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Hexcrawl Generation Tables

This document provides tables for procedurally generating a hexcrawl map including details like paths, settlements, dungeons, and terrain features. Table I determines the result of periodic checks along paths which can be continuing straight, encountering obstacles, side paths, path turns, settlements, or dungeons. Tables II-VI provide further randomization for generating specifics of obstacles, side paths, settlements, and dungeon entrances on the map. The tables allow for randomly developing an infrastructural layer to an existing terrain map for roleplaying exploration and adventure.

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0% found this document useful (0 votes)
60 views1 page

Hexcrawl Generation Tables

This document provides tables for procedurally generating a hexcrawl map including details like paths, settlements, dungeons, and terrain features. Table I determines the result of periodic checks along paths which can be continuing straight, encountering obstacles, side paths, path turns, settlements, or dungeons. Tables II-VI provide further randomization for generating specifics of obstacles, side paths, settlements, and dungeon entrances on the map. The tables allow for randomly developing an infrastructural layer to an existing terrain map for roleplaying exploration and adventure.

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free2fqn
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd

d20 Result

Table I.: Periodic Check


Appendix A2
Old-school rules for procedurally generating a hexcrawl, based
1-3 Continue straight - check again in 1 hex on Appendix A from Advanced Dungeons & Dragons. These
4-6 Obstacle (TABLE II.) tables can be used to produce an infrastructural layer on top of
an existing terrain map. [Link]
7-9 Side Path (TABLE III.) - check again in 1 hex
10-12 Path Turns (TABLE IV.) - check again in 1 hex Table IV.: Path Turn
13-15 Settlement (TABLE V.) - check again after leaving d20 Result
16-17 Dungeon (TABLE VI.) - check again after leaving 1-6 Left 60 degrees ahead
18 Dead End (check other directions for trails) 7-10 Left 60 degrees behind
19 Ambush (as Wandering Monster) 11-16 Right 60 degrees ahead
20 Lair (as Wandering Monster) 17-20 Right 60 degrees behind
Roll path width on Table III.A.
Table II.: Obstacle
Table V.: Settlement
d20 Result
d20 Result Details
1-8 Guard post
1-3 Single dwelling Pop.: 1-12
9-15 Toll house
4-6 Thorp Pop.: 20-80
16-20 Gated wall
7-9 Hamlet Pop.: 100-400
Table III.: Side Path 10-12 Village Pop.: 600-900

d20 Result 13-14 Town Pop.: 1,000-6,000

1-5 Left 60 degrees ahead 15 City Pop.: 10,000-60,000

6-8 Left 60 degrees behind 16-17 Castle

9-13 Right 60 degrees ahead 18-20 Ruins TABLE V.A.

14-16 Right 60 degrees behind


Table V.A.: Ruins
17-18 Forking Path (Y)
d20 Result
19-20 Crossroads (X)
1-5 Single dwelling
Table III.A.: Path Width 6-7 Village

d20 Result Details 8 City

1-8 Standard Road 1x 9-11 Castle

9-12 Highway 1.5x 12-15 Shrine

13-16 Maintained Trail 3/4x 16-20 Tomb

17-18 Game Trail 1/2x


Table VI.: Dungeon Entrance
19-20 Special Passage III.B. and roll again
d20 Result
Table III.B.: Special Passage 1-4 Cave

d20 Result Details 5-8 Chasm

1-15: Bridged 9-11 Castle Ruins


1-6 10’ Stream
16-20: Obstacle 12-14 Tomb Ruins
7-12 20’ River 1-10: Bridged 15-16 Shrine Ruins
13-16 40’ River 11-15: Boat
17-18 Stone Doors
17-18 60’ River 16-20: Obstacle
19 Step Pyramid
1-10: Bridged
19-20 20’ Canyon 20 Tree Hollow
11-20: Obstacle

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