Promptober Day 28: Swamp.

D12 Giant nastiness found in a swamp

Horrible, giant, icky things of all sorts live in a swamp. Roll 1d12:

  1. Giant Dragonfly.
  2. Giant Frog.
  3. Giant Mosquitos.
  4. Giant Alligator.
  5. Giant Freshwater Shark
  6. Giant Catfish.
  7. Giant Skunk Ape *Sasquatch
  8. Giant Ghoul.
  9. Giant Hag.
  10. Giant Bats.
  11. Giant Snake.
  12. Swamp Giants.

Monstober Day 8: Swamp

Useful in any fantasy RPG. Characters see 1-12 eerie floating lights or pairs of lights moving around seemingly at random. They appear and disappear, moving through the fog at night. They appear most nights at about the same time and in all types of weather. Roll 1d12 and consult the table below:

Ghost Lights

Useful in any fantasy RPG. Characters see 1-12 eerie floating lights or pairs of lights moving around seemingly at random. They appear and disappear, moving through the fog at night. They appear most nights at about the same time and in all types of weather. Roll 1d12 and consult the table below:

  1. The floating eyes of a vengeful ghost, spectre, or revenant floating over the place where they were made un-dead.
  2. Probably just fireflies and the character’s imagination.
  3. Orbs piloted by tiny extraterrestrial beings.
  4. Ethereal (Wizard) Eyes projected by a nearby coven of hags.
  5. Spirits trying to beckon the characters toward a secret location farther into the swamp.
  6. Very tiny flying fae going about their nightly business in the swamp. Often mistaken for insects.
  7. The floating eyes of the elusive Lantern Crocodile looking for its next meal.
  8. The reflection of magical gems embedded in a magic item under the water reflected off of swamp gas and the water’s surface.
  9. Flying parasites that feed on magic energy.
  10. A semi-permanent illusion left behind years ago to distract onlookers from his lair and business at night.
  11. Will-O-Wisps. (Use the game stats of your choice.)
  12. Moonlight reflecting off of the scales from a nearby dragon or other large beast.

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.

d12 Tables: Freaky Things Along the River Bank

Roll 1d12 when characters stop along a river or large stream.

Roll 1d12 when characters stop along a river or large stream.

  1. Dragon Turtle! It may leave you alone, or not.
  2. 2d4 Giant Crayfish. (Use lobster stats)
  3. Mud Hen? What at first appears to be a normal chicken turns out to be a cockatrice.
  4. Mud Elementals. 1d4 of them slide up to the group. Why aren’t they covered in mud yet? The elementals will soon see that they are.
  5. A small boat containing 3 small hamster-esque humanoids sails by. Disturb them at your own risk. They seem harmless enough.
  6. Dinosaur (Gm’s Choice.) How it got here is anyone’s guess. It’s thirsty.
  7. Is that a Catoblepas? A large cow-like creature larger than a giraffe with a grumpy disposition rolls in the mud and sand on the bank. If left alone, it may not take interest in the party.
  8. Nereid/Nixie. Playful water sprites or aquatic fey appear in the water.
  9. Several Beaver-esque humanoids are working hard to dam up the river nearby. Could get messy for the people downriver.
  10. Humanoids. 1. Troglodytes. 2 Lizardmen. 3. Orcs. 4. Sahuagin. 5. Hag. 6. Merfolk. 7. Trolls. 8. Hobgoblins. 9. Kobolds. 10. Elf: Aquatic. 11. Doppelganger 12. Gnolls.
  11. Green slime infestation. Several yards of the acidic green stuff along the bank.
  12. A kindly old man fishing. Could be a dragon in disguise? Could be an old wizard? Could be an angelic being of some sort? Maybe a demon? Only one way to find out. Might literally just be an elderly human who lives nearby.
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1d12 Ways to Stumble into a Fantasy Dungeon.

1d12 Ways to Stumble into a Fantasy Dungeon and 1d12 Freakish but mundane nighttime occurrences.

The way into freakishly large, scary, underground complexes isn’t often marked by road signs and tourist maps.

Roll 1d12 and consult the table below:

  1. While wandering off the road to go to the bathroom, a random character tumbles down into a concealed pit. Take falling damage for a 40′ drop and look up to discover a very old necropolis.
  2. A couple of farm kids clearing a field piled up some funny looking rocks with symbols carved into them. Late one night a portal to some sort of maze opened in the new field.
  3. A Well Digger is reported missing while working on the town’s new well. He fell down onto a buried ziggurat with a large aquifer flowing around it. The Well Digger is okay aside from some bumps and bruises. Who knows what was down there in the dark with him.
  4. A local cleric discovers a secret passage leading to a previously unknown and unmentioned series of underground passages. He did not dare venture further into them alone.
  5. The group is gathering some firewood for the night and wanders right into the entrance of a bramble maze.
  6. The braying of wolves and flashing of will-o-wisps can be found on the moors late at night. One particularly playful wisp teases the group until they follow it to a mysterious cavern entrance.
  7. Insect plagues and stinging insect attacks are on the rise in a nearby farming village. This prompted the discovery of an enormous hive on the side of a cliff facing.
  8. A seemingly random monster attack in the middle of the night by some sort of burrowing beasties leads to a chase through their tunnels right into a complex underground lair.
  9. A hunter (perhaps someone in the group) following game down an old animal path discovers a long abandoned and forgotten fort lying in ruins.
  10. An orc comes running out of the bushes in fear for her life. The local kobolds have summoned something large in their warrens nearby and now the orcs are afraid their village might be destroyed.
  11. The construction of the new inn and stables went really well. Or at least until the first mule put into the stable overnight kicked open a hole leading into an underground passage.
  12. A pair of wyverns circles overhead before swooping down and capturing a stag. Clever characters can track them to their lair in a larger underground complex.
Photo by Kseniya Budko on Pexels.com

Freakish but mundane things that happen during the night in a fantasy woodland setting.

Roll 1d12 and consult the table below to freak out whoever is on guard duty.

  1. Footsteps can be heard in the distant underbrush. Whatever it is, it’s large. However there’s nothing there but large footprints and animal tracks if investigated.
  2. Rumbling of thunder can be heard in the distance as if a storm were rolling in. There isn’t a cloud in the sky.
  3. A distant owl hoots a bit more frequently than normal. It almost seems to be moving closer. Is it trying to communicate.
  4. A fox comes out of the underbrush and cautiously investigates the camp.
  5. A couple of bats continually swoop through the air near camp catching bugs. This isn’t so bad except they keep coming down right next to one of the sentries.
  6. A trio of raccoon kits attempt to raid the camp’s food or provisions. They’re loveable and cute as well as very harmless.
  7. A large colony of wasps is discovered next to camp in an old log right after the fire is built.
  8. The patter of deer footsteps are heard going past the camp in the dark after everyone has gone to sleep.
  9. One lone large coyote can be heard circling the camp. A while later it is joined by two more. Soon the whole pack is circling the camp looking for opportune prey. They may or may not actually attack.
  10. Something very large lands in the trees not far from camp. Later it can be heard flying away. The next morning the remains of a large animal are found somewhere near where whatever it was landed.
  11. The grass and shrubs near the camp constantly crackle and rustle as if growing rapidly during the night. In the morning it turns out the grass gained an extra inch or two while the group slept.
  12. A loud whooping noise can be heard in the distance. Soon the whoop is joined by another. Tree branches can be heard far away. The thud of rocks hitting outside of camp soon follow. They aren’t accurate enough to be considered an attack, more like a warning.

Power Rangers RPG d12 Monsters

d12 Tables for Power Ranger Monster of the Week. First samples.

I’m making my own Monster of the Week tables for Power Rangers RPG.

Please feel free to adopt these into any game where random monsters appear. There are going to be a couple of d12 tables that precede the one we’re about to roll on, but this is a good example.
Monsters Based on Tools:
Power tools or hand tools and location of said are GM’s choice.

  1. Hammer
  2. Chisel
  3. Clamps
  4. Drill
  5. Saw
  6. Wrench
  7. Screwdriver
  8. Paint Roller/Power Painter
  9. Wire Strippers/Side Cutters
  10. Crowbar
  11. Tape Measure
  12. Air Compressor
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Bonus Table: Garden Tools

Garden Weasel
  1. Rake
  2. Shovel
  3. Post-Hole-Digger
  4. Ax
  5. Big Tooth Saw
  6. Shears/Trimmer
  7. Leaf Blower
  8. Lawnmower
  9. Garden Weasel
  10. Wood Chipper
  11. Weed Eater
  12. Chainsaw

No joke. Some of those garden tool monsters could go all Friday the 13th real quick. Hopefully they roll the “Nerf” version of the monster on another table. The gore factor could spell a lot of trouble for our heroes.

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