Filling Out The Rest Of The Hexes From Crawling Under A Broken Moon #14-15

First off if you are a player in my Tuesday night game, stop reading now!

DCC has a lot of content out there for it. One of my favorite zine’s is called Crawling Under A Broken Moon published by Reid San Filippo.

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In issue #14 & 15 he put in a mini-hex crawl at a dinosaur park! It sounds like a lot of fun! I’m actually going to be running it in my DCC game for the foreseeable future. One of the things that was left out from the hex crawl however was, well a lot of hexes.

They were left blank so that a Judge could fill it out with their own stuff. There are even charts for helping you do so. I figured if I were going to flesh this out I might as well share it with everyone.

 

Huge thanks to Ben Thomas for helping me make all the rolls required to get this done. I got this knocked out in a single night thanks to his help. Also if you see any mistakes or issues (It’s 67 hexes, im sure there are some problems somewhere) please let me know. I will correct them!

I numbered my hexes 201-267. The way I’ll be running this game there is a 15% cumulative chance that a random encounter were happen per day of exploration. That is in addition to the things that are filling the hexes both written and below. The random encounters table starts on page 5 of issue 14 of Crawling Under A Broken Moon.

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201 – Contains
A large grove of deliciously pungent
fruits trees heavy with fruit. 3d100lbs can be
harvested per day.

2d3 Securitybots (CUaBM #1) are patrolling
the hex and will attempt to corral any creature
they find into pens. Non-lethal only.
Sentrybot: Init +5; Atk claw +1 melee (1d6) or electrobeam +3 missile
(1d4+stun); AC 16; HD 3d10; MV 40’ hover; Act 1d24; SP living targets
hit by electrobeam must make a Fort save DC 12 or be stunning for 1d5
rounds; SV Fort +8, Ref +2, Will NA; AL L.

Unguarded dino eggs. D10 ostrich sized
eggs. Parents (Titanoboa) returning in d5-1 turns, where a
result of 0 = 5 rounds.

Clear paths criss cross this hex. Those that
partake of them will find they are not game
trials but the tracks of a Titanoboa.

Titanboa init+4 Bite +8 (1d8+constrict) AC 16 HP29 MV 30 Act 1d20 Swallow Whole (19+) Constriction 1d10 dam per round

202
Sinkholes leading to underground areas.
Failed Luck checks require Ref save vs falling
in. See sub table Sub05.
sub Access tunnels – A network of tunnels leading to some of the buildings with this hex
and possibly (35% chance per hex) to the adjacent hexes.

A maintenance robot sits dormant in a field.
Within its storage hopper are several power
tools and a solar charger.
buildings

A first-aid station contains 3d4HD of hightech
healing supplies. They may be used as
needed.

Security Outbuilding – 25% chance it is still
securely locked. Has a holding cell, break area,
and a gun locker (20% chance of remaining
weapons).

203
Small Amusement Park – see sub table:
Dino-golf – A spacious 18 hole golf course the is immaculately cared for by 6d6 robots
that a re very hostile towards all intruders, including anyone without golf passes.
Sentrybot: Init +5; Atk claw +1 melee (1d6) or electrobeam +3 missile
(1d4+stun); AC 16; HD 3d10; MV 40’ hover; Act 1d24; SP living targets
hit by electrobeam must make a Fort save DC 12 or be stunning for 1d5
rounds; SV Fort +8, Ref +2, Will NA; AL L.

The fruit trees in this hex have dropped their
fruit and the ground is littered with rotting
pulp and seeds. 5d6 bags of seed can be
harvested per day.

204 – 4
A large lake in this hex has drawn many
different herbivore herds here.

2d3 Securitybots (CUaBM #1) are patrolling
the hex and will attempt to corral any creature
they find into pens. Non-lethal only.

Decrepit Hotel – May contain some salvage
but is structurally unsafe. Consult the Decay &
Ruin table (CUaBM #8, pg 8)
The area is a firetrap waiting to happen. Whether due to aging household
chemicals or intermittent electricity flowing through faulty wiring, there
is a 20% chance each hour spent in the area that it will catch on fire. Once
lit, the fire will quickly spread and become a raging inferno that is out of
control within 5d4 rounds. Before it goes out of control, an attempt can
be made to extinguish the fire with a DC of 5+1d3 per round it has been
burning. Failed extinguish attempts require a Ref save (DC 13) to avoid
taking 1d3 burning damage. Once it is out of control, anyone still in the
area will take 1d3 damage per round from smoke inhalation and heat
until they expire or escape.

Security Outbuilding – 25% chance it is still
securely locked. Has a holding cell, break area,
and a gun locker (20% chance of remaining
weapons).

205 – 2
An encampment of Red Claw Raiders,
heavily armed and alert. They number 3d6+3
raiders and Jeeps – (treat as keeper pick-up trucks, CUaBM #6, pg 12) and 5d5 points of fuel.
Red Claw Raiders (thugs): Init +1; Atk machete +1 melee (1d6+1) or shotgun +2 missile fire
(1d10); AC 13; HD 1d6+1; MV 30’; Act 1d20; SV Fort+2, Ref +1, Will +0; AL C.

Trucks – Pickup Truck: Init +1; Atk rundown +5 melee (2d8+Ram); AC 16; HD d12;
Speed Level cruise 3/ max 5; Act 1d20; SV Fort +4, Ref +0, Will NA; Fuel Tank
1d10; Guzzle 4.
Basic Traits: Extra Cargo x2, Rugged, Hauler
Keeper – A welcome minority in the post-apocalyptic world,
vehicles like this are in good running condition and are quite reliable.
The ownership of a Keeper tends to change hands quickly and usually
bloodily. These vehicles have 6 HD and add the following stat bumps: +1
to Init or AC; +1 to Speed Level cruise & max or Fort & Ref saves. They
also have one additional trait.
Big Tank – The vehicles max Fuel Tank die size is two steps greater (i.e. a 1d10
becomes a 1d14).

Posh Cottage Village – This small community
is well maintained and patrolled by 1d4
Securitybots (CUaBM #1). 50% chance it is
occupied by Once-men.
If occupied 1d5+2 Once Men
Once-men: Init +1; Atk club +2 melee (1d4+2) or grapple +3 melee (1d3+2
subdual); AC 11; HD 1d6+1; MV 30’; Act 1d20; SP Sneak +5, Track +3; SV Fort +3,
Ref +1, Will +1; AL N.
about 1 in 10 of all Once-men encountered will
have some special psi-ability. Roll 1d7 on the table below to determine what kind
of psi-ability they have. (Page 23 issue 14)

206 – 2
An artificial habitat aviary here houses a
small guild of Sky Sneaks. They are more than
willing to make deals that are profitable.
page 18 issue 14

Pavilion of Food Kiosks – Mobile automated
food kiosks will approach any living
humanoids and offer up their selections. 35%
chance per kiosk that the food is unsafe, Fort
save (DC 12) or suffer 1d3 temporary Sta
damage.

207 – 2
A discovered cache of food crates looks like a
treasure trove. Unfortunately, it is contaminated.
Anyone eating it must roll on sub table: Sub03.
Sub03 – Page 15 issue 14

Within a ruined motor pool, several large
vehicles are inoperable but unsalvaged.

208 – 2
Observation Station – contains dozens of
camera monitors covering this hex and all
adjacent ones. 35% each hex that they still
work.

Posh Cottage Village – This small community
is well maintained and patrolled by 1d4
Securitybots (CUaBM #1). 50% chance it is
occupied by Once-men.
If occupied 1d5+2 Once Men
Once-men: Init +1; Atk club +2 melee (1d4+2) or grapple +3 melee (1d3+2
subdual); AC 11; HD 1d6+1; MV 30’; Act 1d20; SP Sneak +5, Track +3; SV Fort +3,
Ref +1, Will +1; AL N.
about 1 in 10 of all Once-men encountered will
have some special psi-ability. Roll 1d7 on the table below to determine what kind
of psi-ability they have. (Page 23 issue 14)

209 – 2
An encampment of Red Claw Raiders,
heavily armed and alert. They number 3d6+3
raiders and 1d5-2 vehicles.

A fine dining area of a resort still has power
and the deep freezers are well stocked. There is
a 60% the ovens and grills still work.

210 – 3
A large pod of herbivores dwells here. A few
hours after the group enters the hex, a ravenous
Spinosaurus beings its attack upon the pod
from only a few dozen yards away.

Souvenir Shop – Well rummaged through
but still full of trinkets emblazoned with the
park logo. Successful Luck checks can reveal
something useful , such as a penknife or miniflashlight.

Small Amusement Park – Dino-golf – A spacious 18 hole golf course the is immaculately cared for by 6d6 robots
that a re very hostile towards all intruders, including anyone without golf passes.

211 – 4
A small family of Argentinosaurs call this
hex home. The foliage here has been severely
grazed.

Within a ruined motor pool, several large
vehicles are inoperable but unsalvaged.

A large number of Therizinosaurs living in
the thick of a dense forest of giant trees. They
will ignore anything other than an outright
attack.

Red Claw Mercenary shocknet traps – Ref
save (DC 14) to avoid. If caught, Fort save (DC
16) vs paralysis.

212 – 2
The group comes across an old battle scene.
When someone tries to search a well equipped
corpse, an explosive on it goes off causing 3d8
damage to everyone within 60 feet.

A large lake in this hex has drawn many
different herbivore herds here.

213 – 2
3d4 Securitybots (CUaBM issue #1) are
combing the hex looking for something. What it
is they may not remember.

Thundering bellows draw the group to a
battle site where a T-Rex and a Triceratops have
just killed each other. Quite a bit of fresh meat
and dino-hide could be harvested.

214 – 4
A discovered cache of food crates looks like a
treasure trove. Unfortunately, it is contaminated.
Anyone eating it must roll on sub table: Sub03.
Devolution – The victim slowly transforms into a neolithic version of themselves. Each
day for 2d4+3 days, a Fort save (DC 10) must be made to avoid permanently losing 1
point of both Per and Int but raises either their Str or Sta by 1 point.

Pavilion of Food Kiosks – Mobile automated
food kiosks will approach any living
humanoids and offer up their selections. 35%
chance per kiosk that the food is unsafe, Fort
save (DC 12) or suffer 1d3 temporary Sta
damage.

A hidden cache contains 1d4+1 bundles of
cured dino-leather and 2d3 weapons made from
sturdy dino-bone and sinew (Spears & Hand
Axes).

A large collection of saurian farms are spread
over the hex. They will be very wary of any nonsaurian
but not aggressive.

215 – 2
Within an office building complex, one office
still has power. Inside is a running server room
and 3d4 computer stations.

Concealed Food Storage Blind – Made to look
like the surrounding terrain. 70% chance it is
still securely locked. May contain preserved
grain or preserved meat carcasses.

216 – 3
A large collection of saurian farms are spread
over the hex. They will be very wary of any nonsaurian
but not aggressive

An underground maintenance area (see sub
table: Sub05) holds 1d3 running vehicles. See
sub table: Sub04.
1 Tour Bus – (treat as keeper Semi with a trailer dedicated to seating, CUaBM #6, pg 12)
and 5d10 points of fuel.

A secluded medlab holds research about
several medicinal prehistoric herbs growing
throughout the park. With this knowledge, a
successful Luck check per hex will discover
some growing there.

217 – 2
A strange, alien container holds a Silver Suit
and Bubble Helmet (CUaBM #11, pg 19).

Access Outbuilding – 50% chance it is still
securely locked. Leads to an underground
facility, see sub table: Sub05.
Access tunnels – A network of tunnels leading to some of the buildings with this hex
and possibly (35% chance per hex) to the adjacent hexes

218 – 2
A fine dining area of a resort still has power
and the deep freezers are well stocked. There is
a 60% the ovens and grills still work.

A clan of nomadic Once-men are wandering
about this hex. They are open to trade if
approached peacefully.

219 – 4
Within a ruined motor pool, several large
vehicles are inoperable but unsalvaged.

Concealed Food Storage Blind – Made to look
like the surrounding terrain. 70% chance it is
still securely locked. May contain preserved
grain or preserved meat carcasses.

Red Claw Mercenary shocknet traps – Ref
save (DC 14) to avoid. If caught, Fort save (DC
16) vs paralysis.

An offline Securitybot (CUaBM #1) is lying
in a maintenance shed. If charged up, it will
randomly pick one member of the group as its
controller and follow their orders.

220 – 2
Flocks of Pterodons dwell in several artificial
habitats. They fight over the bountiful rabbit
population in the hex.

Swampland, Very difficult to traverse without
boats. May require Fort saves vs insects or
disease.

221 – 4
Hatchling Nursery – Used to populate the
Dino population before the relocation. 35%
chance of viable Dino eggs still in stasis.

Swampland, Very difficult to traverse without
boats. May require Fort saves vs insects or
disease.

1d3+1 young T-Rex males are here fighting
over a T-Rex female.

Within a ruined motor pool, several large
vehicles are inoperable but unsalvaged.

222 – 2
A large pod of herbivores dwells here. A few
hours after the group enters the hex, a ravenous
Spinosaurus beings its attack upon the pod
from only a few dozen yards away.

A fine dining area of a resort still has power
and the deep freezers are well stocked. There is
a 60% the ovens and grills still work.

223 – 4
Within a heavily forested area, a group of 2-5
Giant Beetles (DCC RPG, pg 397) attack from
surprise (the beetles have a 1d24 action die for
the first round)

A fine dining area of a resort still has power
and the deep freezers are well stocked. There is
a 60% the ovens and grills still work.

An offline Securitybot (CUaBM #1) is lying
in a maintenance shed. If charged up, it will
randomly pick one member of the group as its
controller and follow their orders.

An underground maintenance area (see sub
table: Sub05) Storage facility – This structure will hold building and maintenance materials for the
other features located in the hex.
holds 1d3 running vehicles. See
sub table: Sub04.
4 ATVs – (treat as keeper motorcycles, CUaBM #6, pg 12) and 5d5 points of fuel.

224 – 4
Chemical Pipeline Leak: See sub table Sub02.
Petroleum – Direct exposure causes 1hp of chemical burn damage. Vapor exposure
requires Fort save (DC 12) or suffer -1d to all actions for 1d3 turns. The vapor is easily
ignitable and explosive.

maintenance robot sits dormant in a field.
Within its storage hopper are several power
tools and a solar charger

Within a heavily forested area, a group of 2-5
Giant Beetles (DCC RPG, pg 397) attack from
surprise (the beetles have a 1d24 action die for
the first round).

The group comes across an old battle scene.
When someone tries to search a well equipped
corpse, an explosive on it goes off causing 3d8
damage to everyone within 60 feet.

225 – 3
A hidden cache contains 1d4+1 bundles of
cured dino-leather and 2d3 weapons made from
sturdy dino-bone and sinew (Spears & Hand
Axes).

A fine dining area of a resort still has power
and the deep freezers are well stocked. There is
a 60% the ovens and grills still work.

2d3 Securitybots (CUaBM #1) are patrolling
the hex and will attempt to corral any creature
they find into pens. Non-lethal only.

226 – 3
Veterinarian Outpost – 20% chance it has not
been broken into and cleaned out.

The fruit trees in this hex have dropped their
fruit and the ground is littered with rotting
pulp and seeds. 5d6 bags of seed can be
harvested per day.

Within an office building complex, one office
still has power. Inside is a running server room
and 3d4 computer stations.

227 – 4
Several herds of Triceratops are living
amongst the ruins of various amusement areas
– see sub table: Sub01. As they are entering the
breeding season, they will not be docile.
Animatronic Dino-circus – A large tent-like building houses a number of robot
performers attempting to put on regular interactive performances. The robots will target
one of the group members and attempt to include them in their act. Unfortunately,
there is a 65% chance that the robots are psychopathic…

The fruit trees in this hex have dropped their
fruit and the ground is littered with rotting
pulp and seeds. 5d6 bags of seed can be
harvested per day.

Unguarded dino eggs. D10 ostrich sized
eggs. Parents returning in d5-1 turns, where a
result of 0 = 5 rounds

A discovered cache of food crates looks like a
treasure trove. Unfortunately, it is contaminated.
Anyone eating it must roll on sub table: Sub03.

228 – 4
A hidden cache contains 1d4+1 bundles of
cured dino-leather and 2d3 weapons made from
sturdy dino-bone and sinew (Spears & Hand
Axes).

Swimming Pool and Spa Center – Automated
maintenance systems have kept it clean and
running. 50% chance it is occupied by Oncemen.

Chemical Pipeline Leak: See sub table Sub02.
Plant fertilizer – Exposure causes 1d4 damage from chemical burns and Fort save
(DC 9) vs poison (blindness or 1d3 Sta damage).

An encampment of Red Claw Raiders,
heavily armed and alert. They number 18
raiders and 0 vehicles.

229 – 2
3d4 Securitybots (CUaBM issue #1) are
combing the hex looking for something. What it
is they may not remember.

Small Amusement Park – see sub table:
Sub01. Ride park – The site contains 3d3 different thrill rides connected by a winding path.
There is a 15% chance of each ride still being functional. A successful Luck check at a
functional ride will find some good salvage or equipment.

230 – 2
A large collection of saurian farms are spread
over the hex. They will be very wary of any nonsaurian
but not aggressive.

A large lake in this hex has drawn many
different herbivore herds here.

231 – 2
Survey Vehicle Rental – Houses small, short
range vehicles. no functional vehicles

An artificial habitat aviary here houses a
small guild of Sky Sneaks. They are more than
willing to make deals that are profitable.

232 – 2
An artificial habitat aviary here houses a
small guild of Sky Sneaks. They are more than
willing to make deals that are profitable.

Chemical Pipeline Leak: See sub table Sub02.
Toxic waste – Exposure causes 1d3 Sta damage and 15% chance of mutation (see CUaBM
#2, Table Mu-2: Base Mutation Table, pg 4).

233 – 2
Within a heavily forested area, a group of 2-5
Giant Beetles (DCC RPG, pg 397) attack from
surprise (the beetles have a 1d24 action die for
the first round).

An offline Securitybot (CUaBM #1) is lying
in a maintenance shed. If charged up, it will
randomly pick one member of the group as its
controller and follow their orders.

234 – 4
A large garden of carnivorous plants. Passing
through requires either suffering 2d6 attacks
(atk 1d6+1 / 1d3 damage) or Fort save (DC 13)
or fall asleep, GM choice.

Pavilion of Food Kiosks – Mobile automated
food kiosks will approach any living
humanoids and offer up their selections. 35%
chance per kiosk that the food is unsafe, Fort
save (DC 12) or suffer 1d3 temporary Sta
damage.

235 – 3
Within a ruined motor pool, several large
vehicles are inoperable but unsalvaged.

Swimming Pool and Spa Center – Automated
maintenance systems have kept it clean and
running. 50% chance it is occupied by Oncemen.

Access Outbuilding – 50% chance it is still
securely locked. Leads to an underground
facility, see sub table: Sub05.
Storage facility – This structure will hold building and maintenance materials for the
other features located in the hex.

236 – 2
Unguarded dino eggs. D10 ostrich sized
eggs. Parents returning in d5-1 turns, where a
result of 0 = 5 rounds.

Hatchling Nursery – Used to populate the
Dino population before the relocation. 35%
chance of viable Dino eggs still in stasis.

237 – 4
Thundering bellows draw the group to a
battle site where a T-Rex and a Triceratops have
just killed each other. Quite a bit of fresh meat
and dino-hide could be harvested

A security shed holds a sealed gun locker,
DC 14 to open. Within are 1d3 Tranq-rifles (Fort
DC 16 vs unconscious, Range 70/140/210) plus
4d6 tranq-rounds, 1d4+1 Shotguns plus 1d24
shells each, and 2d3 Stun Batons (Fort DC 12 vs
Paralysis).

Unguarded dino eggs. D10 ostrich sized
eggs. Parents returning in d5-1 turns, where a
result of 0 = 5 rounds.

Access Outbuilding – 50% chance it is still
securely locked. Leads to an underground
facility, see sub table: Sub05.
Holding cell – This structure was designed to hold a young adult dinosaur specimen
and then release it into the park wilds. There is most likely (80% chance) an intact
tunnel leading to a research lab within the hex.

238 – 3
A strange, alien container holds a Silver Suit
and Bubble Helmet (CUaBM #11, pg 19).

A discovered cache of food crates looks like a
treasure trove. Unfortunately, it is contaminated.
Anyone eating it must roll on sub table: Sub03.
Transmogrify – The victim takes on animalistic features. Roll on the Hybridization/
Animal Subtable from CUaBM #2, page 4, to determine the extent of the mutation.

Swampland, Very difficult to traverse without
boats. May require Fort saves vs insects or
disease.

239 – 3
An underground maintenance area (see sub
table: Sub05) holds 1d3 running vehicles. See
sub table: Sub04.
2d3 ATVs – (treat as keeper motorcycles, CUaBM #6, pg 12) and 5d5 points of fuel.

An encampment of Red Claw Raiders,
heavily armed and alert. They number 3d6+3
raiders and 1d5-2 vehicles. sub 04
1d3 Jeeps – (treat as keeper pick-up trucks, CUaBM #6, pg 12) and 5d5 points of fuel.

Genetics Sub Lab – 30% chance of Mutagenic
exposure, see sub table: Sub03.
10+ Fangs & Claws – The victim’s mouth, hands, and feet shift and warp as they gain natural
claw and bite attacks, doing 1d5 damage per attack. They now suffer -2 die steps to all
actions requiring fine manual dexterity or speaking.

240 – 4
Automated pod trap. DC 15 Reflex save, or
be carried unwilling 1 hex away to a protosaurian
killing zone.

Motor Pool – Houses small, short range
vehicles. 50% chance of functional vehicles
being present. See sub table: Sub04.
2d3 ATVs – (treat as keeper motorcycles, CUaBM #6, pg 12) and 5d5 points of fuel.

A hidden cache contains 1d4+1 bundles of
cured dino-leather and 2d3 weapons made from
sturdy dino-bone and sinew (Spears & Hand
Axes).

A security shed holds a sealed gun locker,
DC 14 to open. Within are 1d3 Tranq-rifles (Fort
DC 16 vs unconscious, Range 70/140/210) plus
4d6 tranq-rounds, 1d4+1 Shotguns plus 1d24
shells each, and 2d3 Stun Batons (Fort DC 12 vs
Paralysis).

241 – 3
A first-aid station contains 3d4HD of hightech
healing supplies. They may be used as
needed.

Small Amusement Park – see sub table:
Sub01.
Ride park – The site contains 3d3 different thrill rides connected by a winding path.
There is a 15% chance of each ride still being functional. A successful Luck check at a
functional ride will find some good salvage or equipment.

A strange, alien container holds a Silver Suit
and Bubble Helmet (CUaBM #11, pg 19).

242 – 2
A clan of nomadic Once-men are wandering
about this hex. They are open to trade if
approached peacefully.

Motor Pool – Houses small, short range
vehicles. 50% chance of functional vehicles
being present. See sub table: Sub04
2d3 ATVs – (treat as keeper motorcycles, CUaBM #6, pg 12) and 5d5 points of fuel.

243 – 3

2d3 Securitybots (CUaBM #1) are patrolling
the hex and will attempt to corral any creature
they find into pens. Non-lethal only.

Observation Station – contains dozens of
camera monitors covering this hex and all
adjacent ones. 35% each hex that they still
work

Hatchling Nursery – Used to populate the
Dino population before the relocation. 35%
chance of viable Dino eggs still in stasis.

244 – 4
Access Outbuilding – 50% chance it is still
securely locked. Leads to an underground
facility, see sub table: Sub05
Holding cell – This structure was designed to hold a young adult dinosaur specimen
and then release it into the park wilds. There is most likely (80% chance) an intact
tunnel leading to a research lab within the hex.

3d4 Securitybots (CUaBM issue #1) are
combing the hex looking for something. What it
is they may not remember.

Souvenir Shop – Well rummaged through
but still full of trinkets emblazoned with the
park logo. Successful Luck checks can reveal
something useful , such as a penknife or miniflashlight.

A large number of Therizinosaurs living in
the thick of a dense forest of giant trees. They
will ignore anything other than an outright
attack.

245 – 2
Flocks of Pterodons dwell in several artificial
habitats. They fight over the bountiful rabbit
population in the hex.

A large grove of deliciously pungent
fruits trees heavy with fruit. 3d100lbs can be
harvested per day.

246 – 3
An artificial habitat aviary here houses a
small guild of Sky Sneaks. They are more than
willing to make deals that are profitable.

Swimming Pool and Spa Center – Automated
maintenance systems have kept it clean and
running. 50% chance it is occupied by Oncemen.

Survey Vehicle Rental – Houses small, short
range vehicles. 40% chance of functional
vehicles being present. See sub table: Sub04.

247 – 2
A pack of Raptor Aberrations hunt here. 40%
chance per hour of encountering a pack of 2d3
of them.

Densely forested, travel speed is halved and
visibility is 50ft at best.

248 – 4
Unguarded dino eggs. D10 ostrich sized
eggs. Parents returning in d5-1 turns, where a
result of 0 = 5 rounds.

Motor Pool – Houses small, short range
vehicles. 50% chance of functional vehicles
being present. See sub table: Sub04.

A large collection of saurian farms are spread
over the hex. They will be very wary of any nonsaurian
but not aggressive.

A maintenance robot sits dormant in a field.
Within its storage hopper are several power
tools and a solar charger.

249 – 3
Densely forested, travel speed is halved and
visibility is 50ft at best

2d3 Securitybots (CUaBM #1) are patrolling
the hex and will attempt to corral any creature
they find into pens. Non-lethal only.

A strange, alien container holds a Silver Suit
and Bubble Helmet (CUaBM #11, pg 19).

250 – 4
Security Outbuilding – 25% chance it is still
securely locked. Has a holding cell, break area,
and a gun locker (20% chance of remaining
weapons).

Flocks of Pterodons dwell in several artificial
habitats. They fight over the bountiful rabbit
population in the hex.

A secluded medlab holds research about
several medicinal prehistoric herbs growing
throughout the park. With this knowledge, a
successful Luck check per hex will discover
some growing there.

Amongst the picnic areas strung together
by an overgrown hiking path, dozens of
Compsognathus packs prey on anything under
10 feet tall.

251 – 4
Large rock formations throughout the hex.
Travel speed is halved and climb checks are
required

3d4 Securitybots (CUaBM issue #1) are
combing the hex looking for something. What it
is they may not remember.

A fields of wild tobacco-like leaves dominate
this hex. It is quite potent and rich tasting. 6d6
sheaves of fresh leaves can be collected per day.
It will need many weeks to properly air-dry

A strange, alien container holds a Silver Suit
and Bubble Helmet (CUaBM #11, pg 19).

252 – 4
Sinkholes leading to underground areas.
Failed Luck checks require Ref save vs falling
in. See sub table Sub05
Holding cell – This structure was designed to hold a young adult dinosaur specimen
and then release it into the park wilds. There is most likely (80% chance) an intact
tunnel leading to a research lab within the hex

Motor Pool – Houses small, short range
vehicles. 50% chance of functional vehicles
being present. See sub table: Sub04
1d3 Jeeps – (treat as keeper pick-up trucks, CUaBM #6, pg 12) and 5d5 points of fuel.

Large rock formations throughout the hex.
Travel speed is halved and climb checks are
required

Observation Station – contains dozens of
camera monitors covering this hex and all
adjacent ones. 35% each hex that they still
work.

253 – 2
An encampment of Red Claw Raiders,
heavily armed and alert. They number 3d6+3
raiders and 1d5-2 vehicles

Within an office building complex, one office
still has power. Inside is a running server room
and 3d4 computer stations

254 – 3
Densely forested, travel speed is halved and
visibility is 50ft at best.

Hatchling Nursery – Used to populate the
Dino population before the relocation. 35%
chance of viable Dino eggs still in stasis.

The fruit trees in this hex have dropped their
fruit and the ground is littered with rotting
pulp and seeds. 5d6 bags of seed can be
harvested per day

255 – 3
Security Outbuilding – 25% chance it is still
securely locked. Has a holding cell, break area,
and a gun locker (20% chance of remaining
weapons).

Veterinarian Outpost – 20% chance it has not
been broken into and cleaned out.

The fruit trees in this hex have dropped their
fruit and the ground is littered with rotting
pulp and seeds. 5d6 bags of seed can be
harvested per day

256 – 3
Flocks of Pterodons dwell in several artificial
habitats. They fight over the bountiful rabbit
population in the hex

1d3+1 young T-Rex males are here fighting
over a T-Rex female

Observation Station – contains dozens of
camera monitors covering this hex and all
adjacent ones. 35% each hex that they still
work

257 – 4
A large garden of carnivorous plants. Passing
through requires either suffering 2d6 attacks
(atk 1d6+1 / 1d3 damage) or Fort save (DC 13)
or fall asleep, GM choice.

An artificial habitat aviary here houses a
small guild of Sky Sneaks. They are more than
willing to make deals that are profitable.

Posh Cottage Village – This small community
is well maintained and patrolled by 1d4
Securitybots (CUaBM #1). 50% chance it is
occupied by Once-men.

Sinkholes leading to underground areas.
Failed Luck checks require Ref save vs falling
in. See sub table Sub05
Holding cell – This structure was designed to hold a young adult dinosaur specimen
and then release it into the park wilds. There is most likely (80% chance) an intact
tunnel leading to a research lab within the hex.

258 – 3
Swampland, Very difficult to traverse without
boats. May require Fort saves vs insects or
disease.

A hidden cache contains 1d4+1 bundles of
cured dino-leather and 2d3 weapons made from
sturdy dino-bone and sinew (Spears & Hand
Axes).

Small Amusement Park – see sub table:
Sub01
Animatronic Dino-circus – A large tent-like building houses a number of robot
performers attempting to put on regular interactive performances. The robots will target
one of the group members and attempt to include them in their act. Unfortunately,
there is a 65% chance that the robots are psychopathic..

259 – 3
An artificial habitat aviary here houses a
small guild of Sky Sneaks. They are more than
willing to make deals that are profitable

Genetics Sub Lab – 30% chance of Mutagenic
exposure, see sub table: Sub03.
Devolution – The victim slowly transforms into a neolithic version of themselves. Each
day for 2d4+3 days, a Fort save (DC 10) must be made to avoid permanently losing 1
point of both Per and Int but raises either their Str or Sta by 1 point

Red Claw Mercenary shocknet traps – Ref
save (DC 14) to avoid. If caught, Fort save (DC
16) vs paralysis

260 – 2
Souvenir Shop – Well rummaged through
but still full of trinkets emblazoned with the
park logo. Successful Luck checks can reveal
something useful , such as a penknife or mini-
Flashlight.

Posh Cottage Village – This small community
is well maintained and patrolled by 1d4
Securitybots (CUaBM #1). 50% chance it is
occupied by Once-men.

261 – 4
Sinkholes leading to underground areas.
Failed Luck checks require Ref save vs falling
in. See sub table Sub05
Access tunnels – A network of tunnels leading to some of the buildings with this hex
and possibly (35% chance per hex) to the adjacent hexes.

A large grove of deliciously pungent
fruits trees heavy with fruit. 3d100lbs can be
harvested per day

A small family of Argentinosaurs call this
hex home. The foliage here has been severely
grazed.

A large pod of herbivores dwells here. A few
hours after the group enters the hex, a ravenous
Spinosaurus beings its attack upon the pod
from only a few dozen yards away.

262 – 4
Unguarded dino eggs. D10 ostrich sized
eggs. Parents returning in d5-1 turns, where a
result of 0 = 5 rounds

Hatchling Nursery – Used to populate the
Dino population before the relocation. 35%
chance of viable Dino eggs still in stasis.

A fine dining area of a resort still has power
and the deep freezers are well stocked. There is
a 60% the ovens and grills still work

2d3 Securitybots (CUaBM #1) are patrolling
the hex and will attempt to corral any creature
they find into pens. Non-lethal only

263 – 3
A pack of Raptor Aberrations hunt here. 40%
chance per hour of encountering a pack of 2d3
of them

Sinkholes leading to underground areas.
Failed Luck checks require Ref save vs falling
in. See sub table Sub05
Holding cell – This structure was designed to hold a young adult dinosaur specimen
and then release it into the park wilds. There is most likely (80% chance) an intact
tunnel leading to a research lab within the hex.

Posh Cottage Village – This small community
is well maintained and patrolled by 1d4
Securitybots (CUaBM #1). 50% chance it is
occupied by Once-men.

264 – 4
An artificial habitat aviary here houses a
small guild of Sky Sneaks. They are more than
willing to make deals that are profitable

Red Claw Mercenary shocknet traps – Ref
save (DC 14) to avoid. If caught, Fort save (DC
16) vs paralysis.

A large garden of carnivorous plants. Passing
through requires either suffering 2d6 attacks
(atk 1d6+1 / 1d3 damage) or Fort save (DC 13)
or fall asleep, GM choice

Chemical Pipeline Leak: See sub table Sub02
Petroleum – Direct exposure causes 1hp of chemical burn damage. Vapor exposure
requires Fort save (DC 12) or suffer -1d to all actions for 1d3 turns. The vapor is easily
ignitable and explosive

265 – 3
A large pod of herbivores dwells here. A few
hours after the group enters the hex, a ravenous
Spinosaurus beings its attack upon the pod
from only a few dozen yards away

A clan of nomadic Once-men are wandering
about this hex. They are open to trade if
approached peacefully.

A fine dining area of a resort still has power
and the deep freezers are well stocked. There is
a 60% the ovens and grills still work

266 – 3
2d3 Securitybots (CUaBM #1) are patrolling
the hex and will attempt to corral any creature
they find into pens. Non-lethal only

An underground maintenance area (see sub
table: Sub05) holds 1d3 running vehicles. See
sub table: Sub04.
2d3 ATVs – (treat as keeper motorcycles, CUaBM #6, pg 12) and 5d5 points of fue

A maintenance robot sits dormant in a field.
Within its storage hopper are several power
tools and a solar charger.

267 – 2
A discovered cache of food crates looks like a
treasure trove. Unfortunately, it is contaminated.
Anyone eating it must roll on sub table: Sub03
Fangs & Claws – The victim’s mouth, hands, and feet shift and warp as they gain natural
claw and bite attacks, doing 1d5 damage per attack. They now suffer -2 die steps to all
actions requiring fine manual dexterity or speaking
Complex of Nightclubs and Fine Dining
– Nearly overgrown, this area still may hold
foodstuffs that are still edible. Successful Luck
checks can reveal something safe to eat.

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