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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 and move in
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the indicated Navigation Direction
(see below). 12

Navigation Direction 13
12
10 11 23 14
2D6
89 45 15
67

If the roll leads off the edge of the 50% 16


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.
× ×
19
Background
Explanation of HEX Flower
20
‘theory’ can be found here

Template 21
HEX Flower Template can be
found here 22
Blog
https://goblinshenchman.wordpr 23
ess.com
in cold weather the 24+
by Goblin’s Henchman drops are snow, sleet
×
or hail

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