Sentient Beings in Hexcrawl 1d12 tables for Dungeon Crawl Classics

So, you’ve entered a new hex and civilization has been detected. Roll 1d12:


So, you’ve entered a new hex and civilization has been detected. Roll 1d12:

  1. Terrible News!
  2. Chaotic Inclined (Tyrannical Ruler.)
  3. Chaotic Inclined (From Another Realm.)
  4. Neutral
  5. Neutral (From Another Realm.)
  6. Neutral (Xenophobic.)
  7. Neutral (Welcoming.)
  8. Neutral (From Another Realm.)
  9. Neutral
  10. Lawful Inclined (Strict Ruler.)
  11. Lawful Inclined (From Another Realm.)
  12. Great News!

Explanation of Terms:

  • Tyrannical Ruler: Settlement is overseen by a devil, demon, dragon, lich, vampire or some other powerful monster. They will attempt to detain or even destroy outsiders
  • From Another Realm: Wherever these beings are from, they are not native to the current lands. Much like the village the group came from, strange pillars appeared all around the settlement and they woke up “here.”
  • Xenophobic: These beings might be willing to trade/negotiate/lend aid, but they are extremely wary of outsiders and might be considered hostile.
  • Welcoming: As the name suggests, these beings are happy to trade/negotiate/lend aid to outsiders with no second thought.
  • Strict Ruler: This settlement is lawful to a fault. It is ruled by a powerful (not necessarily kind) being who metes out strict punishment for breaking their laws. Could be any number of beings. (Judge’s choice.) Angels, dragons, sentient monsters of immense power, powerful wizards, possibly even a demon. Entry or negotiation with this settlement will likely involve adherence to all of their rules and regulations.
Terrible News!

The group has accidentally stumbled upon a settlement most creatures would tend to avoid. Extra time and care should be taken in passing through a hex with this result. The group will have to be very stealthy in order to avoid detection/destruction/capture.

  1. Demons! Obviously they are not native to the area, but they maintain a stronghold here and there are a lot of them.
  2. Dragon! This settlement is made up of like-minded dragons, dragonkin and their humanoid followers.
  3. Vampires: Safe during the day, minus the humanoids who are used as cattle. At night, it is not safe to go to sleep in this area. Many of the humanoids are sympathetic to the local vampire lords.
  4. Automatons: These beings look and act like regular humanoids. However, the ultimate goal of their creator is to extract information and conquer other settlements.
  5. Bandits: This settlement will take all of the visitors’ possessions and leave them to walk naked back to the next hex.
  6. Nuclear devastation! Whatever happened in this hex was not pleasant. Aside from mutants and irradiated flora/fauna, there is nothing stirring in this area. Whatever actual organized civilization was here is now extinct. Their buildings and irradiated “pets” remain.
  7. Dagon Worshippers: A cult dedicated to a member of the Great Old Ones has taken control of this settlement and formed a twisted theocracy. Join them, flee, or umm…
  8. You Hear Banjos: This matriarchal society is comprised mostly of cannibals. They consider men to be servants, breeding stock, or food.
  9. Necropolis: This settlement is very clean and very old. All of the beings within are ancient and presumably wise. They are, however, quite un-dead. They would love to add to the population.
  10. Dimensional Conquerors: These beings came from somewhere across the vastness of space and dimensions to raise an army and take over the rest of the region.
  11. Giants! This one will be obvious the closer the group gets to the outside of the settlement. There are giants afoot.
  12. Complete anarchy! Whatever happened prior to the group’s arrival has left panic and disorder in the streets. Lootings, chaos and violence are everywhere. It’s every living thing for itself. Just when it looks like things are quieting down, the temporal loop resets and it starts all over again.
Chaotic Inclined:

(We know complete chaos wouldn’t form an actual settlement, but these beings have aligned under a banner of similar goals and philosophies.)

  1. A single, powerful dragon has kept order and ruled for a couple of centuries. Failure to serve the crown may find one eaten or well roasted.
  2. Fel Gnomes: These primarily subterranean beings aren’t exactly known for their hospitality. They are more likely to loot interlopers and tie them out to bleach in the sun.
  3. Servants of the god of wine and song: This primarily human settlement travels regularly. They normally wish no ill will on anyone, but do have to pay for their wild lifestyle somehow. Those who encounter this settlement may be fleeced of their wealth, rations, and trade goods through more subtle means.
  4. Fanatical zealots! Roll 1d12 on the Gods of Chaos Table. This theocratic society is ruled by a high priest insisting on strict rules and constant sacrifices or taxes paid to the church. Failure to follow the deity in question may lead to dire consequences.
  5. Aelves: These are not the elves from the home realm the group came from. They are taller, muscular and far more warlike. They will negotiate safe passage and possibly trade IF they think there is advantage in doing so.
  6. Orcs: These will be run of the mill orcs per the rulebook. They may or may not tolerate the party of explorers who encounters their settlement. Consider the settlement to be a large band including a boss and a witch doctor.
  7. Reptile Men: Similar to Serpent Man entry in the rulebook. Humanoid body with the head of a Gila monster or similar lizard. Not from the group’s home plane. Mostly hostile toward interlopers, but may be willing to trade or negotiate if they have a distinct advantage. Or, they might just try to kill and eat the group.
  8. Humans: They may or may not be from the group’s plane of origin. They don’t seem friendly at all. Judge will determine disposition, outlook, and attitudes of the settlement. The settlement appears to be in a state of decline.
  9. Goat Men (See Subhumans Entry in the DCC book): Not from the group’s home plane. They are mean, nasty, and one might wonder how this “society” functions at all beyond brute force and iron rule. They should be considered hostile from the get-go.
  10. Deadites: This is an eerie settlement of the dead. It may have once been a town or village from another dimension. Now there are Ghosts, Skeletons, and Zombies instead of people. The settlement will usually be headed by one of the Hollow Ones.
  11. Troglodytes: These trogs are not from the group’s home dimension. Their attitudes and outlooks are more civilized as well as their clothes, weapons, armor and ability to walk unhindered in broad daylight. They inherently distrust outsiders.
  12. Servants of an Elemental Lord: These beings of mixed races may be very welcoming to outsiders. They serve an elemental lord. They come from all over and only to their ruler’s bidding beyond their day-to-day chores.
Neutral:
  1. Circle of Druids: A near-perfect natural society consisting of humanoids, centaurs, faeries, and other nature-oriented creatures. Usually led by a druid or council of druids.
  2. Humans: They may or may not be from the group’s plane of origin. They seem friendly enough. Judge will determine disposition, outlook, and attitudes of the settlement. The settlement appears to be a normal town or village.
  3. Elves: They may not be from the group’s plane of origin. They seem friendly enough. Judge will determine disposition, outlook, and attitudes of the settlement. The settlement appears to be a normal town or village of elves that have adapted to the environment they are encountered in.
  4. Ogres/Minotaurs: (See Ogrenomicon for more details.) This unusual pairing of two groups of creatures has thrived as a society for years. They are usually wary of outsiders, however.
  5. Dwarves: They may not be from the group’s plane of origin. They seem friendly enough. Judge will determine disposition, outlook, and attitudes of the settlement. The settlement appears to be a normal town or village of dwarves that have carved a settlement into whatever terrain they’re on.
  6. Sentient Insects. Judge’s discretion:half humanoid/half ants, beetles, centipedes, spiders, etc. They have different social views and settlement construction depending on the type of insect. They may view the group as friends or food depending.
  7. Barbaric Gnolls. These 7 1/2’+ tall shaggy hyena men value tribal loyalty, respect, strength and ferocity above all else. Fairly easy to get along with.
  8. Time Travelers. These beings may or may not be from the group’s plane of origin. They have come from some time in the far future. Their concern for paradox is the only thing tempering their generosity and kindness.
  9. Halflings/Gnomes/Pixies. This settlement of wee folk are happy to receive visitors. Kindness, respect, mindfulness, and gentleness are expected in return for their hospitality.
  10. Ape men. Perhaps born in a different age or even dimension, these ape men have adapted to the local surroundings and are quite adept at fending for themselves. They are explorers, too. They may have valuable information on the surrounding areas.
  11. Merchant caravan. Long ago, this caravan of interdimensional beings who are also merchants broke down here and decided to settle. Gold speaks with these beings more than anything else.
  12. Mercenaries. This settlement is actually a large mercenary militia camp. Money and trade will win favors, as will shows of strength and martial prowess.
Lawful
  1. Humans, but they’re a little too stodgy. It’s almost as if they’re being controlled by something or someone.
  2. Utopian social democracy of halflings. A settlement where everyone has a say.
  3. Mechanical Beings. This settlement is entirely made up of automatons.
  4. Advanced elves. Their technology and magic have surpassed that of most other beings. May or may not be native to this realm.
  5. Rabbit people. (Or some other Anthropomorphic animal of the Judge’s choosing.) Docile, calm, peaceful and easy to get along with.
  6. Mixed settlement where all are welcome as long as they obey the basic laws of the settlement.
  7. Broken Dwarves under an oppressive regime of an overly lawful tyrant.
  8. Orcs. Peaceful, democratic, highly advanced culture.
  9. Lizardfolk. Fiercely loyal to their leader. Very militant culture. Often refer to another home amongst the stars.
  10. Magocracy. All of the inhabitants of this settlement are magically inclined. Made up of various mages, witches, warlocks, and other spellcasting traditions.
  11. Theocratic society of humans. Worship the deity of the Judge’s choosing.
  12. Mixed agrarian medieval settlement. Farmers, hunters, fishermen, and/or associated trades under one ruler (baron, king, chieftain, etc.) Seems pretty harmless.
Great News!
  1. Settlement of powerful divine beings. Could be demigods or angels.
  2. Technologically advanced society. All kinds of wild new ideas to be discovered!
  3. A completely illusory city designed to test the group’s reactions to various situations. The being who created it is not from this realm.
  4. Very old mixed settlement. It’s been around the current realm for hundreds of years and has mapped the next two concentric rings worth of hexes. Trade is also very lucrative.
  5. A settlement built amid a gorgeous tropical oasis. Almost paradise. Every accommodation the party could ever want.
  6. High Aelves. A rare group of aelves from an age long past. Very old, very wise.
  7. Multidimensional Beings. These humanoids exist in multiple realities as well as the Astral and Ethereal planes at the same time. Freakishly wise and intelligent.
  8. A kind, Lawfully aligned dragon and her entourage. Wealthy, kind, civil settlement where all of the residents are provided-for.
  9. Arcane City. This settlement has attracted beings from all over. Everyone’s basic needs are provided by magical means. Some structures float in the air. There is magical healing for almost any condition. The council in charge is pleasant and somewhat forgiving.
  10. Extradimensional analogue version of the group’s own village. It’s from a timeline where the village has already been in the current realm for 6d12 years. they have adapted to different surroundings very well and have grown strong as a result.
  11. Necropolis Redux. This city of the dead is less fraught with death traps and evil un-dead. There is a great buried treasure below, and the Elven Lich may even allow the group to part with some of it in exchange for a favor.
  12. The Builders! These are the ones who brought the group’s village to the realm. They have the answers if the group asks the right questions. Settlement is similar to the characters’ village.

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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