Q. How long does it
take to drown, to die of thirst or die of hunger?
A. As an absolute
maximum, a character
can survive 3 rounds without
air,
3 days without water
and 3 weeks without food.
(Imagine #13)
Preface +
Special
Appreciation to . . .
Credits
+
1. WILDERNESS
SURVIVAL GUIDE: WHAT IS IT? +
Defining
the Outdoor Environment +
For
the DM's Eyes Only +
Definition
of Terms +
2. OVERVIEW
OF THE WILDERNESS +
Terrain:
Desert
+
Forest
+
Hills
+
Mountains
+
Plains
+
Seacoast
+
Swamp
+
Hierarchy
of Terrain +
Bodies
of Water +
Climate
+
3. WILDERNESS
PROFICIENCIES +
Nonweapon
Proficiencies +
Choosing
Skills +
Success
and Failure +
Improving
Proficiencies +
Expanding
Proficiency Slots +
Proficiency
Descriptions +
4. DRESSING
FOR THE WEATHER +
Personal
Temperature +
Clothing
+
Protected
and Unprotected Characters +
Effects
of Exertion +
Clothing
That Functions as Armor +
5. EFFECTS
OF THE ENVIRONMENT +
Temperature
and Wind +
Precipitation
+
Special
Weather +
Damage
from Heat and Cold +
Effects
on Equipment +
6. ENCUMBRANCE
AND MOVEMENT +
Encumbrance
of Characters +
Terrain
Definitions for Movement +
Large-scale
Overland Movement +
Encumbrance
and Movement for Land-based Animals +
Movement
of Land-based Vehicles +
Climbing
+
Surface
Types +
Surface
Conditions +
Chance
of Falling +
Climbing
Checks +
Stopping
a Fall +
Damage
from Falling +
Using
Rope for Movement and Climbing +
Roping
Together +
Rappelling
+
Belaying
+
Use
of Grappling Hooks +
Crossing
a Chasm on a Rope +
The
Mountaineering Proficiency +
Movement
on Slippery Horizontal Surfaces +
Jumping
+
Overland
Movement in Reduced Visibility +
Swimming
+
Other
Effects of Moving Water +
Diving
and Surfacing +
Treading
Water +
Holding
One's Breath +
Movement
in Waterborne Vehicles +
Capsizing
and Damage to Craft +
The
Boating Proficiency +
Portaging
+
Use
of a Capsized Vessel +
Flying
Mounts +
To
Fall or Not to Fall +
Proficiency
in Airborne Riding +
7. FOOD
&& WATER +
Going
Without Food +
Going
Without Water +
Effects
on Animals +
Minimum
Daily Requirement of Food +
Minimum
Daily Requirement of Water +
Food
Gathering +
Foraging
+
Inedible
Plants +
Hunting
+
Stalking
a Wounded Animal +
The
Hunting Proficiency +
Fishing
+
Consuming
and Carrying Food +
Finding
Water +
Where
Water is Found +
Water
in the Desert +
Permafrost
+
Purifying
Water +
8. CAMPING
AND CAMPFIRES +
Natural
Shelters +
Portable
Shelters +
Rest
and Comfort +
How
Much Sleep? +
Good
Sleep vs. Bad Sleep +
Fire:
Friend and Foe +
Precautions
and Perils +
Uncontrollable
Fires +
Damage
from Fire +
9. MEDICINE
AND FIRST AID +
Availability
of Medicinal Plants +
Proficiency
in Plant Lore +
Injuries
and Treatment +
First
Aid Equipment +
10. VISION
AND VISIBILITY +
Normal
Vision +
Infravision
+
Ultravision
+
Artificial
Illumination +
11. NATURAL
HAZARDS OF THE WILDERNESS +
Volcanoes
+
Lava
Eruptions +
Ash
Eruptions +
Explosive
Eruptions +
Earthquakes
+
Tidal
Waves +
Floods
and Flash Floods +
Avalanches,
Rockfalls,
and Mudslides +
Quicksand
+
12. COMBAT
RULES FOR WILDERNESS PLAY + <done>
Fighting
While Climbing +
Fighting
While Precariously Balanced +
Fighting in
Water +
Fighting in
Poor Visibility +
Melee
Combat from a Mount +
Missile
Combat from a Mount +
Forcing
Opponents to Dismount +
13. FATIGUE
AND EXHAUSTION +
Characters
+
Land-based
Mounts and Pack Animals +
Flying Mounts
+
14. MOUNTS
AND BEASTS OF BURDEN +
Animals as
Individuals +
Calming an
Excited Animal +
Understanding
an Animal +
15. MAGIC
IN THE WILDERNESS +
Spells +
Potions +
Protection Scrolls +
Rings +
Rods, Staves, and Wands +
Miscellaneous Magic +
DUNGEON MASTER'S SECTION +
STARTING FROM SCRATCH
+
APPENDIX: THE WORLD OF
WEATHER +
COMPILED TABLES +
INDEX +
<cf. Soldier of Fortune Guide to Surviving
the Apocalypse: The ultimate guide to protecting your family against societal
collapse (2013)>
Ability
Checks, 6
Alertness,
13
Animal handling,
13, 94
Animal lore,
13, 94, 95, 96
Appropriate Ability, 11, 12
Armor
clothing
as armor, 19
effect
on personal temperature, 19
effect
on sleep, 65
Attack rolls, 6,
21
Avalanche,
80-82
Beasts of
burden, 32-33
fatigue,
88
Blind-fighting,
13
Boating (proficiency),
13, 45
Charioteering,
13
Cities, 105
Climate, 10, 107
Climbing movement rates, 33
Climbing Rating, 34-35
Climbing Rating adjustments
armor worn, 35
bug
cantrip, 96
damage in combat, 84
earthquake, 78
encumbrance, 35
fighting in darkness,
86
final climbing check,
35
fumble spell,
98
gauntlets of dexterity,
101
gauntlets of fumbling,
101
haste spell,
98
lack of sleep, 64
race, 35
rappelling, 37
roped together, 37
shoes of Fharlanghn,
101
stone of good luck,
101
strength, 35
surface condition,
35
Clothing, 18-20
as
armor, 19
Cold wave,
113
Combat adjustments
blinded, 23
burn injuries, 70
choking, 24, 77
climbing, 84
drinking bad water,
60
earthquake, 78
eating bad food, 58
fatigue, 88
frostbite, 28
in water, 85
lack of food, 50, 52
lack of sleep, 64
lack of water, 52
precipitation, 22
temperature, 21
visibility, 86
wet arrows, 29
while grappled, 87
while mounted, 86
while precariously
balanced, 84
wind velocity, 21
Cyclone, 23, 113
Daylight
hours
of, 117
visibility in, 72
Desert, 7, 104
natural shelter in,
61
survival proficiency,
17
water in, 60
Direction
sense, 13
Drought, 23, 113
Dust storm, 23, 114
Earthquake,
78-79, 106
Encumbrance, 30
effect
on climbing, 34-35
effect on movement,
31
effect on swimming,
41
of animals, 32
of land-based creatures,
33
of waterborne vehicles,
44
Endurance
(proficiency), 14
Equipment
effects of water, 28
effects of sand/dust,
29
for first aid, 71
Exhaustion, see Fatigue
Falling, 34-36, 99
from flying mount,
48
from precarious position,
84
over waterfall, 42
use
of web, 100
while roped together,
37
Familiar, 97
Fatigue
characters, 16, 17,
88, 99
flying mounts, 15,
47, 89
land-based mounts,
88
rapid movement, 31
temperature damage,
26
Fire-building,
14, 66
Fishing, 57
proficiency, 14, 57
Fire
animal reactions, 92
campfires, 65-66, 75,
97, 98
damage from, 68
extinguishing, 67
fuel, 65-66
magic, 95
uncontrollable, 67
First aid, 70-71
healing proficiency,
14
Floods, 80
Fog, 23, 114
visibility in 72
Food
flying mounts, 48
going without, 50-99
inedible plants, 54
land-based mounts,
90-91
minimum need, 52
spoilage, 58
Foraging, 53-54
proficiency, 14, 54
Forest, 7, 104
natural shelter in,
61
Frostbite,
27, 97, 99
Gale, 23, 100, 114
Grappling hooks, 38
Hailstorm, 24, 114
Healing (proficiency),
14, 70
Heat exhaustion, 28
Heat wave, 115
Heatstroke, 28, 96, 98
Hills, 8, 104
natural shelter in,
61
Holding breath, 43
Humidity, 115
Hunting, 55-57
proficiency, 15, 57
Hurricane, 23,
100, 113
Hypothermia, 27, 97, 99
Ice storm,
25, 115
Improvising, 106
Jumping
characters, 39-40
mounts, 16
Lightning storm, 25, 96, 115
Magic, 95-101
weapons as light sources,
75
Mapping, 103-106
scale, 104, 105
Midnight sun,
108
Mist, 23, 114 <finish mist.htm page>
Mountaineering,
15, 34, 39
Mountains,
8, 104
natural shelter in,
61
Mounted combat, 86-87
Mounts, land-based
characteristics, 90-91
combat from, 16, 86
fatigue, 88
lack of food, 52
movement, 32-33
reactions of, 92
Mounts, flying
characteristics, 47-49
combat from, 15, 86
fatigue, 89
Movement rate
animals, 32
characters, 31
climbing, 33
dog sled, 90
flying mounts, 47
land-based vehicles,
33
uncontrollable fire,
68
waterborne vehicles,
44
portaging, 46
rappelling, 37
swimming, 41
using rope, 39
Movement rate adjustments
blinded, 24
chafing, 29
encumbrance, 30-32
grappling hooks, 38
lack of rest, 31, 64
magical darkness, 97
precipitation, 22
riding proficiency,
15-16
slippery surface, 39
temperature, 21
terrain, 31-33
visibility, 40, 98
wind velocity, 21
Mudslide, 82-83
Permafrost, 60
Plains, 9, 104
natural shelter in,
61
Plants
inedible, 54
medicinal, 15, 69-70
Precipitation
collecting,
111
determination, 109
effects on combat,
22
extraordinary, 111
extreme, 114
portable shelters and,
63
Proficiencies
choosing, 11
expanding, 12
improving,
11
per level, 12
Proficiency Check, 6, 11
Protected
characters, 19
Quicksand, 83
Riding, airborne (proficiency), 15, 48,
49
Riding, land-based (proficiency), 16
Rockfall, 82
Rope use
crossing chasm, 38
for movement and climbing,
36-38
proficiency, 16, 63,
98
Running (proficiency),
16
Distance
running, 16
Sprinting,
16
Sandstorm, 23, 97, 100, 114
Seacoast, 9,
59
Shelter
natural, 61
portable, 62-64
rope use, 16
Sleep, 64-65
Sleet, 25, 111, 115
Snow, 23, 26, 111, 114
severe, 115
Survival,
cold (proficiency), 17
Survival, desert (proficiency), 17
Survival, heat (proficiency), 17
Swamp, 9, 107
natural shelter in,
61
Swimming, 17, 41-43
Temperature
actual, 6, 18
and elevation, 108
and humidity, 116
determination, 108
effective, 6, 17, 18,
116
effects on characters,
21, 26-28
personal, 6, 18, 21,
26, 66, 95
Terrain, 7-9
movement, 30-31
placing on map, 103-105
Tidal wave, 79
Tides, 118
Tornado, 24,
99, 100, 114
Tracking (proficiency),
17
Tumbling, 35-36, 95, 100
Twilight, 72, 117
Typhoon, 23, 113
Vehicles, land-based, 33
Vehicles, waterborne, 44-46
capsizing, 45-46
portaging, 45
Visibility
and movement, 40
artificial illumination,
74-75
blind-fighting, 13
effects on combat,
86
of campfires, 66
Vision
infravision,
40, 73, 86
normal,
72
ultravision,
74, 86
Volcano, 76-78,
105
Water
as terrain feature,
9, 59, 104
encumbrance,
53
finding, 17, 58-60,
97, 98, 111
going without, 52,99
in desert, 60
minimum need, 53
purifying, 60
Weather sense
(proficiency), 17
Wind Chill,
11
Wind velocity
determination, 109
effect on characters,
21
effect on shelters,
62-63
effect on torch, 75
Winds, local,
118
- | - | Winter | Spring | Summer | Autumn |
Arctic | D | ||||
- | H | ||||
- | M | ||||
- | P | ||||
- | Se | ||||
- | - | Winter | Spring | Summer | Autumn |
Subarctic | D | ||||
- | F | ||||
- | H | ||||
- | M | ||||
- | P | ||||
- | Se | ||||
- | Sw | ||||
- | - | Winter | Spring | Summer | Autumn |
Temperate | D | ||||
- | F | ||||
- | H | ||||
- | M | ||||
- | P | ||||
- | Se | ||||
- | Sw | ||||
- | - | Winter | Spring | Summer | Autumn |
Subtropical | D | ||||
- | F | ||||
- | H | ||||
- | M | ||||
- | P | ||||
- | Se | ||||
- | Sw | ||||
- | - | Winter | Spring | Summer | Autumn |
Tropical | D | ||||
- | F | ||||
- | H | ||||
- | M | ||||
- | P | ||||
- | Se | ||||
- | Sw |
Table 31:
- | - | Winter | Spring | Summer | Autumn |
Arctic | D | ||||
- | H | ||||
- | M | ||||
- | P | ||||
- | Se | ||||
- | - | Winter | Spring | Summer | Autumn |
Subarctic | D | ||||
- | F | ||||
- | H | ||||
- | M | ||||
- | P | ||||
- | Se | ||||
- | Sw | ||||
- | - | Winter | Spring | Summer | Autumn |
Temperate | D | ||||
- | F | ||||
- | H | ||||
- | M | ||||
- | P | ||||
- | Se | ||||
- | Sw | ||||
- | - | Winter | Spring | Summer | Autumn |
Subtropical | D | ||||
- | F | ||||
- | H | ||||
- | M | ||||
- | P | ||||
- | Se | ||||
- | Sw | ||||
- | - | Winter | Spring | Summer | Autumn |
Tropical | D | ||||
- | F | ||||
- | H | ||||
- | M | ||||
- | P | ||||
- | Se | ||||
- | Sw |
Table 31:
- | - | Winter | Spring | Summer | Autumn |
Arctic | D | ||||
- | H | ||||
- | M | ||||
- | P | ||||
- | Se | ||||
- | - | Winter | Spring | Summer | Autumn |
Subarctic | D | ||||
- | F | ||||
- | H | ||||
- | M | ||||
- | P | ||||
- | Se | ||||
- | Sw | ||||
- | - | Winter | Spring | Summer | Autumn |
Temperate | D | ||||
- | F | ||||
- | H | ||||
- | M | ||||
- | P | ||||
- | Se | ||||
- | Sw | ||||
- | - | Winter | Spring | Summer | Autumn |
Subtropical | D | ||||
- | F | ||||
- | H | ||||
- | M | ||||
- | P | ||||
- | Se | ||||
- | Sw | ||||
- | - | Winter | Spring | Summer | Autumn |
Tropical | D | ||||
- | F | ||||
- | H | ||||
- | M | ||||
- | P | ||||
- | Se | ||||
- | Sw |
UA/POSTER PANEL MAP (DMG.B) EXAMPLE (Finish: You get the idea!)
|
|||||||||||||||||
galstaff wrote:
Gary,
Did you ever use or did any
one you know use the Dungeoneers and wilderness survival guides? If so
wich ones are the best.
To be completely forthright,
I shunned both assiduously...
Cheers,
Gary
Outdoor adventures are mainly
treks to reach some destinarion or exploration expeditions.
Never mention hexes or squares,
of course.
Just say that the party
has traveled what seems like X miles.
Terrain description is the
way to channel the team--roads, tracks, game trails, gullies, canyons,
passes, wharever.
"There is thick brush to
the north and a cliff to the south, so continuing westwards seems the most
likely route through this area."
Of course you should have
a map where there are set encounters that can be used to keep the session
interesting.
Of course, regular random
encounter checks in wilderness--three in daylight, three in darkness also
liven things up...even if no encounter occurs or the result is a weather
change.
As the GM be prepared to invent a lot in such adventures
Cheers,
Gary
Quote:
How many of the rules in
the original Unearthed Arcana, Wilderness Survival Guide, and Dungeoneer's
Survival Guide made their way into your campaigns (Correct me if I am wrong,
but I was under the impression that only a limited amount of material found
in UA was actually written by you) ?
All of the material in UA
was mainly of my creation, gathered from articles I wrote in Dragon magazine.
virtually oll of that material
was used in my campaign, much of it before the book was published.
I never used anything from
the other two books, though, the survival guides.
Quote:
Originally
Posted by oldschooler
I've
always been curious as to how much material Gary uses in his D&D games
(both original and Advanced). Would he stick with the original stuff, like
the lil' brown/white box and Greyhawk supplement for OD&D and just
the first few hardcovers for AD&D; or does he go all out and use the
Rules Cyclopedia and stuff from Unearthed Arcana (some or all?) or the
Wilderness/Duneoneer's Survival Guides?
Short
answer: I am not now, not have i ever been, a rules lawyer. Rule-playing
is distasteful to me. The rules I use in any play session depend on underlying
game, the player group, and the demands of the scenario. As the GM I pick
and choose what I think will best suit the situation.
Cheers,
Gary
Quote:
Originally
Posted by ghul
...
...
Now then, both Doug Niles (Dungeoneer's guide) and Kim Mohan (Wilderness guide) both mention many months of work on their respective volumes. I was wondering, were you in on the intitial development of these products? Do you deserve some credit for the materials used in these two volumes?
--Ghul
Actually,
I had no input into either book. I was out on the West Coast running the
D&D Entertainment Corp. per the decision of the T$R Board of Directors.
I returned in the late autumn of 1984 because of the financial straits
of the company.
Cheers,
Gary
Quote:
Originally
Posted by Erekose
Thanks
Gary!
I have to say that our first child, Beth, who is now 3.5yrs old is fantastic. It's amazing how bleak established parents seem to paint the picture of having children (at least that's my experience in the UK) - almost as if it is so obviously such a great thing having children that they can just focus on the bad side.
That
is something I can not understand either, for to my mind children are just
plain marvelous...if often difficult and worrisome :\ I would gladly have
more--if I were younger
Quote:
Originally
Posted by Erekose
Just
one final question - were you involved with either the Dungeoneer's Survival
Guide or the Wilderness Survival Guide?
Absolutely
not.
Quote:
Originally
Posted by Erekose
Both
were good books on their particular subject but began what I feel was the
slippery slope towards the 3E skills and feats system with the introduction
of "nonweapon proficiencies". I just wondered if you aproved or didn't
aprove of this additional complexity to AD&D? Would your 2E AD&D
have introduced a more refined version of this?
Frankly,
I thought them as splat books cranked out to generate revenue, not truly
serve the gamer. See below regarding skills.
Quote:
Originally
Posted by Erekose
Presumably
Lejendary Adventures would give me a clue but I haven't yet had the opportunity
to look at that game.
The
Lejendary
Adventure game is skill-bundle-based, rules light, and although it
has the same spirit as AD&D, it is quite different, with no character
classes, archetypical avatars created by choosing an Order, and otherwise
complete freedom to build a game persona of vitrually any sort.
For an example of what I would have done regarding skills in a revsied addition of AD&D, check out the C&C game's skills, for I added those to the rules when I wrote the Castle Zagyg, Yggsburgh book a couple of years or so back. These are skill bundles also, can be purchased with XPs, and for NPCs some confer levels in class as well as conveying skills.
Cheers,
Gary
Quote:
Originally
Posted by Ron
Gary,
I was reading the late AD&D releases, such as the Dungeoneer and Wilderness Survival Guides and Manual of Planes and they they did have a different quality from the earlier AD&D releases, especially Manual of Planes. Was you involved with those projects? I believe MoP was released after you left TSR but is it based in your notes or something?
Pardon
me, but no, I had nothing to do with those books
I would not have approved of those splat books, as they encouraged power gaming and were a bad investment for D&Ders IMO, did little to makee the game better.
Cheers,
Gary
Comments
Hear
Hear!
Quote:
Originally
Posted by robertsconley
Thanks
for the answer. Have you published this map anywhere or planning too.
I
understand that you would probably have to change some of the name due
their appearance in WOG products.
But
it would interesting to see one of the original campaign map.
Thanks
Rob
Conley
You
ask that of me?
He
that extemporized most of the time!
All
I needed for outdoor adventures was my imagination and an atlas to consult
in extremis
Cheers,
Gary
Exotic world setting and
outdoor adventuring are well done in the Rongs trology motion pictures,
and for a different take on that subject the original King Kong.
<cf. WG6>