torrents wilderness in the return of the two spheres | World Anvil
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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.  

Jungle biome

 
  • 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
  • ocean biome

      roll d20 to determine outcome  
  • 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)
  • grassland biome

      Roll d20 to determine outcome  
  • 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
  • mountain biome:

      Roll d20 to determine outcome  
  • 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
  • swamp biome

      Roll d20 to determine outcome  
  • 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.
  • Coastal biome

      Roll d20 to determine outcome  
  • 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)
  • wilderness survival:

     

    weather:

      d20 temperature:
  • 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
  • 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 109-112

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