Monday 26 May 2014

Ruin filled Swamp Generator, The Ruinlands.

The Ruinlands is the name for the swamp that rings the land's largest lake. Aeons ago a glittering, white stoned city spread across the lake and filled the lands around it. A living God was said to walk the city's streets and be its king. Now only filthy swamp monks heed rumors of the God, while strong armed, wild hill-men mine the rotting ruins for stone. 



Hexes in the Ruinlands normally take 6 hours to cross. There is a 30% chance of losing the road. If no one in the party has the ability to re-find the road there will be additional travel time as outlined below.



Roll on table 1,2 and 3 to create an area that fills a hex. Tables X,Y,Z are for additional treasure breakdowns and inspiration.

(The Ruinlands Swamp Generator is now on Abulafia, thanks +Patrick Henry Downs.)

Table 1, Basic Area:

0-8) Small ponds, covered by heavy vegetation and tree canopy.
9-17) Large pond, covered by heavy vegetation and tree canopy.
18-26) Small ponds, sparse vegetation, no canopy.
27-33) Large pond, sparse vegetation, no canopy.
34-41) Soggy, muddy ground with bushes and shrubs (+1 hours travel time without road).
42-47) Soggy, muddy ground with large trees and canopy (+1 hours travel time without road).
48-56) Moss covered/hidden large pond (shallow - waist high) (+3 hours travel time without road.
57-64) Moss covered/hidden large pond (deep - shoulder high) (+6 hours travel time without road).
65-72) Reeds, waist high, growing over shallow - ankle high water (+3 hours travel time without road).
73-80) Reeds, head high, growing over shallow - ankle high water (+3 hours travel time without road).
81-92) Hard, ancient and slimy cobble stone (-3 hours travel time).
93-99) Dry land, grass and shrubs.

Table 2, Descriptor: 

Roll a d6, the result will determine if the contents of the area are;

1) Bad/troublesome/dangerous for the party.
2-5) Neutral for the party.
6) Good/helpful/rejuvenating for the party.

0-6) Heavy fog.
7-12) Masses of insects.
13-19) Out of place Gorgzu's Jungle vegetation (a virile and virulent Jungle to the South).
20-26) Unusual plant life.
27-32) Fruits/berries/herbs/flowers.
33-39) Ruins, widely spaced pillars, short - head high.
40-46) Ruins, widely spaced pillars, tall - several men high.
47-53) Ruins, enclosed compound, d4 large hall sized rooms.
54-60) Ruins, platforms raised on pillars, several men high.
61-67) Ruins, large dome.
68-74) Ruins, d4 scattered large hall sized rooms.
75-81) Lichen covered boulders.
82-88) Fungi.
89-92) Turbulent water/ground.
93-95) Toads/frogs/amphibian mating/gathering/activity ground.
96-99) Ruins mining operation (a settlement to the East mines the ruins to sell to a larger city to the North East).

Table 3, Contents: Include an additional random encounter check to see if there is any interaction/conflict between the contents of the area and a possible random encounter entity.

0-20) Nothing
21-26) Alarming murmurs from beneath the ground and to the direction of the Lake.
27-34) Hidden Treasure (Consult your hidden treasure container table of choice), see treasure table below.
35-41) Air or water borne sickness or disease, consult aspect table below for ideas.
42-48) Animals (frogs, birds, snakes, insects), roll for reaction.
49-56) Monk of The Sunken One, will be collecting plant samples or hunting for artifacts in the ruins, roll for reaction (will hide/run away rather than attack).
57-63) Ruin miner, roll for reaction (but will lean towards a positive reaction).
64-69) A party of adventurers, heading South to treasure filled Gorgzu's Jungle, roll for reaction.
70-75) Stone stairs, leading underground (possibly flooded depending on Basic Area roll).
76-80) Moss covered Jungle Dwarfs from the South, spreading jungle vegetation, roll for reaction.
81-85) Abandoned cart or camp,Roll a d6: 1) Bad/troublesome/dangerous for the party. 2-5) Neutral for the party. 6) Good/helpful/rejuvenating for the party. Roll on aspect table below for ideas.
86-90) Treasure, barely hidden if at all, see treasure table below.
91-95) Monster.
96-99) Monster guarding treasure, see treasure table below.




Table X, Overland Treasure: 

0-25) Gold (See Overland Treasure Value Table below).
26-51) Trade goods (See Overland Treasure Value Table below).
72-77) Gems/jewelry (See Overland Treasure Value Table below).
78-99) Magic item.

Table Y, Overland Treasure Value: 

01-35) 75 x 1d10 GP
36-65) 150 x 1d10 GP
66-85) 250 x 1d10 GP
86-00) 1000 x 1d010 GP

Table Z, Aspect Table: 

00-9) Good/holy/light
10-19) Air/ethereal/wind
20-29) Tiny/invisible/intangible
30/39) Value/thought/internal organs and reflection
40-49) Water/equalization/cleansing
50-59) Wild/bestial/nature
60-69) Fire/destruction/limbs and external action
70-79) Monstrous/gargantuan/enormous
80-89) Deep/earth/solid
90-99) Evil/profane/darkness


Below is the hexmap of the region as it exists in my campaign, there are hexes with pre-existing structures/settlements/dungeons.

Monsters from the Region. 





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