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