Two random generic dungeon tables.
in Otherwise Empty Dungeon Rooms.
The characters find an empty room or antechamber in the dungeon they are exploring. Roll 1d12 and consult the table below:
- The room is actually filled with invisible furniture.
- A single copper piece in the center of the room on the floor.
- Three candles on a candelabra, lit. They are burnt down at an exact 45 degree angle from one another and never seem to burn down past that point. The candles can be extinguished and relit and will never burn down. Otherwise ordinary…
- A humanoid skeleton lies crumpled in the corner. No cause of death is obvious. It has been there a very long time and has no possessions except clothing.
- A floor covered in thick dust. there are marks in the dust as if a biped dragged something heavy across the floor into the opposite wall.
- A small abandoned campfire, an empty wineskin, and some animal bones.
- A table covered with empty liquor bottles. The labels on the glass bottles are strangely printed from another time, possibly another dimension.
- A note, sealed with wax, specifically addressed to one of the characters sits just inside the door. It reads, “Turn around and go back out. Don’t ask. It’s just better this way.” How the note got there and why are up to the Game Master.
- A mirror hangs down from the ceiling on a wire at exactly head level for the character first viewing it.
- An obviously full sack. (See sack contents sub table below.)
- A large mural on the wall depicting the empty room, only with a red carpet in the middle of it.
- A rope that hangs from the ceiling that rings a bell. What or who the bell summons is a mystery for the Game Master.
Sub Table 1-1: Stuff in the sack.
Roll 1d12 for the sack’s contents.
- Full of manure, offal, or poop. (You were warned when you could smell it.)
- A humanoid head or skull. No magical properties.
- A live snake of the GM’s choosing.
- 1d100 x 5 Gold coins.
- Solid gold goblet, plate, and dinnerware.
- Several ordinary rocks and sand to precisely weigh something down with.
- Coiled rope tied up in a ball.
- Several pieces of parchment paper and cloth balled up.
- Tallow about 10lbs worth. Smelly and gross.
- 1d100 x 10 copper coins.
- A dozen more sacks. Empty, of course.
- Medusa’s head, complete with writhing snake hair.
The starting hexes for my DCC hexcrawl campaign. These tables have not been thoroughly tested yet. Constructive feedback welcome.
Working on building random Hexes and Events for my Dungeon Crawl Classics Hexcrawl game.
Roll 1d12 or choose as appropriate.
(If the Judge deems necessary, the terrain may match a connecting hex.)
- Chaos! Roll on the Elemental Chaos table.
- Arctic. Snow and ice everywhere. Sudden windstorms and freezing temperatures.
- Tundra/Taiga. Frozen plains with some forested area possible.
- Civilization! Roll for size and disposition on Urban Settlement table.
- Temperate Forest. Deciduous Trees and conifers. Fairly dense underbrush.
- Plains. Grasslands with an occasional tree or pond.
- Grassy Hills. Rolling hills covered in grass. Occasional tree or pond.
- Water. Could be the start of an ocean or just a lake or river. Roll 1d12 for adjoining hexes. 1-7 = Water (same type.) 8-12 = Land.
- Swamp. Thick vegetation. Lots of water. Lots of living creatures.
- Desert. Sand everywhere. Very little by way of water or vegetation.
- Mountains. Jagged rocks, valleys, canyons and of course, mountains.
- Jungle: Vegetation thick and overgrown everywhere. Very warm.
Elemental Chaos Subtable:
- Ice (Water/Air)
- Steam (Fire/Water)
- Mud (Water/Earth
- Dust (Air/Earth)
- Magma (Earth/Fire)
- Smoke (Air/Fire)
- Aether (Ghost/Spirit World) Keeper may wish to roll terrain above.
- Astral! Air is still breathable, but all other terrain effects are completely chaotic.
Civilization and Ruin Subtable
Roll 1d12 or choose if Keeper deems appropriate.
- Necropolis: There once was a thriving settlement here. Now abandoned and in ruin. Could easily be populated by any number of creatures, demons, or un-dead.
- Small settlement, no larger than 100 beings.
- Road. May be only traces of an old road or trail
- Village. 100-200 beings.
- Dungeon! An underground complex filled with treasures and monsters.
- Eerily Empty.
- Abandoned settlement or village. Why is it empty now?
- Hidden settlement. 1-120 beings living in the terrain out of sight.
- Town. 200-300 beings with most amenities, trade, and services.
- Hidden lair: A dragon, demon, powerful un-dead, elemental, giant, or other huge nasty dwells here out of sight.
- City or large civilized area. May include a castle, keep, or fortress.
Roll 1d12 and consult the following table:
- Fire Marshall X
- Wild Drill Icebox
- Clam Trap
- Boom Trunk
- Pug Boat
- Lag-O Lamb
- Beast Boxer
- Coffee Cat
Bonus Table: Plans to defeat the Rangers
Roll 1d12 on the table below to see what the random threat this week is going to try to do to our heroes.
- Infesting the city with camera drones to reveal their secret identities.
- Contaminating all the drinking water with a transformative substance.
- Trapping one of them in a seemingly inescapable bubble.
- Putting one or more them to sleep with special poison darts.
- Luring one or more Zords into a snare.
- Posing as regular people to find the Rangers secret base and destroy it.
- Kidnap one Ranger to lure the rest into a diabolical trap.
- Posing as the Rangers doing bad things to ruin their reputations
- Disabling their Morphers with an energy pulse.
- Wiping their memories with a spell.
- Using an energy pulse to cause a strong emotion in one or more Rangers.
- Encasing them in cement, foam, or some other gooey substance.
I’m still making random tables for Power Rangers RPG Monsters of the Week. This will eventually lead to a master table and some statistics.
I had so much fun with the first one, let’s do it again!
Roll 1d12 for the Monster of the Week based on American Movies.
(American horror movies were big in the Japanese pro wrestling scene which is where this idea comes from.) The monster’s personality does not have to match the movie character. In fact, it should be far more cartoonish and kid friendly other than the appearance.
- Freddy Krueger.
- Jason Vorhees.
- Michael Myers.
- Ghostface (Scream.)
- Terminator (T-800.)
- Alien (Geiger.)
- Predator. (Claws, Invisibility and Tri-beam cannon only!)
- Pinhead. (From Hellraiser. Use caution with this one…)
- Frankenstein’s Monster.
Added table: Kaiju
No sentai game would be complete without kaiju. Please use the character type and not the name. (It may help to Google “Kaiju” for pictures.) Roll 1d12
- King Kong. (Or Mighty Joe Young. Some kind of huge ape.)
- Mothra (Giant moth or butterfly.)
- King Ghidora. (Three headed flying dragon)
- The Smog Monster aka Hedorah. (Google this one. It’s epic!)
- Rodan. (Vulture-like Dragon.)
- Gamera. (Giant dragon turtle. flies by spinning,)
- Mecha Gojira. (Mecha Godzilla for Americans.)
- MUTO 1 or 2. (Both if you really want to challenge the group.)
- Destoroyah. (Demon-zilla? You just have to see it...)
- Gigan (One eyed Bird beak-mandibles with hooks for hands…)
- Megalon (Giant bombardier beetle with drill hands.)
- Gojira. (Godzilla himself or a clone. Pick your era.)
The best part of using Kaiju is you might not have to mess with their small forms. One of these things could march right out of the ocean and attack the town. A desperate military might call on the Power Rangers to prevent having to pull out drastic measures. It’s kind of their thing, anyway.