3.xE Wilderness Adventuring

Several OD&D/AD&D 1E adventures, such as X1: Isle of Dread, feature extensive wilderness exploration, in which the PCs go through unexplored areas, explore them, encounter random monsters and explore mini-dungeons instead of large ones. Are there any relevant 3.xE rules dealing with exploration, mapping wilderness, wilderness adventuring and so on? If not, I'll convert the 1E/OD&D rules to 3E.
 

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For rules, weren't some of them published in the environment series (Sandstorm, Frostburn and Stormwrack)? Also there are quite a few relevent rules in the DMG (eg. effects of weather, avalanche, etc.).
 

The new Wilderlands of High Fantasy Boxed Set by Necromancer Games is essentially a HUGE Isle of Dread written for 3.5. It's a campaign setting mapped in numbered 5-mile hexes, and two keyed books tell you what lairs in each hex much like a key for dungeon rooms (i.e. exactly like Isle of Dread).

Rules for getting lost are in the Dungeon Master's Guide.

Go to the Necromancer Games Webpage and look for the free "Lenap" preview of the Wilderlands of High Fantasy to see what I'm talking about.
 

SgtHulka said:
The new Wilderlands of High Fantasy Boxed Set by Necromancer Games is essentially a HUGE Isle of Dread written for 3.5. It's a campaign setting mapped in numbered 5-mile hexes, and two keyed books tell you what lairs in each hex much like a key for dungeon rooms (i.e. exactly like Isle of Dread).

Rules for getting lost are in the Dungeon Master's Guide.

Go to the Necromancer Games Webpage and look for the free "Lenap" preview of the Wilderlands of High Fantasy to see what I'm talking about.
No money for that boxed set, I'll probably make up my own rules based on the 1E Isle of Dread.
 

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