Welcome Workshoppers. Here is the next installment of the Flora and Fauna of the Wilderness. The Broken Lands.
Broken Lands are those lands that sit in the margins between
plains, hills, rivers, and mountains. Mostly dry, rocky, and dusty, broken
lands have winding canyons, intermittent creeks and streams, rocky
outcroppings, gravel slides, and hidden caves and cavern systems.
Encounters happen often in the broken lands as its teeming
with life and there are lots of places to hide. To roll for encounters in the
broken lands: roll 1d6 every 6 hours while in the Broken Lands. On a roll of 1-3
the party has encountered something different, interesting, or potentially a
conflict. Roll 1d30 – 1-10 is a Flora Encounter; 11-20 is a Fauna Encounter;
21-30 is an Environmental Encounter. Roll 1d30 on the appropriate table to
determine encounter.
Flora were determined using the Flora and Fauna of the
Wilderness Tables in the Table Setting #2 post on this blog.
Flora of the Broken Lands
- Deer’s Moss – Habitat Use, Minimal Value, Common
- Green Hornet’s Laying Tree – Spell Component, Some Value, Common
- Eagle’s Emerald Arching Lichen – Drug/Alchemy Use, Some Value, Common
- Tick’s Hard Purse – Habitat Use, Minor Value, Common
- Summer Piercing Grass – Habitat Use, No Value, Common
- Breaking Fruit – Foodstuff, Some Value, Uncommon
- Sleeping Violet Berry – Fabric Dye, High Value, Rare
- Golden Miniature Lamb’s Flaming Mass – Seasoning, Some Value, Uncommon
- Green Weed - Seasoning, Some Value, Uncommon
- Night Hawk’s Sedge – Healing, High Value, Rare
- Praying Moss – Foodstuff, Minimal Value, Common
- Grasping Stag’s Tree – Mundane/Habitat, No Value, Rare
- Biting Gray Fruit – Foodstuff, Good Value, Common
- Beetle’s Leaf – Habitat, Minimal Value, Common
- Mole’s Hairy Bouncing Tree – Brewing/Distilling, Minimal Value, Common
- Emerald Tick’s Burning Grass – Spell Component, High Value, Rare
- Red Stick – Spell Component, Extremely Rare, Extraordinarily Valuable
- Smooth Velvet Boar’s Praying Sedge – Drug/Alchemist, Good Value, Rare
- Silver Lamb’s Leaf – Potions, Minimal Value, Common
- Sapphire Basking Vine – Brewing/Distilling, Minimal Value, Common
- God’s Weed – Potions, Some Value, Uncommon
- Coral Dried Grasping Bear Bush – Foodstuff, Some Value, Common
- Dog’s Dimpled Standing Tree - Fabric Dye, Good Value, Uncommon
- Crowding Blue Weed – Habitat, Minimal Value, Common
- Vermillion Dimpled Snake’s Praying Cane – Potions, Some Value, Rare
- Blushing Leaf – Brewing/Distilling, Minimal Value, Common
- Ruby Skink’s Bush – Collectible/Rare, Some Value, Rare
- Diamond Swallow’s Shrub – Habitat, Minor Value, Uncommon
- Sweet Crimson Snake’s Cracking Tree – Mundane/Habitat, Good Value, Uncommon
- Running Crow’s Leaf – Healing, High Value, One of a Kind
Fauna of the Broken Lands
- Air Elemental (HD 8)(#1, 1d4)
- Bandits (HD 1)(#1d4x10)
- Batar (Giant Bat, Owl, Cougar Hybrid) (HD 4)(#1d4, 2d6)
- Blink Dog (HD 4)(#1d6, 1d6)
- Brown Dragon (HD 7)(#1, 1)
- Buzzard (HD 2)(#1d4, 2d4)
- Centigoats (HD 2) (#1d6, 2d10)
- Chimera (HD 9) (#1-2)
- Crawling Corpse (HD 5)(#1, 1)
- Dust Troll (HD 6+3) (#1d4, 1d6)
- Fire Beetle (HD 1+2)(#1d8, 2d6)
- Giant Ferrets (HD 1+1) (#1d8, 1d12)
- Giant Gecko (HD 3+1) (#1d6)
- Giant Hawk (HD 3+3)(#0, 1d3)
- Giant Prairie Dogs (HD 3+1) (#1d8, 1d12)
- Giant Rattle Snake (HD 3) (#1)
- Small Roc (HD 6)(#0, 1d12)
- Giant Scorpion (HD 4) (1d6)
- Giant Trapdoor Spider (HD 3) (#1)
- Giant Viper (HD 1+1) (#1d8, 1d8)
- Gnolls (HD 2) (#1d6, 3d6)
- Goblins (HD 1-1) (#2d4, 6d10)
- Hermit (HD-6)(#1)
- Hill Giant (HD 8) (#1d4)
- Manticore (HD 6+1) (#1-2)
- Minotaur (HD 6) (# 1)
- Ogre (HD 4+1) (#1d6, 2d6)
- Orcs (HD 1) (#2d4, 1d6x10)
- Rhinoceros Beetle (HD 12) (#1d6)
- Trudge Ox (HD 10) (#1)
- Burial Mound – Lost burial mound
- Weather – Roll on weather chart
- Small Cave – Roll 1d30 – odds occupied, even empty. If occupied roll on Fauna Table
- Waterfall and Pool – Natural feature
- Muddy Lake – a large muddy/cloudy water body
- Outdoor Shrine – A small outdoor shrine to a god/pantheon. Roll 1d30: 1-10 – Known God(s); 11-20 – Petty Gods; 21-30 – Forgotten Gods
- Temple – An enclosed temple - Roll 1d30: 1-10 – Occupied by temple worshippers/servants; 11-20 – Empty; 21-30 – Occupied by interlopers (roll on Fauna Table)
- Small Settlement – Trappers – 1d30 members
- Small Settlement – Hunters – 1d30 members
- Small Sinkhole – Environmental hazard
- Ruin – Roll 1d30: 1-10 – Occupied (Roll on Fauna Table); 11-20 – Empty; 21-30 – Overgrown (Roll on Flora Table)
- Grave – mounded grave. Roll 1d30: 1-10 – Old; 11-20 – Recent; 21-30 – Empty
- Lookout Steppe – A stepped rise allows a commanding view of surrounding area. Difficult to climb
- Carved Faces – Ancient carved faces. Roll 1d30: 1-10 – medium sized; 11-20 – large size; 21-30 – huge size
- Cave and Cave Paintings – Ancient paintings on cave wall
- Rock Slide – An environmental hazard
- Hermit – A hermit lives in a lonely cave in the side of a limestone wall.
- Bandit Camp – An impromptu camp in the wilderness of bandits. Roll 2d6 for # appearing
- Cultist Camp – A camp of cultists searching for a temple. Roll 2d6 for # appearing
- Adventurer Camp – A camp of 4 adventurers (thief, fighter, wizard, cleric). Roll d8 for party level
- Merchant Camp – A camp of a merchant caravan. Roll 2d6 for # appearing
- Spring – A fresh water source
- Stream/Waterway – A narrow, flowing, pebble and rock bottom waterway.
- Nest – The nest of a creature. Roll 1d30 on Fauna Table
- Lair – A lair of a creature of the broken lands. Roll 1d30 on Fauna Table
- Crypt – A long lost burial crypt. Roll 1d30: 1-10 – Ancient Noble; 11-20 – Ancient Priest; 21-30 – Ancient Merchant
- Cave System - Roll 1d30 – odds occupied, even empty. If occupied roll on Fauna Table
- Heavy Fog and Mist – An environmental hazard
- Sinkhole Cluster – A cluster of sinkholes. Roll 2d6 for # appearing
- Deep Canyon – A deep running slot canyon
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