Random Forest Features & Hazards Table
This table is designed to help Dungeon Masters (DMs) create dynamic and engaging forest encounters. You can roll once or twice on each table to add primary and secondary features to your forest setting. The effects listed are optional and can be tailored to fit the level and context of your game. Adjust the difficulty classes (DCs) for checks as appropriate for your characters' levels. The primary goal is to enhance the environment without bogging down gameplay. Use these features to add layers of complexity and interest, making your forest encounters memorable with thematic elements.
Primary Forest Features
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Thick Forest: Dense trees and undergrowth make navigation difficult.
- Effect 1: Can provide cover or limit perception.
- Effect 2: Difficult terrain, reducing movement speed.
- Effect 3: Limits visibility, hindering perception checks.
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Stream/River: A waterway runs through the area.
- Effect 1: DC 12 Dexterity save to avoid slipping.
- Effect 2: Difficult terrain when crossing.
- Effect 3: PC might fall into an unforeseen dip, stopping movement.
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Large Redwood Trees: Massive trees dominate the landscape.
- Effect 1: Climbing these trees with an Athletics check provides a vantage point.
- Effect 2: Can provide cover or limit perception.
- Effect 3: Can be used for hiding or ambush.
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Medium-sized Trees: Average trees scattered throughout.
- Effect: Can provide cover or limit perception.
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Large Boulders: Big rocks dot the terrain.
- Effect 1: Can provide cover or limit perception.
- Effect 2: Can be used as an obstacle for hiding or climbing.
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Downed Trees: Fallen trees create obstacles.
- Effect 1: DC 10 Dexterity check to navigate without losing movement.
- Effect 2: Can be used as a makeshift bridge over small gaps or streams.
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Small Pond: A body of water obstructs the path.
- Effect 1: Difficult terrain to swim.
- Effect 2: Drinking or standing water could cause disease.
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Spaced Oaks: Trees are widely spaced and easy to navigate.
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Ridgeline: Elevated terrain runs through the forest.
- Effect 1: Grants advantage on attack rolls from higher ground.
- Effect 2: Provides a vantage point for scouting.
- Effect 3: Can serve as a natural barrier.
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Hill Summit: A hilltop provides a clear view of the area.
- Effect 1: Grants advantage on Perception checks.
- Effect 2: Elevated position provides strategic advantage in combat.
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Flat: Even terrain with no special features.
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Valley (or dip): Lower ground within the forest.
- Effect 1: May provide cover or concealment.
- Effect 2: Could be prone to flooding in rain.
- Effect 3: May provide a disadvantage during combat.
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Basin: A shallow depression in the ground.
- Effect 1: Standing water may slow/restrict movement.
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Standing Water: Pools of water cover the ground.
- Effect 1: DC 12 Constitution save to avoid disease or leeches.
- Effect 2: Difficult terrain.
- Effect 3: Could conceal hidden hazards.
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Draw: A small ravine or gully.
- Effect 1: Difficult terrain.
- Effect 2: Can provide cover or limit perception.
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Cliff: A steep drop-off or cliffside.
- Effect 1: DC 15 Dexterity save to avoid falling while climbing.
- Effect 2: Climbing requires a successful Athletics check.
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Spaced Trees: Widely spaced trees with clear sight.
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Clearing: An open area free of obstructions.
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Overlook: Elevated area providing a wide view.
- Effect: Advantage on Perception checks.
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Animal Evidence: Signs of local wildlife, such as tracks or scat.
- Effect 1: Advantage on Survival checks to track or avoid animals.
- Effect 2: Indicates the presence of specific animals.
- Effect 3: Could provide clues about nearby dangers or resources.
Secondary Forest Features
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Saplings: Young trees growing close together.
- Effect 1: Can provide cover or limit perception.
- Effect 2: Difficult terrain.
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Large Bushes: Dense shrubbery.
- Effect 1: Difficult terrain.
- Effect 2: Provides concealment.
- Effect 3: Restricts visibility.
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Tall Undergrowth: High grass or ferns.
- Effect: Difficult terrain.
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Gravel/Shale Rocks: Loose gravel or shale.
- Effect 1: DC 12 Dexterity save on a miss by more than 5 or critical fail to avoid falling prone or sliding down the hillside.
- Effect 2: Could create a rockslide area.
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Medium-sized Boulders: Smaller rocks scattered around.
- Effect 1: Can provide cover or limit perception.
- Effect 2: Can be used as movement obstacles.
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Sloped: Inclined terrain.
- Effect 1: DC 10 Dexterity save on a miss by more than 5 or critical fail to avoid slipping and falling down the hillside.
- Effect 2: Provides a height advantage or disadvantage in combat.
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Vines: Climbing plants hanging from trees.
- Effect 1: Reduces movement to difficult terrain.
- Effect 2: DC 12 Strength save to avoid being restrained if entangled.
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Thorn Bushes: Sharp, thorny plants.
- Effect 1: DC 12 Constitution save to avoid 1d4 piercing damage.
- Effect 2: Difficult terrain.
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Ditches: Small trenches.
- Effect 1: Can provide cover or limit perception.
- Effect 3: Could fill with water, becoming sticky muddy terrain.
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Mud: Wet, sticky ground.
- Effect 1: Difficult terrain.
- Effect 2: Advantage or disadvantage on tracking checks depending on circumstances.
- Effect 3: DC 12 Strength save to avoid getting a foot stuck.
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Mushroom Patch: Area covered in mushrooms or some other fungi.
- Effect 1: Harvestable ingredients for potions.
- Effect 2: Possible poison spores, DC 12 Constitution save to avoid effects.
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Mossy Rocks: Rocks covered in moss.
- Effect 1: Slippery surface, DC 10 Dexterity save to avoid falling prone.
- Effect 2: Can provide cover or limit perception depending on size.
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Light Undergrowth: Sparse ground cover.
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Heavy Undergrowth: Dense ground cover.
- Effect 1: Difficult terrain.
- Effect 2: Advantage or disadvantage on tracking checks.
- Effect 3: Harvestable ingredients for potions or herbal remedies.
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Spring: Freshwater source.
- Effect: Can be used to refill water supplies granting 1d6 Tempt HP.
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Tree Stumps/Broken Trees: Remains of cut trees.
- Effect: Can provide cover or limit perception.
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Spider Webs: Large webs strung between trees.
- Effect: DC 12 Strength save to avoid being restrained.
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Animal Evidence: Signs of local wildlife, such as tracks or scat.
- Effect 1: Advantage on Survival checks to track or avoid animals.
- Effect 2: Could provide clues about nearby dangers or resources.
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Herbal Plants: Patches of useful plants.
- Effect 1: Harvestable ingredients for potions or herbal remedies.
- Effect 2: Nature or Survival checks to identify.
- Effect 3: Could provide temporary HP when used in healing salves.
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Wildflowers: Patches of colorful flowers.
- Effect: Harvestable ingredients for potions.
Use this table to enhance your forest encounters, adding layers of complexity and interest to your campaign. Remember, the effects are optional and should be tailored to fit the level and context of your game.