GURPS Dungeon Fantasy 16: Wilderness Adventures

Steve Jackson Games SKU: SJG37-0327

DIGITAL PDF
Contents:

60-page PDF

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Back to Nature

Is a dungeon absolutely essential to killing things and taking their stuff? Not really! Every fantasy hero spends at least as much time trekking through the wilds as skulking underground – and of course the great outdoors is big, which spells opportunity. So don't let the "Dungeon" in GURPS Dungeon Fantasy 16: Wilderness Adventures fool you. This weighty work gives you the tools you need to show Nature who's boss:

  • Adventurers. Learn which fantasy professions are wilderness-ready, how to whip pasty city boys and tunnel-crawlers into shape, and what Allies and henchmen to bring on the trip.
  • Equipment. Buy new wilderness gear – including boats, carts, and other vehicles – and find out what old stuff is worth its place in your pack.
  • Tasks and feats. Exploit detailed rules for camping, foraging, travel, and mapping . . . wilderness stunts and movement . . . scouting and tracking . . . and of course outdoor combat!
  • Challenges and dangers. Know your surroundings, from purely static terrain and weather, through dynamic hazards like avalanches and tornadoes, to deliberate traps and ambushes.
  • The big picture. Discover how to work all this into an existing campaign or a new one – with practical advice on matters of setting and scale.
  • And more! Getting lost, aerial scouting, mounted combat, making stone axes, despoiling nature, being shipwrecked, druidic abilities in the wild . . . if it's wilderness-themed, it's here.

Whatever your outdoor needs might be, GURPS Dungeon Fantasy 16: Wilderness Adventures is sure to help you dig your Dungeon Fantasy campaign out of a hole!

Written by Sean Punch