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D 100 Lands
D 100 Lands
7)
A D100 hex table based on PocketLands v1.1 by Alexey Aparin
http://pocketlands.com
https://02.itch.io/pocket-lands
Check the instructions for the original square-based PocketLands v1.1 PDF by Alexey Aparin
http://pocketlands.com https://02.itch.io/pocket-lands
Variants:
●
If a single road direction is shown on a hex, you can instead have the road go through any
one of the two adjacent sides.
●
Instead of the river direction corner on a hex, the river can go through any one of the two
adjacent corners.
Example of play
The next page describes an Ironsworn Dangerous Journey from Asona to Lavinia.
Journey: Challenge: 2,4; Action: 4+3Wits+(1 road). STRONG HIT.
Hex 24, Mountains, with road continuing to the East and a new river.
Waypoint: the party reach a bridge across a river in a narrow mountain valley.
Journey progress: now 2. I like the idea of Asona being surrounded by mountains
and I add two more Mountain hexes to the North of the current hex.
Journey: Challenge: 9,1 ; Action: 4+3Wits(+1 road, -1 mountains). WEAK HIT. (-1 supply, now 4).
Hex 91, Hills, road continuing South-East. They leave the mountains behind and cross gentler hills.
A second bridge (waypoint) takes them again across the river.
The heroes follow the road, though it is turning South-East.
Journey progress: now 4.
Journey: Challenge: 3,9; Action: 3+3Wits(+1 road). WEAK HIT. (-1 supply, now 3).
Journey: Challenge: 8,2 ; Action: 2+3Wits. WEAK HIT. (-1 Supply, now 2).
Journey: Challenge: 6,8; Action: 4+3Wits. WEAK HIT. Journey progress: 10.
Complication: The son of the duke of Lavinia has been kidnapped by rebels.
It is believed that they are hiding in the necropolis West of Lavinia.
I roll a D100 for the hex West of Lavinia: 47, Hills. I add the Necropolis to the map.
In this D100 table, "water" regions are rarer than in the original PocketLands: this will probably
result in a few lakes, not the coast of a sea. Optionally, you can set up a provisional coastline
with the following procedure (the line can later be modified by "water" results from the table):
1. Start with a regular pattern along one of the borders of the map.
2. For each land hex bordering with the sea, roll a D6: on a result of 1 or 2, switch the hex
from land to water.
3. Draw an irregular coastline that roughly follows the boundary between land and water
hexes.