Beyond the reach of roads, beyond the reach of mortals, there is a dark place. A shadowy tree line that no one dares to cross and whose boundaries are still intact.
This is not the forest of peaceful beasts and fairies, but the dark and twisted children's tale that terrorizes you. This is a world of fear, madness and bloodshed, ruled by the unfeeling gaze of ancient trees. There is no negotiating with the primitive forces that rule this uncivilized world, because you have nothing they could possibly want.
The woods do not care about you. Never forget that.
Into the Wyrd and Wild is a book for those looking to incorporate a strange and terrifying wilderness into their roleplaying. Players and GMs who enjoy a certain level of horror and prefer the dark, vast landscapes of forests and swamps to the well-trodden cobblestones of dungeons need look no further for books.
This book presents a slight overhaul of the adventure system, modified to better fit a campaign centered on forays into the frightening wilderness.
The book contains:
Rules for travel and survival in the wilderness.
- Rules for moon cycles and strange phases.
- Rules for hunting, stalking and slaughtering monsters.
- Over 40 dangerous and terrifying monsters.
- More than 40 strange and wild objects.
- Over 40 spells and rules for channeling the Wyrd.
- An essay and guidelines on managing and creating "wild dungeons".
- A step-by-step guide to generating your own wilderness adventure.
- 100 random wilderness locations.
- Tables of random diseases, wilderness dressings, traps, hazards, flora, encounters, and more.
Whether you're a group of veterans looking for a foray into the terrifying wilderness, or a novice looking to spice up your game, with Into the Wyrd and Wild there's something for everyone!
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