Table Setting #4 - Plains and Grasslands - Flora and Fauna of the Wilderness


Hey gang. Next up, the next installment of Table Setting focused on the Flora Tables, Fauna Tables and Encounter Tables for the Plains and Grasslands.

The plains and grasslands are the great filler areas of our worlds. Designated so after we placed our mountain ranges and forests and coasts and rivers. But these areas are teeming with life and incredible amounts of diversity of plants and wildlife (monstrous and other). Here are a set of tables to enliven your plains and grassland areas for quests, setting, or overland exploration. 

Encounters happen occasionally in the plains and grasslands. Although it is teeming with life it is typically vast and its open nature allows for uninterrupted views for long distances and minimal places to hide. To roll for encounters in the plains: roll 1d6 every 4 hours while in the Plains and Grasslands. On a roll of 1 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.

First up Flora of the Plains and Grasslands. Flora were determined using the Flora and Fauna of the Wilderness Tables in the Table Setting #2 post on this blog.

Table #1 - Roll 1d30 - Flora of the Plains and Grasslands

  1. Weaving God’s Vine – Mundane Use(rope making), Minimal Value, Common
  2. Autumn Possum’s Flower – Edible, Some Value, Uncommon
  3. Gray Lizard’s Biting Fruit – Drug/Alchemical, High Value, Uncommon
  4. Nodding Diamond Sedge – Spell Component, High Value, Extremely Rare
  5. Silver Tick’s Flower – Spell Component, High Value, One of a Kind
  6. Sleeping Ball Bush – Seasoning, No Value, Common
  7. Yellow Hummingbird’s Hiding Berry – Drug/Alchemical, Minor Value, Common
  8. Mole’s Magenta Vine – Seasoning, No Value, Common
  9. Beetle’s Orange Tree – Habitat, Some Value, Uncommon
  10. Wizard’s Flower – Potions, Minor Value, Uncommon
  11. Acrid Soft Ferret’s Branching Weed – Healing, Minor Value, Rare
  12. Wrapped Flower – Habitat, No Value, Uncommon
  13. Swallow’s Leaf – Edible, Some Value, Common
  14. Golden Trembling Bush – Potion, Major Value, Rare
  15. Dragon’s Bush – Habitat, High Value, Rare
  16. Rough Wizard’s Sheltering Grass – Healing, Minimal Value, Common
  17. Bear’s Hard Flower – Mundane, Minor Value, Common
  18. Dancing Pink Lichen – Healing, Minimal Value, Uncommon
  19. Delicate Orange Mass – Drugs/Alchemist, Good Value, Rare
  20. Dangling Diamond Bug’s Flaming Vine – Spell Component, Good Value, Uncommon
  21. Blushing Night Purse – Habitat, Minimal Value, Common
  22. Crimson Smooth Wasp’s Shining Weed – Potions, Minimal, Uncommon
  23. Trembling Grass – Habitat, Minimal Value, Rare
  24. Standing Berry – Edible, Some Value, Common
  25. Spring Grass – Habitat, Minimal, Common
  26. Standing Crow’s Grass – Habitat, Some Value, Common
  27. Silky Rusted Bee’s Swaying Shrub – Spell Component, Some Value, Extremely Rare  
  28. Elongated Vine – Brewing/Distilling, Minimal Value, Rare
  29. Dried Night Berry – Drug/Alchemy, Some Value, Rare
  30. Toothy Red Flaming Weed – Foodstuff, High Value, Rare

Table #2 - Roll 1d30 - Fauna of the Plains and Grasslands

  1. Air Elemental – (HD 12)(#1)
  2. Anhkeg – (HD 1d6+2)(#1d6)
  3. Ant, Giant – ( HD 4) (#2d4 (4d6)
  4. Aurochs – (HD 4)(#1d4(2d6)
  5. Bear, Black – (HD 3+3)(#1d4)
  6. Boar – (HD 3+1)(#1d6)
  7. Crawfish, Giant – (HD 3)(1d2)
  8. Dog, Blink – (HD 4)(#1d6)
  9. Dragon, Blue – (HD 8)(#1)
  10. Ettin – (HD 10)(#1d2)
  11. Ferret, Giant – (HD 1+1)(#1d8)
  12. Fly, Giant Carnivorous – (HD 2)(#1d6)
  13. Giant, Hill – (HD 8)(#1d4)
  14. Hippogriff – (HD 3+1)(#1)
  15. Men, Bandit – (HD 1)(#1d10)
  16. Men, Merchant – (HD 1)(#1d20)
  17. Men. Nomad – (HD 1)(#1d10(1d20)
  18. Ogre – (HD 4+1)(#1d6)
  19. Orc – (HD 1)(#2d4(1d6x10)
  20. Scorpion, Giant – (HD 4)(#1d6(1d6)
  21. Spider, Giant Black widow – (HD 3)(#1d3(1d3)
  22. Spider, Trap Door – (HD 4)(#1d3(1d3)
  23. Stirge – (HD 1)(#1d10(3d12)
  24. Throghrin – (HD 3)(#1d6(1d10)
  25. Tick, Giant – (HD 2)(#1d6(2d6)
  26. Troll – (HD 6+3)(#1d8)
  27. Weasel, Giant – (HD 4+4)(#1d4(1d6)
  28. Wolf – (HD 2+2)(#2d6(3d6)
  29. Wolf, Dire – (HD 4+1)(1d4(2d4)
  30. Wyvern – (HD 7)(#1d2(1d6)

Table #3 - Roll 1d30 - Environmental Encounters of the Plains and Grasslands

  1. Burial Mound – Lost burial mound
  2. Weather – Roll on weather chart
  3. Small Burrowed Hole –  Roll 1d30 – odds occupied, even empty. If occupied roll on Fauna Table
  4. Pond – Natural, clear watered pond
  5. Lake – A secluded lake in a protected valley
  6. Outdoor Shrine - A small outdoor shrine to a god/pantheon. Roll 1d30: 1-15 – Known God(s); 16-25 – Petty Gods; 26-30 – Forgotten Gods
  7. Hill Top Temple - An exposed, visible temple/temple complex - Roll 1d30: 1-10 – Occupied by temple worshippers/servants; 11-15 – Occupied by subverting Cult; 16-25 Empty; 26-30 – Occupied by interlopers (roll on Fauna Table)
  8. Small Settlement – Trappers – 1d20 members
  9. Small Settlement – Hunters – 1d20 members
  10. Small Settlement – Farm – 1d6 members
  11. Ruined Farm – Roll 1d30: 1-15 – Occupied (Roll on Fauna Table); 16-20 – Empty; 21-30 – Overgrown (Roll on Flora Table)
  12. Ruin – Roll 1d30: 1-10 – Occupied (Roll on Fauna Table); 11-20 – Empty; 21-30 – Overgrown (Roll on Flora Table)
  13. Grave(s) – mounded grave. Roll 1d10 for #. Roll 1d30: 1-10 – Old; 11-20 – Recent; 21-30 – Empty
  14. Flat Top Hill (with ruined lookout) Roll 1d30: 1-10 – Occupied (Roll on Fauna Table); 11-20 – Empty; 21-30 – Overgrown (Roll on Flora Table)
  15. Standing Stones – Figurative – Roll 1d10 for # of Stones. Roll 1d30 for type: 1-5-Humanoid Female; 6-10 - Humanoid Male; 11-15 – Animal; 16-20 - Monstrous Creature; 21-25 – Otherworldly; 26-30 - Unknowing  
  16. Standing Stones – Rune Covered - Roll 1d30: 1-10 – Ancient; 11-20 – Contemporary; 21-30 - Otherworldy
  17. Standing Stones – Menhir (single Stone) Roll 1d30 for type: 1-5- Huge, Smooth; 6-10 – Huge, Hard Angular; 11-15 – Huge, Organic; 16-20 – Large, Smooth; 21-25 – Large, Hard Angular; 26-30 – Large, Organic  
  18. Standing Stones – Circle - Roll 1d30: 1-10 – Small; 11-20 – Large; 21-30 – Multi Ringed(Large)
  19. Fire! – A lightning strike/careless camp fire has ignited the grasslands. Roll 1d30 for severity: 1-15 – minor, fire burns small area, roll d% for diameter in feet, burns out in 1d6 turns; 16-20 – large fire, burns large area, roll d%x5 for diameter in feet of burn area, burns out in 1d6 hours; 21-25 – major fire, burns huge area, roll d% x10 for radius in feet of burn area, burns out in 1d6 days; 26-30 – runaway wild fire, burns enormous area, threatens towns and villages, burns through farmsteads, woods and fields, burns to rivers or major water ways and rocky terrain, dangerous to anyone caught in fire. Burns out in 3d6 days
  20. Hermit – A hermit lives in a lonely hut/hovel/cave
  21. Bandit Camp - An impromptu camp in the wilderness of bandits. Roll 2d6 for # appearing
  22. Cultist Camp – A camp of cultists searching for a temple. Roll 2d6 for # appearing
  23. Adventurer Camp – A camp of 4 adventurers (thief, fighter, wizard, cleric). Roll d6 for party level
  24. Merchant Camp – A camp of a merchant caravan. Roll 2d6 for # appearing
  25. Spring – A fresh water source
  26. Stream/Waterway – A fresh, flowing, rock and gravel lined water way. Roll 1d30 for width in feet
  27. Nest – The nest of a creature. Roll 1d30 on Fauna Table
  28. Lair – A lair of a creature of the broken lands. Roll 1d30 on Fauna Table
  29. Crypt – A long lost burial crypt. Roll 1d30: 1-10 – Ancient Noble; 11-20 – Ancient Priest; 21-30 – Ancient Warrior
  30. Heavy Fog and Mist – Heavy fog or mist lays on the area. Roll 1d30x10 for radius of fog. Roll 1d30: 1-20 – Obscures vision, visibility 10’ while in fog; 21-25 – Obscures vision, visibility 5’ while in fog, disorienting move in random direction; 26-30 – Obscures vision, disorienting, something is in the fog, visibility 5’ while in fog, disorienting move in random direction, Roll 1d30 on Fauna Table.
There you have it. Hopefully these can enliven or at least inform your encounters in the Plains and Grasslands. Next up - Woodlands and Forest.

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