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Hexcrawl

PL ACES Generator
- Places -
Hexcrawl
Generator
Biomes Then, generate the 6 hexes around it by
rolling on the second table. Start with
the one on top then continue clockwise,
until you have 7 hexes.
1) Starting hex
1-4 Grassland
5-6 Forest
7-8 Hills
9 Marsh
10 Mountains

2) Next hexes
1-5 Same as previous hex Ex: here the rolls are 2, 9, 9, 6, 7, 3
6 Grassland which translate to grassland, marsh,
7 Forest
8 Hills marsh, grassland, forest, grassland.
9 Marsh
10 Mountains Until now the "previous hex" was
always the same: the central one. But
3) How to from now on, it will vary and will each
time be one of the previously generated
Use the first table to generate the first hexes. The map will go through an
hex of the map. intermediate form, that looks like a
snowflake:

Ex: a 3 was rolled: the biome of the first


hex is grassland.

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Once these 6 hexes have been generated One more step is needed to finish the
(the "points" of the snowflake), roll for layer and the hex map:
the next ones, using these as starting
points, to complete the layer:

Then, repeat the two previous steps to


generate one more layer.

On the picture below, we have gone 4) Expansion


through the "snowflake" step and also
generated the following hexes. To further expand the hexcrawl, either
continue generating layers or start over
the procedure and stick the resulting
hex maps together.

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Features Magic landmarks
1 Area under a spell
2 Enchanted item
1) Starting hex 3 Magic path
4 Magic remains
The first generated hex always contains 5 Power source
6 Strange phenomenon
a village, a dungeon and a random
feature rolled on the next tables.
Settlements
2) Next hexes 1 Farm/Hamlet
2 Village
Roll on this table thrice per hex: 3 Town
4 Castle/Stronghold*
5 Tower*
1 Natural landmark
6 Shrine*
2 Artificial landmark
3 Magic landmark
4 Settlement *If the settlement type is marked by an
5 Lair asterisk, these ruins are a dungeon.
6 Hazard

Lairs
Natural landmarks
Roll on the appropriate biome
1-2 Geological
3-4 Vegetal encounter table (p7) to generate what
5 Fauna related kind of monsters live here.
6 Water
Hazards
Artificial landmarks
1 Ambush
1 Art 2 Biological
2 Industrial 3 Flora
3 Passage (bridge, etc.) 4 Geological
4 Religious 5 Hydrological
5 Ruins (roll on settlement) 6 Trap
6 Small structure

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Factions Here is an example of a political map:

1) Territory
To generate a political map, use the
method described on pp. 3-4. But this
time, use the table below to determine
which faction "owns" each hex (the
central hex belongs to faction 1):

1-4 Same as previous hex


5 Faction 1
6 Faction 2
7 Faction 3
8 Faction 4

Blue: Humans Red: Berserkers


2) Members Green: Elves Yellow: Trolls

After the political map has been


generated (and thus the number of
3) Relations
factions), determine what each faction
For each possible pair of factions,
is with the help of the following table:
roll 2d6:
1 Bandits/Berserkers
2 Open war
2 Beastmen
3-5 Hostility
3 Dwarves/Elves
6-8 Indifference
4 Frog-/Lizard-/Mushroom-
9-11 Peace, maybe trade
/Moth-/Snake- men
12 Alliance
5 Giants
6 Goblinoids/Orcs/Trolls
7 Humans
(Kingdom/Barony/Duchy)
8 Undeads

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Random *Dragons and wizards are powerful
enough to be factions by themselves but
don’t appear on the political map.
Encounters
 (Other faction) means the
If a random encounter happens, roll encounter is related to a faction
2d6 on the following table: different from the one of the hex.
 (Faction) means the encounter is
2 Dragon* related to the faction of the hex.
3 (Other faction)  NPCs mean that more or less
4-6 (Faction)
7 NPCs friendly NPCs are encountered.
8-11 (Biome)  (Biome) means that a monster
12 Wizard* must be rolled (or chosen) on the
relevant table:
Encounters per biome
Grasslands Forest Hills
2 Dinosaurs Ents Manticores
3 Ogres Giant spiders Basilisks
4 Gnolls Ogres Ogres
5 Orcs Bears Orcs
6 Goblins Kobolds Goblins
7 Giant rats Wolves Giant rats
8 Wolves Goblins Wolves
9 Bandits Bandits Bandits
10 Berserkers Elves Beastmen
11 Worgs Dryads Giants
12 Werewolves Werewolves Wyverns

Marsh Mountains
2 Moth-men Giants
3 Mushroom-men Griffins
4 Frog-men Dwarves
5 Trolls Kobolds
6 Skeletons Orcs
7 Crocodiles Bears
8 Zombies Wolves
9 Orcs Bandits
10 Lizard-men Berserkers
11 Snake-men Smilodons
12 Hydras Vampires

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Credits
Cover image
Ink Splats designed by kjpargeter / Freepik.
Scratch vector textures designed by Graphics Fuel.

Fonts
Edition (all caps version) designed by Mike Diehl & Paul Volk / Dafont.
Highway Gothic Wide designed by Tom Oetken / Dafont.

Links
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© 2022 Atelier Clandestin. All rights reserved.


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