Ruins of the Siemsay Trading Company

Rolling hills and grasslands characterize this area. Large herds of cattle, sheep and goats migrate to this land and farms rich with grain can be seen dotting the countryside in the summer months.
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: 1d2 Sword Wraith Warriors patrol aimlessly. If there are two Warriors, one starts 100 feet from the players. They are aggressive immediately, believing you to be trespassing. A DC
3: You come across a small horde of undead; 1d4+1 skeletons and 1d4 zombies. The skeletons will try to stay at range while the zombies get in close. Across all of the corpses, 10d6 gp of an old mint can be found.
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: You encounter a 1d2 Nightmares grazing on zombie corpses, through a series of DC 23 skill checks in this order- Animal Handling, Persuasion, then Acrobatics- they are tamable. If at any point in rolling checks you fail, all present Nightmares that are not already tamed become hostile. If a Nightmare starts their turn with 10 or fewer hit points, they will simply enter the ethereal plane and flee. A tamed Nightmare will become hostile if it is not fed 15 pounds of meat per day. A tamed Nightmare will only obey the one who tamed it.
 

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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

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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)

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