Into the Green: A Guide to Forests, Jungles, Woods, and Plains
Every campaign setting has a broad section of the map that is simply colored green. This is the wilderness, an unexplored and dangerous area ripe for adventure, but woefully undefined and undocumented. What does this green swath mean, and what can be found there? Into the Green provides rich detail for four different types of green environments, describing the ecology, terrain, hazards, and resources of each. From tall alpine forests to dark foreboding woods, from lonely and sprawling plains to dense and sweltering jungles, no feature is left out.Into the Green is designed as a guidebook for both players and GMs alike, providing the resources needed to flesh out a wilderness campaign, and the knowledge needed to survive in one. For the GM, Into the Green details the living creatures and the unique conditions that make up each of the four terrains. Trees, plants, animals, microorganisms, monsters, pitfalls, and climates are all included - the complete cycle of life is defined. Along with each of the environments are a wide variety of skills, substances, spells, concoctions, devices, gear, and information invaluable for dealing with the specific hazards of the wilds. Every plant tells a story, every creature provides a clue to success, and every monster is a treasure in and of itself.
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adventurers animals ankheg arboreal nemeses arborgeist armor ash tree bayowulfs bedwen bite blightsower bloodfrog Challenge Rating chaotic evil character check DC 15 claws Climate/Terrain cloaker color Combat create creatures dark woodsman Darkvision disease druid elderwitch Face/Reach feet fire forest Fortitude save DC gloomfog grass cloaker green grimdeath grovengers Habitat/Society Herbalist Hit Dice hit points humanoids immune Improved Initiative insects jungle jungle's lizard Lore check DC low-light vision lyrmir maakantu magical magpine makesh melee Damage Move Silently natural neutral evil onnen Open Game Content plant points of damage poison predators prey racial bonus Reflex save DC requires a Wilderness rohhog round save DC 15 Saving Throw Shadow stalkers shrubs sinkhole Skills Solitary Special Attacks Special Qualities species Spell Resistance spell-like abilities spindleshanks Spot subdual damage target temperature treants tree treell undead victim vines weapons Wilderness Lore check winds woods zephtaur