1d12 Hex Crawl Land Terrain Interactions

Dragon! Very large, very powerful, and hungry.
Apex Predator. (T Rex, Dire Ape, Giant Feral Carnivorous Chinchilla, etc.)
Snake! Either one giant snake or a pod of several venomous snakes.
Un-dead: Intangible. (Wraiths, ghosts, will-o-wisps, etc.)


Designed for DCC. Suitable for any Fantasy RPG.

Roll 1d12 and consult the tables below each time the group enters a new hex:

Encounter?

  1. Bad News!
  2. Negative Encounter.
  3. No Encounter,
  4. No Encounter.
  5. Negative Encounter.
  6. Neutral Encounter.
  7. Positive Encounter.
  8. Neutral Encounter
  9. No Encounter.
  10. No Encounter.
  11. Positive Encounter.
  12. Great News!
Bad News!

Roll 1d12 and consult the table below.

  1. Dragon! Very large, very powerful, and hungry.
  2. Apex Predator. (T Rex, Dire Ape, Giant Feral Carnivorous Chinchilla, etc.)
  3. Snake! Either one giant snake or a pod of several venomous snakes.
  4. Un-dead: Intangible. (Wraiths, ghosts, will-o-wisps, etc.)
  5. Monstrous Wildlife. Regular wildlife magnified up to 100x.
  6. Pack of demons. A pack of wild demons/daemons roams the area.
  7. Little monsters. Small, rabid, vicious creatures. (Stirges, rabid squirrels, etc.)
  8. Un-dead: Powerful. Lich, Vampire, Zombie Lord, Wights, etc.
  9. Giants. At least 2d4 of any type.
  10. Another adventuring party. Opposite alignment/intentions of the group.
  11. Frightening, Vile Predator: Displacing Beasts, Chimaera, Wyverns, Manticores…
  12. Huge Demon/Devil/Big Scary Evil Thing. Plus multiple summons/adds.
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Negative Encounters:

  1. Hydra (Keeper’s Choice as to type.)
  2. Giant Arachnids: Monstrous spiders, scorpions, etc.
  3. Carnivorous Plant Life: Strangleweed, Man Eating Plants, Venus Mantraps.
  4. Lycanthropes. Will attempt to accompany group during the day.
  5. Snakes! As few as 1 or 2 venomous, slithering locals. Could be more.
  6. Larger Humanoids. Ogres, Cyclops, Minotaurs, etc.
  7. Vicious Medium Humanoids. Hobgoblins, Gnolls, Lizardfolk, etc.
  8. Lesser Un-dead. Skeletons Shamblers, or Zombies. (Relatively unintelligent.)
  9. Trolls. Vicious, feral, highly regenerative, aggressive.
  10. Mutants! Two headed, fire-breathing mutant prairie dogs or something.
  11. Forgotten Constructs. Someone left golems just wandering around.
  12. Predatory Pack Hunters. Lions, Wolves, Velociraptors, etc.
Photo by patrice schoefolt on Pexels.com

Neutral Encounters:

These encounters have the option to go either way or not be a serious encounter at all if the group chooses not to make anything of it. You leave them alone, they leave you alone.

  1. Medium Humanoids. Orcs, Elves, Dwarves, Humans or ???
  2. Herd Animals. Antelope, Deer, Bison, Llamas, etc.
  3. Giant Flightless Birds. Ostriches, Emus, Penguins or other wild flightless fowl.
  4. Small Humanoids: Goblins, Kobolds, Halflings, Gnomes, Pechs, etc.
  5. Pixies/Faeries. Small, potentially annoying, magical creatures.
  6. Lumbering Herbivores: Plant eating dinosaurs, giraffes, other large creatures.
  7. Centaurs. They might be harmless or very hostile toward intruders passing by.
  8. Giant Beetles or Ants. As long as they don’t perceive the group as food.
  9. Rodent Swarms: Massive packs of rats, gophers, weasels or lemmings.
  10. Skunk! Possibly a giant skunk. Be nice or be smelly for days.
  11. Elementals: Creatures from the elemental planes of earth or air playing around.
  12. Strange Caravan. Why are they here? Are they who they claim to be?
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Positive Encounters:

If the group plays their cards right, makes nice, or shows kindness, something good might come their way.

  1. Wandering Merchant. Has only what he can carry and pull in a small cart.
  2. Monks. A small group of monks has been making their way across the land.
  3. Small Barbarian Band: 2d6+ Leader + Shaman. Kind and respectful.
  4. Horses. The group runs across 1d6 wild horses. No idea how they got there.
  5. Good Omen: A hawk circles overhead or some other sign of good fortune. +1 luck bonus on any one roll following seeing whatever it is.
  6. A discarded or abandoned chest containing random non-magical loot.
  7. An abandoned rickshaw or pull cart.
  8. Lost Troubadour. Will trade wine and song for company and safety.
  9. Benevolent Fae. Fairies and/or Brownies, Pixies or other easy going Fae.
  10. Retired Orc Warrior. Has a small homestead and a farm. Friendly.
  11. Someone’s dog. It’s very friendly. Follows the group. Begs for food/water.
  12. Abandoned Satchel. 3d12 Gold, scrolls with correspondence and a treasure map.
Photo by Anthony on Pexels.com

Great News!

However, sometimes this could come with some other news…

  1. Benevolent Dragon! A Dragon with good intent lives nearby.
  2. Humanoid Caravan. 5 wagons looking for more. Looking for civilization.
  3. Magical Shelter. An abandoned magical tent that creates food and water.
  4. Abandoned magical carriage. May need parts or magic to power it.
  5. Shutdown Automaton. Will follow whomever reactivates it.
  6. Civilization! A small village of fewer than 100 beings welcomes the group!
  7. Wizard’s Tower. May or may not still be occupied. There may be loot?
  8. Big, Gentle, Sphinx greets you. He may be of assistance to the intelligent.
  9. A Large Oasis Appears. Edible fruit trees, fresh water, nearby camping space.
  10. Filthy Lucre Mountain! An overturned wagon with loot, possibly magical.
  11. A Ki-Rin descends from the clouds above to check out the party.
  12. An angelic being appears before the group. How can you help one another?

That’s it for this round of d12 tables. Scenarios to be added at a later date. Aquatic and Wasteland tables are also in the works. Oh, and the ever so popular (or dreaded) Dungeon encounters are coming.

Thanks for stopping by. I appreciate you. Game on!

Author: Jeff Craigmile

I'm a tabletop role-playing game writer and designer from Des Moines, Iowa always looking for more work. I'm the father of four boys and human to three cats.

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