This installment of Table Setting is for Woodlands and Forests - Flora and Fauna of the Wilderness.
Woodlands and Forest
Encounters happen regularly in the woodlands and Forests. It is teeming with life and is rife with lairs, holes, nests and caves. It can be vast and sprawling or small and quaint. There are endless places to bed down or hide. The character, density, and nature of the woods are important for visibility, and light as well as the general sense of danger and suspense. Rolling for encounters in the Forest: roll 1d6 every 3 hours while in the Woodlands and Forest. 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.
Flora were determined using the Flora and Fauna of the
Wilderness Tables in the Table Setting #2 post on this blog.
Flora of the Woodlands
and Forest
- Autumn Ferret’s Padded Moss – Habitat, Minimal, Uncommon
- Badger’s Emerald Ball – Healing, Minimal, Common
- Beetle’s Coral Purse – Seasoning, Minimal, Common
- Black Mole’s Sedge – Mundane, Some, Common
- Blue Flaming Bush – Habitat, No Value, Common
- Deer’s Wrapped Branching Tree – Collectible, Major Value, Uncommon
- Dewey Diamond Cane – Potion, Major, Rare
- Eagle’s Orange Purse – Seasoning, Minor Value, Rare
- Elongated Wizard’s Leaf – Spell Component, Major, Rare
- Emerald Snake’s Stick – Mundane, No Value, Common
- God’s Violet Vine – Spell Component, High, Extremely Rare
- Grabbing Beetle’s Ball – Alchemical Use, Minor Value, Uncommon
- Green Variegated Hornet’s Grabbing Shrub – Distilling, Minor, Rare
- Hairy Possum’s Leaf – Alchemy, Major, Uncommon
- Hairy White Piercing Shrub – Healing, Some Value, Rare
- Hard Moss – Fabric Dye, Minor, Uncommon
- Hornet’s Winter Berry – Edible, Some Value, Common
- Magenta Vine – Spell Component, Minor, Uncommon
- Running Crimson Vine – Edible, Some, Common
- Rusted Blushing Tree – Habitat, Major, Rare
- Silver Sedge – Fabric Dye, Some Value, Common
- Spring Night Flower – Potion, High, Rare
- Stacked Green Dog’s Sleeping Bush – Brewing, Minor, Rare
- Swaying God’s Grass – Edible, Major Value, Uncommon
- Swaying Tick’s Tree – Habitat, No Value, Uncommon
- Tick’s Silky Piercing Weed – Alchemy, Minimal, Common
- Veiny Black Mass – Drug, Some, Uncommon
- Vermillion Hummingbird’s Fruit – Healing, Major Value, Rare
- Wasp’s Sapphire Weed – Drugs. Some Value, Uncommon
- Weaving Crow’s Tree – Healing, Some, Uncommon
Fauna of the Woodlands and Forest
- Ankheg – (HD 1d6+2)(#1d6)
- Bear, Black – (HD 4)(#1d4(1d4)
- Bear, Grizzly – (HD 5)(#1(1d4)
- Beetle, Giant Rhinocerous – (HD 12)(#1d6(1d6)
- Boar, Giant – (HD 5)(1d4(1d4+1)
- Boar, Ordinary – (HD 3)(#1d6(1d6)
- Bugbear – (HD 3+1)(#2d4(5d4)
- Dog, Blink – (HD 4)(#1d6(1d6)
- Dog, Wild – (HD 1+1)(#4d4(4d4)
- Dragon, Black - (HD 7)(#1d4(1d4)
- Dragon, Green – (HD 8)(#1d4(1d4)
- Ettin – (HD 10)(#1d2(1d4)
- Forest Goblin - (HD 1-1)(#2d4(6d10)
- Ghost – (HD 10)(#1(1)
- Gnoll - (HD 2)(#1d6(3d6)
- Gullygug - (HD 1)(#2d6(1d8x10)
- Man, Bandit - (HD 1)(#1d8(3d10)
- Man, Merchant – (HD 1)(#0(1d20)
- Mutoid – (HD 1+1)(#1d8(1d100)
- Ogre – (HD4+1)(#1d6(2d6)
- Shambling Mound - (HD 9)(#1d3(1d3)
- Skeleton – (HD 1)(#3d4(3d10)
- Spider, Aranea - (HD 3)(#1d3(1d6)
- Spider, Giant Black Widow – (HD 3)(#1d3(1d3)
- Spider, Giant Crab – (HD 2)(#1d4(1d4)
- Tick, Giant – (HD 3)(#3d4(3d4)
- Toad, Giant Poisonous – (HD 2+2)(#1d4(1d4)
- Wasp, Giant – (HD 4)(#0(1d20)
- Will o’ the Wisp - (HD 6)(#1d3(1d6)
- Wolf - (HD 2+2)(#2d6(3d6)
Environmental Encounters
Encounter Type
- Adventurer Camp – A camp of 4 adventurers (thief, fighter, wizard, cleric). Roll d6 for party level
- Bandit Camp - An impromptu camp in the wilderness of bandits. Roll 2d6 for # appearing
- Cabin – A lonely cabin in the woods. Roll 1d30 for condition. 1-10 Ruined, 11-20 Intact-Abandoned, 21-30 Intact Occupied. Roll 1d30 if occupied. 1-5 Witch/Wizard, 6-10 Hermit, 11-15 Criminal, 16-20 Crazy Man, 21-25 Cultists, 26-30 Monster(roll on Fauna Table).
- Cave – A cave opening in the side of a rocky hill. Roll 1d30. Odds it is empty. Evens it is occupied. Roll 1d30 if occupied. 1-5 Witch/Wizard, 6-10 Hermit, 11-15 Criminal, 16-20 Crazy Man, 21-30 Monster(roll on Fauna Table).
- Clearing – A clearing open to the sky. Roll 1d100 for radius in feet.
- Crypt – A long lost burial crypt. Roll 1d30: 1-10 – Ancient Noble; 11-20 – Ancient Priest; 21-30 – Ancient Warrior
- Cultist Camp – A camp of cultists searching for a temple. Roll 2d6 for # appearing
- Felled Trees – Full trees that lie on the ground. Roll 1d30. Odds they have been cut. Evens they were knocked over.
- Fire! – A lightning strike/careless camp fire has ignited the grasslands. Roll 1d30 for severity: 1-20 – minor, fire burns small area, roll d% for diameter in feet, burns out in 1d6 turns; 21-27 – large fire, burns large area, roll d%x5 for diameter in feet of burn area, burns out in 1d6 hours; 28-29 – major fire, burns huge area, roll d% x10 for radius in feet of burn area, burns out in 1d6 days; 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
- 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)
- Grave(s) – mounded grave. Roll 1d10 for #. Roll 1d30: 1-10 – Old; 11-20 – Recent; 21-30 – Empty
- 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.
- Hermit – A hermit lives in a lonely hut/hovel/cave
- Lair – A lair of a creature of the forest. Roll 1d30 on Fauna Table
- Lake – A secluded lake in a protected valley
- Merchant Camp – A camp of a merchant caravan. Roll 2d6 for # appearing
- Nest – The nest of a creature. Roll 1d30 on Fauna Table
- Old, Overgrown 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)
- 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
- Pond – Natural, moss covered pond
- Ruin – Roll 1d30: 1-10 – Occupied (Roll on Fauna Table); 11-20 – Empty; 21-30 – Overgrown (Roll on Flora Table)
- Small Burrowed Hole – Roll 1d30 – odds occupied, even empty. If occupied roll on Fauna Table
- Small Settlement – Outcasts – 1d20 members
- Small Settlement – Trappers – 1d20 members
- Spring – A fresh water source
- Standing Stones – Circle - Roll 1d30: 1-10 – Small; 11-20 – Large; 21-30 – Multi Ringed(Large)
- 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
- Statues – Overgrown Statues Roll 1d10 for # of Statues. Roll 1d30 for type: 1-5- Huge, Humanoid Figures, Eroded; 6-10 – Large, Humanoid, Angular Features; 11-15 – Huge, Organic; 16-20 – Large, Organic; 21-25 – Small, Delicate Features; 26-30 – Small, Angular Pattern
- Stream/Waterway – A fresh, flowing, rock and gravel lined water way. Roll 1d30 for width in feet
- Weather – Roll on weather chart
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