Player Lands 11

This area is mostly dominated by rolling plains with mountains making up its northeastern most hex.

Plains Encounter Table. For every 1 Hour spent in the Plains, roll 1d6.

1: 1d2 dire vultures circle overhead and attack any party of less than 3 people.

2: 1d4 rabbits run back to their burrow to hide. (animal handling dc16 to tame)

3: You find a farmstead slowly being rebuilt. The people who live there are friendly and offer you a place to stay for the night.

4: A rogue lion has been stalking you for a while and now he makes his attack.

5: a single shady tree where you can take a short rest.

6: A wild axe beak running through the grass. (animal handling dc20 to take. )

Plains Hunting table, Survival check DC 15. Roll 1d6.

1: 1d2 Lions

2: 1d2 Giant Elk

3: 1d2 Twig Blights

4: 1d4 Wolves

5: 1d2 Giant Eagle

6: 1d2 Axe beaks

Plains Harvest table, Nature check DC 15. Roll 1d4

1: 1d2 Fire Root worth 6 Gp each

2: 1d4 Ground Mint (Heals 1 Hp)

3: 1d2 Wild Lettuce

4: 1d2 Swarms of Insects (Bees) (Combat)

<h1>Mountains</h1>

These tall and treacherous mountains are capped with snow and have some of the most extreme weather in the land.

Mountains Encounter Table. For every 1 Hour spent in the Mountains, roll 1d4.

1: 1d4 Wolves stalk you and attack any group of less than 3 players.

2: A herd of 1d6 Giant Elk graze in a clearing, aggressive if approached.

3: The boulder next to you turns into a Galeb duhr. It scolds you in common for entering its domain and attacks anyone who does not apologize with a successful dc10 cha check.

4: 1d4 Mountain Goats watch you from a nearby ledge.

5: A hunting party of 1d4 gnolls comes upon your scent.

6: 1d2+1 Pegasus that are keeping warm together, they are hostile unless a successful on a DC 20 Animal handling check is made to attempt to Tame one. The others fly away.

7: You come across a 40ft x 40ft cave containing 1d4 Shadows and a Shadow Demon. After defeating them it is a safe place to rest. An investigation dc10 reveals a cache of gold worth 1d12 x10 gp.

8: A yeti jumps out from the snow nearby and attacks.

Mountains Hunting table, Survival check DC 15. Roll 1d6.

1: 1d2 Giant Boars

2: 1d2 Giant Elk

3: 1d2 Yeti

4: 1d4 Brown Bears

5: 1d2 Wyvern

6: 1d6 Wolves

Mountains Harvest table, Nature check DC 15. Roll 1d4.

1- Black Root – Gives resistance to cold damage for 1 hour when consumed.

2- Quicksilver Root – when consumed as a bonus action, gives the effects of a haste spell until the end of your next turn.

3- Questionable berries – When you consume these berries, roll a 1d100, on a roll of 50 or above the berries heal 4d8 hp. On a roll of 49 or below they deal 4d8 poison damage instead.

4- Potato – Boil em, Mash em, Stick em in a stew

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