I finally decided to do another of these things, this time for desert terrain. If you print it out at full size and cut or fold the margins, it'll fit in the bottom of a 12 pack of ramen.
|click me for a printable pdf|
To summarize the explanation in the older post, the way this table works is you print it out and write a d12 (or whatever) encounter table on it (I didn't want the pdf to be too specific to my campaign). Then, whenever you'd normally make an encounter check, you roll a d6 and a d12 (or whatever) on it.
If the PCs are entering a new sub-hex, the position of the d6 determines the terrain (left column) and a minor feature (top row). This is also the encounter check die. I usually use a 1 or 2 in 6 chance but it's your game.
Regardless of whether the PCs are moving or not, the position of the d12 determines the temperature (bottom row) and wind speed (right column). As I'm sure you've guessed, the d12 determines what the encounter actually is.
The idea is to introduce terrain and minor features that are immediately suggestive of things to do with it, for the most part. Not every time you roll on it, because I wanted to give the desert a more desolate feel than the one I did for jungle terrain. Some of the entries, like the impact crater) are there to give the DM an improvisation prompt, some give the PCs a direct problem to deal with, and a lot of them have the potential to make encounters more interesting, especially with intelligent enemies and ambush predators.