Wolves Upon the Coast Hexfill Procedure
Per hex, roll a d6.
d6 | Hex Contents |
---|---|
1-3 | Nothing |
4 | Settlement |
5 | Lair |
6 | Weird |
Vodka’s Connectivity Rule
Each hex with contents has a 2-in-6 chance of being connected to/having a relationship to another hex. The connected hex is d20 hexes away, in a random direction. “Snap” to the nearest hex with contents.
Added by request of Vodka Gobalsky. The precise values have not been tested thoroughly. Use at own risk.
Settlement
Roll a d6 to determine Size and Population, and an additional d6 for Notes. Cities are manually placed, and have populations in the thousands.
d6 | Size | Population |
---|---|---|
1-4 | Village | d100 |
5 | Town | d6*100 |
6 | Fort | 3d6*10 |
d6 | Notes |
---|---|
1-3 | Relationship to nearby hex. |
4 | A boon or ally. |
5 | Hostile. |
6 | Roll again & once on Weird. |
Lair
A monster lairs here. Select/roll from the types present in the area, and place treasure appropriately.
Weird
Roll a d10 to determine the nature of the Weird in the hex.
d10 | Weirdness |
---|---|
1 | Geography. |
2 | Magical Component. |
3 | Strange Merchant. |
4 | Strange Tutor. |
5 | Strange Ally. |
6 | Animal Behaviour. |
7 | Clue to Nearby Hex. |
8 | Historical Location. |
9 | Treasure. |
0 | Roll twice and combine. |