Environmental Encounter Tables


Desert
Desert hills
Desert caves
Subterranean, mild
Desert skies
Tropical freshwater
Tropical shore & near-shore

Savanna
Prairie
Steppe
Grassland hills
Grassland caves
Subterranean, mild
Grassland skies
Temperate freshwater
Temperate shore & near-shore

Forest
Forested hills
Forest caves
Subterranean, mild
Forest skies
Temperate freshwater
Temperate shore & near-shore

Jungle
Jungle caves
Subterranean, mild
Jungle skies
Tropical freshwater
Tropical shore & near-shore

Swamp
Marsh
Bog
Wetlands caves
Subterranean, mild
Wetlands skies
Tropical freshwater
Temperate freshwater
Tropical shore & near-shore
Temperate shore & near-shore

Taiga
Taiga caves
Subterranean, frigid
Taiga skies
Subarctic freshwater
Subarctic shore & near-shore

Tundra
Tundra caves
Subterranean, frigid
Tundra skies
Arctic freshwater
Arctic shore & near-shore

Polar
Polar caves
Subterranean, frigid
Polar skies
Arctic freshwater
Arctic shore & near-shore

Grassland hills
Forested hills
Jungle hills
Montane forest
Montane shrubland/tundra
Montane glacier
Montane caves
Subterranean, mild
Subterranean, frigid
Montane skies
Temperate freshwater
Subarctic freshwater

Freshwater lakes and rivers,
by climate and depth

Farmland
Village
Urban

Seas, by climate and depth
Includes coasts

Gehenna
(aka The Underdark)

Three fiendish outer planes

Any/Undefined

Click on an environment above to view the habitat encounter tables for that environment.

Environments and Habitats:

Each page above is for a single environment. Each environment contains multiple habitats, which are listed beneath the environment's picture above. The encounter tables are per habitat. There are a few types of more-generic tables which occur in multiple environmens.

Terrestrial Environments:

Terrestrial environments include climate-appropriate freshwater bodies which can be found within the environment, and climate-appropriate coasts and near-shore sea encounter tables which may border the environment. They all also include environment-specific aerial encounter tables, cave encounter tables, and either the "Subterranean, mild" or "Subterranean, frigid" encounter tables.

Gehenna, Caves, and Subterranean environments:

What D&D calls the Underdark, I am calling Gehenna. This is a distinct, expansive, underground world. This is its own environment, and its habitat tables are not duplicated in any other environments.

There are two different generic subterranean encounter tables, which are separate from, and unrelated to, Gehenna. The "Subterranean, mild" table is included in tropical and temperate terrestrial environments, and the "Subterranean, frigid" table is included for subarctic and arctic terrestrial environments. These are intended to be more "natural" and generic underground habitats.

Every terrestrial environment has its own cave encounter table. As you get deeper into a cave system, the environment becomes less related to the outside world, and you might consider switching to the appropriate subterranean encounter table (which is also included in the page for the environment) at some point during the cave crawl.

Mountains:

The Mountain Environment page divides mountainous habitats by biomes, which are relative to elevation and climate.

For foothills, the Mountain page uses the Hills tables from the Desert, Grasslands, Forest, and Jungle pages.

Ascending a mountain, the next biomes encountered after the foothills are the Montane Forest, then the Montane Scrubland, and then the Glacial zone. These should be self-explanatory. Some creatures only inhabit mountain peaks, yet the peak of a mountain could be in any of these zones. Instead of dividing all of these zones into more subtables (that is, splitting each biome into one "peak" table and another "non-peak" table), my solution is to allow filtering out peak-only creatures from the encounter tables. See the "Cullings" section below.

Aquatic environments:

In the list of environments above, there is one page dedicated for freshwater and another dedicated to the seas. Most of the tables in these two environments are duplicated elsewhere, multiple times, in the appropriate terrestrial environments. The tables which are not duplicated elsewhere are the Seas' euphotic, dysphotic, and aphotic tables.

Freshwater and saltwater environments are categorized by four types of climate, and then divided into three depth zones, which are based on sunlight penertration. The euphotic zone receives ample sunlight (the euphotic encounter tables conceptually include the surface of the lake/sea), the dysphotic zone receives twilight-levels of sunlight, and the aphotic zone receives little-to-no sunlight. For creatures which can only be found on the water's surface, the euphotic zones can be filtered to exclude surface-only creatures when the encounter takes place beneath the surface.

Similar to the need to filter out surface-only creatures when the encounter takes place in the euphotic zone but under the surface, some creatures only dwell on the sea floor, and the sea floor may be at any of the three depths. To filter out sea-floor only creatures when the encounter is not on the sea floor, apply the "benthic" culling.

Freshwater encounter tables include rivers for each climate, plus lakes divided by the three levels of sunlight penetration as described above. They do not include distinct lakeshore tables, but you can filter out lakeshore-dwelling creatures by toggling the "lake shore" culling.

The encounter tables for seas include coasts for each climate, and also add a "nearshore" table for each climate. The idea behind the nearshore category is that the euphotic habitation profile in the middle of the ocean is going to look different from the euphotic habitation profile of the ocean close to shore.

Cullings:

The encounter tables include "culling" buttons. Cullings allow more granular control on excluding creatures from a habitat's encounter table, without the need to further subdivide habitats into ridiculous levels of specificity.

For the encounter tables on the Environment page, creatures with assigned cullings (both active and inactive), along with the button to activate/deactivate the culling are listed directly in the encounter tables. Culled creatures are still listed in the table, but do not take up any table slots.

For the encounter table on the Habitat page, the list of cullings available for the current habitat are listed in a dedicated culling section, along with the creatures assigned each culling. Culled creatures will not appear in the d1000 Habitat encounter table.

For either of the encounter table pages (Environment and Habitat), clicking on a culling button toggles the culling between active and inactive. An active culling will show the text of the button with a strikethrough, which means the culling is being applied to its creatures. Keep in mind that a creature with an applied culling will not necessarily be culled from the encounter tables (see the "cullings flavors" explanation below)

Cullings come in two flavors: "scorched earth" and "plays nice". Hovering over a culling button will show you which flavor a culling is.

On a Creature page, you can see which cullings are assigned to a creature by expanding its "Habitats" section, and then all of its cullings (whether active or inactive) will be presented under the list of habitats.

Some specific cullings

"Mountain peaks": Creatures which only inhabit the peaks of mountains will be filtered out when this is enabled.

"Benthic": Aquatic environments have the same issue as mountains, but in the opposite direction. Some creatures only inhabit the floor of a lake or sea (some creatures remain close to the floor even if they have a swimming movement rate), but the floor can be at any of the three depth levels for which aquatic environments have tables. Turn this culling on or off depending on whether or not the encounter is on the floor of the body of water.

"Lake shore": Leave this culing off if you don't mind the encounter table determing for you that a lake is nearby, or if you have decided that a lake is nearby. Turn this culling on if you don't like the idea of the encounter tables dictating the presence of a lake, or if you have decided that there are no lakes nearby, or if the party is in a lake, but far from shore (most of the creatures which are assigned this culling appear in both terrestrial and aquatic tables).

"Purpose": Some creatures don't make sense to encounter without some greater-plan purpose behind them being there. This includes most constructs, and fiends like Erinyes and Imps.

"Land time forgot": Turning on this culling excludes creatures with the "dinosaur" tag from populating the tables.

Frequency Categories:

Creatures fall into one of five frequency categories (per habitat - a creature's frequency may vary from one habitat to another): common, uncommon, rare, very rare, unique. To use the encounter tables, the first of two rolls is to roll on a table to determine which of the categories to get a creature from. This table is right below the picture of the habitat. (The "unique" category is excluded from this table, because I don't believe that unique creatures should be randomly encountered, and the odds would be so low anyway that it wouldn't be worth rolling for.) The second roll is on the frequency category table determined by the first roll, located to the right of the habitat's picture.

If the creature lists for each of the categories had an equal number of creatures, then that would be the end of the story. But inequality between the lengths of the lists skews the intended frequency of the creatures within the lists. Creatures in relatively long lists (relative to the three other frequency categories for that habitat) will be more rare than intended, and creatures in relatively short lists will be more common than intended. To look at this problem with extreme examples: If there is just one creature in the "common" list, then you're going to run into it for what seems like all of the time, while if your "very rare" list has twenty creatures in it, then the chance any one of those creatures has of being encountered is only 1/1000. There's no point in even including them in the table at that point.

To adjust for the problem described above, the odds of which frequency category table to roll on are weighted by the relative lengths of their list of creatures.

You can toggle between "flat" and "weighted" frequency distribution in the settings section in any of the three environment/habitat-focused pages.

In addition to how the frequency categories are applied based on creature count, (weighted vs flat), you can also change the ratios between the four frequency categories. You can change the chaos level and the ratios which define the chaos levels in the "settings" section of any of the three environment/habitat-focused pages.