D&D DM Screen

Random Loot Generator

Magic Shop Generator 

Weather

Automatic Script: https://py3.codeskulptor.org/#user306_F4rTvnZBcDghFSg.py 

Script includes option for rainy season (+1d4 to rain roll and to wind roll) 

I modified the table to be less extreme but more frequently deviate from average.

1-10

Average 

No change

11-15

Below average

Subtract 1d6*5

16-20

Above average

Add 1d6*5

Strong Wind

  • Disadvantage on ranged weapon attacks

  • Disadvantage on hearing perception checks

  • Extinguishes open flame, disperses fog/gasses

  • Flying creatures (nonmagical) fall at end of turn.

  • Can create sandstorm.

Heavy Precipitation

  • Everything is lightly obscured, 

  • Disadvantage on sight perception checks

  • Disadvantage on hearing perception checks (heavy rain only)

  • Open flames extinguished

Outdoor Visibility 

  • Clear day, high vantage point: 40 miles

  • Normal: 2 miles

  • Rain: 1 mile

  • Fog: 100-300 ft

Extreme heat (100+F)

  • If exposed & no water, con saves for exhaustion.  DC is 5 + 1 per hour.

  • Creatures wearing medium/heavy armor or thick closes have disadvantage.

  • Heat resistance/immunity or adaptation = success.

Extreme Cold (0-F)

  • DC 10 Constitution saving per hour for one level of exhaustion

  • Cold resistance/immunity or cold weather gear or adaptation = success.

Exploring

Travel

Travel Pace

See appendix 1A for magical movement speed calculation.

Custom:  6/8/10 per day

Marching Order

Ask players for their marching order.  What is each player doing?

  • Foraging

  • Looking for hazards

  • Navigating

  • Looking for poisons or other wildlife

Travel Hazards

Whenever players enter a new hex (or twice per day), roll a d20.  On a nat 1, pick one of the following harzards

  1. Players step on a natural hazard

    1. Swarm of Hornets DC 15 con save.  5d4 +5 piercing 3d6 poison damage.  Half on save

    2. Venomous snake-  DC 15 dex save.  1d4+1 piercing 3d6 poison damage, half on save.  poisoned 24 hrs

    3. Bear trap.   DC 15 dex save 1d12 slashing damage.  Speed reduced by 10 for 24 hrs.

    4. Net Trap.  DC 15 dex save to get out.  Hoisted 15 feet in air.  

    5. Divet.  DC 15 dex save.  Speed reduced by 10 for 24 hours.

    6. Bitten by creature carrying swamp rot disease 

  2. Trip and fall.  Roll for severity of damage (1-10  twisted ankle, 11-17 sprained ankle, high sprain, 18-19, 20 broken leg)  

  3. Enter difficult terrain for 1 mile.

    1. Quicksand

    2. Swamp

    3. Overgrown thicket

  4. Desecrated ground

  5. Razorvine

  6. Quicksand

  7. Frigid Water

  8. Slippery Ice

  9. Thin Ice

Random Encounters

Random Wilderness Features

Describing the Environment

Forest

Jungle

Growth

Grove

Coppice- A thicket or grove of small trees or shrubs, especially one maintained by periodic cutting or pruning to encourage suckering

Marsh

Swamp

Moor

Quagmire

Hinterland- The land directly adjacent to and inland from a coast.

Clearing

Glade

Meadow

Field

Pasture

Range

Ridge

Tract

Crag- A steep rugged mass of rock projecting upward or outward.

Bank

Bluff

Drift – A bank or pile, as of sand or snow, heaped up by currents of air or water.

precipice

Embankment- a wall or bank of earth or stone built to prevent a river flooding an area.

Ravine

Canyon

Chasm

Ditch

Fissure

Gorge

Valley

Meadow

Plain

Prarie

Steppe

Grassland

Thicket

Brush

Copse- A thicket of small trees or shrubs; a coppice.

Underbrush

Adjective Website

Wetlands

  • Marsh- Marshes are defined as wetlands frequently or continually inundated with water, characterized by emergent soft-stemmed vegetation adapted to saturated soil conditions.

  • Swamp- any wetland dominated by woody plants.  Can be either forested swamp (trees) or shrub swamp. 

  • Bog- characterized by spongy peat deposits, acidic waters and a floor covered by a thick carpet of sphagnum moss. Bogs receive all or most of their water from precipitation rather than from runoff, groundwater or streams. Lack nutrients for plant growth,

  • Fen- similar to bog, but more nutrients and plant growth.

Forests

  • Evergreen- retain foliage all year.  Dense & multi layered.  Typically heavy rain areas, near the equator.

  • Deciduous Forests- drop leaves, change color.  Oak, beech, walnut, maple, chestnut, hickory.

  • Coniferous Forests- needles & pines.  Spruces, hemlocks, pines, firs.  

  • Tropical- near equator.  Lots of rain.  Hot.   Broadleaf trees, mosses, ferns, palms, and orchids all thrive in rain forests. The trees grow very densely together, blocking light.  Animals: monkeys, snakes, frogs, lizards, and small mammals

  • Temperate- usually deciduous trees, some conifer.  Can grow very lare trees.  Common animals roaming the woods are deer, elk, bears, owls, and marmots.

  • Boreal- evergreen like pine, fir, and spruce trees, live here. Animals: moose, bears, lynx, wolf, deer, wolverines, caribou, bats, small mammals, and birds.

Tracking

You can further modify the DC to track based on the circumstances

Camping

  1. Determine location.  Cover?  Visibility?  

  2. Do players build fire?  

Sleeping in Armor

Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.

When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.

Finding Shelter:

1-8  Unable to find suitable shelter.  You are in the open, possibly difficult terrain.

9-13  You find a clearing, but nothing with cover Stealth Disadvantage

14-17  You are able to find partial cover.  Ruins, overcropping, etc.  Or you are able to find materials to put together a makeshift tent camfolaged.

18-20: you find a cave, an abandoned hovel.  Stealth Advantage.

Appendix

Magical Travel Speed

If players have mounts/flying/etc:

  • In 1 minute, you can move a number of feet equal to your speed times 10.

  • In 1 hour, you can move a number of miles equal to your speed divided by 10.

  • For daily travel, multiply your hourly rate of travel by the number of hours traveled (typically 8 hours).

  • For a fast pace, increase the rate of travel by one-third.

  • For a slow pace, multiply the rate by two-thirds.

Monster Info Check Categories

Homebrew Template

https://homebrewery.naturalcrit.com/new  + https://pastebin.com/uNVd7B4U 

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