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Into the Wild
Into the Wild
GUSTAVO COELHO
While the game is focused on delving into a dungeon, fighting enemies, and –
hopefully – coming out alive with treasure to spend and some stories to share,
countless adventures unfold beyond these confined spaces.
To allow playing adventures like these in the wild, this supplement introduces
a new “game mode” centered on World Exploration, bringing new rules, extra
Archetypes, additional character Advantages and Disadvantages, and an array
of random tables. To use it, you must have a copy of Caves & Catacombs,
available both on itch.io and DriveThruRPG.
2
Character Creation
If you already have a Caves & Catacombs character, there’s no need to create a
new one; however, if you wish (or need) to do so, there are new Archetypes,
and additional Advantages and Disadvantages, as follows.
Archetype
Here are three new Archetypes for Caves & Catacombs: Ranger, Druid and
Bard.
Ranger
Rangers are wilderness experts, masters of survival, and skilled fighters. They
are adept at navigating diverse terrains and excel in tracking creatures. Due to
their deep connection with nature, Rangers can also commune with animals.
Attributes
● Attack: Same as Weapon +1
● Defense: Same as Armor
● Vitality: 6
Skills
● Rangers can roll an extra die in ranged attacks.
● Rangers can roll an extra die when foraging.
● Rangers gain an extra die when trailblazing.
● Rangers can roll an extra die when trying to detect traps.
● At Level 2, Rangers can choose one of the following animal
companions:
○ Panther (Attack: 3 / Defense: 3 / Vitality: 4);
○ Giant Wolf (Attack: 3 / Defense: 3 / Vitality: 3).
Starting Equipment
Leather Armor (Defense 2), Bow and Quiver of Arrows (Attack 3), Long Sword
(Attack 3), and a vial of Antidote.
3
Druid
Druids are mystical nature practitioners who harness the power of the natural
world. They are attuned to the balance of life and possess unique abilities to
commune with flora and fauna.
Attributes
● Attack: Same as Weapon
● Defense: Same as Armor
● Vitality: 6
● Number of Spells: 2
Skills
● Druids can roll an extra die when foraging.
● Druids can choose to start with one of the following animal
companions:
○ Wolf (Attack: 2 / Defense: 2 / Vitality: 2);
○ Eagle (Attack: 2 / Defense: 3 / Vitality: 2).
● Once a day, Druids can transform into an animal, gaining the physical
attributes (Attack, Defense, and Vitality) of the chosen creature.
Druid Spells
● Entangling Roots: prevents a target from taking any action (attack,
cast spells and so on) until the next combat round.
● Nature's Will: makes the target obey a simple command given from
you, as long as it would not cause them to harm themselves.
● Revitalizing Bloom: restores up to 4 lost Vitality and cures poisoning.
● Savage Surge: grants the target one extra die to Attack until the end of
combat.
● Sylvan Slumber: puts up to six targets to sleep until the end of combat.
● Tranquil Haven: until the end of the next combat round, all damage
taken inside a globe of energy created by you is reduced to zero.
● Verdant Ward: grants the target a bonus of +2 to Defense until the end
of combat.
● Whispering Horror: up to six targets will drop their weapons and flee
in terror.
Starting Equipment
Forest Cloak (Defense 1), Wooden Staff (Attack 1), and Totem.
4
Bard
Bards are charismatic performers who use the power of music, storytelling,
and magic to shape the outcomes of their adventures. They are versatile
individuals, skilled in both supporting their allies and using their cleverness to
overcome challenges.
Attributes
● Attack: Same as Weapon
● Defense: Same as Armor
● Vitality: 4
● Number of Spells: 4
Skills
● Bards can roll an extra die when trying to disable traps.
● Bards can roll an extra die when trying to unlock doors.
● Bards can sell their equipment for its full price.
● Once a day, Bards can play an inspiring song to boost the morale of
their allies; this grants an extra die for the first Skill Test a character
performs on that day.
Bard Spells
● Ceasefire Interlude: prevents up to six targets from attacking in the
next round of combat.
● Dreadful Dissonance: up to six targets will drop their weapons and
flee in terror.
● Harmony's Embrace: restores up to 4 lost Vitality points and cures
poisoning.
● Hypnotic Melody: the target will start to count you as a friend.
● Inspirational Ballad: grants the target one extra die to Attack until the
end of combat.
● Keysmith Jingle: unlocks all doors in a room or corridor.
● Lethargic Lullaby: puts a target to sleep until the end of combat.
● Petrifying Pizzicato: prevents a target from taking any action (attack,
cast spells and so on) until the next combat round.
● Rhythmic Resilience: grants the target a bonus of +2 to Defense until
the end of combat.
Starting Equipment
Padded Armor (Defense 2), Dagger (Attack 1), and Musical Instrument.
5
Advantages and Disadvantages
Here are new Advantages and Disadvantages to customize your Caves &
Catacombs character:
Advantages
● Survivalist: can roll an extra die when foraging
● Explorer: gain an extra die when trailblazing
Disadvantages
● Hapless Forager: penalty of -2 when foraging
● Clueless Pathfinder: penalty of -2 when trailblazing
Leveling Up
Your character level up every five completed quests, increasing their attributes
according to the table below:
Vitality +1
Bard
Number of Spells +1
Vitality +1
Druid
Number of Spells +1
Vitality +1
Ranger
Attack Modifier +1
6
Equipment
While journeying through the world, adventurers may come across skilled
blacksmiths. In these encounters, they can both purchase new equipment and
sell their existing gear to the blacksmiths.
Bards, known for their eloquence and persuasiveness, are able to convince the
blacksmiths to pay the full price for the equipment they want to sell, while
other adventurers only get half of the usual price when selling their gear.
Weapons
Weapon Cost Attack Note
Staff 50 1
Scimitar 250 3
Flail 200 3
Mace 200 3
7
Armors
Armor Cost Defense Note
Shield 100 1
Chainmail 300 3
Potions
As artisans of more than mere remedies, apothecaries are adept practitioners
who craft elixirs of diverse hues and magical effects. Whenever adventurers
encounter an apothecary, they can replenish their supplies of antidotes and
potions.
8
World Exploration Rules
World exploration involves navigating a randomly generated and populated
map, mirroring the approach employed for dungeon delving in the “default”
game mode.
Terrains
Every hex on the grid represents a distinct Terrain, each corresponding to a
different type of landscape or environment:
● Desert: harsh and arid environments with shifting sand dunes, rocky
plateaus, and occasional oases.
● Forest: densely wooded areas with towering trees, undergrowth, and
winding paths.
● Grasslands: vast stretches of rolling plains covered in lush grass,
occasional wildflowers, and scattered low shrubs.
● Mountains: rugged terrains with towering peaks, steep slopes, and
challenging climbs.
● Swamp: low-lying, waterlogged terrains characterized by stagnant or
slow-flowing water, dense vegetation, and a humid atmosphere.
● Water: significant bodies of water such as lakes, wide rivers, and seas,
which can only be traversed by boat.
Action Points
Action Points are an abstraction for the time passed during world exploring.
As a rule, one Action Point is equivalent to:
● Traversing a mile
● Searching for food, water, etc.
● Engaging in a combat
● One hour of rest
9
Movement
On the map, each hex represents a six-mile area. Consequently, a group of
adventurers needs to spend 6 Action Points to move from one hex to another
adjacent.
Trailblazing
When leaving a hex, spend six Action Points and roll a Skill Test:
● On a 3 or lower: the group gets lost, and they remain on the same hex.
Roll an Event.
● On a 4: the group becomes lost but eventually finds their way.
Decrease the Action Points by 3.
● On a 5 or higher: the group finds their way without any issues.
Provisions
When traveling, an adventurer needs to consume one Provision for every 8
Action Points spent, resulting in a total of 3 Provisions required per day. Every
character begins the game with 9 Provisions, but they can carry up to 15
Provisions, enough to last for 5 days of travel.
Foraging
When trying to find Provisions, spend one Action Point and roll a Skill Test:
● Roll the Distance to check how far the adventurers are from the
encountered individuals, creatures, or wildlife. This can provide the
group with an advantage in Hiding or Escaping to avoid combat.
● Roll the Current Activity to determine what the encountered
individuals, creatures, or wildlife are doing.
● Roll the Reaction to ascertain how the encountered individuals,
creatures, or wildlife react to the adventurers' presence.
Combat
Combat follows the main game rules, with the distinction that each combat,
regardless of enemy group size, consumes 1 Action Point. However, while
exploring, the group can try to avoid combat by either hiding or escaping.
Hiding
When trying to hide from an enemy, spend one Action Point and roll a Skill
Test:
Escaping
When trying to escape before a combat, spend one Action Point and roll a Skill
Test:
For instance, suppose the group had to spend 6 Action Points to traverse a
Terrain; during their rest period, this would double to 12 Action Points, which
means they would not be able to leave the current Terrain.
Camping Encounters
When the group is camping, roll 1d6: on a result of 1 to 5, the rest period
proceeds without any disturbances; on a 6, roll a Camping Encounter.
Settlements
While on a Settlement, adventurers may be able to:
Sidequests
While traveling, adventurers may receive information about specific locations
where intriguing quests await. To generate such sidequests, choose (or
randomize) a hex and roll 1d6: on a 5 or 6, place a Dungeon to be visited in this
hex and refer to the core game’s quest creation tables.
1
While traversing a vast body of water, adventurers can sleep on the boat.
12
Weather
Weather can impact the environment and challenges faced by adventurers.
This influence can manifest in ways such as slowing down their movement,
increasing the risk of getting lost, reducing the accessibility of essential
resources, and even making it harder for them to rest.
Trailblazing Foraging
Terrain
Action Points Modifier Action Points Modifier
Desert 18 -2 3 -2
Forest 12 -1 1 +1
Grasslands 6 +1 1 0
Mountains 24 -3 3 -2
Swamp 24 -3 3 -2
Water 24 -3 1 0
13
Playing the Game
Essentials
In addition to your character(s) and the material already used – such as some
six-sided dice and writing supplements – to play this game mode, you will
need:
Setup
1. Choose a hex as the starting point, preferably one in the middle of the
grid.
2. Choose (or randomize) a terrain for the first hex and follow the
Exploration Procedure described below.
Exploration Procedure
When entering an unexplored hex, the first thing to do is establish the Terrain
of its unmapped neighboring hexes. For each one, roll 1d6 and refer to the table
below, considering the column corresponding to the current hex Terrain:
For example, if the current Terrain is Mountains and the rolled number for an
adjacent hex is 4, its Terrain will be Desert.
14
Once the Terrains of the adjacent hexes are established, define the current hex
Feature2:
2d6 Feature
Except for the first hex, after rolling the current hex Feature, check if an Event
has occurred:
2d6 Event
Resolve any Event rolled, and choose the next hex to move to, following the
World Exploration Rules and this Exploration Procedure.
2
As an alternative, you can choose not to roll a Feature for the first hex, and assume it is
a Settlement.
15
16
Random Tables
Camping Encounter
Camping Encounter: Desert
1d6 Camping Encounter
17
Camping Encounter: Grasslands
1d6 Camping Encounter
A herd of large herbivores stampedes through the grasslands, passing
1
dangerously close to the camp.
2 The grasslands come alive with a dazzling display of fireflies.
3-4 The night air is filled with the rhythmic symphony of crickets.
The grasslands transform into a starlit meadow, filled with
5
luminescent flowers.
18
Camping Encounter: Water
1d6 Camping Encounter
19
Encounter
Encounter Distance
1d6 Distance Hiding/Escape Modifier
1 Close -2
2-3 Near 0
4 Distant +1
5 Far +2
6 Remote +3
1 Resting / Nesting
2 Grazing / Feeding
3 Exploring / Migrating
4 Wandering
Encounter: Reaction
1d6 Reaction
1 Fearful retreat
2 Friendly interaction
5 Indifferent disregard
6 Aggressive response
20
Encounter: Desert
3d6 Encounter Attack Defense Vitality Note
3 Cyclops 6 4 12
4 Giant Lizard 2 4 6
6 Giant Ants 2 1 1
7 Mummies 4 2 4 Undead
8 x 2 Kobolds 1 2 1
9 Lions 4 4 4
11 + 2 Camels 2 4 6
13 x 2 Goblins 2 2 1
14 + 1 Skeletons 3 1 2 Undead
15 +1 Cat People 2 3 6
16 2x Giant Beetles 3 2 3
18 Giant Worm 4 6 10
Number of PCs.
21
Encounter: Forest
3d6 Encounter Attack Defense Vitality Note
3 Giant Ape 4 8 8
4 Elephant 6 8 10
5 Panther 3 3 4
6 Apes 3 3 4
7 Grizzly Bear 4 4 6
8 Wild Boars 3 2 3
Can point to a
9 Drifter 0 0 4
Sidequest
10 Bandits 2 1 6
11 x 2 Goblins 2 2 1
13 Wolves 2 2 2
14 Werewolf 4 3 6
15 Giant Wolf 3 3 3
16 Giant Owl 4 4 2
17 3x Velociraptors 4 4 4
18 T-Rex 4 6 8
Number of PCs.
22
Encounter: Grasslands
3d6 Encounter Attack Defense Vitality Note
3 Elephant 6 8 10
4 Wyvern 4 3 10
5 T-Rex 4 6 8
6 3x Velociraptors 4 4 4
7 Werewolf 4 3 6
8 Earth Elemental 3 4 4
Can point to a
9 Drifter 0 0 4
Sidequest
10 Bandits 2 1 6
11 x 2 Goblins 2 2 1
13 + 1 Orcs 3 3 6
14 Orc Chieftain 4 3 8
Sells Weapons
15 Travelling Blacksmith 2 1 6
and Armors
16 Gryphon 3 3 10
17 Ogre 4 4 10
18 Troll 4 6 12
Number of PCs.
23
Encounter: Mountains
3d6 Encounter Attack Defense Vitality Note
3 Stone Giant 6 10 12
4 Earth Elemental 3 4 4
5 Black Bear 4 4 6
6 Mountain Goat 2 2 2
7 Bandits 2 1 6
8 Condor 2 3 2
9 Grey Wolf 2 3 3
10 x 2 Kobolds 1 2 1
11 x 2 Goblins 2 2 1
12 Cougar 3 3 3
13 Eagle 2 3 2
Can point to a
14 Hermit 0 0 4
Sidequest
15 Moose 4 6 4
16 Giant Eagle 4 6 4
17 Gryphon 3 3 10
18 Mountain Giant 6 12 10
Number of PCs.
24
Encounter: Swamp
3d6 Encounter Attack Defense Vitality Note
3 Troll 4 6 12
4 Giant Alligator 4 6 10
5 Giant Lizard 2 4 6
7 Mushroom People 2 2 4
8 + 1 Skeletons 3 1 2 Undead
9 + 1 Orcs 3 3 6
10 Alligator 3 2 4
12 Lizardmen 2 3 4
Undead;
13 Zombies 2 1 2
Poisonous bite
14 Frog People 2 4 6
16 Giant Leech 4 2 6
17 Wyvern 4 3 10
18 Hydra 6 4 10
Number of PCs.
25
Encounter: Water
2d6 Encounter Attack Defense Vitality Note
2 Giant Squid 4 6 6
3 Sea Serpent 4 2 6
4 Fish People 2 4 6
Can point to a
5 Shipwreck Survivor 0 0 4
Sidequest
6 Giant Crabs 2 6 2
7 Pirates 2 1 6
8 + 2 Dolphins 2 4 2
9 Merfolk 2 3 4
10 Giant Seagull 4 6 4
11 Shark 4 2 6
12 Whale 6 8 10
Number of PCs.
26
Location
Location: Desert
2d6 Location Note
1 Oasis Foraging tests receive a bonus of +1
Location: Forest
1d6 Location Note
You can find stalls where vendors showcase
1 Festival
their Potions, Provisions, and other crafts
2 Stone Circle
Location: Grasslands
1d6 Location Note
You can find gastronomic stalls to buy Provision
1 Seasonal Fair and even a blacksmith showcasing their
Weapons and Armors
27
Location: Mountains
1d6 Location Note
Roll 1d6: on a 5 or 6, treat as a Dungeon;
1 Collapsed Monastery
otherwise, the entrance is blocked by debris
Location: Swamp
1d6 Location Note
Roll 1d6: on a 5 or 6, treat as a Dungeon;
1 Decayed Mausoleum
otherwise, the entrance is blocked by debris
Location: Water
1d6 Location Note
Roll 1d6: on a 6, treat as a Dungeon; otherwise,
1 Tidal Cave
the water is too high to walk
28
Location: Settlement
1d6 Location Note
Services:
5 Town ● Market: Provisions
● Blacksmith: equipment (Weapons and Armor)
● Apothecary: potions (Antidote and Healing)
● Tavern: Provision and lodging (10 coins)
● Quest Board: can point to a Sidequest
● Temple: healing (10 coins)
Services:
6 City ● Market: Provisions
● Blacksmith: equipment (Weapons and Armor)
● Apothecary: potions (Antidote, Healing,
Courage, Thick Skin and Invisibility)
● Tavern: Provision and lodging (15 coins)
● Quest Board: can point to a Sidequest
● Temple: healing and resurrection (100 coins)
29
30
Natural Phenomenon
Natural Phenomenon: Desert
1d6 Natural Phenomenon
Dust Devil: spiraling columns of arid soil and sand, dancing in the
1
desert
31
Natural Phenomenon: Grasslands
1d6 Natural Phenomenon
Sunrise Blanket: the sun rising, casting a warm blanket of light across
2
the landscape
32
Natural Phenomenon: Swamp
1d6 Natural Phenomenon
33
Special Feature
Special Feature: Desert Special Feature: Grasslands
1d6 Special Feature 1d6 Special Feature
34
Special Feature: Swamp Special Feature: Water
1d6 Special Feature 1d6 Special Feature
35
Weather Condition
Weather Condition: Desert
1d6 Weather Condition Note
5 Mild Breeze
5 Mild Breeze
36
Weather Condition: Mountains
1d6 Weather Condition Note
5 Light Drizzle
37
38
Index
Introduction 2
Character Creation 3
Archetype 3
Ranger 3
Druid 4
Druid Spells 4
Bard 5
Bard Spells 5
Advantages and Disadvantages 6
Leveling Up 6
Equipment 7
Weapons 7
Armors 8
Potions 8
World Exploration Rules 9
Terrains 9
Action Points 9
Movement 10
Trailblazing 10
Provisions 10
Foraging 10
Encounters 11
Combat 11
Hiding 11
Escaping 11
Resting 12
Camping Encounters 12
Settlements 12
Sidequests 12
Weather 13
Optional Rule: Terrain Modifiers 13
39
Playing the Game 14
Essentials 14
Setup 14
Exploration Procedure 14
Ending the Game 15
Random Tables 17
Camping Encounter 17
Encounter 20
Encounter Distance 20
Encounter: Current Activity 20
Encounter: Reaction 20
Location 27
Location: Settlement 29
Natural Phenomenon 31
Special Feature 34
Weather Condition 36
40
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