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The
Wilderness:
introduces us to the concept of the wilderness as an milieu much like
the Underworld, as opposed to merely forests and caves, respectively.
We have heard some
gamers intimate the comparison of Blackmoor as a one-horse town to
the city of Greyhawk as a subtle slur against Arneson. We feel this
is not likely, as both descriptions are quite accurate and the two
were still collaborating at this point in the game’s history.
Last of all we are
introduced to The Avalon Hill Game Company’s Outdoor Survival as
an adjunct to running a campaign. The map is handy, but the rules
themselves have some utility and can be adapted for use.
Castles:
there is an even chance encountering a castle means dealing with its
inhabitants. Depending upon the alignment of the respective parties,
it would seem the easiest a wandering party can get away from the
encounter is by paying a toll of 100 to 600 gold pieces. There are
chances of losing one’s armor, getting sent on a geas and
having magic items removed from the party, paying a tithe of all
their money and jewels, or being sent on a quest.
Of course, there is also the possibility of battle with a hostile
force.
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