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Encounter Number (i.e.

2 to 24):
In the Heart of the Unknown D6 + D10 + below terrain modifier
Procedural Encounter, Terrain and Weather Engines for Wilderness Hex Crawling

1. Encounter Engine -4 Arid Trees +6


* = distant /
= Large settlement / city / destination improbable +2 Plains Hills +8

= Start / small settlement +4 +10


* Special Mountains
= Signs of civilization * Bog, swamp, lake, waterfall, chasm, trench, etc.

= Wandering monster
Encounter

2 (-)
= Lair / monster settlement
* *
= Dungeon / feature 3

= Natural hazard / natural obstacle 4

= Camp / hireling / mount / equipment trouble × 5


= River (moving upriver nudges the 2. Terrain Engine result upwards by one
HEX face; traveling downriver does the opposite; on the next double the 6
river: 12 = ends/impassible; 22 to 52 = bridge/ford; and 66 = divides in two
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= Road (moving along road nudges the 1. Encounter Engine result one HEX
face towards the “Large settlement / city / destination” HEX; on the next
8
double the road: 12 = ends; 22 to 62 splits/x-roads | can cross over the road

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Starting Hex 2. Terrain Engine
Start in the bottommost HEX of × 10
each HEX Flower (HF), unless of × ×
course circumstances dictate
otherwise. Roll 2D6 with
11
‘disadvantage’ (i.e. select lowest
roll) and move in the indicated 12
Navigation Direction (see below).
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Navigation Direction
6 14
4 § 5
Disadvantage
2 2D6 3 15
1

50% 16
If the roll leads off the edge of the
HF, wrap around to the opposite ×
edge following the same row or 17
column. However, an ‘×’ indicates 3. Weather Engine
a disallowed direction, so stay in × 18
that kind of HEX. × ×
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Background
Explanation of HEX Flower 20
‘theory’ can be found here

Hex Flower Template 21


A template can be found here
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Blog
https://goblinshenchman.wordpr
23
ess.com

by Goblin’s Henchman version 1.2 in cold weather the 24+


× drops are snow, sleet
§ = same probability as the original 2D6 method
or hail

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