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
- Weaving God’s Vine – Mundane Use(rope making), Minimal Value, Common
- Autumn Possum’s Flower – Edible, Some Value, Uncommon
- Gray Lizard’s Biting Fruit – Drug/Alchemical, High Value, Uncommon
- Nodding Diamond Sedge – Spell Component, High Value, Extremely Rare
- Silver Tick’s Flower – Spell Component, High Value, One of a Kind
- Sleeping Ball Bush – Seasoning, No Value, Common
- Yellow Hummingbird’s Hiding Berry – Drug/Alchemical, Minor Value, Common
- Mole’s Magenta Vine – Seasoning, No Value, Common
- Beetle’s Orange Tree – Habitat, Some Value, Uncommon
- Wizard’s Flower – Potions, Minor Value, Uncommon
- Acrid Soft Ferret’s Branching Weed – Healing, Minor Value, Rare
- Wrapped Flower – Habitat, No Value, Uncommon
- Swallow’s Leaf – Edible, Some Value, Common
- Golden Trembling Bush – Potion, Major Value, Rare
- Dragon’s Bush – Habitat, High Value, Rare
- Rough Wizard’s Sheltering Grass – Healing, Minimal Value, Common
- Bear’s Hard Flower – Mundane, Minor Value, Common
- Dancing Pink Lichen – Healing, Minimal Value, Uncommon
- Delicate Orange Mass – Drugs/Alchemist, Good Value, Rare
- Dangling Diamond Bug’s Flaming Vine – Spell Component, Good Value, Uncommon
- Blushing Night Purse – Habitat, Minimal Value, Common
- Crimson Smooth Wasp’s Shining Weed – Potions, Minimal, Uncommon
- Trembling Grass – Habitat, Minimal Value, Rare
- Standing Berry – Edible, Some Value, Common
- Spring Grass – Habitat, Minimal, Common
- Standing Crow’s Grass – Habitat, Some Value, Common
- Silky Rusted Bee’s Swaying Shrub – Spell Component, Some Value, Extremely Rare
- Elongated Vine – Brewing/Distilling, Minimal Value, Rare
- Dried Night Berry – Drug/Alchemy, Some Value, Rare
- Toothy Red Flaming Weed – Foodstuff, High Value, Rare
- Air Elemental – (HD 12)(#1)
- Anhkeg – (HD 1d6+2)(#1d6)
- Ant, Giant – ( HD 4) (#2d4 (4d6)
- Aurochs – (HD 4)(#1d4(2d6)
- Bear, Black – (HD 3+3)(#1d4)
- Boar – (HD 3+1)(#1d6)
- Crawfish, Giant – (HD 3)(1d2)
- Dog, Blink – (HD 4)(#1d6)
- Dragon, Blue – (HD 8)(#1)
- Ettin – (HD 10)(#1d2)
- Ferret, Giant – (HD 1+1)(#1d8)
- Fly, Giant Carnivorous – (HD 2)(#1d6)
- Giant, Hill – (HD 8)(#1d4)
- Hippogriff – (HD 3+1)(#1)
- Men, Bandit – (HD 1)(#1d10)
- Men, Merchant – (HD 1)(#1d20)
- Men. Nomad – (HD 1)(#1d10(1d20)
- Ogre – (HD 4+1)(#1d6)
- Orc – (HD 1)(#2d4(1d6x10)
- Scorpion, Giant – (HD 4)(#1d6(1d6)
- Spider, Giant Black widow – (HD 3)(#1d3(1d3)
- Spider, Trap Door – (HD 4)(#1d3(1d3)
- Stirge – (HD 1)(#1d10(3d12)
- Throghrin – (HD 3)(#1d6(1d10)
- Tick, Giant – (HD 2)(#1d6(2d6)
- Troll – (HD 6+3)(#1d8)
- Weasel, Giant – (HD 4+4)(#1d4(1d6)
- Wolf – (HD 2+2)(#2d6(3d6)
- Wolf, Dire – (HD 4+1)(1d4(2d4)
- Wyvern – (HD 7)(#1d2(1d6)
- Burial Mound – Lost burial mound
- Weather – Roll on weather chart
- Small Burrowed Hole – Roll 1d30 – odds occupied, even empty. If occupied roll on Fauna Table
- Pond – Natural, clear watered pond
- Lake – A secluded lake in a protected valley
- 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
- 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)
- Small Settlement – Trappers – 1d20 members
- Small Settlement – Hunters – 1d20 members
- Small Settlement – Farm – 1d6 members
- Ruined Farm – Roll 1d30: 1-15 – Occupied (Roll on Fauna Table); 16-20 – Empty; 21-30 – Overgrown (Roll on Flora Table)
- Ruin – Roll 1d30: 1-10 – Occupied (Roll on Fauna Table); 11-20 – Empty; 21-30 – Overgrown (Roll on Flora Table)
- Grave(s) – mounded grave. Roll 1d10 for #. Roll 1d30: 1-10 – Old; 11-20 – Recent; 21-30 – Empty
- 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)
- 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
- Standing Stones – Rune Covered - Roll 1d30: 1-10 – Ancient; 11-20 – Contemporary; 21-30 - Otherworldy
- 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
- Standing Stones – Circle - Roll 1d30: 1-10 – Small; 11-20 – Large; 21-30 – Multi Ringed(Large)
- 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
- Hermit – A hermit lives in a lonely hut/hovel/cave
- 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 d6 for party level
- Merchant Camp – A camp of a merchant caravan. Roll 2d6 for # appearing
- Spring – A fresh water source
- Stream/Waterway – A fresh, flowing, rock and gravel lined water way. Roll 1d30 for width in feet
- 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 Warrior
- 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.
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