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2025-08-03: Shallow Water Encounter Map Hazards
This table is for items that are generally stationary and will primarily cause adverse effects/damage to antagonize players. Unless otherwise specified, the hazard is located where the d12 falls on the map.
Shallow Water Hazards (d12)
Shoals. Lurking just beneath the surface, this 30x40 area causes any watercraft that holds more than 5 people to run aground and sustain hull damage if the area is entered.
Big Rock Detour. A roughly 25-foot square rock pokes out of the water here. It does no damage, but it is inconvenient for watercraft.
Territorial Marine Life. Any creature swimming or wading through this 30x50 foot area has a 1/6 chance each time they enter the area or start a turn there of being accosted by lobsters, crabs, eels, or other territorial marine life for 1d6 Piercing damage.
Magic Reversal Zone. Any spells cast within this 40 foot square automatically target the caster instead
Choppy Water. This 20x30 foot stretch of water is noticeably choppier than the surrounding area; it counts as difficult terrain for both watercraft and creatures.
Rip Current. Creatures entering this 25-foot square must a DC 20 STR save or be moved 15 feet in a random direction (or less if blocked by an object). If the creature does not have enough movement left to travel the full amount, it continues its forced movement on subsequent turns.
Capsize Warning. Watercraft have a tendency to flip over in this 30 foot square (1/3 chance upon entering)
Caustic Water. Corrosive mineral deposits do 1d2 Acid damage to any creature who enters or starts its turn in this 25 foot square
Blinding Spray. Grit, salt, and other particulate matter are forced into the air by wave activity. Any creature traveling over or through this 10x20 area has a 1/6 chance to be Blinded for 1 minute.
Swirling Eddy. Creatures swimming inside this 45-foot circle are unable to take reactions or bonus actions as they are spun about by the current
Floating Debris. Each time a creature enters this 20 foot square area or starts its turn here, the debris field will function as either difficult terrain (75% chance) or a damaging hazard (25% chance, 1d4 Slashing)
Fishing Area. Ropes and fishing gear lurk below the surface, and any creature traversing this 20-foot square area has a 10% chance of becoming Restrained by the lines (DC 15 to escape, 5 HP to cut)
#fishdavidson#dungeons and dragons#5e#random table#random tables#20table5#table25#hazard#underwater shallow#shallow water
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2025-08-02: Shallow Water Encounter Map Set Dressing
Set dressing is information that doesn't have much of an impact on tactics if a combat situation breaks out and serves to flesh out the scene a little more.
Shallow Water Set Dressing (d10)
Small critters paddle through the water here
Floating sedges drift aimlessly
The top of a submerged log or rock is visible beneath the surface
A handful of feathers from a bird float on the surface for now
Clusters of small ripples on the surface indicate the nibbling of a school of miniscule fish
A thin trail of pollen or silt wafts through the water
Small fish leap from the water with a tiny splash
Ripples of water move differently here, a surface indicator of a reef-like object below
A handful of hollow reeds and marsh grasses bob on the surface
A small mat of white bubbles drifts on the water, the countless bubbles popping into eventual nothingness
#fishdavidson#dungeons and dragons#5e#random table#random tables#table25#20table5#set dressing#bare rock#shallow water
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2025-08-01: Shallow Water Encounter Map Description and Modifiers
Each terrain type has different ways that it affects the people traveling through it, usually through small bonuses or penalties. This terrain-specific table is used in conjunction with a more general elevation-focused table to provide about a 60% overall chance for a modifier to be in effect.
Shallow Water Setting/Modifiers (d10)
Crystal clear water makes it difficult to hide. All attempts to hide in the water are made at disadvantage.
Ambient light bounces through the water reflects off the pale seabed, causing all the water of the encounter area to be illuminated with at least dim light.
Water conditions allow small stones and stone sling bullets to skip across the water's surface. It is more difficult (-1 to hit) to attack a creature in this way, but hurts more if it hits a creature on the surface (+1 Bludgeoning). Creatures below the surface of the water cannot be targeted in this way
Significant algae growth in the water makes it difficult to target creatures with spells. Creatures are considered plants while completely submerged in the water here.
Humid conditions make objects difficult to light and all Fire damage is reduced by 1 per die dealt
An aura of creeping fear blankets the area. Checks made to resist Fear have a -1 penalty and all attempts to engage with skittish wildlife in the area have Disadvantage.
Small waves lap quietly, subject to the whims of the weather
Waves generate small bits of froth that ripples outward and quickly disappears
Cloudy water makes it difficult to see the bottom
Spray from the waves makes a nearly-transparent mist that hangs in the air
#fishdavidson#dungeons and dragons#5e#random table#random tables#table25#20table5#description and modifiers#shallow water
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2025-07-31: Shallow Water Encounter Map Environmental Features
These are a list of things that may have a small use outside of encounters, but probably aren't very useful in the heat of combat.
Shallow Water Environmental Features (d8)
A handful of crates bob on the surface, lost by a previous vessel. If collected, they contain 5GP worth of nonperishable mundane equipment or provisions
Water in this area is safe to drink and fortifying to the body, and creatures who consume at least a gallon of it within a watch gain advantage on CON saving throws for the next 24 hours. This bonus may only be gained once per day.
The temperature of the water is perfect for relaxing. Creatures who spend a watch taking advantage of this gain +1 to morale
Gentle waves promote a restful sleep; creatures who spend 2 consecutive watches resting here are protected from nightmares and gains all the usual effects of such a rest
Consuming the minerals in the water restore 1 additional HP after a long rest.
Anchors will not get stuck on the seabed here
Ballast stones can be retrieved from the depths over the course of a watch to bestow a +1 bonus to watercraft handling checks while aboard. Only one bonus of this type may be active at any given time.
Current conditions make this area both defensible and safe. Encounters in this area will never start out as hostile or ambushes.
#dungeons and dragons#5e#fishdavidson#20table5#random table#random tables#table25#environmental features#shallow water
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2025-07-30: Underwater Shallows Encounter Map Tactical Features
Tactical elements are things that creatures in the encounter map can interact with and stack the odds in their favor. Every tactical element is influenced in part by a d6 that is rolled at the same time.
Underwater Shallows Tactical Elements (d20)
Anglers on the surface have cast fishing lines (1d6, scattered) into the encounter area. Any creature who touches the hook or pulls on the line receives 1d2 Piercing damage from the hook and, if the creature is Medium or smaller, is hauled out of the encounter on Initiative 0. Creatures may move a line up to 10 feet before it is hauled up. Humanoid creatures may choose to remain at the surface or skip their next turn to dive back into the encounter area.
Floating glass buoys (1d6 scattered) can hoist a Small or Tiny creature, or an object weighing less than 100 pounds, to the surface. If the buoy receives any damage (AC 12, 1HP) it breaks and immediately sinks to the seabed.
Recently placed crab/lobster pots (1d6, scattered) each hold a handful of living crustaceans. Each pot is connected by a thin rope (50 feet, snaps if holding more than 50 pounds) to a small glass buoy on the surface so it can be retrieved by the angler who put it there.
Gelatinous film (1d6 squares, scattered) on the seafloor can be touched remove curses, illness, or the poisoned condition. If the film is removed from its spot on the seafloor or consumes a creature's condition, it breaks apart and is no longer usable.
Silt on seafloor can be scooped up and scattered as an action to obscure a 5-foot cube for 1d6 rounds.
Turbulent water columns (1d6 squares, scattered) cause Medium or smaller creatures inside to move erratically. A creature who is inside the column has disadvantage on attack rolls against a creature outside the column, and vice versa.
A school of Small fish (1d6+6 fish, clumped) swim here. They will flee if approached unless they can be communicated with, restrained, or a creature passes a DC 20 Animal Handling check.
Bubblegrass plants (1d6 squares, scattered) grow on the seafloor. Biting into the plant releases trapped gases that provide a full breath's worth of breathable air.
Underwater boulders (1d6, scattered) provide a variable amount of cover for creatures. The boulders full cover for between combatants on the seafloor, but only half cover if a combatant is swimming more than 10 feet above the seafloor.
Areas of acoustic amplification (1d6 squares, scattered) significantly amplify sudden sounds. Attacks with conventional weapons have their damage converted into Thunder instead of their usual damage type within this area.
A rusty item from the surface (d6: 1 - sword; 2 - shield; 3 - trident; 4 - spear; 5- knife; 6 - mace) sticks out of the muck where this die falls. The weapon item functions as normal, but breaks after it is successfully used 3 times (taking damage counts as a successful use of the shield)
Wreckage from a small watercraft (1d6 pieces, scattered) litters the seafloor. Each piece is approximately 5x10 feet in size.
An unstable rock formation 30 feet tall (AC 17) topples and covers a 25-foot line if it receives any damage. Any creatures caught in the area of the fall receive 1d6 Bludgeoning damage.
Wavestones (1d6, scattered) can be touched to cast a special cantrip that roils the water. Choose a Medium or smaller creature within 25 feet that you can see; that creature is forcibly buffeted by the currents and moved up to 10 feet in a direction of the caster's choosing.
A slipstream exists in a straight line roughly parallel to the current that passes through the point where the die falls. Creatures who enter the slipstream can move an extra 1d6/2 squares in the direction of the current if they choose.
Young kelp and seagrasses can be uprooted as an action to form a makeshift ghillie suit that grants a +5 to Hide checks.
Fire coral (1d6 squares, scattered) grows here. Use a bonus action to touch the coral with a weapon to cause its next attack to deal +1 Fire damage; direct contact with coral deals 1d4 Fire damage.
Stunstones (1d6, scattered) release an electrical field in a 15-foot burst if struck by a metal weapon or object. Creatures inside the burst (including the attacker) must make a DC 14 CON save or be stunned.
Long, solitary stalks of kelp (1d6, scattered) can be used as a 20-foot long makeshift rope that breaks after receiving damage or 1 hour elapses.
Zones of calm (1d6, scattered) are areas the size of a 10 foot cube that impose disadvantage on saves to resist Sleep, but advantage on concentration checks to creatures within the zone.
#fishdavidson#dungeons and dragons#5e#random table#random tables#table25#20table5#tactical features#underwater#underwater shallow
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2025-07-29: Underwater Shallows Encounter Map Hazards
This table is for items that are generally stationary and will primarily cause adverse effects/damage to antagonize players. Unless otherwise specified, the hazard is located where the d12 falls on the map.
Underwater Shallows Hazards (d12)
Turbulent Water. Whether by convection, burbling gases, or something else, the water in this 15 foot square is considered difficult terrain.
Tangling Kelp. Long strands of kelp grow here, and any creature passing through this 15x20 foot area must make a DC 12 Acrobatics or Athletics check for each square traversed to be avoid being grappled.
Non-Oxygenated Water. This 30 foot square of water is devoid of the oxygen most creatures need. Any creature who breathes water and passes through this area immediately begins to suffocate.
Pelting Debris. Sediment and small bits of debris are scraped up and flung at high speeds by the current. Any creature who enters the 10x30 foot area of current or starts their turn there is pelted by debris for 1d2 Bludgeoning damage.
Stagnant Zone. The usual vibrant energy of water is replaced with something that saps energy instead. Each time a creature enters or starts their turn in this 20 foot square, they must succeed on a DC 8 CON saving throw or take a level of exhaustion
Toxic Area. Something has befouled this 15 foot cube and any creature who enters the area or starts their turn there takes 1d4 Poison damage.
Anti-Magic Zone. Something about this 15 foot square area resists magic. Spells cannot be cast from inside the zone, nor can spells cast from outside the area target creatures or objects inside the zone. Area effects targeted outside the zone will enter the area as normal.
Parasitic Plankton. Small organisms swarm about this 30 foot cube and prevent any creature in the area from restoring HP. The plankton are too small to be targeted or killed in a meaningful way.
Hunting Creature. A Huge creature swims slowly through the area, moving 10 feet toward the nearest creature smaller than itself. Any creature that gets within 5 feet of the hunter is bitten for 1d12 Piercing damage
Oyster Bed. Occupying a mostly solid 5x30 foot wall, this oyster bed stretches from the seafloor to just below the surface. Creatures can pass through gaps in the wall, but the sharp shells do 1d6 Slashing damage each time. The wall counts as half cover for purposes of targeting attacks.
Disorienting Area. Environmental cues are very hard to read inside this 20 foot square. Any creature who starts their turn in this zone must use all their normal movement speed to proceed in a random direction.
Paralytic Contamination. Whether by chemical, electrical, or magical means, creatures entering this area have a 1/6 chance of becoming paralyzed for one minute. Affected creatures may perform a DC 12 CON saving throw at the start of their turn to end the paralysis.
#fishdavidson#dungeons and dragons#5e#random table#random tables#20table5#table25#hazard#underwater#underwater shallow
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2025-07-28: Underwater Shallows Encounter Map Set Dressing
Set dressing is information that doesn't have much of an impact on tactics if a combat situation breaks out and serves to flesh out the scene a little more.
Underwater Shallows Set Dressing (d10)
Pile of loosely stacked rocks
Driftwood sticking out of the sediment
Small bed of coral
Bed of oysters or other mollusks (no pearls)
Anchor lodged in sediment
Small dune of sand collected by the currents
Intricate patterns embedded in the sediment created by bottom feeding creatures
Partially-buried remains of an aquatic creature
Trails of fine sediment drift just above the seabed
Gouges in the seabed show signs of a recent disturbance
#fishdavidson#dungeons and dragons#5e#random table#random tables#table25#20table5#set dressing#bare rock#underwater#underwater shallow
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2025-07-27: Underwater Shallows Encounter Map Description and Modifiers
Each terrain type has different ways that it affects the people traveling through it, usually through small bonuses or penalties. This terrain-specific table is used in conjunction with a more general elevation-focused table to provide about a 60% overall chance for a modifier to be in effect.
Underwater Shallows Setting/Modifiers (d10)
Murky water limits all underwater visibility to 30 feet.
Sound travels long distances in the water. Ranges for sound are tripled, and attempts to move silently have disadvantage.
The water here seems to increase the intensity of light; all light ranges are increased by 20 feet.
Swimming here feels easy; all creatures with swimming speeds have them increased by 10 feet.
Water currents interfere with projectiles. Pick a direction at the beginning of the encounter. All non-magical projectile ranges are halved if shooting against the current, doubled if shooting with the current, and normal if shooting perpendicular to the current.
The surface of the water here is currently covered with floating debris, algae, or some other kind of sludge. Creatures who surface from below or dive into the water from above are immediately grappled. At the start of a grappled creature's next turn, it may attempt to break the grapple (DC 11)
The water is clear and cool, moving slowly and steadily
Algae growth gives a greenish tinge to the water, though it doesn't impact visibility
Short, frothy waves churn countless bubbles near the surface
The blue-gray water is brackish and smells of salt
#fishdavidson#dungeons and dragons#5e#random table#random tables#table25#20table5#description and modifiers#underwater#underwater shallow
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2025-07-26: Underwater Shallows Encounter Map Environmental Features
These are a list of things that may have a small use outside of encounters, but probably aren't very useful in the heat of combat.
Underwater Shallows Environmental Features (d8)
With some time and a way to filter the water, the fertile currents here have a wealth of plankton and small fish so that foraging attempts automatically succeed.
It looks like there might be salvage from the surface here. Up to 10GP of mundane goods that were heavy enough to sink (usually made of metal or ceramic) cand be found here
Kelp and sea grasses grow abundantly here, and can be woven into water-resistant ropes and nets with enough time
Oysters with small pearls can be found here. For each watch a character spends looking for pearls, they find 1d4 pearls, each worth 1GP.
Trade vessels regularly sail overhead; there is a 10% chance each watch spent here that one will sail through the area.
Winds and currents are favorable today. If the party moves now, gain 1 travel point.
What appeared to be a pile of rocks and mud is actually an underwater cave that has accumulated an air pocket that can sustain 4 creatures for 24 hours
Restorative qualities are present in the water here. Spending a watch here will leach away any non-magical poison to end a creature's Poisoned condition. Spending two watches here will heal the petrified condition.
#dungeons and dragons#5e#fishdavidson#20table5#random table#random tables#table25#environmental features#underwater#underwater shallow
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2025-07-25: Bare Rock Encounter Map Tactical Features
Tactical elements are things that creatures in the encounter map can interact with and stack the odds in their favor. Every tactical element is influenced in part by a d6 that is rolled at the same time.
Bare Rock Tactical Elements (d20)
Static Stones (1d6+2 squares, scattered). Touching the stones imbues a creature with a small amount of electrical energy. Any creature who can touch all static stones on the map (each touch is a free action) unleashes a static attack on the next creature it touches (melee attacks with metal weapons count as a touch). The additional damage dealt depends on the number of stones on the map. It starts at 1d4 Lightning damage for 3 stones, moving up a die size for each additional stone: 1d6, 1d8, 1d10, 1d12, 1d20. It only deals damage if all stones have been touched first, and a creature must touch all the stones again to repeat the static attack.
Arcane focal point (1d6 squares, clumped). Any creature casting a spell in this area is able to harness focused energy and double the range of a spell
Lodestones (1d6 squares, scattered). Magnetic stones pull at all metal nearby. Creatures within 5 feet of a stone who are wearing metal armor or wielding metal weapons have disadvantage on attack rolls. Magnetic compass readings are also wrong when next to a stone.
Chattering Stones (1d6 + 3, scattered) stick up from the rock. While touching one of these stones, a creature can cast the Message cantrip and target any creature within 10 feet of a chattering stone
Throwable stones (1d6+1) About the size of a fist, these rocks are perfect for throwing
Lithophones (1d6 squares, scattered) stick up from the rock and make a sound when struck that can immediately end Sleep, Fear, or Charmed conditions to any creature within 15 feet of the sound.
Stones known as Cloud Collectors (1d6 squares, scattered) attract any clouds of dust, vapor, stench, or fine particulate matter towards them. On initiative 0 (losing ties) any clouds (including those of magical origin) are drawn up to 20 feet toward the nearest Cloud Collector. If the cloud persists long enough to reach the Cloud Collector, it dissipates upon making contact.
Shards of sharp volcanic glass (1d6 squares, clumped) are found here. They function as a disposable dagger that deals double damage to Undead creatures. Each time a shard deals damage, it has a 50% chance of breaking.
Animate boulders (1d6, scattered) each occupying a 10 foot cube seem drawn toward the energy of life. They do no damage, but roll 10 feet toward the nearest creature within 30 feet on initiative 0, and stop rolling while next to a creature. The boulders provide half cover.
A small stone shelter (1d6 squares, contiguous) provides total cover an equivalent number of Medium or Small creatures, though it is standing room only.
Updraft vents (1d6, scattered) appear as 5-foot wide holes in the ground with a strong wind surging up from the rock. Flying creatures gain a 20 foot bonus to speed for the turn that they pass through an updraft. Small or smaller creatures can use sailcloth, tent fabric, or similar material to paraglide with a speed of 60. Medium creatures merely hover in place, while Large or larger creatures are too big to be lifted or fit inside the hole.
Mystical dust (1d6 squares, scattered) may be scooped up as a bonus action and used to augment any spell with a material component, adding either +1 to damage or the spell's save DC. Taking a normal action to collect dust scoops up four times as much dust. The dust loses its potency after 10 minutes.
Salamander stone (1d6 squares, scattered) absorb fire damage inflicted upon it or an adjacent square. Cold damage, however, is doubled.
Chaos Stones (1d6 scattered) cause any spells cast within 5 feet of the stone to roll on the wild magic surge table.
Reflecting stones (1d6, scattered) are rune-covered standing stones that provide half cover and reflect magical beam/ray attacks back at the attacker
Flame-bait (1d6 squares, scattered) is a flammable dust that may be thrown onto fire to make a 15-foot ray of nonmagical flame.
Areas of enchanted ground known as coffin pockets (1d6, scattered) let creatures who are prone briefly meld with the earth as a bonus action and reappear at the start of their turn. While melded, the creature has immunity to all damage.
A loose slab of stone (5-foot square, 1in thick, 100lbs) rests atop a smooth, straight path. Any creature or object place upon the stone will immediately slide (1d6x10 feet) to the end of the path and stop without using any of the creature's movement.
Blade-sharpening boulders (1d6, scattered) add +1 to the damage dealt on the next melee attack by a bladed weapon if a creature spends a bonus action to drag the blade across one of these stones.
Protean spell components (1d6+2 squares, clumped) still resonate with the ancient magic that forged the mountains. While standing in this area, spells do not require material components.
#fishdavidson#dungeons and dragons#5e#random table#random tables#table25#20table5#tactical features#bare rock
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2025-07-24: Bare Rock Encounter Map Hazards
This table is for items that are generally stationary and will primarily cause adverse effects/damage to antagonize players. Unless otherwise specified, the hazard is located where the d12 falls on the map.
Bare Rock Hazards (d12)
Slippery Slope. A shallow hole big enough to hold one Large creature is at the center of this sloped depression in the shape of a 25 foot circle. Any creature who enters the circle has a 1-in-6 chance of immediately sliding into the hole regardless of how much movement it has remaining. Once in the hole, the creature is Grappled (DC 14 to escape) by loose dust and gravel.
Lightningrod. Lightning is prone to hit this 30-foot square. Every time a creature moves 10 feet through the hazard area, they have a 1/6 chance of getting struck by a bolt of lightning that does 1d8 Lightning damage.
Whistling Rock. There is a small gap in a rock formation found where the Hazard die lands that allows the wind to pass through in an ear-splitting whistle. Anyone who passes 10 feet or closer to the rock formation takes 1d4 Sonic/Thunder damage
Steep Incline. Loose gravel combines with a steep incline in this 10x30 foot area, every 5 feet of movement within this area costs 15 feet.
Unstable Terrain. If this 10 foot square area is traversed, make a DC 18 DEX save or move 10ft in random direction (or less if blocked by an object).
Scree. Bits of rock regularly tumble down into this 20x20 foot area. Any creature who enters this area or spends a turn there has a 2/6 chance of taking 1d8 Bludgeoning damage from the falling rocks.
Landslide Threat. A delicate pile of loose rocks may collapse at any moment. It is a 10 foot square with a 1-in-6 chance to turn into a landslide on initiative count 0. It will create an area of difficult terrain that is 10 x 30 that flows downhill. Anyone caught in the landslide is knocked prone.
Downdraft. Strong winds pummel the ground in this 40-foot square. Flying or hovering creatures cannot take off within this area, and already airborne creatures must expend 4 times as much movement to move through the air here (immediately landing at the end of their movement). Nonmagical projectiles sent into this area always miss.
Rolling Boulder Trap. A boulder rests at the top end of a 10x30 foot channel and is magically enchanted to start rolling back and forth in the channel the moment a creature enters the channel. The 10x10 foot boulder moves 5 feet immediately, and then moves an additional 5 feet at the end of every creature's turn. Any creature caught by the boulder takes 2d8 bludgeoning damage.
No Wagon Zone. The terrain here in this 20 x 20 area is particularly difficult. It can be traversed at half speed on foot like normal difficult terrain, mounts are reduced to 10 movement speed, and wagons/carts cannot traverse the area at all.
Chasm. A chasm approximately 10ft wide runs through this point and bisects some or all of the encounter area.
Open Pit. A 10x10 foot hole in the rock drops down 10 feet before hitting the bottom.
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2025-07-23: Bare Rock Encounter Map Set Dressing
Set dressing is information that doesn't have much of an impact on tactics if a combat situation breaks out and serves to flesh out the scene a little more.
Bare Rock Set Dressing (d10)
Lightning appears to have struck the rock here, the exchange leaving the rock partially melted.
Bright reflections on only part of a small boulder indicate that it was recently broken.
Loose piles of rock chips congregate on the ground, blown together by the wind
One section of rock here reflects light with an iridescent sheen
Fine dust has completely filled a crack in the rock here
The odd angles of a boulder here make the shadows resemble a face when the light hits it just right
Remnants of a shattered fossil have been heaved up from the earth here
The usual igneous rocks are broken up by a small patch of chalky stone here
A bent climbing piton sticks out of a chunk of fallen rock
A large white scuff mark is visible where two rocky bodies once collided
#fishdavidson#dungeons and dragons#5e#random table#random tables#table25#20table5#set dressing#bare rock
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2025-07-22: Bare Rock Encounter Map Description and Modifiers
Each terrain type has different ways that it affects the people traveling through it, usually through small bonuses or penalties. This terrain-specific table is used in conjunction with a more general elevation-focused table to provide about a 60% overall chance for a modifier to be in effect.
Bare Rock Setting/Modifiers (d10)
The thin air up here makes it difficult to run. Anyone taking the Dash action must make a DC 18 CON save or gain a level of fatigue.
Harsh winds blow stinging grit into the air, but the cold temperatures make it hurt more. DC 7 CON save at the end of every turn or take 1 piercing damage.
Blood spilled on this rocky ground is viewed favorably by the gods. For every creature slain, the killer gains advantage on all ability checks and attack rolls for one turn.
A combination of thin air and jagged rock faces fills this area with distorted echoes. Any checks involving identifying or targeting the source of a sound automatically fail.
Sloping rock faces covered in deep fissures surround the area
The relatively flat expanse of rock here looks like it was once part of a peak that had been destroyed by rockslide
Variations in the color of stone suggest ancient mineral veins locked away in stone much too hard to mine
The dark stone here is covered in a seemingly infinite web of tiny cracks from the intense geological pressure
Hard wind has worn down nearly every surface here into a series of smooth lumps of varying height
Steep walls of worn stone block most of two sides in this area.
#fishdavidson#dungeons and dragons#5e#random table#random tables#table25#20table5#description and modifiers#bare rock
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2025-07-21: Bare Rock Encounter Map Environmental Features
These are a list of things that may have a small use outside of encounters, but probably aren't very useful in the heat of combat.
Bare Rock Environmental Features (d8)
Sound reverberates in interesting ways through the area. Prolonged singing or chanting (10+ minutes) provides the effects of Bardic Inspiration die (1d6) to the singer. The benefit lasts 8 hours, and a singer can receive this benefit only once per day.
Uncommon minerals found in some rocks can be pulverized into a powder that detects poison in a liquid.
A dip in the rocky surroundings creates a respite from constant winds
Slabs of marble or similar material can be extracted relatively easily by characters proficient with the proper tools. Each slab takes 4 hours to extract, weighs 200 lbs, and is worth 100GP (or 1GP if broken)
Chunks of rock from ancient lava flows can be knapped by a character into 10 arrowheads or one spearhead.
Flammable liquid dribbles from the rock, which can be collected and used as lantern/lamp fuel
A previous traveler left behind a cache of mundane, non-perishable supplies worth 10GP or less.
An altar or a small shrine is found here, and offerings made here restore 1HP per 10GP worth of goods offered.
#dungeons and dragons#5e#fishdavidson#20table5#random table#random tables#table25#environmental features#bare rock
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2025-07-20: Ice Encounter Map Tactical Features
Tactical elements are things that creatures in the encounter map can interact with and stack the odds in their favor. Every tactical element is influenced in part by a d6 that is rolled at the same time.
Ice Tactical Elements (d20)
Penitentes ice formations (1d6+2 squares, line) leave a jagged line of sharp ice that does 1d4 piercing damage to anyone who falls on them. If a creature is forcibly moved across them, they take 1d4 piercing for the first square and 1 Piercing for each additional square of penitentes
Ice pillars (1d6, scattered) provide 3/4 cover, but can readily be destroyed by an attack (AC 10, 6 HP)
Ice wall (1d6+2 squares, rough line) is 10 feet tall and cracking. It it takes 10 damage on a side, it collapses on that side and crushes every creature within 10 feet of that side for 2d8 bludgeoning damage
Small areas of extra slick ice (1d6 squares, scattered) provide an extra 5 feet of knockback is a creature is forced to move into or through this square.
Frozen explorer with an easily-retrieved item (1d6: 1 climbing axe, 2 fur-lined helm, 3, staff, 4 shield, 5 pouch of spell components, 6 large blanket)
Icicles (1d6) cling to a rocky overhang on a boulder that fits inside a 10 foot cube. The icicles can be broken off as a bonus action. Collected icicles can be thrown as javelins, though they break after use upon hitting the ground or their target.
Finely-powdered snow (1d6 squares, clumped) is underneath a thin layer of ice. Bludgeoning attacks can crack the ice and create a cloud that fills a 10 foot cube and impedes visibility for 2 rounds.
Deep pit (Depth 1d6: 1-2 - 20ft; 3-4 30ft; 5-6 - 40ft) occupies a 10x10 foot space on the map where the d20 falls.
Geothermal vents (1d6, scattered) are 5-foot wide holes in the ground that constantly blow warm, dry air that can thaw chilled bones. Flying creatures gain a 10 foot boost to their speed for the turn that they pass through the flow of a vent
Stones known as Cloud Collectors (1d6 squares, scattered) attract any clouds of dust, vapor, stench, or fine particulate matter towards them. On initiative 0 (losing ties) any clouds (including those of magical origin) are drawn up to 20 feet toward the nearest Cloud Collector. If the cloud persists long enough to reach the Cloud Collector, it dissipates upon making contact.
Small sheets of ice (1d6 squares, scattered) can picked up as an action and used as a makeshift sled to Dash once as a bonus action. The ice sheet breaks after use.
Turbulent air (1d6 squares, scattered) swirls in pockets around small boulders. Projectile attacks targeting creatures adjacent to these boulders have a 50% chance to miss.
Sliding boulders (1d6, scattered) can be pushed downhill or on the same elevation as long as they stay on ice. Pushing the boulders moves them 10 feet, and any creature in its path takes 1d4 Bludgeoning damage and is pushed into the nearest unoccupied square.
Areas of good footing (1d6 squares, scattered) provide advantage on any roll to avoid being knocked prone while inside such an area.
Loose snow (1d6+2 squares, clumped) that can be scooped up into a snowball as a bonus action. Throwing a snowball is an improvised weapon with a range of 20/60 and does no damage but causes any creature hit with one to immediately drop concentration
Cracked ice (1d6+2 squares, line) with nothing underneath it forms a jagged line here. Medium or smaller reatures can walk or dash across the area without breaking it, but ice will break and drop into a 10-foot deep pit any creatures standing on the crack if a Large or larger creature enters the area or any damage is done to the crack itself.
Vapor plumes (1d6 squares, scattered) exhale warm, humid air that immediately condenses and freezes into snow. Creatures who fly through the plumes get weighed down by ice and have their flying speed reduced by 10 until the ice is removed.
A large ice disk (radius 1d6x5 feet) spins erratically on a mostly frozen pond. The disk spins 1/4 turn clockwise on intiative 0, and all creatures standing on the disk move with it.
Chunks of ice (1d6, scattered) sit in flat sheets that can be picked up with both hands as a bonus action to use as a shield. It can completely negate any fire damage from a single attack before melting, otherwise it can absorb 2 points of any other damage type before shattering
Enchanted ice crystal restores (1d6/2 HP) to any creature standing within 5 feet of it on initiative 0. If shattered (AC 13, 8HP) it deals 1d10 cold damage to every creature adjacent to it.
#fishdavidson#dungeons and dragons#5e#random table#random tables#table25#20table5#tactical features#ice
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2025-07-19: Ice Encounter Map Hazards
This table is for items that are generally stationary and will primarily cause adverse effects/damage to antagonize players. Unless otherwise specified, the hazard is located where the d12 falls on the map.
Ice Hazards (d12)
Thin ice. Any time a creature ends its turn on ice there is a 1/6 chance that the ice breaks underfoot. DEX save DC 10 to avoid falling in. New breaks stop appearing after 5 squares.
Glacier Detour. A 30 foot cone of ice eats up movement speed to get around it; though it doesn't do any other damage.
Bound Ice Elemental. Appearing to be a mound of normal ice encircled by glowing sigils, the elemental wakes up and attacks the first creature who approaches within 15 feet of its initial location. The elemental does stray beyond 15 feet from its initial location and does not intervene in any activity outside the circle.
Stealing Wind. Curious wind patterns swirl about this 25-foot circle, silencing words and verbal spell components, but not other sounds. Spells relying on verbal components automatically fail. This hazard cannot be dispelled.
Chasm. A chasm approximately 10ft wide runs through this point and bisects some or all of the encounter area.
Open Pit. A 10x10 foot hole in the rock drops down 10 feet before hitting the bottom.
Snow Spring. Pressure forces groundwater into the cold air, instantly turning it into snow that is carried by the wind. A 15-foot cube of blizzard conditions completely obscure the interior of the cube, and any creature who remains in the area for two consecutive turns is frozen solid unless warmed.
Rolling Snowball. A large snowball rolls through the area, moving downhill or in a straight line on initiative count 0 (losing ties). It starts out as a 5-foot sphere with a speed of 10 and does 1d8 Bludgeoning damage to those caught in its path. After the snowball moves, the sphere gets 5 feet larger, its speed increases by 10, and its damage increases by 1d6. The snowball continues to increase in size until it leaves the encounter area or it reaches its maximum size of 30 feet and 6d6 damage.
Freezing Cloud. A 25x40 cloud hangs over the terrain. Creatures take 2 Cold damage each time they enter or spend a turn inside the cloud. The cloud drifts 5 feet in a random direction after each creature moves unless there is a prevailing wind, in which case it moves in the direction of the wind.
Aurora Hypnosis. Patterns of clouds and lights in the sky reflect off the ice and any creature who can see who enters this area has a 50% chance of becoming entranced and unable to move or take reactions until the start of their next turn unless roused or attacked.
Smooth Ice. A region 20 x 20 feet is covered in slippery ice; any creature who enters the area without spiked shoes or similar has disadvantage on attack rolls while on the ice and any attack of opportunity causes the attacker to fall prone.
Unstable Terrain. If this 10 foot square area is traversed, make a DC 18 DEX save or move 10ft in random direction (or less if blocked by an object).
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2025-07-18: Ice Encounter Map Set Dressing
Set dressing is information that doesn't have much of an impact on tactics if a combat situation breaks out and serves to flesh out the scene a little more.
Ice Set Dressing (d10)
The only lichens around cling defiantly to a section of ice.
Visible through the translucent ice is a small creature who has long been frozen
Ambient light bounces through a translucent chunk of ice, making it look like it is glowing.
Slicing wind has sheared the ice off of a chunk of rock here, though the other side remains coated.
A deep gouge crosses the ice, but the object that made it has long since disappeared
A spring tried to flow here, though it froze instantly into an icy version of the path it would have taken.
Two different sheets of ice are fused together here in a rough seam
White snow fills in a crack in the surrounding gray ice.
A nearby chunk of ice has fallen and shattered here.
Snow has collected here into a tight pile and frozen solid in a small mound
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