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  
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
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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