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City and Wild

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Suggested Price $20.00

What is City and Wild?

This guide was created to give more options for roleplaying in the cities, new rules for surviving in the wild and a whole section for collecting materials and crafting items with them.

What's inside?

This 129-page document is divided in 3 parts.

Part 1 - The City

You will find new equipment and magic items, stores, taverns, and guilds, plus a modular building/base system for players who wants to create and customize their home. The last section contains guidelines to creating quests and bounties with their respective rewards in a quick and easy way.

Part 2 - The Wild

The second part contains information regarding what characters need to do to survive in the wild, new shelter (and shelter upgrades) rules, and guidelines for crafting and using primitive gear. In addition, you will find new dangers and special terrains that adventurers can face during their adventures in the wild.

Part 3 - Expanded Crafting

This part includes new rules for collecting materials from the wild (including harvesting creatures!), a list of some example materials ready to be used with their properties. Next, you will find a section for crafting items, making alchemical concoctions (bombs, poisons, and potions), and cooking!

Finally, you will find a section for creating modular magic items, their properties, and options for making these items to evolve with the character, or to enchant items with these magical properties by using socketing gemstones.

Appendix

Lastly, there are two appendices which details several new stores ready to be used for determining the number of items in stock they have, and finally, an appendix with the creatures from the Monster Manual and the different parts that can be harvested from them.

 

What's new? (version 4.0)

The 4.0 version includes a lot of changes and new content. Here is a summary of what changed.

 

Overall changes: The format moved a bit, changed the location some parts to make more sense now. Tons of grammar errors corrected, and new art. Small adjustments and changes in names of some items, materials and sections.

New Content:

-       Weapons with special properties, shields, new ammunition options, and adventuring gear.

-       The Stores section was expanded with more information, now there’s a generic stock per store table you can use. The store list with their respective items for sale was moved to an appendix to keep the rules and other information as clean as possible.

-       The Taverns part was expanded a bit with a new table and details to follow a similar structure as the Stores section.

-       The Modular Structures section was reviewed. Now the overall cost for building a structure is lower. With this I hope mid-level characters can invest and start with a home base earlier. The rooms are now divided by levels instead of Basic, Advanced, and Luxury. Some rooms were reworked or renamed. Added some guidelines for building your own rooms, and added a sample home base structure using this guide.

-       Contracts are now named as Quests, and they have been moved outside guilds chapter into an independent chapter.

-       In the surviving in the wild chapter, there are additional notes and guidelines for harvesting meat. The building a shelter section was improved with more shelter options with interesting benefits for building them.

-       New special terrains were added to the Wild part.

-       The collecting materials part were reworked with new changes on time, DC for finding materials, the skill checks required, and other variables. These changes will allow or encourage more players to find materials, rather than just some prototypical adventurers or classes. Some of the changes now align with the rarity of materials (for example, now rarer materials are more difficult to find and the number of materials collected is potentially lower).

-       The materials are now divided in 5 groups to make more sense.

-       Additional details and options for creature parts, plus several new exotic materials. Some older materials were renamed to make them useable in different worlds or settings.

-       The modular crafting section was redesigned to now include Gear crafting, alchemy, and cooking (new!). Some small adjustments to units required to make more sense and for balancing.

-       A new simple cooking system similar to the Alchemy system!

-       The modular magic items were expanded with a new Socketing section.

 

 

_________________________________________

As always, feel free to post your suggestions, comments, and ideas to improve and balance this supplement even more.

 

Enjoy!

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Reviews (12)
Discussions (14)
Customer avatar
Ignacio P February 02, 2024 9:36 pm UTC
CREATOR
After years, the version 4.0 is finally updated with a fresh look and several new additions! check the product details for more info!
Customer avatar
Raymond T October 31, 2021 5:39 pm UTC
PURCHASER
For those who need to know, from what I gathered, the difference between 3.1 and 3.2:
page 51: "Upgrading a Shelter(Continuation)" table have better time(instead of all 2hours)
page 52: typo in "Primitive hunting trap."

I did not found any other changes, maybe IgnacioP can point if I missed something?
As someone who like to b&w print those pdf for my DMBBoE(dungeon master's big binder of everything), I was not so keen to reprint the whole document lol XD

IgnacioP, thank you for your good work, I especially love the Modular Structures chapter, coupled with Argol's Guide to infrastructure
Customer avatar
Caylen M June 27, 2021 1:31 am UTC
PURCHASER
So, a few thoughts after reading through this: the bag of colding is pointless. I don't know if you know this, but a regular bag of holding stores it's contents on the astral plane, "Time in the Astral flowed at the same rate on a Prime Material plane but the effects of time were slowed almost to a stop―a thousand years in the Astral plane felt like only a day to the traveler." Things in the astral plane do not age, or decay, it's quite literally better than a refrigerator could ever be.

That being said I absolutely love what you've done with the alchemy system, I think it could benefit however, from a region or biome index of where the ingredients can be found in terms of the plants, so I know what to give my players when they roll depending on their location.

I'd say I'm a lot more disappointed with the materials for crafting outside of alchemy. I'd recommend you check out the special materials index from giant tips, which is a collected listing of all the special materials...See more
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Customer avatar
Caylen M June 27, 2021 4:36 am UTC
PURCHASER
just found that alchemy ingredient section, never mind my criticism there.
Customer avatar
Ignacio P April 03, 2021 11:09 pm UTC
CREATOR
Version 3.1 update:
Fixed some typos and modified the collecting materials tables for balance and consistency regarding the DC and the resource availability on the region.
Customer avatar
Chris C June 23, 2020 5:05 pm UTC
PURCHASER
How is this outstanding and brilliant "tome" not a book or item for print on-demand???
Customer avatar
Barney C February 23, 2020 11:12 pm UTC
PURCHASER
in the part 3, among magic item properties, everything mentions Minor, Uncommon, Rare, Very Rare and Legendary properties, however there is no minor property table to give example of what is considered minor property.

Also, there is lack of properties and their levels for items that are not weapons.
Reply
Customer avatar
Ignacio P March 09, 2020 2:21 pm UTC
CREATOR
Minor properties are in the Dungeon Master's Guide (page 143). For non-weapon properties, you can use the ones that increase an ability score, give spells (maybe utility spells such as alert, detect magic, fly, cure wounds, etc), or increase your bonus for skills. I tried not to add many properties to avoid unbalancing and using properties that're similar to the items that are in the DMG
Customer avatar
Luigi Z February 05, 2020 2:19 am UTC
PURCHASER
Hi, can i translate this material?
Like, publish giving the credits to you?
Edit 2: Or i can give to you the translation.
Customer avatar
Robert B December 31, 2019 4:18 pm UTC
PURCHASER
Any chance you could adapt this to FG (Fantasy Grounds)?
Reply
Customer avatar
Ignacio P January 06, 2020 9:35 pm UTC
CREATOR
I'm sorry, but I don't know how FG works or how to adapt this to that. Still, I don't have problem if you know and if you want to do it by yourself ;) (and if you publish somewhere else, a credit to this page will be great!)
Reply
Customer avatar
Robert B January 20, 2020 10:08 pm UTC
PURCHASER
Rob Twohy can do the conversion for you if you're interested, he is fair about it and has converted roughly over 100 DMs Guild products for other authors.
Customer avatar
Jim B January 16, 2019 8:06 pm UTC
Comments below this talk about kopesh and katana being in this work. Surely katana is covered in longsword and kopesh in shortsword? I am at least glad you don't seem to have been fooled into the 'katanas are the greatest swords ever and can cut through anything' misinformational idea.
Customer avatar
Darius V December 06, 2018 10:21 pm UTC
PURCHASER
I mentioned this in a Reddit comment a while back, but the Poisons here should be applying the Poisoned condition like the DMGs poisons in addition to the secondary/main effect of the poison itself. That way creature's immune to the Poisoned Condition are not affected by these. For example, you could word one of the poisons as followed:

"A creature subjected to this poison must succeed on a Constitution saving throw or become poisoned for 10 minutes. The poisoned creature becomes incapacitated and spends the duration screaming, laughing, or weeping while poisoned in this way."
Customer avatar
Daniel H December 05, 2018 7:53 am UTC
PURCHASER
Is this release going to be updated? Or are users to use the version found on Reddit? I was under the understanding that once a document is uploaded to DM's Guild, then it couldn't be uploaded anywhere else? Or has this policy changed?
Customer avatar
Aldo S December 04, 2018 11:05 am UTC
PURCHASER
Ignacio great work, your book is great!
The most updated version is this on Dmsguild or the ones in your blog or on Reddit?

Thanks in advance!
Reply
Customer avatar
Ignacio P December 04, 2018 2:11 pm UTC
CREATOR
The one on reddit should be the latest version ;)
Reply
Customer avatar
Aldo S December 07, 2018 6:58 pm UTC
PURCHASER
Then the version 1.2.1? :)
Customer avatar
Lennon B September 28, 2018 8:40 am UTC
PURCHASER
Something I've noticed is that the Katana deals 1d6 Slashing, Finesse, Versatile (1d8). Doesn't this just make it worse in every way than a Rapier or a Shortsword?
Customer avatar
J. Michael L November 09, 2017 8:33 am UTC
PURCHASER
I am sorry but I disagree on your kopesh. it should not be 1d6 damage, it should be 1d8 since a kopesh though looks like a bent sword is closer to a battle axe in that is it a hacking weapon.
Reply
Customer avatar
Ignacio P November 09, 2017 2:40 pm UTC
CREATOR
sounds good, I'll change it in the next update :)

thanks for the comment!

Reply
Customer avatar
J. Michael L December 05, 2017 4:42 pm UTC
PURCHASER
Any idea of when you will update your file?
Reply
Customer avatar
Ignacio P January 06, 2018 5:42 pm UTC
CREATOR
First I want to add some extra content to the supplement, so it might take afew weeks from now.
Reply
Customer avatar
Ignacio P January 16, 2018 3:58 am UTC
CREATOR
Just updated!
Reply
Customer avatar
Jim B January 16, 2019 8:03 pm UTC
I had believed a kopesh to be shaped that way for defensive(hooking) purposes. Whilst that may sound dumb, if you research medieval single-edged swords, you will realise that a sword/axe combo is a terrible idea. They are balanced at opposite ends, so you could at best make a compromise that is neither accurate and nimble nor packing great force behind its blows.
Reply
Customer avatar
Wade K October 01, 2019 10:56 pm UTC
PURCHASER
Definitely, a khopesh is designed to provide superior locking/disarming. The blade isn’t at all designed to be used like an axe.
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File Last Updated:
February 02, 2024
This title was added to our catalog on November 08, 2017.