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D100Lands by Evandro Novel (v0.

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.

How to use with Ironsworn or Delve:



Before rolling for a Journey / Exploration move, decide which side of the current hexagon
you will cross.

Add +1 to you Action die if you are on a road. Subtract 1 if the current hex is not Grassland
or Hills; subtract 1 if you must cross a river without a bridge (i.e. without a road crossing it).
The result is a modifier in the -2,+1 range.

Roll the dice and resolve the move as usual (Strong Hit, Weak Hit or Miss).

Read the 2d10 Challenge dice as a single d100 and draw the corresponding hexagon
across the side you crossed.

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).

Hex 39, Grassland, road to the South-West.


Waypoint (Ironsworn oracle): Peaceful Hill.
Journey progress: now 6.
The road takes them to a solitary green hill in the plain, then turns South and West.
Again, I add an arbitrary hexagon: more hills, with the river flowing through them towards the sea.

Journey: Challenge: 8,2 ; Action: 2+3Wits. WEAK HIT. (-1 Supply, now 2).

Hex 82, Grasslands. Journey progress: now 8.

Journey: Challenge: 6,8; Action: 4+3Wits. WEAK HIT. Journey progress: 10.

Reach your destination: Challenge: 6,10 vs 10. WEAK HIT.

They reach Lavinia, but they find a complication.

Hex 68: Same (i.e. Grassland, same as hex 82).


I add the town of Lavinia and a road that follows the directions on Hex 68
(but I would have added an arbitrary road anyway, if it were not on the PocketLands hex).

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.

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