CHAPTER 8CAMPAIGNS INTHE WILD178THE SETTINGA campaign focusing on one <strong>of</strong> the races covered in thisbook is likely to feature wilderness locales far away fromcities. Adventures will take place in secluded valleys, amongtrackless forests, and along long, lonely roads. Urban andunderground adventures might prove rare. This sort <strong>of</strong>campaign will impact play in several ways.Regional Scope: The action in the campaign probablywill focus on an entire region rather than on one settlementor dungeon. Characters will make long overland treksfairly <strong>of</strong>ten as they pursue adventures in widely separatedlocales. Most <strong>of</strong> their best friends and worst enemies willbe far away from wherever the group happens to be at anygiven time.Slower Pace: Encounters may occur several days apartwhen the PCs make a long wilderness trek, allowing themample time to recover their strength between challenges.Individual encounters can be tougher (and <strong>of</strong>ten should be)because the PCs can start them with full hit points and fullcomplements <strong>of</strong> spells and class features.On the other hand, it could be days or weeks before theycan replenish their supplies. Groups that run out <strong>of</strong> potions,scrolls, alchemist’s fire, silvered arrows, or other exhaustiblesupplies may find otherwise easy challenges more difficultthan usual. A long adventure undertaken with inadequatesupplies can be a real struggle for groups that don’t planadequately. Even groups gifted with good foresight mighttake days or weeks to complete simple tasks. The DM mustset the pace <strong>of</strong> events accordingly (at least until the partygains access to teleportation magic or some other means <strong>of</strong>rapid travel).Sprawling Encounters: Most encounters will take placeoutdoors. Indoor and underground encounters are confinedwithin the bounds <strong>of</strong> chambers and halls, and fighting takesplace at close range, with little time or room for maneuveringbefore the two sides close to melee.Outdoors, however, encounters can take place at distanceslimited only by the extent <strong>of</strong> vision, which can be considerableindeed. Ranged combat is common, and both sidesusually have ample time and space to maneuver and use theterrain to advantage.DEMOGRAPHICSChapter 5 <strong>of</strong> the Dungeon Master’s Guide provides guidelinesfor randomly generating communities <strong>of</strong> various sizes.However, the communities described there are designedto mirror average communities throughout a campaignworld and therefore favor humans as the most numerousmembers <strong>of</strong> any community. To create racial communitiesthat feel different from human communities, use thefollowing guidelines.ELF COMMUNITIESElves rarely form big communities. They crave open spacesand try to minimize their impact on the land. As such, elfcommunities are generally smaller and farther apart thanhuman communities. Such communities also usually havea nearly homogenous population. The exceptions are majorpolitical, religious, or scholastic centers—places that cannotfunction well without a large number <strong>of</strong> people.Elf communities have the normal gold piece limit forpurchases. However, the gold piece limit when purchasingspecial items <strong>of</strong> elven manufacture (such as elven harps andcloaks <strong>of</strong> elvenkind) is 50% higher than the indicated value.The same increase applies for items that elves use <strong>of</strong>ten(both magical and mundane), including projectile weapons,ammunition, light armor, scrolls, and potions.Elf communities use the general guidelines for determiningpower centers, power center alignment, and highest-levellocals given in Chapter 5 <strong>of</strong> the Dungeon Master’s Guide, exceptas noted here.Table 8–1: Random Elf Community Generationd% Community Size Population 1 GP Limit 201–15 Camp 20–80 40 gp16–30 Outpost 81-400 100 gp31–50 Village 401–900 200 gp51–70 Small town 901–2,000 800 gp71–90 Large town 2,001–5,000 3,000 gp91–95 Small city 5,001–12,000 15,000 gp96–99 Large city 12,001–25,000 40,000 gp100 Metropolis 25,001 or more 100,000 gp1 Adult population. The number <strong>of</strong> nonadults in anelf community ranges from 1% to 10% <strong>of</strong> the adultpopulation.2 Add 50% for projectile weapons, ammunition, lightarmor, scrolls, potions, and special items <strong>of</strong> elven make.Table 8–2: Racial Mix <strong>of</strong> Elf CommunitiesIsolated 1 Mixed 1 Integrated 198% elf 90% elf 60% elf1% halfling 2 6% halfling 2 20% halfling 21% other races 3% gnome 3 15% gnome 31% other races 5% other races1 Typically 85% <strong>of</strong> elf communities are isolated, 14% aremixed, and 1% are integrated.2 Most <strong>of</strong>ten tallfellows.3 Most <strong>of</strong>ten forest gnomes.HALFLING COMMUNITIESHalfling communities are generally smaller and farther apartthan communities <strong>of</strong> other races.Halfling communities use the general guidelines fordetermining power centers, power center alignment, andhighest-level locals given in Chapter 5 <strong>of</strong> the DungeonMaster’s Guide.Permanent halfling communities usually have a mercantilebase; the gold piece limit for purchasing items is doubled insuch communities.
Table 8–3: Random Halfling Community Generationd% Community Size Population 1 GP Limit 201–20 Thorp 3 20–80 40 gp21–40 Hamlet 81-400 100 gp41–60 Village 401–900 200 gp61–80 Small town 901–2,000 800 gp81–95 Large town 2,001–5,000 3,000 gp96–100 Small city 5,001–12,000 15,000 gp— 4 Large city 12,001–25,000 40,000 gp— 4 Metropolis 25,001 or more 100,000 gp1 Adult population. The number <strong>of</strong> nonadults in ahalfling community ranges from 25% to 30% <strong>of</strong> the adultpopulation.2 In a permanent community (not a caravan), use twicethis value when setting the maximum value <strong>of</strong> itemsavailable for sale.3 Most caravans use these values when on the move.4 Halfling large cities and metropolises exist only wherethe DM chooses and are never generated randomly.Elf communities usually get along without a visible policeforce, but unseen sentries are on hand to quell trouble. Elvesare tolerant, but they can afford to be because they don’t tendto disrupt other lives.Because so many elves work magic, elf communities tendto have magical power centers. (The chance for an elf communityto have a magical power center is considerably higherthan suggested on the Power Centers table on page 137 <strong>of</strong> theDungeon Master’s Guide.)Elf communities also tend toward chaotic power centersmost <strong>of</strong> the time, with chaotic good being most common(see Table 8–6). Lawful elf settlements usually have someconnection with Vandria Gilmadrith (clerics <strong>of</strong> Vandriamay hold power, or key citizens may be her worshipers).Likewise, evil settlements <strong>of</strong>ten have some connectionwith Lolth.CHAPTER 8CAMPAIGNS INTHE WILDTable 8–4: Racial Mix <strong>of</strong> Halfling CommunitiesIsolated 1 Mixed Integrated98% halfling 85% halfling 45% halfling1% gnome 5% gnome 20% gnome1% other races 5% human 18% human3% elf 15% elf2% other races 2% other races1 Although the DM is free to modify the campaign world asneeded, typically 10% <strong>of</strong> permanent halfling communitiesare isolated, 55% are mixed, and 35% are integrated.RAPTORAN COMMUNITIESRaptoran communities are even smaller and more scatteredthan elf communities. A raptoran flock seldom has more than100 adults. You can use the values on Table 8–1 for raptorancommunities; 75% <strong>of</strong> them will be camps and 25% will beoutposts. Reduce the community gold piece limit by 50%;raptorans have little money and seldom have goods for sale.In any case, raptorans would rather barter for useful itemsthan accept money.Use the table on page 137 <strong>of</strong> the Dungeon Master’s Guide todetermine the type <strong>of</strong> power center in a raptoran community.Use Table 8–6, below, to determine a raptoran community’spower center alignment.Visiting a raptoran flock is much like visiting an isolated elfcommunity, except that strangers are unlikely to be admittedto the flock’s spiral tower or rock-cut cliff dwelling. Raptoransare nocturnal, so their communities are active by night andsilent by day.ADVENTURING INELF COMMUNITIESAn elf community (or an elf enclave in a city where elvesare in the minority) looks more like a garden than city tononelves. There are few true streets; instead, paths windthrough groves <strong>of</strong> stately trees. Flowers and decorativeshrubs grow everywhere. Many building are raised on stiltsor perched in trees.Table 8–5: Elf Power CentersCommunity Size Modifier to d20 rollCamp (thorp) +0Outpost (hamlet) +1Village +2Small town +3Large town +4Small city +5 (roll twice)Large city +6 (roll three times)Metropolis +7 (roll four times)d20Power Center Type8 or lower Conventional 19–12 Nonstandard13 or higher Magical1 1% have a monstrous power center in addition to theconventional one.Table 8–6: Elf Power Center Alignmentd% Alignment01–04 Lawful good05–06 Lawful neutral07 Lawful evil08–22 Neutral good23–26 Neutral27–28 Neutral evil29–89 Chaotic good90–96 Chaotic neutral97–100 Chaotic evilElves usually treat well-behaved visitors with hospitality.Guests can expect a welcoming meal, minor services suchas baths, laundering, and repair <strong>of</strong> travel-worn equipment,and modest accommodations (usually not much more thana dry place to sleep). Elves value self-sufficiency, so visitorsare expected to move on after a day or two unless they havebeen invited to stay longer.Elves respect individual rights but place the welfare <strong>of</strong>their own citizens above the freedom <strong>of</strong> visitors to do whatthey please. Guests who commit misdeeds are usually punishedby requiring them to undo the damage (in whateverform that might take) and compensate the community eldersfor their time and trouble in dealing with the problem.179
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C R E D I T SD E S I G NSKIP WILLIA
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no elf could predict which memory w
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premium. Thus, each individual can
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The elves have raised one form of e
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do spend time away from one another
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espects during this time, and those
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Stores Master: Charged with keeping
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would be the birthright of any full
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of feet above the forest floor. Mos
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Cleric Training: More than any othe
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ELF HISTORYAND FOLKLOREThe elves cl
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along with her son Hionyron, who wa
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and return her to her people.” In
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Table 1-3: Suffixesd% Suffix Meanin
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CHAPTER 1ELVES34tri-level tree home
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Illus. by C. Lukacsurious and activ
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the reason for the farmer’s hospi
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Halflings make a visitor feel welco
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Halflings are usually pleasant trav
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Halflings are as eager to experienc
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A chief or elder heads each clan, c
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CHAPTER 2HALFLINGS50away from their
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CHAPTER 2HALFLINGS52Illus. by S. Wo
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CHAPTER 2HALFLINGS54to tell how lon
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CHAPTER 2HALFLINGS56the underbrush
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CHAPTER 2HALFLINGSIllus. by T. Baxa
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CHAPTER 2HALFLINGS60Donta muden sit
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and one or more bedrooms. All have
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Illus. by C. Lukacshe cliff-dwellin
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Personality: Raptorans have a reput
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PSYCHOLOGYSome outsiders who have h
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for making a point through a logica
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flock for debate, sometimes invitin
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its eggs. At such times, they toler
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THE RAPTORAN PANTHEONThe typical ra
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Prayers: Prayers to the Stormfather
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“Welcome, friend,” said a human
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year since, and they share the care
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D: Domain spell. Domains: Protectio
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characteristics are summarized in t
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CHAPTER 3RAPTORANS90Authority Figur
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CHAPTER 4OTHERRACES92a humanlike ra
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CHAPTER 4OTHERRACES94ment, finding
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CHAPTER 4OTHERRACES96Illus. by S. B
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Table 4-1: The CentaurHit Base Atta
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CHAPTER 4OTHERRACES100nomadic gnoll
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Table 4-2: The GnollBase Fort Ref W
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CHAPTER 4OTHERRACES104of the humano
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CHAPTER 4OTHERRACESsneak attack, bu
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CHAPTER 5PRESTIGECLASSES108Shadowda
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CHAPTER 5PRESTIGECLASSES112the foll
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CHAPTER 5PRESTIGECLASSESIllus. by J
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CHAPTER 5PRESTIGECLASSESLUCKSTEALER
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CHAPTER 5PRESTIGECLASSESEL 11: Kuly
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