d12 Tables Terrain for Hex Crawl

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.)

  1. Chaos! Roll on the Elemental Chaos table.
  2. Arctic. Snow and ice everywhere. Sudden windstorms and freezing temperatures.
  3. Tundra/Taiga. Frozen plains with some forested area possible.
  4. Civilization! Roll for size and disposition on Urban Settlement table.
  5. Temperate Forest. Deciduous Trees and conifers. Fairly dense underbrush.
  6. Plains. Grasslands with an occasional tree or pond.
  7. Grassy Hills. Rolling hills covered in grass. Occasional tree or pond.
  8. 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.
  9. Swamp. Thick vegetation. Lots of water. Lots of living creatures.
  10. Desert. Sand everywhere. Very little by way of water or vegetation.
  11. Mountains. Jagged rocks, valleys, canyons and of course, mountains.
  12. Jungle: Vegetation thick and overgrown everywhere. Very warm.

Elemental Chaos Subtable:

  1. Water
  2. Ice (Water/Air)
  3. Steam (Fire/Water)
  4. Mud (Water/Earth
  5. Earth
  6. Dust (Air/Earth)
  7. Magma (Earth/Fire)
  8. Fire
  9. Smoke (Air/Fire)
  10. Air
  11. Aether (Ghost/Spirit World) Keeper may wish to roll terrain above.
  12. 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.

  1. 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.
  2. Empty.
  3. Small settlement, no larger than 100 beings.
  4. Road. May be only traces of an old road or trail
  5. Village. 100-200 beings.
  6. Dungeon! An underground complex filled with treasures and monsters.
  7. Eerily Empty.
  8. Abandoned settlement or village. Why is it empty now?
  9. Hidden settlement. 1-120 beings living in the terrain out of sight.
  10. Town. 200-300 beings with most amenities, trade, and services.
  11. Hidden lair: A dragon, demon, powerful un-dead, elemental, giant, or other huge nasty dwells here out of sight.
  12. City or large civilized area. May include a castle, keep, or fortress.

Random Power Rangers RPG Monster of the Week Names.

Roll 1d12 and consult the following table:

  1. Fire Marshall X
  2. Wild Drill Icebox
  3. Clam Trap
  4. Boom Trunk
  5. Pug Boat
  6. Lag-O Lamb
  7. Beast Boxer
  8. Blowhard
  9. Coffee Cat
  10. Tenticlare
  11. Splitzen
  12. Binderino

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.

  1. Infesting the city with camera drones to reveal their secret identities.
  2. Contaminating all the drinking water with a transformative substance.
  3. Trapping one of them in a seemingly inescapable bubble.
  4. Putting one or more them to sleep with special poison darts.
  5. Luring one or more Zords into a snare.
  6. Posing as regular people to find the Rangers secret base and destroy it.
  7. Kidnap one Ranger to lure the rest into a diabolical trap.
  8. Posing as the Rangers doing bad things to ruin their reputations
  9. Disabling their Morphers with an energy pulse.
  10. Wiping their memories with a spell.
  11. Using an energy pulse to cause a strong emotion in one or more Rangers.
  12. Encasing them in cement, foam, or some other gooey substance.

Power Rangers RPG Random Monster Table Part 2.

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.

  1. Freddy Krueger.
  2. Jason Vorhees.
  3. Michael Myers.
  4. Ghostface (Scream.)
  5. Chucky.
  6. Terminator (T-800.)
  7. Alien (Geiger.)
  8. Predator. (Claws, Invisibility and Tri-beam cannon only!)
  9. Pinhead. (From Hellraiser. Use caution with this one…)
  10. Werewolf
  11. Dracula
  12. 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

  1. King Kong. (Or Mighty Joe Young. Some kind of huge ape.)
  2. Mothra (Giant moth or butterfly.)
  3. King Ghidora. (Three headed flying dragon)
  4. The Smog Monster aka Hedorah. (Google this one. It’s epic!)
  5. Rodan. (Vulture-like Dragon.)
  6. Gamera. (Giant dragon turtle. flies by spinning,)
  7. Mecha Gojira. (Mecha Godzilla for Americans.)
  8. MUTO 1 or 2. (Both if you really want to challenge the group.)
  9. Destoroyah. (Demon-zilla? You just have to see it...)
  10. Gigan (One eyed Bird beak-mandibles with hooks for hands…)
  11. Megalon (Giant bombardier beetle with drill hands.)
  12. 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.

%d bloggers like this: