Wilderness Survival Guide

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)


1. WILDERNESS SURVIVAL GUIDE: WHAT IS IT?
2. OVERVIEW OF THE WILDERNESS
3. WILDERNESS PROFICIENCIES +
4. DRESSING FOR THE WEATHER
5. EFFECTS OF THE ENVIRONMENT
6. ENCUMBRANCE AND MOVEMENT
7. FOOD && WATER
8. CAMPING AND CAMPFIRES +
9. MEDICINE AND FIRST AID
10. VISION AND VISIBILITY
11. NATURAL HAZARDS OF THE WILDERNESS
12. COMBAT RULES FOR WILDERNESS PLAY
13. FATIGUE AND EXHAUSTION +
14. MOUNTS AND BEASTS OF BURDEN
15. MAGIC IN THE WILDERNESS
16. DMS: STARTING FROM SCRATCH
17. APPENDIX: THE WORLD OF WEATHER
INDEX
WILD THINGS
1st Edition AD&D

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)>
 


INDEX

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

Unprotected characters, 19

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>