Encounters happen regularly in the swamps and marshlands. It
is teeming with life, in flora and fauna, many of which are benign and
beautiful, but some of which are dangerous and vicious. The water, muck, mud,
and vegetation give ample room to hide, lay in wait, or ambush unsuspecting
prey by the many predatory creatures that make their home here. To roll for
encounters in the swamps and marshes: roll 1d6 every 4 hours while in the swamps
and marshlands. On a roll of 1-3 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 Plains and Grasslands - Roll 1d30
- Silver Berry – Healing, Good Value, Uncommon
- Night Ball – Fabric Dye, Minor Value, Uncommon
- Lizard’s Sedge – Spell Component, Major Value, Extremely Rare
- Blushing Bloody Bush – Habitat, Major Value, Uncommon
- Badger’s Dewey Leaf – Potions, Some Value, Rare
- Quaking Bug’s Weed – Distilling, Minimal Value, Common
- Diamond Swallow’s Swaying Tree – Potions, Minimal Value, Common
- Biting Serrated Tree – Potions, Minimal Value, Common
- Flaming Beetle’s Fruit – Healing, Minimal, Common
- Magenta Fly’s Vine – Healing, Some Value, Common
- Laying Stick – Rare/Collectable, High Value, Rare
- Sweet Rusty Deer’s Blushing Ball – Potions, Some Value, Rare
- Soft Hiding Leaf – Mundane, Minimal Value, Common
- Night Praying Bush – Spell Component, Some Value, Common
- Delicate Vermillion Sedge – Mundane, Minor Value, Uncommon
- Splotchy Hard Bush – Habitat, High Value, Uncommon
- Swampy Sapphire Standing Bush – Potions, Some Value, Rare
- Black Leaf – Seasonings, Extraordinary Value, Rare
- Soft Sedge – Rare/Collectable, Hogh Value, Rare
- Hummingbird’s Delicate Crimson Flower – Spell Component, Minimal Value, Rare Value
- Silver Swaying Leaf – Habitat, High Value, Rare
- Soft Ferret’s Grass – Drugs, High Value, Rare
- Snake’s Dimpled Berry – Edible, Minor Value, Uncommon
- Colossal Berry- Rare/Collectible, major Value, Rare
- Ruby Badger’s Mallow – Habitat, Some Value, Common
- Trembling Black Shrub - Mundane, Mnimal Value, Uncommon
- Hidden Violet Sedge – Potions, Major Value, Extremely Rare
- Tufted Bloody Pad – Drugs, Minor Value, Uncommon
- Colossal Bear’s Running Vine – Brewing, Good Value, Extremely Rare
- Delicate Summer Fruit – Seasonings, Some Value, Uncommon
- Basilisk– (HD 6+1)(#1d6)
- Boar – (HD 3+1)(#1d6)
- Crawfish, Giant – (HD 3)(1d2)
- Dragon, Black – (HD 8)(#1)
- Eel, Giant – (HD 5)(#1d4)
- Ettin – (HD 10)(#1d4)
- Ghoul– (HD 2)(#1d6)
- Gnoll– (HD 2)(#1d6)
- Goblin– (HD 1-1)(#2d4)
- Grey Ooze– (HD 3)(#1)
- Gullygug– (HD 1)(#2d6)
- Harpy - (HD 3)(#1d6)
- Lamprey, Giant– (HD 5)(#1d4)
- Leech, Giant– (HD 6)(#1d4)
- Lizard, Giant Draco– (HD 4+2)(#1d4)
- Lizardman– (HD 2+1)(#2d4)
- Night Hag– (HD 8)(#1)
- Nixie– (HD 1)(#2d20)
- Ogre – (HD 4+1)(#1d6)
- Rot Grub– (HD 1)(#5d4)
- Shambling Mound– (HD 9)(#1d3)
- Spider, Giant Black widow – (HD 3)(#1d3(1d3)
- Stirge – (HD 1)(#1d10(3d12)
- Tick, Giant – (HD 2)(#1d6(2d6)
- Toad, Giant– (HD 5)(#1d4)
- Troglodyte– (HD 2)(#1d6)
- Troll – (HD 6+3)(#1d8)
- Turtle, Giant Snapping– (HD 10)(#1d4)
- Water Fiend– (HD 3+3)(#1d3)
- Will-o-the-Wisp– (HD 6)(#1d3)
Environmental Encounters – Roll 1d30
- Animal Bones – A large half eaten animal carcass lays in the tall swamp grass and sedges.
- Bandit Camp - An impromptu camp in the wilderness of bandits. Roll 2d6 for # appearing
- Burial Mound – Lost burial mound
- Campfire – A group of badly decaying bodies surrounds an overgrown campfire. The bodies show signs of damage.
- Clear Pool – A clean pool of water suitable for drinking
- Cultist Camp – A camp of cultists searching for a temple. Roll 2d6 for # appearing
- Decayed Shrine - A small outdoor shrine to a god/pantheon. Roll 1d30: 1-15 – Known God(s); 16-25 – Petty Gods; 26-30 – Forgotten Gods
- Empty Camp – An empty camp sits overgrown and waterlogged.
- Giant Skeleton – A reclining blackened and moss covered giant skeleton lays in a swampy fen, partially submerged.
- Grave(s) – mounded grave. Roll 1d10 for #. Roll 1d30: 1-10 – Old; 11-20 – Recent; 21-30 – Empty
- Hanging Tree – A lonely tree stands on a small rise in the marsh. From its outstretched limb three naked human bodies hanging from their necks.
- 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
- Island with a Rotting Thatch Hut – A rotting thatch hut with holes in the walls and roof sits on a small island in a murky lake.
- Lair – A lair of a creature of the broken lands. Roll 1d30 on Fauna Table
- Large Teeming Pond – A Pool of water bustling with aquatic life. Fish, bugs, reptiles and birds are abundant sources of food. Roll 1d30: 1-25 – No additional encounter; 26-30 – Roll additional encounter on Fauna Table.
- Merchant Camp – A camp of a merchant. Roll 1d6 for # appearing
- Nest – The nest of a creature. Roll 1d30 on Fauna Table
- Open Brackish Water – A stale, fetid pond
- Ramshackle Hut – A ramshackle stone and thatched roof hut with a crooked chimney with sickly bue grey smoke floating out.
- Ruin – Roll 1d30: 1-10 – Occupied (Roll on Fauna Table); 11-20 – Empty; 21-30 – Overgrown (Roll on Flora Table)
- Ruined Farm – Roll 1d30: 1-15 – Occupied (Roll on Fauna Table); 16-20 – Empty; 21-30 – Overgrown (Roll on Flora Table)
- Sinking Muck – This large shallow area of water blocks direct progress forward. This area is super saturated and has created unstable soil. Anyone wading (human-sized, adjust for other races based upon height) into the shallow water has footing for about 10’, but then is quickly sucked down to the knees, then waist, then chest, then shoulders, then under the mucky water. A successful STR check will allow the character to pull themselves up to the next level. If in chainmail (or better up to Plate) add -1 to the check, if in Plate Mail (or better) add -2 to the check. Once the head is below water a character has 1 minute plus 1 minute per CON bonus to hold their breath. If they run out of air, they will fall unconscious and will die in 1 + CON bonus rounds.
- Small Settlement – Desolate Farm – 1d6 members
- Small Settlement – Hunters – 1d20 members
- Small Settlement – Trappers – 1d20 members
- 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 – 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
- Sunken Temple - An half sunken, exposed, visible temple/temple complex - Roll 1d30: 1-5 – Occupied by temple worshippers/servants; 6-10 – Occupied by subverting Cult; 11-25 Empty; 26-30 – Occupied by interlopers (roll on Fauna Table)
- Weather – Roll on weather chart
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