element of that Product Identity. You agree not to
derivative works and translations (including into other computer indicate compatibility or co-adaptability with any Trademark or
languages), potation, modification, correction, addition, extension, Registered Trademark in conjunction with a work containing
upgrade, improvement, compilation, abridgment or other form in Open Game Content except as expressly licensed in another, inde-
which an existing work may be recast, transformed or adapted; (c) pendent Agreement with the owner of such Trademark or
Distribute means to reproduce, license, rent, lease, sell, broad- Registered Trademark. The use of any Product Identity in Open
cast, publicly display, transmit or otherwise distribute; (d)Open Game Content does not constitute a challenge to the ownership of
Game Content means the game mechanic and includes the meth- that Product Identity. The owner of any Product Identity used in
ods, procedures, processes and routines to the extent such content Open Game Content shall retain all rights, title and interest in and
does not embody the Product Identity and is an enhancement over to that Product Identity.
the prior art and any additional content clearly identified as Open
Game Content by the Contributor, and means any work covered 8. Identification: If you distribute Open Game Content You must
by this License, including translations and derivative works under clearly indicate which portions of the work that you are distribut-
copyright law, but specifically excludes Product Identity. (e) ing are Open Game Content.
Product Identity means product and product line names, logos
and identifying marks including trade dress; artifacts; creatures 9. Updating the License: Wizards or its designated Agents may
characters; stories, storylines, plots, thematic elements, dialogue, publish updated versions of this License. You may use any autho-
incidents, language, artwork, symbols, designs, depictions, like- rized version of this License to copy, modify and distribute any
nesses, formats, poses, concepts, themes and graphic, photograph- Open Game Content originally distributed under any version of
ic and other visual or audio representations; names and descrip- this License.
tions of characters, spells, enchantments, personalities, teams, per-
sonas, likenesses and special abilities; places, locations, environ- 10. Copy of this License: You MUST include a copy of this License
ments, creatures, equipment, magical or supernatural abilities or with every copy of the Open Game Content You Distribute.
effects, logos, symbols, or graphic designs; and any other trade-
mark or registered trademark clearly identified as Product identity 11. Use of Contributor Credits: You may not market or advertise the
by the owner of the Product Identity, and which specifically Open Game Content using the name of any Contributor unless You
excludes the Open Game Content; (f) Trademark means the have written permission from the Contributor to do so.
logos, names, mark, sign, motto, designs that are used by a
Contributor to identify itself or its products or the associated prod- 12. Inability to Comply: If it is impossible for You to comply with
ucts contributed to the Open Game License by the Contributor (g) any of the terms of this License with respect to some or all of the
Use, Used or Using means to use, Distribute, copy, edit, Open Game Content due to statute, judicial order, or governmen-
format, modify, translate and otherwise create Derivative Material tal regulation then You may not Use any Open Game Material so
of Open Game Content. (h) You or Your means the licensee affected.
in terms of this agreement.
13. Termination: This License will terminate automatically if You
2. The License: This License applies to any Open Game Content fail to comply with all terms herein and fail to cure such breach
that contains a notice indicating that the Open Game Content may within 30 days of becoming aware of the breach. All sublicenses
only be Used under and in terms of this License. You must affix shall survive the termination of this License.
such a notice to any Open Game Content that you Use. No terms
may be added to or subtracted from this License except as 14. Reformation: If any provision of this License is held to be
described by the License itself. No other terms or conditions may unenforceable, such provision shall be reformed only to the extent
be applied to any Open Game Content distributed using this necessary to make it enforceable.
License.
15. COPYRIGHT NOTICE
3. Offer and Acceptance: By Using the Open Game Content You Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
indicate Your acceptance of the terms of this License. Inc.
System Reference Document Copyright 2000-2003, Wizards of
4. Grant and Consideration: In consideration for agreeing to use the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
this License, the Contributors grant You a perpetual, worldwide, Williams, Rich baker, Andy Collins, David noonan, Rich Redman,
royalty-free, non-exclusive license with the exact terms of this Bruce R. Cordell, based on original material by E. Gary Gygax
License to Use, the Open Game Content. and Dave Arneson.
Wildscape Copyright 2003, Fantasy Flight Publishing, Inc.
5. Representation of Authority to Contribute: If You are contribut-
ing original material as Open Game Content, You represent that
Your Contributions are Your original creation and/or You have
sufficient rights to grant the rights conveyed by this License.
ISBN 1-58994-152-7
# %'# FANTASY
FLIGHT
GAMES
' %&#&' '"# $
www.fantasyflightgames.com
DD46 $27.95