[RPG] Glowing Sea & Electric Skies: Hazards

Glowing Sea & Electric Skies,
A Mutant Crawl Classics homebrew setting

Part Two - Hazards

Roaming the wasteland is dangerous, yet every tribe, big or small, must endeavor to gather resources that will give the tribe an edge. Seekers will slowly become accustomed to the various hazards that their region represents.

In the setting of Glowing Sea & Electric Skies (GS&ES), random encounter tables are used to determine what the Player Characters encounter when they are wandering the wasteland. When I'm running a hex crawl, these will come in handy. I won't bore you with the basic or advanced techniques of creating Random Encounter Tables, but it's important to note that I'm keeping "bell curve" probabilities of 2D6 in mind when creating these.

Starting with three types of Hazards: Hostile, Terrain, Weather.
Each Hazard has three Categories: Natural, Radioactive, Technological.
I'm hoping to build some random tables from these, with a varying probability ratio of 1-2-3, depending on the region the PCs will be exploring, so that each new area or Hex has a different feel.
This means that within a specific terrain Hex, there might be 1 Natural, 2 Radioactive, and 3 Technological Hazards, and in the next Hex, there might be 3 Natural, 1 Radioactive, and 2 Technological Hazards.

Weather Hazards

Electric Storm (Technological)
Mighty Duster
Radioactive Storm
Solar Flare

Terrain Hazards

Sinking Ground (Earthquake, Natural)
Radioactive Splash (The Glowing Sea rises from its sea bed as Radioactive Fog)
Deadly Gas Mist (Some flora and fauna flourish in these misty bogs, most of them are very deadly)

Monster Hazards

Wandering Feral Horde
Wandering Raider Party
Hostile Tribe Seekers