torrents wilderness
roll d100 to determine the random encounter on the list. to see if a random encounter occurs in the day or the night, roll 3 d20 and if they are over 18 a random encounter occurs for each 18 or above rolled. this is so there are possibly three encounters in the day or night. when determining the amount of monsters it is up to the DM to see how strong the fight will be by adding or subtracting the amount of monsters.
1. allosaurus
2. ankylosaurus
3. triceratops
4. pteranodon
5. tyrannosaurus rex
6. displacer beast
7. giant hyena
8. giant spider
9. half-ogre
10. harpy
11. yuan-ti hunting party
12. ankheg
13. bandits
14. giant boar
15. giant constrictor snake
16. pack of gnolls
17. lizard folk hunting party
18. ogre
19. swarm of poisonous snakes
20. green hag
21. phase spider
22. adventuring party
23. dino trapper party
24. banshee
25. lycanthrope
26. gorgon
27.shambling mound
28. troll
29. giant ape
30. oni
31. adult green dragon
32. treant
33. guardian naga
34. pack of kobolds
35. pack of tribal warriors
36. twig blight
37. pack of baboons
38. lost commoner
39. giant frog
40. bullywug hunting party
41. giant lizard
42. giant poisonous snake
43. a group of stirge
44. boar
45. kenku hunting party
46. needle blight
47. giant wolf spider
48. goblin hunting party
49. vine blight
50. giant toad
51. tiger
52. pack of zombies
53. axe beak
54. giant wasp
55. swarm of insects
56. burette.
57. pack of ghouls
58. lone druid
59. flying snakes
60. giant rat
61. giant weasel
62. lost mastiff
63. blink dog
64. giant bat
65. giant owl
66. panther
67. pseudodragon
68. ape
69. scout hunting
70. cache
71. dead explorer
72. explorers
73. mad monkey mist
74. tabaxi hunter
75. Aarakocra hunters traveling from Osaki
76. swarm of ravens
77. orc hunting party
78. bugbear ambushers
79. insane berserker
80. group of centaur
81. stone golem protecting a tomb
82. faerie dragon
83. ettin
84. young green dragon
85. ettercap
86. will-o'-wisp
87. wight
88. wraith
89. ogre zombie
90. crocodile
91. giant crocodile
92. shipwreck survivors
93. yuan-ti spy
94. wandering merchant looking for rare supplies
95. guards escorting a high ranking offical
96. roper
97. rust monster
98. shadow
99. demons escaping a portal into the world
100. Ancient Brass Dragon named Nersot the mysterious
1. ghost ship
2. friendly and curious bronze dragon
3. whirlpool
4. menfolk traders
5. passing warship (friendly or hostile)
6. pirate ship (hostile)
7. passing merchant ship ( galley or sailing ship)
8. killer whale sighting
9. floating debris
10. long ship crewed by hostile berserkers
11. hostile griffons or harpies
12. sahuagin boarding party
13. NPC in the water ( clinging to floating debris
14. sea monster ( go to page 302-305 of the DMG find monsters related to biome)
15. sunken ship covered in barnacles (25 percent chance that the ship contains treasure; roll randomly on the treasure tables in ch 7 of DMG)
16. sunken ship with reef sharks or hunter sharks circling around it ( 50 percent chance that the ship contains treasure; roll randomly on the treasure tables in ch 7 of DMG)
17. under sea cave containing sea monster.( go to page 302-305 of the DMG find monsters related to biome)
18. underwater steam vent
19. bronze dragon searching for treasure
20. sunken treasure chest (25 percent chance that it contains something of value; roll randomly on the treasure tables in ch 7 of DMG)
1. Allosaurus
2. Ankylosaurus
3.Triceratops
4.Pteranodon
5. t-rex
6. flock of Axe beaks
7. giant vulture
8. pack of hyena
9. trappers looking to capture animals
10. panther
11. Gnoll hunting party
12. scarecrow
13. bugbear ambushers
14. giant eagle
15. griffon
16. orc hunting party
17. rhinoceros
18. burette
19. cyclops
20. wyvern
1. pteranodon
2. packs of kobolds
3. giant goat
4. harpy
5. hippogriff
6. peryton
7. sabre-toothed tiger
8. manticore
9. ettin
10. troll
11. stone giant
12. roc
13. swarm of bats
14. groups of stirge
15. pack of goliath tribal warriors
16. pack of winged kobold
17. giant eagle
18. air elemental
19. burette
20. cloud giant
1. bullywug hunting party ( May have giant frog or toad mounts)
2. kobold hunting party
3. crocodile
4. giant constrictor snake
5. lizard folk hunting party
6. green hag
7. giant crocodile
8. shambling mound
9. troll
10. hydra
11. will-o'-wisp
12. giant frog
13. giant lizard
14. giant poisonous snake
15. mud mephits
16. pack of ghouls
17. swarms of rats
18. swarms of insects
19. giant toad
20. dead corpse stuck in the swamp.
1. flock of harpy
2. merfolk herding schools of fish .
3. sahuagin sit in the ocean preparing for ambush
4. marrow try to harpoon land creatures into their domain of the sea.
5. plesiosaurs sit and fish in the water
6. allosaurus stalking the coast
7. pteranodon fly above looking for a meal
8. sea hags
9. griffon
10. giant eagle
11. a NPC is washed upon shore and is unconscious
12. bandit group
13. a chest is washed ashore
14. manticore
15. giant lizard
16. banshee
17. cyclops
18. water Elemental
19. pack of kobolds
20. shipwreck (25 percent chance that the ship contains treasure; roll randomly on the treasure tables in ch 7 of DMG)
1-17 normal for the season (77*F or 25*C)
18-20 1d4 x 10 degrees Fahrenheit hotter than normal
d20 wind
1-12 none
13-17 light
18-20 strong
d20 precipitation
1-12 None
13-17 light rain
18-20 Heavy rain
Jungle biome
ocean biome
roll d20 to determine outcomegrassland biome
Roll d20 to determine outcomemountain biome:
Roll d20 to determine outcomeswamp biome
Roll d20 to determine outcomeCoastal biome
Roll d20 to determine outcomewilderness survival:
weather:
d20 temperature:effects of the weather:
Extreme Heat: when the temperature is at or above 100 degrees Fahrenheit, a creature exposed to the heat and without access to drinkable water must succeed on a constitution saving throw at the end of each hour or gain one level of exhaustion. the DC is 5 for the first hour and increases by 1 for each additional hour. creatures wearing medium or heavy armour, or who are clad in heavy clothing, have disadvantage on the saving throw. creatures with resistance or Immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates. Strong wind: a strong wind imposes disadvantage on ranged weapons attack rolls and wisdom (perception) checks that rely on hearing. A strong wind extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall. A strong wind in a desert can create a sandstorm that imposes disadvantage on wisdom (perception) checks that rely on sight. heavy Precipitation: Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on wisdom (perception) checks that rely on sight. heavy rain also extinguishes open flames and imposes disadvantage on wisdom (perception) checks that rely on hearing.Wilderness Hazards:
Razovine: Razorvine is a plant that grows in wild tangles and hedges. it also clings to the sides of buildings and other surfaces as ivy does. A 10-foot-high, 10-foot-wide, 5-foot-thick wall or hedge of Razorvine has AC 11, 25 hit points, and immunity to bludgeoning, piercing, and psychic damage. when a creature comes into direct contact with Razorvine for the first time on a turn, the creature must succeed on a DC 10 Dexterity saving throw or take 5 (1d10) slashing damage from the razor vine's blade like thorns.Diseases:
Mad Monkey Fever: A magical mist creeps through the jungles of Torrent. contact with this thin, blue, odourless mist Can infect giants and humanoids with Mad Monkey Fever. A dispel Magic spell destroys the mist in a 20-foot square starting at a point chosen by the caster within the spell's range. an encounter with this mist typically covers 1d6 areas (400-2,400 square feet). a giant or humanoid that comes into contact with the mist must succeed on a DC 13 constitution saving throw or become infected with mad monkey fever. the infected creature gains a random form of long-term madness ( roll on the Long-Term Madness table in chapter 8 of the dungeon masters guide) that manifests 1d6 hours hours after infection and lasts for the duration (1d10 x 10 hours). if the madness is allowed to run its full course, the creature must repeat the saving throw at the end of the madness. if the second saving throw fails, the creature suffers another bout of long-term madness ( roll again on the table) that lasts for the normal duration. the madness symptoms continue until the disease ends. Shivering Sickness: insects native to the jungles and marshes of cult carry this disease, shivering sickness. the easiest protection against it is a coating of insect-reppeling salve on all exposed skin. A giant or humanoid that takes damage from insects is exposed to the disease at the end of the encounter. those who haven't applied insect repellent since their previous long rest are exposed to the disease when they finish a long rest. a giant or humanoid exposed to the disease must succeed on a DC 11 constitution saving throw or become infected. A creature with natural amor has advantage on the saving throw. Throat leeches: Minuscule parasites Known as throat leeches infect the water in torrents jungles, swamps, and rivers. Any giant or humanoid that swallows tainted water must succeed on a DC 12 constitution saving throw or be infested with throat leeches. immediate symptoms include throat inflammation and shortness of breath. after 1d6 hours, the infected character gains 1 level of exhaustion that can't be removed ( except as described below) until the disease is cured. at the end of each long rest, the infected creature must repeat the saving throw. on a failed save, the creature's exhaustion increases by 1 level; on a successful save, the creature's exhaustion decreases by 1 level. if a successful saving throw reduces the infected creature's level of exhaustion below 1 the creature recovers from the disease. explorers can avoid contracting throat leeches by drinking only rainwater or water thats been boiled or magically purified. wilderness survival in the DMG: page 109-112Remove these ads. Join the Worldbuilders Guild
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