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1.0 Vegetation & Water Type Generation
Table
In Campaign Law TM there is a basic set of vegetation
& water type generation tables for mapping terrain during game play.
This alternative table is for generating vegetation and water in areas
with moderate climates. When determining an areas' vegetation or water
character, make a preliminary roll to see if you need to consult the table
below. If the result of a percentile roll ( 1D100 ) is 01-50, the vegetation/water
type is the same as the last hex searched or mapped. This process can be
used to determine the character of large areas, or of each hex that an
adventuring party travels through. Should the roll be 51-100, roll percentiles
again ( 1D100 ) and consult the chart below.
1.0 Vegetation & Water Type Generation Table |
|
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|
|
|
Current Topography
|
Coast
|
Coastal Area
|
Plains
|
Hills
|
Mountains
|
River Valley
|
Wetland
|
Canyons
|
Roll
|
|
|
|
|
|
|
|
|
01-10
|
M
|
M
|
P
|
P
|
L
|
M
|
M
|
P
|
11-20
|
BE
|
P
|
P
|
M
|
D
|
M
|
J
|
L
|
21-30
|
BE
|
P
|
P
|
S
|
C
|
L
|
L
|
D
|
31-40
|
P
|
D
|
P
|
S
|
C
|
L
|
L
|
D
|
41-50
|
L
|
D
|
Z
|
D
|
T
|
S
|
D
|
C
|
51-60
|
D
|
S
|
D
|
D
|
B
|
D
|
D
|
C
|
61-70
|
S
|
S
|
D
|
L
|
B
|
D
|
C
|
S
|
71-80
|
S
|
L
|
C
|
C
|
B
|
B
|
M
|
S
|
81-90
|
BE
|
C
|
S
|
B
|
G
|
I
|
I
|
L
|
91-95
|
J
|
J
|
L
|
J
|
SP
|
BE
|
J
|
Z
|
96-97
|
I
|
M
|
B
|
L
|
C
|
SP
|
B
|
B
|
98-99
|
Z
|
SP
|
B
|
SP
|
M
|
M
|
SP
|
BE
|
100+
|
B
|
B
|
SP
|
G
|
G
|
M
|
SP
|
M
|
Key: B= Breaks, canyons, wadis, or streambeds. G = Glaciers,
or snowfields. I = island, isle, reef, atoll. M = Marsh or swamp. L = Lake
or river. SP = Spring or oasis. BE = Beach. Z = Desert or Dunes. C = Coniferous
forest or Taiga. D = Deciduous or mixed forests. J = Jungle or rainforest.
P = Plains, grassland, or savanna. T = Tundra. S = Scrublands |
2.0 Desert Vegetation & Water Type Generation Table
In Campaign Law TM there is a basic set of vegetation
& water type generation tables for mapping terrain during game play.
This additional table is for generating terrain in areas with desert climates.
When determining an area’s vegetation or water character, make a preliminary
roll to see if you need to consult the table below. If the result of a
percentile roll ( 1D100 ) is 01-50, the vegetation/water type is the same
as the last hex searched or mapped. This process can be used to determine
the character of large areas, or of each hex that an adventuring party
travels through. Should the roll be 51-100, roll percentiles again ( 1D100
) and consult the chart below.
2.0 Desert Vegetation & Water Type Generation Table
|
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|
|
|
|
|
|
|
|
Current Topography
|
Coast
|
Coastal Area
|
Plains
|
Hills
|
Mountains
|
River Valley
|
Wetland
|
Canyons
|
Desert Dunes
|
Roll
|
|
|
|
|
|
|
|
|
|
01-20
|
sm
|
c
|
c
|
c
|
J
|
J
|
J
|
c
|
c
|
21-30
|
sm
|
b
|
b
|
b
|
J
|
J
|
J
|
c
|
b
|
31-40
|
c
|
z
|
z
|
J
|
m
|
m
|
z
|
z
|
a
|
41-50
|
b
|
z
|
z
|
J
|
m
|
m
|
z
|
z
|
z
|
51-60
|
b
|
z
|
z
|
z
|
b
|
b
|
z
|
z
|
z
|
61-70
|
Z
|
J
|
p
|
z
|
z
|
z
|
z
|
z
|
z
|
71-80
|
Z
|
sm
|
z
|
p
|
z
|
z
|
L
|
q
|
b
|
81-90
|
sa
|
sa
|
p
|
z
|
z
|
z
|
z
|
z
|
sa
|
91-95
|
Z
|
J
|
q
|
z
|
z
|
L
|
z
|
a
|
z
|
96-97
|
Z
|
sm
|
sa
|
p
|
z
|
q
|
b
|
sa
|
z
|
98-99
|
J
|
q
|
q
|
q
|
q
|
q
|
z
|
J
|
z
|
100
|
b
|
b
|
L
|
L
|
L
|
L
|
q
|
J
|
q
|
Key: sm = Saltwater marshes; b = Beaches/sand dunes; z = Desert;
c = Canyons/breaks/wadis; J = Jungles/rainforest;
q = Oasis/isolated freshwater source; p = Dry plains; m = Freshwater
marshes; L = Lake; a= Alkali flat; sa = Salt flat.
Alkali flats, Salt flats, deserts, and sand dune areas have very little
vegetation and have no sources of drinkable water. |
3.0 Tropical Vegetation & Water Type Generation Table
In Campaign Law TM there is a basic set of vegetation &
water type generation tables for mapping terrain during game play.
This additional table is for generating terrain in areas with tropical
climates. When determining an area’s vegetation or water character, make
a preliminary roll to see if you need to consult the table below. If the
result of a percentile roll ( 1D100 ) is 01-50, the vegetation/water type
is the same as the last hex searched or mapped. This process can be used
to determine the character of large areas, or of each hex that an adventuring
party travels through. Should the roll be 51-100, roll percentiles again
( 1D100 ) and consult the chart below.
3.0 Tropical Vegetation & Water Type Generation Table
|
|
|
|
|
|
|
|
|
|
Current Topography
|
Coast
|
Coastal Area
|
Plains
|
Hills
|
Mtns.
|
RiverValley
|
WetLands
|
Swamp
|
Rainforest or Hvy Jungle
|
Roll
|
|
|
|
|
|
|
|
|
|
01-20
|
s
|
b
|
b
|
J
|
d
|
s
|
s
|
s
|
J
|
21-30
|
s
|
z
|
p
|
J
|
d
|
s
|
L
|
s
|
J
|
31-40
|
sm
|
J
|
z
|
d
|
J
|
s
|
s
|
s
|
J
|
41-50
|
b
|
J
|
m
|
d
|
p
|
s
|
s
|
s
|
d
|
51-60
|
p
|
d
|
m
|
m
|
m
|
c
|
s
|
q
|
d
|
61-70
|
p
|
sm
|
J
|
m
|
m
|
L
|
s
|
m
|
m
|
71-80
|
J
|
s
|
P
|
p
|
h
|
s
|
L
|
m
|
m
|
81-90
|
d
|
J
|
J
|
J
|
h
|
s
|
J
|
p
|
q
|
91-95
|
J
|
J
|
J
|
z
|
z
|
m
|
J
|
k
|
k
|
96-97
|
z
|
s
|
z
|
p
|
J
|
L
|
c
|
c
|
c
|
98-99
|
z
|
m
|
q
|
q
|
L
|
I
|
J
|
z
|
z
|
100
|
c
|
c
|
L
|
q
|
q
|
m
|
L
|
L
|
L
|
Key: s = swamps sm = Saltwater marshes; b = Beaches/sand dunes;
z = Desert; c = Canyons/breaks/wadis; J = Jungles/rainforest; d = deciduous/mixed
forest = Oasis/isolated freshwater source; p = Wet plains/bogs;
m = Freshwater marshes; L = Lake; h = Scrub forest; I = Island/atoll; k
= quicksand; Swamps are marshes intermingled with dense jungle, streams,
quicksand and lakes. Base movement is 1/4 of normal in swamps and a maneuver
roll is required for any off roads/trails to avoid an incident or encounter.
Roll every 4 hours. |
3.1 Tropical Incidents / Encounter Table
|
Should any adventure party fail a tropical encounter roll, roll again
on the following table to determine the type of encounter / incident. |
Roll
|
Incident or Encounter |
01-20
|
“J” roll Jungles & Rainforest encounter table Creatures & Treasures
page 91.Tropical encounter table Dungeons &Dragons 1st edition DMG
Page 189 |
21-30
|
“M” roll Marshes & Swamps encounter table Creatures & Treasures
page 88.Tropical encounter table Dungeons & Dragons 1st edition DMG
Page 189 |
31-40
|
“L” roll Lakes & Rivers encounter table Creatures & Treasures
page 88. Roll on Waterborne random monster encounter table. Dungeons &
Dragons 1st edition DMG Page 190 |
41-50
|
Quicksand |
51-60
|
Bottomless Swamp/Bog |
61-70
|
Inclement Weather - Thunderstorm or lightning storm or heavyrain &
winds. |
71-80
|
No unusual events or encounters |
81-90
|
“S” roll Saltwater Shores encounter table Creatures & Treasures
page 89. Roll on Salt Water Shallows Encounter table Dungeons& Dragons
1st edition DMG Page 190 |
91-95
|
Bottomless Swamp/Bog |
96-97
|
Special encounter/event Reroll this table w/ +20 modifierignoring another
roll of 96-97. |
98-99
|
Strong Power encounter Creatures & Treasures page 83.Roll on Pleistocene
Conditions or Prehistoric encounter table Dungeons& Dragons 1st edition
DMG Page 188 |
100+
|
Social/Culture encounter. Creatures & Treasures page 84. Roll on
Temperate Inhabited Encounter table Dungeons & Dragons 1st edition
DMG Page 186 |
4.0 Arctic Vegetation & Water Type Generation Table
In Campaign Law ä there is a basic set of vegetation & water
type generation tables for mapping terrain during game play. This
additional table is for generating terrain in areas with Arctic climates.
When determining an area’s vegetation or water character, make a preliminary
roll to see if you need to consult the table below. If the result of a
percentile roll ( 1D100 ) is 01-50, the vegetation/water type is the same
as the last hex searched or mapped. This process can be used to determine
the character of large areas, or of each hex that an adventuring party
travels through. Should the roll be 51-100, roll percentiles again ( 1D100
) and consult the chart below.
4.0 Arctic Vegetation & Water Type Generation Table
|
|
|
|
|
|
|
|
|
Current Topography
|
Coast
|
Coastal Area
|
Plains
|
Hills
|
Mtns.
|
RiverValley
|
WetLands
|
Ice Floes
|
Roll
|
|
|
|
|
|
|
|
|
01-20
|
I
|
p
|
p
|
c
|
c
|
c
|
p
|
I
|
21-30
|
I
|
p
|
p
|
c
|
c
|
d
|
L
|
I
|
31-40
|
p
|
c
|
p
|
c
|
c
|
p
|
I
|
I
|
41-50
|
p
|
c
|
p
|
c
|
p
|
p
|
I
|
I
|
51-60
|
p
|
c
|
p
|
p
|
p
|
b
|
I
|
I
|
61-70
|
p
|
p
|
c
|
p
|
p
|
L
|
I
|
p
|
71-80
|
c
|
I
|
p
|
p
|
T
|
I
|
L
|
p
|
81-90
|
c
|
d
|
c
|
d
|
T
|
I
|
d
|
p
|
91-95
|
d
|
c
|
d
|
p
|
p
|
p
|
p
|
c
|
96-97
|
p
|
I
|
p
|
p
|
d
|
T
|
b
|
b
|
98-99
|
p
|
d
|
q
|
q
|
T
|
p
|
d
|
d
|
100
|
b
|
b
|
L
|
q
|
q
|
q
|
T
|
T
|
Key: I = Ice Floes; b = Canyons/breaks/wadis; c = Coniferous
forest; d = deciduous/mixed forest; q = Oasis/isolated freshwater source;
p = Ice plain; L = Lake; T = Tundra/Glacier/Snowfields. Ice floes are broken
floes, ice fields, rough ice, and areas of open water. Base movement is
1/2 of normal and a maneuver roll is required every 4 hours to avoid incidents/encounters.
Roll on the Arctic Incident/Encounter table should any adventurers fail
their maneuver roll. |
4.1 Arctic Incidents/ Encounter Table |
Should any adventure party fail an arctic maneuver roll, roll again
on the following table to determine the type of encounter / incident. |
Roll |
Incident or Encounter |
01-20 |
“T” roll Tundra encounter table Creatures & Treasures page 91.Sub-Artic
encounter table Dungeons & Dragons 1st EditionDMG Page 184 |
21-30 |
“G” roll Glaciers & Snowfields encounter table Creatures &
Treasures page 89.Artic encounter table Dungeons & Dragons1st
Edition DMG Page 183 |
31-40 |
Thin Ice - Movement 1/4 -20 modifier against next arcticmaneuver roll. |
41-50 |
Grinding Ice floes - Movement 1/4 -20 modifier againstnext arctic maneuver
roll. |
51-60 |
Inclement Weather - Blizzard ice storm heavy snows highwinds or intense
cold. |
61-70 |
Ice floe breakaway / calving - Big trouble for partyon or under a glacier
or on an ice shelf. |
71-80 |
No unusual encounter or event |
81-90 |
“A” roll Alpine & Mountain encounter table Creatures& Treasures
page 85.Artic encounter table Dungeons & Dragons1st Edition DMG Page
183 |
91-95 |
UNIVERSAL MONSTERS encounter Creatures & Treasures page 85.Artic
encounter table Dungeons & Dragons 1st Edition DMG Page 183 |
96-97 |
“O” roll Ocean encounter table Creatures & Treasuresä page
89.Roll on Waterborne random monster encounter table Dungeons& Dragons
1st Edition DMG Page 190 |
98-99 |
Special encounter/event Reroll this table w/ +20 modifierignoring another
roll of 97-98. |
100+ |
Social/Culture encounter. Creatures & Treasures page 84. Men -
another adventure party encounter in Dungeons & Dragons |
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