Threads Of The Forest Hexfill Procedure
Based on Luke Gearing's Wolves Upon The Coast hexfill procedure.
Roll 1d6 per hex for Contents and Notable Terrain.
| d6 | Hex Contents |
|---|---|
| 1-2. | Nothing |
| 3. | Settlement |
| 4. | Remnant |
| 5. | Lair |
| 6. | Weird |
| d6 | Notable Terrain |
|---|---|
| 1-3. | Nothing. Just trees. |
| 4. | Clearing. |
| 5. | Cliff or gorge. |
| 6. | Marshland or swamp. |
Settlements
Roll 1d6 to determine Size and Population, and an additional 1d6 to determine Notes.
| d6 | Settlement Type | Population |
|---|---|---|
| 1. | Hideaway | 2d6 |
| 2. | Grovehold | 4d6 |
| 3. | Encampment | 2d20 |
| 4-5. | Hamlet | 1d6 x 10 |
| 6. | Village | 1d20 x 10 |
- Hideaways are secret, barely-visible dwellings hidden in dense foliage, used by hermits, reclusive families, or fugitives.
- Groveholds are settlements or shrines built in and around sacred or significant trees.
- Encampments are temporary communities of drifters that may only be used for a few days or weeks before the residents move on.
| d6 | Notes |
|---|---|
| 1-3. | Relationship to nearby hex. |
| 4. | A boon or ally. |
| 5. | Hostile. |
| 6. | Roll again & once on Weird. |
Remnants
Roll 1d6 to determine the Remnant in the hex.
- Ruins
- Stone circle
- Barrow
- Altar or shrine
- Burial ground or cairn
- Pillars/statue/archway
Lairs
A monster lairs here. Use the dungeon generation and stocking procedures to build the lair (if needed) and place treasure.
Weird
Roll 1d20 to determine the nature of the Weird in the hex.
| d20 | Weirdness |
|---|---|
| 1-2. | Geography. |
| 3-4. | Magical Component. |
| 5-6. | Strange Merchant. |
| 7-8. | Strange Tutor. |
| 9-10. | Strange Ally. |
| 11-12. | Animal Behaviour. |
| 13-14. | Clue to Nearby Hex. |
| 15-16. | Historical Location. |
| 17-18. | Treasure. |
| 19-20. | Roll twice and combine. |