Hills and Foothills
Encounters happen often along the Hills and Foothills of the
Mountain Ranges. They are teeming with life and there are lots of places to
hide. To roll for encounters: roll 1d6 every 4 hours while in the and Foothills regions.
On a roll of 1- 2 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 Hills and Foothills
- Weaving Rust Lichen - Mundane /Habitat, Minimal Value, Common
- Acrid Blue Boar’s Praying Moss - Brewing/Distilling, High Value, Rare
- Smooth Pad - Seasonings, Some Value, Rare
- Smooth Orange Nodding Fruit - Distilling, Extraordinary Value, Rare
- Colossal Vine - Healing, Minimal, Common
- God’s Delicate Hiding Bush - Mundane/Habitat, No Value, Common
- Breaking Yellow Tree - Potions, Good Value, Uncommon
- Green Tick’s Fruit - Foodstuffs/Edible, Some Value, Uncommon
- Swampy Skink Tree - Spell Component, Some Value, Uncommon
- Soft Bouncing Tree - Potions, High Value, Extremely Rare
- Crimson Flaming Weed - Healing, Major Value. Rare
- Violet Tree - Fabric Dye, Good Value, Uncommon
- Orange Ferret’s Leaf - Foodstuff/Edible, High Value, Rare
- Wolve’s Mallow - Foodstuff/Edible, Limited Value, Common
- Sapphire Wasp’s Leaf - Potions, Limited Value, Common
- Laying Moss - Mundane/Habitat, Minor Value, Common
- Stag’s Colossal Basking Weed - Mundane/Habitat, Some Value, Extremely Rare
- Bloody Cane - Healing, Limited Value, Common
- Swampy Silver Leaf - Foodstuff/Edible, Some Value, Common
- Wrapped Spring Sedge - Potions, Limited Value, Common
- Pungent Soft Squirrel’s Bobbing Fruit - Spell Component, High Value, Rare
- Spring Tufted Beetle’s Flaming Bush - Drugs/Alchemy, Minor Value, Uncommon
- Flaming Mass - Seasonings, Some Value, Uncommon
- Grabbing Snake’s Shrub - Foodstuff/Edible, High Value, Rare
- Gray Eagle’s Tree - Fabric Dye, Good Value, Uncommon
- Ruby Dancing Tree - Spell Component, High Value, One-of-a-kind
- Basking Badger’s Berry - Rare/Collectible, Major Value, Extremely Rare
- Dried Diamond Weaving Vine - Seasoning, Minimal Value, Common
- Bee’s Berry - Potions, Limited Value, Rare
- Dragon’s Hard Cracking Weed - Drugs/Alchemy, Good Value, Rare
- Elemental, Earth – (HD 6, 8, 12) (#1)
- Bear, Grizzly - (HD 5) (1d4)
- Boar – (HD 3+1)(#1d6)
- Bugbear (HD 3+1) (#2d4, 5d4)
- Chimera (HD9) (#1-2)
- Cockatrice (HD 5) (# 1d4)
- Dog, Blink – (HD 4)(#1d6)
- Dragon, Blue – (HD 8)(#1)
- Ettin – (HD 10)(#1d2)
- Giant Ferret (HD 1+1) (#1d8, 1d12)
- Giant Venous Snake (HD 3) (#1)
- Giant Trap Door Spider (HD 3) (#1)
- Giant, Hill – (HD 8)(#1d4)
- Gnolls (HD 2) (#1d6, 3d6)
- Goblin – (HD 1-1) (#2d4(6d10)
- Griffon (HD 7) (#1)
- Kobolds (HD 1d4 hp) (#4d4,6d10)
- Manticore (HD 6+1) (#1-2)
- Men, Bandit – (HD 1)(#1d10)
- Men, Merchant – (HD 1)(#1d20)
- Men. Nomad – (HD 1)(#1d10(1d20)
- Minotaur (HD 6) (# 1)
- Mountain Lion Cat (HD 3+2) (#1d4)
- Ogre (HD 4+1) (#1d6, 2d6)
- Owl Bear (HD 5) (#1d4)
- Rhinoceros Beetle (HD 12) (#1d6)
- Spitting Beetle (HD 2) (1d8)
- Weasel, Giant – (HD 4+4)(#1d4(1d6)
- Wolf, Dire – (HD 4+1)(1d4(2d4)
- Wyvern – (HD 7)(#1d2(1d6)
- Hunting Cabin – Intact cabin – Roll 1d30 – 1-15 Empty; 16-25 Empty but stocked with supplies(occupied but out); 26-30 Occupied by 1d6 Hunters.
- 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)
- Landslide! – Recent rain and erosion has created a weak area in the side slopes. Roll 1d30 for severity: 1-15 – minor slide – slide only affects 100’ wide area of slope, from hill top 1d10 feet down slope; 16-20 – large slide – affects 250’ wide area of slope, from hill top halfway down slope; 21-25 – major slide – affects 500’ wide area of slope, top of hill loses 1/3 of its area sliding down hill, slide starts at top to bottom of slope, bottom of slope is buried in 2d10 feet of debris, 1d100’ out from slope, dust obscures area for 1d6 turns.; 26-30 – Catastrophic landslide – affects 1d4x1000’ wide slope, hill tops collapse in failure of slopes, hilltop drops 1d100’ of elevation, slide from top to bottom of slope, bottom of slope is buried in 2d20’ of debris, 2d100 feet out from slope, dust obscures area for 2d6 turns.
- 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.
Comments
Post a Comment