Making stuff I wish I had when I was a Kid
 
 
 
 
 
 
 
 
 
 
 
 
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Player options include

Pech, Phooka, Voles, Shrews, Mice, Moles, Bats, Newts, Stoats, Drakelings, Hedgehogs, Squirrels, Rabbits, Hobgoblins, Ichneumons, Otters, and Badgers.

 

WildLands is a TTRPG where players can play what they want and how you want to from a Mole Baker to a Badger Paladin. The only limits are your imagination and creativity.

 
 
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Players determine what their critter’s Job, Specialty, and Hobby are and are only limited by their own imagination. Critters are considered proficient in the skills, subject matter, and history that would be related to what players choose for each category.

Jobs are the critter’s main skill set such as knight, Rogue, Musician, Artist, Merchant, Necromancer, Dancer, Wizard, and Sailor are just a few examples.

Specialties are either a specific aspect or talent related to a critters job that they are exceptionally good at.

Hobbies are an interest or activity that a critter engages in that is not related to their job.

 
 

Critter Role Example

Baker | Sweets | Gardening

This PC would get job dice for any roll related to baking. Since his specialty is in sweets the mole will add additional dice for rolls related to baking sweets. Outside of baking this mole enjoys the hobby of gardening so they will apply the Hobby dice to any rolls related to gardening.


 
 
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BASE STATS

Strength

(Str)

This stat represents a critter’s physical strength. The more strength a critter has the more likely they are to succeed at feats of strength like lifting heavy objects or breaking down doors.

Agility

(Agi)

Agility represents a critter’s speed and dexterity. The more agile a critter is the faster and more graceful they will move.

Intellect

(Int)

Intellect represents a critter’s ability to solve puzzles and acquire information. Critters with a high intellect are able to come to the solution of a problem faster than others and are able to memorize more spells and recipes.

 

Sociability

(Soc)

Representing a critter’s social aptitude, Sociability, helps  Critters talk to other critters. Critters with a high score in sociability are often highly empathetic and able to sense the needs of those around them. Critters with high sociability are also well informed about current trends, gossip, and popular culture.

Arcana

(Arc)

This stat represents a critter’s natural ability to control and utilize magical energy. Critters with a high arcana can cast powerful spells and long lasting enchanmtents.

Spirit

(Spi)

The spirit is  a critter’s divine spark, the ability to tap into spiritual energies like the powers of life, nature, and celestial magic. Critters with a high spirit can preform more powerful miracles and maintain greater auras.

Reflexes

Physical

(Phy)

Physical reflexes are the average of a critters strength and agility. Physical reflexes help critters avoid danger and overcome unexpected physical challenges such as falling from a broken branch or avoiding the dangers of a spike trap. Phy also helps determin a critter’s attack.

Wisdom

(Wis)

These reflexes are the average of a critters socialability and intellect. Wisdom helps critters resist being charmed, fooled, and help a critter see through illusions.

Will Power

(Wil)

Will Power is the average of a critter’s Arcana and Spirit. These reflexes help critters react to and resist the effects of spells and miracles as well as determine a critter’s innate spell casting ability

 
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ABILITY CHECKS

Cindy’s critter just found a recipe for an enchanted sweet bread that gives a magical boost to the consumer. They have their critter collect the ingredients and wants to attempt to bake the enchanted bread. The recipe has an int AC(2) which means Cindy must roll 2 or more successes to complete the task. Cindy chose baker for her critter’s job (2) with a specialty in breads (1) and has an Intellect of 2. This means so Cindy can roll 5d6 for the attempt.

Cindy rolls a 5, 2, 5, 6, and 4 . This gives Cindy a total of 3 success rolls allowing her critter to create the delicious bread.


REFLEX CHECKS

Charmaine’s critter is traveling down the tunnels of a dark den in search of a void beast.

GM observes the critter steps onto a square that has a secret spike trap.

The GM asks Charmaine to roll a Physical reflex check with a threshold of 3 for the hidden danger

Charmaine’s critter has a Phy of 4 so she rolls 4d6, 3, 2, 5, and 5 for a total of 2 successes. This does not reach the threshold of 3 which means the critter fails the reflex and is struck buy the hidden spike trap.


 
 

Spells, Miracles, Enchantments, Songs, Foods, and some magic items can grant additional dice or successes.

 
 
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If critters find themselves in danger they may have to resort to combat in order to smite evil, defend themselves, protect allies, or save innocents. Combat in WildLands is a fast paced with active gameplay for both attackers and defenders! No more sitting idle while you wait for others to take their turn.

The combat system pits combat prowess against speed and defense. Use evasion dice to actively defend against attacks and spells. Critters also have access to protective arms and armaments to reduce and resist damage from their foes.

 

SPELL CASTING EXAMPLE

Imani’s critter, a spell casting bunny named Lemon Starseeker, has spotted a kobold in the distance. Imani uses her PC‘s movement to position Lemon so that the kobold is within range of her spells. She then casts a new spell Lemon has recently learned. The spell, Arcane Ray, has a spell casting threshold of 3. Imani can roll 4d6 and gets 2 successes. This would normally end in a failure, however Lemon is wearing a pair of magic mittens which grants 1 additional successes when casting spells. Meeting the threshold Lemon successfully casts the spell rolling her attack dice and in the end dealing 10 arcane damage..

 

MELEE COMBAT EXAMPLE

Kira’s critter, a Mouse Knight, is next to act in the initiative order. She chooses to to move forward to close the distance between Garnet, her critter, and the enemy goblin. Kira wants to make an attack with her critter’s sword costing a major action, then use a minor action to take a defensive stance with her shield. Kira makes the attack roll and gets 4 successes. The goblin attempts to dodge the attacks with its evasion and rolls 1 success. This means the mouse scores 3 hits against the goblin, causing 9 damage (3 damage per hit). However, the goblin has a Defense of 2 reducing the final damage to 7 still leaving the goblin heavily wounded.

 
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Hidden amongst the libraries, barracks, markets, mage towers, and the ruins of past civilizations are artifacts of knowledge that, if practiced and learned, can bestow a critter with new abilities, skills, and magical powers. What fantastic knowledge will your critter learn during their adventures!

 

Manuals that detail the steps needed to perform combat techniques.

scrolls that impart arcane knowledge.

Tablets that impart the rituals and prayers needed to call on celestial magic.

Cards that hold the secret recipes to magical foods.

Scores filled with enchanting music.

 
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Adventure

Take your critters on a wonderous journey as you participate in a shared narrative among friends while exploring the world of WildLands. It will take teamwork and creativity to overcome the dangers of the forests, mountains, and  the many waterways of the isle where fortune and reward await. Or the critters may delve below its surface into the dark tunnels and caverns of the Underways where the unknown lurks in the eternal shadow. With each trial comes character growth, experience, and possibly treasure!

 
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