Eberron: Random Tables for Shargon’s Teeth

I’m currently running a 5th Edition game in Eberron. The PCs are sailing across the Thunder Sea, past Shargon’s Teeth, to Stormreach and Xen’Drik. Of course, bad things are happening, and it looks like they’ll end up stranded on one of the islands of Shargon’s Teeth, possibly island-hopping their way to Stormreach.

Or they’re going to defeat a Marid as a 4th level group – 5th Ed is crazy.

I like having random tables – they actually help me with creativity when I need to do something like come up with a bunch of interesting but variable islands. If all of the options on the tables are interesting to me, then what becomes interesting are the surprise interactions. I didn’t always like them, but I’ve changed in the last few years.

I’ve come up with some random tables  to use in creating islands in Shargon’s Teeth. Part of my thinking here is to treat Shargon’s Teeth kind of like different versions of Galapagos islands. At least, I’m using the Galapagos as inspiration for the Teeth (as I’m using Madagascar and New Guinea as inspiration for Xen’Drik).

First is a random table of unique elements for each island. These are the first thing you’d notice about the island, and form the core of how I describe it:

Random Island Features: Shargon’s Teeth

Roll d10

  1. Easily accessible fresh water
  2. Barren and dry; water from fruit and coconuts and rain
  3. Plenty of coastal food, shellfish, shoals
  4. Brutal sharp coral surrounding the island
  5. A high peak at the center for long visibility (if climbed)
  6. Crumbling ruins of a lost civilization
  7. Island formed around the ruins of a massive, ancient ship
  8. Coral atoll surrounding a deep blue hole
  9. Groves of dragonsblood trees (Socotra Island)
  10. Sharp, steaming volcanic activity (steam and magma mephits)

Next, I have a random table for the dominant living thing on a given island. I’m thinking of the islands having some basic island plants and animals, but there’s one dominant living thing, taken from this list:

Random Island Megafauna (and Megaflora): Shargon’s Teeth

Roll d10

  1. Giant marine iguanas
  2. Giant tortoises
  3. Carnivorous pisonia trees
  4. Giant racer snakes
  5. Giant ironweb spiders
  6. Basilisks
  7. A water weird
  8. Swarms of stirges
  9. Giant crabs
  10. A Pseudodragon

Last, I have whether there are intelligent inhabitants on the island. There’s a one third chance of each island being uninhabited by any intelligent creature, and then some interesting options:

Random Island Inhabitants: Shargon’s Teeth

Roll d12

  1. No one
  2. No one
  3. No one
  4. No one
  5. Sahuagin outpost
  6. Sahuagin outpost
  7. Locathah living in a blue hole, self-sustaining and hidden
  8. A subterranean, underwater cult of kuo-toa
  9. Feral victims of a previous shipwreck
  10. Escaped sea spawn
  11. Lizardfolk
  12. Sea hag

Obviously, these are specific to Shargon’s Teeth, and may not translate to any other particular setting. But I really like these as a starting-point for these particular islands, and I hope the PCs end up island-hopping for a while.

I also created a big random event and encounter table to keep the journey interesting. The results weren’t quite what I’d hoped, but I think I tried to cram too much into the voyage, including testing out Xanathar’s Guide’s downtime rules during the voyage and having some intrigue as well.

As often as you’d like, have a player roll a d100 and consult this table. Not all of these are supposed to be combat encounters – none of them were for our game. Rather, they were glimpses of a larger and sometimes scarier world:

 

1-4 Huge marine iguanas

5-6 Water elemental

7-8 Air elemental

9-10 Kraken

11-20 Sahuagin patrol

21-22 Dragon eel

23-24 Dragon turtle

25-26 Giant octopus

27-30 School of giant squid

31-35 Soarwood ship

36-46 Ship – roll to determine if it is a pirate

47-48 Wind galleon

49-50 Lyrandar airship

51-55 Pod of whales

56-60 Dolphins at the prow

61-64 Merfolk at the prow

65-67 Dragon (black, green, bronze or gold)

68-69 Stirges

70-80 Becalmed

81-91 Thunderstorm

92-93 Roc

94-95 Steam or ice mephits

96-97 Plesiosaurus

98-99 Coelacanth or other huge archaic fish

100 Roll twice

One thought on “Eberron: Random Tables for Shargon’s Teeth

  1. As is often the case, these tables changed over time and with more thought. This is what I’ll actually use in the game tonight:

    Random Island Features: Shargon’s Teeth
    Roll d12
    Easily accessible fresh water (otherwise a Wisdom (Survival) roll)
    Barren and dry; water from fruit and coconuts and rain
    Plenty of coastal food, shellfish, shoals
    Brutal sharp coral surrounding the island
    A high peak at the center for long visibility (if climbed)
    Crumbling ruins of a lost civilization (Investigate for artifacts)
    Island formed around the ruins of a massive, ancient petrified? ship
    Coral atoll surrounding a deep blue hole
    Groves of dragonsblood trees (Socotra Island) that move slowly and bleed
    Sharp, steaming volcanic activity (steam and magma mephits)
    Volcanic caldera with a small inland lake
    The island is a mirage. Roll to resist exhaustion and head for a new one (roll again)

    Random Island Megafauna and Megaflora: Shargon’s Teeth
    Roll d12
    Giant marine iguanas (up to huge size, not hostile)
    Giant tortoises (up to huge size, not hostile)
    Carnivorous pisonia trees (Survival to avoid)
    Giant racer snakes (giant constrictors from MM)
    Giant ironweb spiders (giant spiders with stronger webs)
    Basilisks (MM)
    A water weird (defending fresh water)
    Swarms of stirges (2d10)
    Giant crabs (as MM, territorial at coast)
    A colony of akhegs (conical mounds visible from the sea)
    A fissure leading to Khyber, releasing chuul (only at night?)
    Koolasuchus/large-sized salamanders

    Random Island Inhabitants: Shargon’s Teeth
    Roll d12
    No one; the island seems almost untouched
    No one, but people have come and gone
    No one, but the scattered bones of humanoids past
    A solitary, stranded hill giant
    Sahuagin outpost (watchtower, slaves, guards)
    Sahuagin outpost
    Locathah living in a blue hole, self-sustaining and hidden
    A subterranean, underwater cult of kuo-toa
    Better to avoid, worshiping their dread deity
    Feral victims of a previous shipwreck (cannibals)
    Ragged clothes, starved
    Escaped sea spawn (hostile, never want to be taken again)
    Living in rough camps, drawn from various intelligent races but marked by the sea
    Lizardfolk (village)
    Not necessarily hostile
    Sea hag (coven? Disguised as three ugly fortune-tellers)
    Within 30 feet of each other: • 1st level (4 slots): Identify, ray of sickness
    • 2nd level (3 slots): Hold Person, Locate Object
    • 3rd level (3 slots): Bestow Curse, Counterspell, Lightning Bolt
    • 4th level (3 slots): Phantasmal Killer, Polymorph
    • 5th level (2 slots): Contact Other Plane, Scrying
    • 6th level (1 slot): eye bite
    Treasure is their spellbook, as well as some knicknacks among the discard clothes of their victims

    I see that the formatting didn’t survive the cut and paste into comments, but you hopefully get the idea. 🙂

    Like

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