Just a quick one today! I came across something I felt was interesting when I was running through a wilderness adventure. The Underworld & Wilderness Adventures book (D&D Vol. III) dedicates just 1 and a 1/2 pages of it's 30 plus pages of rules to movement across a wilderness hex map. There are a couple of references to OUTDOOR SURVIVAL, the early 70's wilderness survival board game. For the most part OD&D implies that terrain penalties are the main thing to be adopted if using a "Referee's map" for "exploratory adventures." But the text regarding lost parties is intriguing. OD&D Wilderness Movement The Underworld & Wilderness rulebook tells us that "There is a chance of being lost, the chance depending on the type of terrain the party begins its turn upon. A lost party must move in the direction indicated by the die roll (1–6, as shown in the OUTDOOR SURVIVAL rules and on that board) and may make only one direction change from ...
Solo Dungeon Crawler is the home of old school solo Dungeons and Dragons campaigns, original Dungeons & Dragons (OD&D), how to play DnD solo and all solo DnD needs, such as solo D&D actual play and tutorials. You will also find info on OD&D, BECMI & B/X rules and old school DnD history. If you want to learn how to play Dungeons & Dragons solo and you love Basic D&D or old school revival/old school renaissance (OSR) table top RPG rules then this blog is for you.