Table Setting #3 - Broken Lands - Flora and Fauna of the Wilderness

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

  1. Deer’s Moss – Habitat Use, Minimal Value, Common
  2. Green Hornet’s Laying Tree – Spell Component, Some Value, Common
  3. Eagle’s Emerald Arching Lichen – Drug/Alchemy Use, Some Value, Common
  4. Tick’s Hard Purse – Habitat Use, Minor Value, Common
  5. Summer Piercing Grass – Habitat Use, No Value, Common
  6. Breaking Fruit – Foodstuff, Some Value, Uncommon
  7. Sleeping Violet Berry – Fabric Dye, High Value, Rare
  8. Golden Miniature Lamb’s Flaming Mass – Seasoning, Some Value, Uncommon
  9. Green Weed - Seasoning, Some Value, Uncommon
  10. Night Hawk’s Sedge – Healing, High Value, Rare
  11. Praying Moss – Foodstuff, Minimal  Value, Common
  12. Grasping Stag’s Tree – Mundane/Habitat, No Value, Rare
  13. Biting Gray Fruit – Foodstuff, Good Value, Common
  14. Beetle’s Leaf – Habitat, Minimal Value, Common
  15. Mole’s Hairy Bouncing Tree – Brewing/Distilling, Minimal Value, Common
  16. Emerald Tick’s Burning Grass – Spell Component, High Value, Rare
  17. Red Stick – Spell Component, Extremely Rare, Extraordinarily Valuable
  18. Smooth Velvet Boar’s Praying Sedge – Drug/Alchemist, Good Value, Rare
  19. Silver Lamb’s Leaf – Potions, Minimal Value, Common
  20. Sapphire Basking Vine – Brewing/Distilling, Minimal Value, Common
  21. God’s Weed – Potions, Some Value, Uncommon
  22. Coral Dried Grasping Bear Bush – Foodstuff, Some Value, Common
  23.  Dog’s Dimpled Standing Tree - Fabric Dye, Good Value, Uncommon
  24. Crowding Blue Weed – Habitat, Minimal Value, Common
  25. Vermillion Dimpled Snake’s Praying Cane – Potions, Some Value, Rare
  26. Blushing Leaf – Brewing/Distilling, Minimal Value, Common
  27. Ruby Skink’s Bush – Collectible/Rare, Some Value, Rare
  28. Diamond Swallow’s Shrub – Habitat, Minor Value, Uncommon
  29. Sweet Crimson Snake’s Cracking Tree – Mundane/Habitat, Good Value, Uncommon
  30. Running Crow’s Leaf – Healing, High Value, One of a Kind 

Fauna of the Broken Lands

  1. Air Elemental (HD 8)(#1, 1d4)
  2. Bandits (HD 1)(#1d4x10)
  3. Batar (Giant Bat, Owl, Cougar Hybrid) (HD 4)(#1d4, 2d6)
  4. Blink Dog (HD 4)(#1d6, 1d6)
  5. Brown Dragon (HD 7)(#1, 1)
  6. Buzzard (HD 2)(#1d4, 2d4)
  7. Centigoats (HD 2) (#1d6, 2d10)
  8. Chimera (HD 9) (#1-2)
  9. Crawling Corpse (HD 5)(#1, 1)
  10. Dust Troll (HD 6+3) (#1d4, 1d6)
  11. Fire Beetle (HD 1+2)(#1d8, 2d6)
  12. Giant Ferrets (HD 1+1) (#1d8, 1d12)
  13. Giant Gecko (HD 3+1) (#1d6)
  14. Giant Hawk (HD 3+3)(#0, 1d3)
  15. Giant Prairie Dogs (HD 3+1) (#1d8, 1d12)
  16. Giant Rattle Snake (HD 3) (#1)
  17. Small Roc (HD 6)(#0, 1d12)
  18. Giant Scorpion (HD 4) (1d6)
  19. Giant Trapdoor Spider (HD 3) (#1)
  20. Giant Viper (HD 1+1) (#1d8, 1d8)
  21. Gnolls (HD 2) (#1d6, 3d6)
  22. Goblins (HD 1-1) (#2d4, 6d10)
  23. Hermit (HD-6)(#1)
  24. Hill Giant (HD 8) (#1d4)
  25. Manticore (HD 6+1) (#1-2)
  26. Minotaur (HD 6) (# 1)
  27. Ogre (HD 4+1) (#1d6, 2d6)
  28. Orcs (HD 1) (#2d4, 1d6x10)
  29. Rhinoceros Beetle (HD 12) (#1d6)
  30. Trudge Ox (HD 10) (#1)
Encounters in the Broken Lands

  1. Burial Mound – Lost burial mound
  2. Weather – Roll on weather chart
  3. Small Cave –  Roll 1d30 – odds occupied, even empty. If occupied roll on Fauna Table
  4. Waterfall and Pool – Natural feature
  5. Muddy Lake – a large muddy/cloudy water body
  6. 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
  7. 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)
  8. Small Settlement – Trappers – 1d30 members
  9. Small Settlement – Hunters – 1d30 members
  10. Small Sinkhole – Environmental hazard
  11. Ruin – Roll 1d30: 1-10 – Occupied (Roll on Fauna Table); 11-20 – Empty; 21-30 – Overgrown (Roll on Flora Table)
  12. Grave – mounded grave. Roll 1d30: 1-10 – Old; 11-20 – Recent; 21-30 – Empty
  13. Lookout Steppe – A stepped rise allows a commanding view of surrounding area. Difficult to climb
  14. Carved Faces – Ancient carved faces. Roll 1d30: 1-10 – medium sized; 11-20 – large size; 21-30 – huge size
  15. Cave and Cave Paintings – Ancient paintings on cave wall
  16. Rock Slide – An environmental hazard
  17. Hermit – A hermit lives in a lonely cave in the side of a limestone wall.
  18. Bandit Camp – An impromptu camp in the wilderness of bandits. Roll 2d6 for # appearing
  19. Cultist Camp – A camp of cultists searching for a temple. Roll 2d6 for # appearing
  20. Adventurer Camp – A camp of 4 adventurers (thief, fighter, wizard, cleric). Roll d8 for party level
  21. Merchant Camp – A camp of a merchant caravan. Roll 2d6 for # appearing
  22. Spring – A fresh water source
  23. Stream/Waterway – A narrow, flowing, pebble and rock bottom waterway.
  24. Nest – The nest of a creature. Roll 1d30 on Fauna Table
  25. Lair – A lair of a creature of the broken lands. Roll 1d30 on Fauna Table
  26. Crypt – A long lost burial crypt. Roll 1d30: 1-10 – Ancient Noble; 11-20 – Ancient Priest; 21-30 – Ancient Merchant
  27. Cave System - Roll 1d30 – odds occupied, even empty. If occupied roll on Fauna Table
  28. Heavy Fog and Mist – An environmental hazard
  29. Sinkhole Cluster – A cluster of sinkholes. Roll 2d6 for # appearing
  30. Deep Canyon – A deep running slot canyon


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