Table Setting #10 - Flora and Fauna of the Wilderness - Hills and Foothills

 


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

  1. Weaving Rust Lichen - Mundane /Habitat, Minimal Value, Common
  2. Acrid Blue Boar’s Praying Moss - Brewing/Distilling, High Value, Rare
  3. Smooth Pad - Seasonings, Some Value, Rare
  4. Smooth Orange Nodding Fruit - Distilling, Extraordinary Value, Rare
  5. Colossal Vine - Healing, Minimal, Common
  6. God’s Delicate Hiding Bush - Mundane/Habitat, No Value, Common 
  7. Breaking Yellow Tree - Potions, Good Value, Uncommon
  8. Green Tick’s Fruit - Foodstuffs/Edible, Some Value, Uncommon
  9. Swampy Skink Tree - Spell Component, Some Value, Uncommon
  10. Soft Bouncing Tree - Potions, High Value, Extremely Rare
  11. Crimson Flaming Weed - Healing, Major Value. Rare
  12. Violet Tree - Fabric Dye, Good Value, Uncommon
  13. Orange Ferret’s Leaf - Foodstuff/Edible, High Value, Rare
  14. Wolve’s Mallow - Foodstuff/Edible, Limited Value, Common
  15. Sapphire Wasp’s Leaf - Potions, Limited Value, Common
  16. Laying Moss - Mundane/Habitat, Minor Value, Common
  17. Stag’s Colossal Basking Weed - Mundane/Habitat, Some Value, Extremely Rare
  18. Bloody Cane - Healing, Limited Value, Common
  19. Swampy Silver Leaf - Foodstuff/Edible, Some Value, Common
  20. Wrapped Spring Sedge - Potions, Limited Value, Common
  21. Pungent Soft Squirrel’s Bobbing Fruit - Spell Component, High Value, Rare
  22. Spring Tufted Beetle’s Flaming Bush - Drugs/Alchemy, Minor Value, Uncommon
  23. Flaming Mass - Seasonings, Some Value, Uncommon
  24. Grabbing Snake’s Shrub - Foodstuff/Edible, High Value, Rare
  25. Gray Eagle’s Tree - Fabric Dye, Good Value, Uncommon
  26. Ruby Dancing Tree - Spell Component, High Value, One-of-a-kind
  27. Basking Badger’s Berry - Rare/Collectible, Major Value, Extremely Rare
  28. Dried Diamond Weaving Vine - Seasoning, Minimal Value, Common
  29. Bee’s Berry - Potions, Limited Value, Rare
  30. Dragon’s Hard Cracking Weed - Drugs/Alchemy, Good Value, Rare

 Fauna of the Hills and Foothills

  1. Elemental, Earth – (HD 6, 8, 12) (#1)
  2. Bear, Grizzly - (HD 5) (1d4)
  3. Boar – (HD 3+1)(#1d6)
  4. Bugbear (HD 3+1) (#2d4, 5d4)
  5. Chimera (HD9) (#1-2)
  6. Cockatrice (HD 5) (# 1d4)
  7. Dog, Blink – (HD 4)(#1d6)
  8. Dragon, Blue – (HD 8)(#1)
  9. Ettin – (HD 10)(#1d2)
  10. Giant Ferret (HD 1+1) (#1d8, 1d12)
  11. Giant Venous Snake (HD 3) (#1)
  12. Giant Trap Door Spider (HD 3) (#1)
  13. Giant, Hill – (HD 8)(#1d4)
  14. Gnolls (HD 2) (#1d6, 3d6)
  15. Goblin – (HD 1-1) (#2d4(6d10)
  16. Griffon (HD 7) (#1)
  17. Kobolds (HD 1d4 hp) (#4d4,6d10)
  18. Manticore (HD 6+1) (#1-2)
  19. Men, Bandit – (HD 1)(#1d10)
  20. Men, Merchant – (HD 1)(#1d20)
  21. Men. Nomad – (HD 1)(#1d10(1d20)
  22. Minotaur (HD 6) (# 1)
  23. Mountain Lion Cat (HD 3+2) (#1d4)
  24. Ogre (HD 4+1) (#1d6, 2d6)
  25. Owl Bear (HD 5) (#1d4)
  26. Rhinoceros Beetle (HD 12) (#1d6)
  27. Spitting Beetle (HD 2) (1d8)
  28. Weasel, Giant – (HD 4+4)(#1d4(1d6)
  29. Wolf, Dire – (HD 4+1)(1d4(2d4)
  30. Wyvern – (HD 7)(#1d2(1d6)

Environmental Encounters

  1. 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.
  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. 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.
  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.


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