After School Revival

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
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.

  1. Ruins
  2. Stone circle
  3. Barrow
  4. Altar or shrine
  5. Burial ground or cairn
  6. 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.

#adungeongame