Wilderness
Pathfinder Core Rulebook, page 424
Outside the safety of city walls, the wilderness is a dangerous place, and many adventurers have gotten lost in its trackless wilds or fallen victim to deadly weather. The following rules give you guidelines on running adventures in a wilderness setting.
In this section
- Getting Lost There are many ways to get lost in the wilderness. Following an obvious road, trail, or feature such as a stream or shoreline prevents most from becoming lost, but travelers striking off cross-country might become…
- Forest Terrain Forest terrain can be divided into three categories: sparse, medium, and dense.
- Marsh Terrain Two categories of marsh exist: relatively dry moors and watery swamps. Both are often bordered by lakes (described in Aquatic Terrain), which are effectively a third category of terrain found in marshes.
- Hills Terrain A hill can exist in most other types of terrain, but hills can also dominate the landscape. Hills terrain is divided into two categories: gentle hills and rugged hills.
- Mountain Terrain The three mountain terrain categories are alpine meadows, rugged mountains, and forbidding mountains.
- Desert Terrain Desert terrain exists in warm, temperate, and cold climates, but all deserts share one common trait: little rain.
- Plains Terrain Plains come in three categories: farms, grasslands, and battlefields. Farms are common in settled areas, while grasslands represent untamed plains.
- Aquatic Terrain Aquatic terrain is the least hospitable to most PCs, because they can’t breathe there. Aquatic terrain doesn’t offer the variety that land terrain does.
