howandwhy99
Adventurer
I know some play styles balance abilities assuming a delve adventure format, meaning characters typically traverse via wilderness between town (believed safety) and a dungeon (believed danger). In order to support the longer, exploration phase of adventuring I thought some of the elements missing from B2 might be useful.
These are not reprints, but are pretty close. Feel free to use them only if you desire wilderness exploration and don't have the actual materials on hand.

Click for larger size. From a nice place called The Isomage's House
Notice: This map is could be a "Player Map" as the numbered locations have been left off. DMs may wish to add their own new Wilderness Locations by extrapolating from the material already provided in the play test documents. Please do not list the original adventure elements here.
Wandering Monster Territories: Divide up as you see fit from the map above. Grasslands as 1. Forest as 2. Swamp as 3. Or by elevation. Roads may be treated separate for ambushing and traveling encounters.
Wandering Monster Checks: Roll as desired. E.G. Every 4 hours Day time, Every 3 hours Night time. 1 in 8 odds each time. Note: Tables below do not include sleep cycles. They are similar to the suggested elements from the original adventure.
These are not reprints, but are pretty close. Feel free to use them only if you desire wilderness exploration and don't have the actual materials on hand.

Click for larger size. From a nice place called The Isomage's House
Notice: This map is could be a "Player Map" as the numbered locations have been left off. DMs may wish to add their own new Wilderness Locations by extrapolating from the material already provided in the play test documents. Please do not list the original adventure elements here.
Wandering Monster Territories: Divide up as you see fit from the map above. Grasslands as 1. Forest as 2. Swamp as 3. Or by elevation. Roads may be treated separate for ambushing and traveling encounters.
Wandering Monster Checks: Roll as desired. E.G. Every 4 hours Day time, Every 3 hours Night time. 1 in 8 odds each time. Note: Tables below do not include sleep cycles. They are similar to the suggested elements from the original adventure.
Code:
One Level Below Ground = Wilderness level 1
[U][B]Wandering Monsters Die[/B][/U]
Kobold patrol (3d4) 1
Goblin patrol (2d4) 2
Human patrol (1d4) 3
Orc patrol (1d4+1) 4
Skeletons (1d6) 5 (50%)
Zombies (1d4) 5 (50%)
Halfling Rogues (1d4+1) 6
Dwarf Fighters (1d4) 7
Stirges (1d4+1) 8
Orc patrol (1d4) 9
Dwarves (1d4+1) 10 (use from room 40)
Elves (1d6) 11 (use from room 40)
Gelatinous Cube 12
Two Levels Below Ground = Wilderness level 2
[U][B]Wandering Monsters Die[/B][/U]
Orc band (5d4) 1
Hobgoblin patrol (2d4) 2
Gnoll party (1d4) 3
Zombies (2d4) 4
Halfling Rogues (1d4+1) 5 (+1 Elf Wizard)
Skeletons (1d4) 6
Dwarf Fighters (1d4) 7 (+1 Dwarf Cleric)
2 Orc Patrols (2d4) 8
Dwarf Family (4d4) 9 (use from room 40)
Elven Troupe (3d4) 10 (use from room 40)
Giant Centipedes (2d4) 11
Owlbear 12