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General Tabletop Discussion
*Dungeons & Dragons
Wilderlands of High Fantasy - What do I need to start a 5e campaign?
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<blockquote data-quote="JeffB" data-source="post: 7607253" data-attributes="member: 518"><p>The original WoHF guidebook for OD&D</p><p>Ready Ref sheets</p><p>CSIO (original OD&D or Universal system print, not the Mayfair edition) </p><p></p><p>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"</p><p></p><p></p><p>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)</p><p></p><p></p><p>Adventure Recommendations-Keep in mind these are VERY different products than modern day D&D adventures</p><p>Tegel Manor (original OD&D, not the godawful Mayfair rewrite/updated and expanded version)</p><p>Mines of Custalcon</p><p>Gencon IX Dungeons</p><p>Of Skulls & Scrapfaggot Green</p><p>Frontier Forts of Kelnore</p><p>Dark Tower (anything by Jaquays is worth picking up)</p><p>Witches Court Marshes</p><p></p><p>Any of the "Book of" titles. Ruins, Treasure Maps, etc,</p><p>Any of the "place" titles- Castle Book, Village Book, Island Book, etc.</p><p></p><p>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</p></blockquote><p></p>
[QUOTE="JeffB, post: 7607253, member: 518"] 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 [/QUOTE]
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Wilderlands of High Fantasy - What do I need to start a 5e campaign?
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