Random Features: The Ranch

July 11, 2018

This table will help to create the atmosphere in each hex. In general, use the description of the Ranch in the previous section, but use these results to create variations from hex to hex.
Roll once to generate a geological feature, and then again, if you want, roll again to include an unusual feature. Some geological features may exist throughout the entire hex, such as streams, or a fungus field, whereas results like mine entrance, natural stairs, or whirlpool are singular features of that hex.

Using a roll of 1d8+1d12 creates a bell curve, with results of 9 – 13 being the most common.

Roll 1d8+1d12Environmental FeatureNotable Occurrence
2Waterfall to lower levelShrine, holy
3Steam geysersMine cart rails, 2-person velocipede
4Fungus fieldsStampede of Doxen (DEX save DC 10 or 1d6 dmg)
5Unstable floorsMine cart rails, rail mounted steam drill
6Pools of water, foulSigns of a recent fight
7Pools of water, potableCorpse, recent
8Collapsed tunnelGate, iron, locked (DC 15 to pick of break)
9Caves, small <20'Corpse, old
10Caves, large >20'Door, wood, locked (DC 10 to pick or break)
11Streams, potableTrap (1d4; bear trap, shotgun, pit, dynamite)
12Vegetation, edible, luminescentMine cart rails, ore cart
13Cavern, 100' wide x 30' long x 75' highGrave, single
14Chasm, 30' deep, 20' across, with bridgeGrave, mass (1d8+1d12)
15Chasm, 30' deep, 20'
Natural gas tunnel lighting system
16Natural stairs to lower levelAir circulation/filtration pumps (negates fungus fields)
17Natural chimney to upper levelLava powered ore smelts
18Vertical lift to lower levelTelegraph (1d4; surface, this level, other plane, other level)
19Functional lift to lower levelMine cart rails, 6-person hand car
20Exposed gold deposit worth $100Shrine, unholy


Unless the characters have some means to filter the air they breathe, they will need to need to make a group DC 15 Widsom (Survival) check to avoid stepping on the wrong spot and releasing spores into the air. If the group fails, everyone takes a level of Exhaustion.


Roll 1d6 and then count clockwise around the side of the hex, starting at the top. The number rolled is the direction that is blocked. A significant amount of effort will be required to clear the rubble.


No cost for movement through this hex if riding in a hand car or velocipede. Rail lines only exist in the hex in which it was rolled, but adjoining hexes may have their rail lines connected.


Make a DC 10 Wisdom (Survival) check to determine if the water is safe to drink. Drinking foul water poisons the character. A poisoned creature has disadvantage on Attack rolls and Ability Checks.


Shrines are always found at the crossroads of all tunnels in a hex.

A holy shrine emanates warm light in a 30’ radius. Those within its reach are affected by a Sanctuary spell. Examples include angelic statues, totem poles, and toadstool circles.

Upon seeing an unholy shrine, characters must make a DC 10 Wisdom saving throw. On a failure, the character is affected by Apathy. The character has disadvantage on death saving throws and on initiative, and gains the following flaw: “I don’t believe I can make a difference to anyone or anything.” After finishing a long rest, a character can attempt ot overcome the apathy with a DC 15 Wisdom saving throw. On a successful save, the effect ends. Examples include a hanged man carved with runes, bubbling cauldrons, demonic statues, totem poles of horrifying monsters, and piles of painted skulls.

Shrines cannot be relocated, but can be destroyed.

Simple trap (level 1—4, dangerous threat)

A bear trap resembles a set of iron jaws that springs shut when stepped on, clamping down on a creature’s leg. The trap is spiked in the ground, leaving the victim immobilized.
Trigger. A creature that steps on the bear trap triggers it.

Effect. The trap makes an attack against the triggering creature. The attack has a +8 attack bonus and deals 5 (1d10) piercing damage on a hit. This attack can’t gain advantage or disadvantage. A creature hit by the trap has its speed reduced to 0. It can’t move until it breaks free of the trap, which requires a successful DC 15 Strength check by the creature or another creature adjacent to the trap.

Countermeasures. A successful DC 10 Wisdom (Perception) check reveals the trap. A successful DC 10 Dexterity check using thieves’ tools disables it.

Simple trap (level 1—4, dangerous threat)

The crossbow trap is a favorite of bandits that rely on traps to defend their hideouts. It consists of a trip wire strung across a hallway and connected to a double barrel shotgun. It is aimed to fire down the hallway at anyone who disturbs the trip wire.

Trigger. A creature that walks through the trip wire triggers the trap.

Effect. The trap attacks with a +8 attack bonus and deals 1d10 piercing damage on a hit. There is advantage to the damage roll.

Countermeasures. A successful DC 15 Wisdom (Perception) check reveals the trip wire. A successful DC 15 Dexterity check using thieves’ tools disables the trip wire, and a check with a total of 5 or lower triggers the trap.

Simple trap (level 1—4, moderate threat)

Trigger. A creature that walks through the trip wire triggers the trap.

Effect. The trip wire sparks the fuse on a stick of dynamite weged into a crack near the ceiling of the tunnel. The explosion will collapse the tunnel, requiring significant effort to clear. Each creature within 15’ of the blast must make a DC 15 Dexterity saving throw, taking 11 (2d10) fire damage on a fail, or half that with success.

Countermeasures. A successful DC 15 Wisdom (Perception) check reveals the trip wire. A successful DC 15 Dexterity check using thieves’ tools disables the trip wire, and a check with a total of 5 or lower triggers the trap.


Navigating these areas is dangerous. Make a group DC 15 Wisdom (Survival) check. If the group fails, the person with the lowest roll takes 3 (1d6) points of damage.


No need expend torches or rations while in this hex.


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