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Coming Next Month Year on FishRPG...
#20Table5
It doesn't have quite the same ring as #Hexplore24, but it's hard to come up with a good and catchy name for a big project about creating random tables.
ANOTHER PROJECT? Yes!
I like creating random tables, and I have a big system document that I've been working on for a few years for solo roleplaying that do everything from determining climate, elevation, weather, encounters, rumors, quests, world-shaking events, religions, contents of houses and a bunch of other stuff. Almost all of the things I've made over the past year for Hexplore were actually created at least in part with those tables I've been building, and several months were basically exclusively using those tables.
Even though a lot of the system is usable now, I have probably about 200 tables left to finish. Most of those tables are interrelated and my brain gets overwhelmed at the holistic thinking needed to create them, so I'm going to try to force myself to just create a rough draft of these tables and try to polish them up later.
My mission is to create a random table each day with at least d6 entries and broadly follow my goal of filling in the missing tables. These posts are going to be much shorter than my hexplore posts because they are going to be pretty much just the tables. Hopefully they will be of use to you! It might not go the whole year, but I'm definitely going to try to keep it going at least for 6 months.
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Image credit QFamily
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2025-01-06: Desert (Cool) 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.
Cool Desert Environmental Features (d8)
Something is sticking out from the cold ground here; it is an object (subject to DM approval) with a value of 5GP or less.
The freeze-dried corpse of a large creature sits here; its pelt is still intact and usable for protection from the elements if you can find a way to remove it
Limbs from a dead shrub can provide fuel for a fire
Many of the rocks in the area produce a spark when struck with a metal blade.
A fine carpet of moss can provide a bit of protection from the elements if placed inside clothes
Plumes of vapor rise from the ground as a thermal vent releases enough heat to take the chill out of the immediate area.
A small hot spring relaxes tired and chilled travelers; resting here can recover wounds, though the water isn't drinkable.
Edible lichens grown on rocks here; they aren't very tasty, but they are nutritious.
#dungeons and dragons#5e#fishdavidson#20table5#random table#random tables#table25#desert low temp#desert cool#environmental features
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2025-01-05: Desert (Hot) Encounter Map Tactical Elements
Tactical elements are things that creatures in the encounter map can interact with and stack the odds in their favor. Generally they are most useful in combat situations, but creative individuals can find uses for them outside of combat. Hopefully these elements provide a reason to use the environment in a more intentional and experiential way. Every tactical element is influenced in part by a d6 that is rolled at the same time.
Desert (Hot) Tactical Elements (d20)
Salvageable part from a broken cart (1d6: 1-3, a single wheel; 4, axle dripping with grease; 5, ten feet of chain; 6, yoke)
Boulders (1d6, scattered around the map). Each boulder takes up a 10 foot square and provides full cover or high ground.
Natural stone arch (1d6 x 10 feet long and 10 feet wide). Easily traversed and provides high ground for people atop it. If there is a chasm or similar gap, the arch can be placed in a way to bridge the gap instead of being positioned where the die fell.
Dune (1d6 + 3 squares, arranged in a contiguous crescent shape). Provides 3/4 cover.
Dry Brush (1d6+2 squares clumped together). If exposed to a spark or flame, it catches fire instantly and burns for 1 minute. Flames spread to adjacent brush on Initiative 0.
Ley Line Focus (1d6 + 2 squares arranged in a straight line). Anyone standing in this area while casting a spell has advantage on both attack and damage rolls. Concentration is not affected.
Tar pit (1d6 squares, contiguous). Movement speed is reduced to 5 in these squares.
Precarious rock pillars (1d6, each one scattered at different points from the map though the first one is always as close as possible to where the die fell). Dealing any amount of damage (AC 17) to the stone at the top of the pillar will cause the stone to fall into an adjacent space and the stone functions as though it were a hill giant's attack.
Tumbleweeds (1d6 squares, scattered across the map). Dry, crinkly, and able to be rolled.
Lithophones (1d6 squares, scattered across the map). When struck with a stick or a fist, it produces a sound like a xylophone.
Hiding Spot (can hold up to 1d6 squares of creatures, though only the square with the entrance is visible).
Stone wall (1d6 x 2 squares in a line). Crumbling wall provides 1/2 cover.
Hungry herd animals (1d6+2). Cows, horses, or another creature appropriate to the environment are wandering here.
Mostly-dead trees (1d6+2, clumped together). These are 15-feet tall and barely clinging to life in the harsh environment.
Cactus patch (1d6 squares, clumped together). Anyone pushed into these squares takes 1d4 piercing damage.
Lightning stones (1d6, scattered). These ferrous rocks intercept lightning damage that is targeted at a creature in a space adjacent to the stone. Any damage that the creature would receive is diverted harmlessly into the ground.
Swarming insect nest (1d6 squares, clumped together). Dealing any damage to the nest (DC 10) releases a swarm of insects that emerge from the nest at Initiative 0.
Makeshift sled (can hold 1d6 X 50 pounds). It's something smooth and flat that can help transport stuff over sandy/snowy soils.
Drainage basin (1d6, each a 10x10 square and scattered). Natural depressions of hard packed earth retain puddles of dirty water.
Odiferous things (1d6 squares, scattered). Something with a strong smell (unpleasant or otherwise) is here and the overpowering scent can mask smells. Any checks that rely on smell automatically fail within 10 feet of one of these things.
#fishdavidson#dungeons and dragons#5e#random table#random tables#desert high temp#table25#20table5#tactical features
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2025-01-04: Desert (Hot) Encounter Map Hazards
Several of the items on this list might be reasonably included on other tables, but in general 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. Future revisions of this table will probably move some of these items to the setting description and modifiers table.
Hot Desert Hazards (d12)
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).
Chasm. A chasm approximately 10ft wide runs through this point and bisects some or all of the encounter area.
Rubble. Things hidden in the sand make this area into difficult terrain. The affected area is a square whose sides are 20 feet.
Dust Devil. 5ft wide and moves 20ft toward the nearest creature on initiative 0. CON save (DC 12) for anyone in its path or adjacent to avoid being blinded for 1 turn.
Pit. Whether it is a natural pit, an exposed cistern, or something else, this pit is 10 feet wide and 20 feet deep.
Sharp Terrain. The ground here is littered with sharp stones that function as natural caltrops. The affected area is 6 continuous squares.
Glare. Anyone not wearing protective gear has disadvantage on rolls that rely on sight while within this area.
Mirage. Shimmering reflections give -2 penalty for ranged attacks (including spells) to hit; damage is unaffected.
Dry. Fire burns hotter and faster here; add 1 Fire damage for each die of damage it does normally, and its light range is extended by 10 feet.
Exposure. For anyone not wearing proper protective clothing, take 1d2 damage on initiative 0. The damage type is Radiant during the day and Cold at night
Sandstorm. An ongoing sandstorm covers the whole map. Any rolls relying on sight or hearing are made at disadvantage.
Oncoming Storm. A storm will arrive after 2 rounds. 60% chance for sandstorm, 30% chance of lightning storm, 10% chance precipitation
#fishdavidson#dungeons and dragons#5e#random table#random tables#20table5#table25#desert high temp#hazard
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2025-01-03: Desert (Hot) Encounter Map Description and Modifiers
Seldom does the environment offer a truly neutral palette for potential combat encounters. 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. Only the first 3-4 entries on the terrain-specific table have modifiers (where 9 of 10 entries on the general table have modifiers in effect). This table is different from the set dressing table in that focuses on macro features of the map or modifiers that are always in effect, but I'm not entirely sure I'm doing a good job separating the two tables.
Hot Desert Setting Modifiers (d10)
Steep slopes of natural stone surround the area and box you in. There are only two narrow exits out of this area.
Crumbling walls worn down by sand and wind provide a small amount of cover for travelers. The number of squares that provide 1/2 cover is dependent on the size of the map: 5 squares for small maps, 10 for medium, and 15 for larger maps.
A small oasis is here, its water centered on where this die lands. The water is safe to drink and takes up approximately 10% of the map. A 10 foot wide ring of grassy vegetation and small trees encircle the water, which counts as difficult terrain.
A 50 foot tall mesa blocks part of the map. Its top can only be accessed through flying, magical means, or climbing. The mesa takes up about 10% of the map and its location is determined by where this die falls.
Seemingly endless sky looms overhead and makes travelers feel small.
Ripples of sand flow like a slow-moving ocean across the ground.
Barren salt flats shimmer under the sunlight/moonlight.
Sparse desert grasses covers much of the area, perhaps a sign of water lurking underneath the parched soil.
A steady wind blows through the area, seldom ceasing or changing direction.
Steep dunes just outside the map's area cast long shadows in this makeshift valley.
#fishdavidson#dungeons and dragons#5e#random table#random tables#table25#20table5#description and modifiers#desert high temp
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2025-01-02: Desert (Hot) 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.
Hot Desert Set Dressing (d10)
Large flat stones partially covered by encroaching sand make up the majority of the ground here.
Pottery shards are scattered across the dusty ground.
Grayish salt forms a thick but perfectly flat crust over the land
Several stones have drag marks trailing behind them, but no footprints; it's as those they moved of their own accord.
Bones of some desert creature lay here, picked clean long ago
The sand has a different color and texture here than in other areas
Part of an ancient statue remains stubbornly above ground; wind and time have buried the rest of it.
Petroglyphs are etched into the surrounding boulders, their meaning unclear.
Small dunes undulate across the landscape in beautiful repetition
Several small holes dot the landscape; they were once burrows for desert creatures that have since been abandoned.
#fishdavidson#dungeons and dragons#5e#random table#random tables#table25#20table5#desert high temp#set dressing
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2025-01-01: Desert (Hot) 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.
Hot Desert Environmental Features (d8)
Small lizards scuttle through this area, perhaps serving as an emergency source of food for hungry travelers.
Venomous critters lurk here but keep their distance. Crafty individuals can harvest their venom to create poisons or healing elements.
A small spring burbles water to the surface, allowing travelers to refill waterskins.
Cacti grow here and some of their spines can be collected to function as needles.
Large fossils of ancient creatures are visible in the rock and can be excavated if given enough time.
Flecks of useful metals are present in the sand. A hot enough fire can extract 1GP of semi-pure metals merely by cooking the sand.
Deposits of salt left behind by evaporation are plentiful enough to potentially preserve some foods.
Nothing significant found here
#dungeons and dragons#5e#fishdavidson#20table5#random table#random tables#table25#desert high temp#environmental features
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2025-01-07: Desert (Cool) 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.
Cool Desert Set Dressing (d10)
A tattered tent/yurt has been abandoned here
Stones are stacked into a cairn for wayfinding
Ruts from wagon tracks cut into the sand
A single patch of stubborn vegetation tries to grow here
A stone urn that may have once been used for ritual purposes long ago is half-buried in the ground
A dry stream bed meanders across the map, its bottom lined with rounded gravel
Birds swoop down to hunt for small prey
Visible cracks crisscross the permafrost where the wind has blown the topsoil away
Weathered antlers rest on the cold ground
Multicolored pebbles have been been rounded and polished in the sand
#fishdavidson#dungeons and dragons#5e#random table#random tables#table25#20table5#set dressing#desert low temp
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