Player Lands 3

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: 1d2+1 Topaz Dragon Wyrmlings. They are destroying anything in their way like little bulldozers. With a successful dc14 persuasion check they can be told to stop and move on, or else they are aggressive.

2: 1d2 Deathlocks in old ruins that are barely even recognizable as ruins anymore. They are roaming the area, almost like they are patrolling it. They attack anyone on sight. With a successful dc 15 investigation of the ruins, jewels worth 100gp can be found in the hidden in the ruins.

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: 1d3 Will-o-Wisps. They try to attract the characters to the water. The party must make dc 10 charisma save or be surprised by combat. If the wisp(s) are defeated, the water reveals 1d10 humanoid bodies under the shore of the lake with 120 gold pieces scattered amongst them.

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

6: You find an old rock shelter, it has a bed, a fireplace, and some frozen rations. You can rest here.

7: A snowstorm forces you to wait an hour.

8: 1 Zombie Clot. It appears as an ominous mountain side graveyard at first, but a successful perception or insight check of dc 12 can see that the earth mounds are actually old bodies. The Zombie Clot jumps out and surprises anyone who failed the check, otherwise it attacks as normal.

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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