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Heather
Sep 9, 2025 · 9 min read
Into the Wild 5e RPG: RiotMinds' Wilderness Sourcebook Transforms Travel into Tension

RiotMinds’ Into the Wild 5e is a toolkit for turning wilderness exploration into the heart of your campaign. Built for 5E and steeped in OSR sensibilities, it blends subclass options, travel & exploration 5e mechanics, survival rules, and a dark starter adventure.
Into the Wild is one of those rare finds that feels truly alive. It turns the wilderness into a living, breathing character.
Released via Kickstarter in April 2023, RiotMinds promised a full wilderness campaign experience. They delivered: a 250+ page sourcebook, a level 1–6 starter adventure (The Withering Woods), and a framework that encourages Game Masters to make travel, terrain, and survival central to the story.
The Kickstarter campaign blew past its goal: 428% funded, raising over 461,000 SEK ($4,800, €4,100). In this instance, the hype matched the experience at the table.
The Personal Connection
Now, we at Quest Portal are a little biased. Into the Wild was written by our longtime Quest Portal collaborator, Þorsteinn Mar Gunnlaugsson. Þorsteinn (pronounced THOR-stin) has this rare gift for weaving grit, myth, and warmth into his work, and you can feel it here on every page.
And maybe that’s why the book resonates so strongly with us. A lot of its tone: the relentless weather, the reverence for the land, the feeling that every path has history, reminds us of home. Iceland doesn’t have undead druids (yet), but it does have endless mossy trails, sudden storms, and whispers passed between fjords.
Bias aside, Into the Wild nails a very specific vibe: it makes you care about the world your players are moving through, not just the creatures living in it.
What’s Inside: Terrain, Travel, and Tension
At its core, Into the Wild 5e is a wilderness toolkit, not just a setting book. It features:
- New ranger options 5e alongside druid and fighter subclasses focused on survival and connection to the land.
- Dozens of primal spells tied to terrain and flora.
- A full foraging 5e and herbalism and potion crafting 5e system with 50+ unique plants.
- Terrain-specific travel mechanics 5e that differ by biome: volcanic coasts, tundra, alpine, bog, and desert.
- Real weather effects 5e that shape each day—fog conceals, sleet ruins gear, storms endanger survival.
- Over 50 random wilderness encounters 5e and new monsters tied to regions and rituals.
- Modular camping rules 5e for rest, watch rotations, and nighttime tension.
It walks the edge between OSR grittiness and 5E’s cinematic ease. If you've ever wished for something like Dark Sun, but in a mossy alpine wilderness—this is it.
Travel Becomes the Story
Most 5e campaigns treat travel as a montage. Into the Wild 5e flips that. Travel becomes dramatic. Every choice matters:
- Do you follow the forest trail or hunt 5e game across open plains?
- Who scouts? Who rests? Who’s at risk of exhaustion?
- When the snow hits, can your party even camp?
When the rain falls in and wolves close in, it feels earned because the rules make you work to get there.

Weather, Terrain, and Foraging: Where the Book Comes Alive
The environmental systems are surprisingly deep without feeling like a slog. Weather affects everything: fog hides paths, sleet ruins supplies, and a sudden snowstorm can trap the party on the wrong side of a mountain pass.
Terrain isn’t just flavor text, either. Coastal dunes, tundras, volcanic plains, and shadowed forests each have mechanical teeth. Crossing grassy steppes feels trivial compared to inching across jagged cliffs with fraying ropes and one missed endurance roll between you and the abyss.
And the foraging system? The plant lady in me loves it. You can gather herbs, berries, roots, and flowers with distinct uses; some heal, some enhance, some corrupt. At one point, our druid spent a full session hunting for a rare blossom rumored to ward off necrotic rot. It can become the story, not a distraction from it.
Be aware that running full wilderness mechanics adds time. Expect a learning curve, especially with travel and weather layers.
Subclasses That Invite Story, Not Min-Maxing
One of my favorite surprises was how immediately engaging the new subclasses were. Don’t come here for DPS boosts. Come here for the Forest Warden who performs binding rituals at dusk, or the Tree Whisperer who brews teas that soothe despair.
Every subclass pushes narrative utility. They feel right for a world where every leaf might be sacred, or cursed. They push players to solve problems creatively instead of relying on raw numbers.

The Withering Woods: A Starter Adventure with Teeth
The included level 1-6 5e campaign, The Withering Woods, opens in Shallowford, a riverside village pressed against a cursed wood. Tension creeps in with each rumor: strange blooms, weather out of season, disappearances. What begins as helping nervous villagers turns into a dark crawl through a blighted grove. The tone is slow and deliberate; rumors whispered in the inn, villagers nervous about strange weather, quests that seem small until they spiral into something much bigger.
By the final act, your players are venturing deep into a blighted grove to confront the Gray Druid and his necrotic cult. It’s dark, grounded, and tense without leaning on constant combat.
But Into the Wild doesn’t dictate how to tell your story. It hands you tools and trusts you to build. And yes, this module works seamlessly with the broader rules. Want to run The Withering Woods as a standalone dark forest module? You absolutely can.
Why It Works: Atmosphere. Stakes. Flexibility.
Into the Wild 5e earns its place on the shelf by doing what most 5e books avoid: it trusts the Game Master. It hands you evocative rules, systems, and choices and lets you decide how harsh or mystical, how folk-horror or survivalist, you want to play.
It’s not just for rangers. It’s for every table that wants to feel the rain on their backs and the cold in their bones. For every player who thinks herbs are more than loot, and every Game Master who sees travel as more than a montage.
Whether you're planning a D&D 5e hex-crawl, stocking new monsters, or just want to run better wilderness sessions, this is the sourcebook you've been waiting for.
TL;DR
- Into the Wild 5e is a full wilderness campaign toolkit for 5E: travel rules, subclasses, crafting, monsters, and encounters.
- Adds deep terrain, weather, foraging, and exploration mechanics.
- Includes a dark starter module, The Withering Woods, that doubles as a full forest crawl.
- Ideal for Game Masters seeking hex-crawls, atmospheric travel, or a sandbox rooted in land and myth.
Next Steps
- Learn about travel mechanics with Into the Wild on Quest Portal
- Explore the Withering Woods for your next level 1–6 campaign, pre-built and ready to play on Quest Portal
- Share potion crafting guides and plant indexes with your group using Quest Portal's Pro Campaigns
FAQs
Q: Is Into the Wild compatible with vanilla 5e?
A: Yes. It’s written for 5e from the ground up and layers in naturally with standard campaigns.
Q: Do I need other RiotMinds products?
A: No, it stands alone and works in any fantasy setting.
Q: What’s the tone like?
A: Think The Witcher meets Dark Sun. Folk horror, wilderness survival, and mythic strangeness.
Q: Is this beginner-friendly for Game Masters?
A: Yes, if you enjoy modular storytelling. The starter module helps, but expect to improvise.
Q: Can I run this without the starter module?
A: Definitely. Use the terrain, encounter, and travel systems with your own setting.
Q: What kind of characters does this suit?
A: Anyone who wants to feel the world: rangers, druids, survivors, herbalists, or even city-folk out of their depth.
Q: Is this good for hex-crawling or sandbox play?
A: Absolutely. It includes robust tools for running hex-crawl 5e games with danger, story hooks, and mechanical bite.