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Wilderness Adventures

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From the Publisher: 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 GURPS Dungeon Fantasy campaign out of a hole!

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