Wilderlands of High Fantasy - What do I need to start a 5e campaign?
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  1. #1
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    Wilderlands of High Fantasy - What do I need to start a 5e campaign?

    I'm looking to get into this setting, but am not sure where to start. I'd like to have a setting book, a city book . (CSotIO?) and some adventures that are specific to the setting. Maps would help too.

    However, I can't wrap my head around the various printings and editions. I can't really get a grasp on what's going on with the Kickstarters, where to find the most updated materials etc.

    Basically, if you were to put together a starter package to get a campaign going what would it looks like?

    Any help would be great. Thanks!
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  2. #2
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    The original WoHF guidebook for OD&D
    Ready Ref sheets
    CSIO (original OD&D or Universal system print, not the Mayfair edition)

    I am far more partial to the original products as I grew up with them, but many people love the boxed set and player's guide by Necromancer Games from the 3.5 era. It is probably an "easier" product to grasp the setting as a whole. But I prefer the original leaner original presentation which is more of a "Wilderlands Construction Kit"


    Of course there are the other regional supplements- Wilderlands of the Magic Realm, Fantastic Wilderlands Beyonde, and Wilderlands of the Fantastic Reaches (these regions are included in the boxed 3.5E set)


    Adventure Recommendations-Keep in mind these are VERY different products than modern day D&D adventures
    Tegel Manor (original OD&D, not the godawful Mayfair rewrite/updated and expanded version)
    Mines of Custalcon
    Gencon IX Dungeons
    Of Skulls & Scrapfaggot Green
    Frontier Forts of Kelnore
    Dark Tower (anything by Jaquays is worth picking up)
    Witches Court Marshes

    Any of the "Book of" titles. Ruins, Treasure Maps, etc,
    Any of the "place" titles- Castle Book, Village Book, Island Book, etc.

    I would also highly recommend the Dungeoneer compendium Issues 1 through 6. Not strictly Wilderlands, but there are a few fantastic adventures and a mini setting that are easily plugged in wherever you like
    Last edited by JeffB; Sunday, 19th May, 2019 at 08:05 PM.

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    The Necromancer Games is the best place to start, but the box set is ridiculously expensive on the second hand market, even the PDF isn't cheap

    https://www.drivethrurpg.com/product...gh-Fantasy-new

    But it is all you need for a life time of gaming, and 3.5E is easy to convert to 5E.

    I never saw the older stuff until later, I have a lot of it, but they are very indie typewriter scans. It's all there but it's hard to read as small font scans. SO my first intro was Necro games, and I'd recommend that. But if you are happy with how the OD&D booklets are, then go for the original if you prefer.

    I you have a bit more cash, this is a great bundle too

    https://www.drivethrurpg.com/product...also_purchased
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    Conversions are rather simple but time consuming. I've been doing them since 2nd Edition. Treat it like an Errata, creating separate treasures and creatures that correspond to the new edition. With 5e more often than not you'll want to add creatures but remove magic items (no "bucket" of +1 longswords). The difference here is the way 3e treated combat as a group vs a single monster, whereas 5e is more like classic D&D a group vs a "challenge."

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    I use the 3e WoHF box plus the Player's Guide for map and flavour, been running it many years - still great.

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    City book - I prefer the original CSIO to the 3e version, whereas the 3e WoHF is much better than 0e IMO.

    Adventures - most are too high level. Good ones include Caverns of Thracia, the Ilhiedrin Book and Lost Man's Trail.

    Dyson Logos' stuff also fits great in Wilderlands. And you need encounter tables, the 5e ones in XGTE work well.

    I have also used the old White Dwarf adventures The Licheway and Halls of Tizun Thane to good effect. Both are in BoWD Scenarios 3.

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