Wilderness Adventure Needed

Aus_Snow

First Post
Thought I'd narrow this query down, to see if it might attract more replies.

Basically, what are the best wilderness (or largely wilderness) adventures out there - and what makes them so good? Any 'mega-adventures' or 'mini-settings' that are at least say, 33% in the wilderness, that are also very engaging, intriguing and enjoyable to play in, and to DM?

I need a mix of things (combat, communication, puzzles or other mental challenges, traps I suppose - though they are not essential and there's no Rogue, intrigue? . . mystery? . .) - just a good mixture of elements, whatever that might be.

As close to 'pure' D&D 3.5 as possible would be best, too. Rules-wise (for this campaign only), I'll be using the core 3, WotC's Complete series (very selectively), FF, the CC's and ToH's, plus a couple of class variants from UA (I'm being exceedingly selective there).

It's going to be a very Druid-heavy character party - with (race-wise) 2 elves, 1 dwarf and 1 halfling confirmed so far. There's no Cleric (or even Paladin) either, so I guess too many undead might be a tad too troublesome.

Please help! I've tried searching, but I don't really know what exactly to search for, so I definitely need some advice. :\



edit --- Thieves in the Forest has been suggested (which sounds pretty good), as has Frozen Whispers (a free thing from WotC - got that already), and Bits of the Wilderness (which I know little about so far). Just thought I'd better add that note. Thanks again, jdrakeh for those suggestions, btw. :)
 
Last edited:

log in or register to remove this ad

Since you know exactly what it is you have to work with, create your own adventure. You will have your characters in mind while you are creating, and you will be able to look at their skills and abilities while doing so to make sure the adventure is balanced properly for them.
 

That's what I usually do, but I've been rather pressed for time lately.

Believe you me, I'm a longtime diehard fan of DIY roleplaying 'to the edge' 'n all that! ;) So it's a bit bizarre to find myself in that situation, but yeh, there I am!

I figure a lot of DM's run published adventures (surely? :confused: ), and that asking around might net me a few more suggestions, so that I know what on earth I should look out for, in terms of good and bad, interesting and not-so-much.
 

A voice from the wilderness

I do not have a specific module for you, but I do have some good advice for how to make a wilderness adventure fun and interesting. bear with me, it can sort of help you form the adventure.

Its the trip that matters. It is not the destination, or the denizens of the wilds that impact the story, but the wilds themselves. Make the main NPC of the adventure the environment. This does not mean that the players will not eventually get to the Tower of Evil, it just means that the march overland to get there should be at least as big a part of the tale as the door kicking end game. To do this, you need to reflect on what kind of environmental challenges to present the party. You said your running druids, and they should be able to overcome these challenges, but make them do it. It both lets the character shine, and reminds the party that this is not a mall near the interstate. As Ideas for making the trip matter I offer:

River crossings at flood stage
Briar patchs and dim confusing woods
lack of food and fodder
foul weather and cold conditions
damaged and lost gear
ravines, streams, and other path blockers
marshes filled with decaying plants and biting insects

Set up environmental encouters. This could be a river at flood stage, (btw a deadly issue that could kill a character if they take it lightly), or a quiet grove or clearing that has thematic appeal.

Dont give them a damn thing. If you run it right this kind of adventure has the benefit of the "muddy boots factor". It places the character in the game world, and makes the setting, and the character, more real. At lower level the players will appreciate a wilderness. it becomes something more that a name or block on a map filled with monsters to kill. A player looking at 'The Black Forest' will understand they need to be ready to face with wilds, and will take measures to be ready.

Higher level characters will be able to bypass this, but dont stress. if you have set the tone there is an interesting byproduct of your work. The players will appreciate the fact that they can fly, teleport, or have a 15 skill in survival. It will be something they strive for, and are proud of. Thats a good thing.

So consider your wilderness environment. Set up both environmental and combat encounters. Force the players to overcome the stresses of a long march overland, and enjoy.

Amalric
 

break out Avalon Hill's Outdoor Survival boxed game. :D

throw in a few side trek adventures from Dungeon Magazine.

or the Random Encounter table from the DMG.
 

Trending content

Remove ads

Top