RPG Random Desert Generator
RPG Random Desert Generator
RPG Random Desert Generator
This is a random desert wilderness generator. It does not use a hexmap, it only notes places of
interest and the links between them. This is because my group hates maps but do want a
wilderness adventure.
Contents
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Take one sheet of paper and draw twenty coin-sized circles. These are the regions of interest,
each represents a couple of square miles. The regions do not touch, distribute them evenly over
the map.
Geography[edit]
Point of Interest[edit]
In each region, roll d8 to determine the point of interest.
1. Monster lair. Roll 1d20: 1. Giant hyenas, 2. Giant vultures, 3. Giant spiders, 4. Giant
constrictor snake, 5. Ogre, 6. Giant scorpion, 7. Mummy, 8. Wight, 9. Couatl, 10. Lamia, 11. Air
elemental, 12. Fire elemental, 13. Cyclops, 14. Medusa, 15. Young brass dragon, 16. Young blue
dragon, 17. Guardian naga, 18. Efreeti, 19. Gynosphinx, 20. Roc
2. Monument. (see 5e DMG p. 108)
3. Ruins. Roll 1d6: 1. Town, 2. Temple, 3. Fort, 4. Wall, 6. Standing stones
4. Settlement. (See 5e DMG p. 112)
5. Stronghold. (Use the dungeon creator and dungeon history tables in 5e DMG pp. 100-101)
6. Wierd locale. (5e DMG p. 109)
7. Camp. Might be 1. bandits, 2. traders, 3. nomads, 4. pilgrims, 5. hunters, 6. herders
8. Mine. 1. Gypsum, 2. salt, 3. copper, 4. iron, 5. gold, 6. silver, 7. clay, 8. gemstones. This
might be surface deposit mining at an alluvial fan or playa.
Contents[edit]
Use the "dungeon chamber contents" (5e DMG p. 296) to determine the principle encounter in
each region. Regions with a stronghold or mine might have several in a mini-dungeon. As the
focus is wilderness exploration, these should not be comprised of more than three rooms.
Monster
Hazard
Ideas:
In the region that the players will start in, draw three straight lines leading to neighboring
regions. For each other region, roll 1d3 to determine the number of links it has (including any
that have already been drawn to it).
Links represent obvious routes of travel. Each is 2d6 miles long. The nature of the route may be
intuited from the region's geography and point of interest (e.g. a river feeding an alluvial fan), or
you can roll 1d6 on the following table.
The geography along the route is otherwise that of the nearest kind of desert (sandy, dunes, stony
or rocky). The players can travel in non-route directions. Assume that the non-route area
between regions is mountainous, vastly featureless or otherwise treacherous: the distance is 3d6
miles and group will need to check to see if they become lost (5e DMG p. 111)
Travel speed is the slowest base speed of the members in the party divided by 10, in miles per
hour. For example, if the whole group are mounted on camels, they travel at 5 miles per hour.
3. Other Stuff[edit]
Foraging. For most desert locations, the foraging DC is 20. At an alluvial fan, the DC is 15; and
at an oasis the DC is 10.
Weather. The average temperature is 80 degrees Fahrenheit, and there is low humidity. Each
time a new region is entered, roll 1d20.
1. Dry thunderstorm which lasts for 1d6 hours. Accompanied with strong winds, dust storms and
bush fires.
2. Strong winds and dust storm which lasts 1d6 hours.
3-16. Normal
17-19. Extreme heat for 1d6 hours (see DMG p. 110)
20. Rainstorm which causes flash floods.
Quest locations. Number the regions from 1 to 20, starting with 1 at the player's initial location
and getting progressively further away. An early quest location can be placed by rolling 1d10; a
final quest location is at location 1d10 + 10. A secondary quest location can be determined with
1d20.