Design the Wilderness
Now that
you have an adventuring location and a home base, it is time to fill in the
areas around them.
The first
step is to draw out the wilderness; this is done on a series of hexagons that
represent 6 miles each. Hexagons are a
useful way to abstract terrain and measure distances, by having a uniform
distance between center points.
Specifically a 6-mile hex is advantageous because it has a 7-mile
“diagonal”, and 3 mile “radius” which equates to the sightline distance for a
human sized character to the horizon.
Finally, it serves to break the travelling day into manageable segments.
To begin laying out your wilderness start with a “Plains” hex, “P”, in
the center of your space (marked with a 0 in the image.) Working your way around, using the center hex
as your reference terrain, roll 2d6 on the table below. The result will be the terrain type of the
new hex. When generating additional
terrain, always work out from the existing terrain type in the “middle” of the
new area. This will create natural
“clumps” of terrain like forests.
2d6
|
Terrain
|
|
2d6
|
Terrain
|
2
|
Dry “D”
|
|
6
|
Forest/Trees
“T”
|
3
|
Wetland
“W”
|
|
7-10
|
Same as
Reference Hex
|
4-5
|
Plains
“P”
|
|
11-12
|
Hills “H”
|
Remember,
this is only the main type of terrain in the hex, a plains hex will have small
wooded areas, a dry hex will have small ponds, a forested hex can also be hilly
or have a bog, etc.
You may
notice that mountains and water (lakes, oceans) are not included on this
list. Those are treated as hard
boundaries and should be placed intentionally by the Judge. (Keep in mind, mountain peaks can be seen
from up to 120 miles/20 hexes away). The
Judge may also choose to adjust the terrain descriptions based on the climate
(a forest becomes a jungle, plains becomes tundra, etc.)
In the very beginning, you only need a hex to put your
settlement in, one for your dungeon, and enough to surround them both. Over time, you can generate more terrain,
enough to cover a few “day trips” from their base of operations (about a 6 hex
radius).
Depending on the size of the wilderness you create, you
may wish to number the hexes.
The final steps are to place your starting settlement in
the original plains hex, and then place your starting dungeon in an adjacent or
nearby hex. That is enough to get
started. When you are ready, you can
populate the other hexes with content.
The World Beyond
It would take tremendous work to define an entire region
or continent via Hex generation. As you
move beyond your starting region, it is suggested that you instead sketch out
the major geographical features at that scale (mountain ranges, coasts, etc.)
and zoom back in with hexes on any area in which play settles.
Populate the Hexes
Now that you have your starting terrain, a settlement,
and a dungeon, it is time to place major features in the remaining hexes.
There is a 1 in 20 chance that a hex has a major
occupant, with a 2 in 6 chance for each of the below
1-2:
Major Dungeon (Multiple levels and areas as described above)
3-4:
Large Settlement (Town or larger as described above)
5-6:
Stronghold (See below)
Remember, at this scale, we are mainly concerned with
showing major features. These hexes can
be riddled with villages, monster lairs, bandit camps, etc. The Judge should
feel free to drop in 2 other small settlements nearby and more features (such
as additional dungeons) as needed.
Additional
Features
Hills and Peaks: If a Hill hex is likewise
surrounded by other Hill hexes, consider making the middle hex a (lonely)
Mountain hex or prominent peak.
Mountains: In Mountain hexes, there is a 10%
chance for a pass, and 1% chance for a volcano.
Barriers: In a given hex there is a 20% chance of
a ravine, river, or other moderate barrier.
Rivers: Only the largest of rivers would be
visible at this scale. Something the
side of the Colorado would be a thin line, and only one as vast as the
Mississippi would be notable. The Judge should assume that any settlement or
stronghold is likely near a river or body of water, and thoughtfully place any
such major rivers, flowing from highlands to wetlands or the coast.
Roads: Much
like rivers, only the most major of highways would be marked on such a
map. The Judge should be free to presume
that any settlements or strongholds have road connecting them, barring some
obstacle such as hills, mountains, or monster infested lands.
Strongholds
A Stronghold is a special kind of settlement, typically
established by high level NPCs. It can
be a Warrior’s Keep, a Wizard’s Tower, an Outlaw’s Hideout, etc. Like Towns, they secure they Hex in which
they are located. A stronghold is
defined by its occupant(s), which are generated using the rules for NPCs of
level 9+1d6 (or use the quick list below)
d6
|
Stronghold Occupant
|
1
|
Fighter
11: S 18 D 10 C 13 I 8
W 11 X 10; HP 82; Iron Will,
Great Fortitude; Chain +1 Sword +2, Bow +1
|
2
|
Wizard
12: S 8 D 11 C 12 I 18 W 11
X 10; HP 37; Spells; Wand of Fear, Broom of Flying, Wand of
Lightning
|
3
|
Thief
15: S 10 D 18 C 10 I 10
W 11 X 10; HP 51; Backstab x5; Leather +2, Sword +2, Ring of
Protection; Elven Boots
|
4
|
Fighter
14: S 21 D 10 C 13 I 8
W 11 X 10; AC HP 97; Iron Will, Grt Fort, Ex Str; Plate
+2 Sword +2, Bow +1
|
5
|
Wizard
15: S 8 D 11 C 12 I 18 W 11
X 10; HP 40; Spells; Ring of Protection, Wand of Fireball, Staff of
Power
|
6
|
Thief
10: S 10 D 18 C 10 I 10
W 11 X 10; HP 41; Backstab x4; Leather +1, Sword +2, Ring of
Protection
|
·
Thieves: On a d6, 1-3 is a Human, 4 is a
Dwarf, 5 is a Halfling, and 6 is an Elf (Wizard level of 1d6)
·
Alignment: 1 (Lawful), 3-5 (Neutral), 6
(Chaotic-Hidden)
·
Strongholds will also an apprentice, or guardian
beast of EHD equal to ½ the owner’s level.
·
Strongholds will be protected by 3d6x10 1HD
warriors armed, half outfitted with Crossbows and Light Armor, and the rest
with Heavy Armor and Polearms. For every
30 soldiers there is an additional sergeant of 4th level
Wilderness Encounters
The process for stocking wilderness is similar to that of
the dungeon. You can create a single
table for the whole region or have a table for the forest, the hills, etc.
First, determine the threat rank of the area. You can presume that any “civilized” hex (one
that is settled or controlled) is equivalent to “level 1” of a dungeon. For each hex beyond that, increase the
level. For areas that cover multiple
hexes, you can take the lowest or the average, the threat rank tables have
overlap built in (the wilderness in unpredictable!).
To determine the creature encountered, roll a d6 and
consult the result against the number of hexes from civilization. This will give you the “Threat” rank (I – VI)
of the creature.
Threat Rank
|
Monster (Equivalent)
Hit Dice
|
I
|
1 HD
|
II
|
2 HD
|
III
|
3-4 HD
|
IV
|
5-7 HD
|
V
|
8-10 HD
|
VI
|
11+ HD
|
Hexes from Civilization
|
d6 Result*
|
|
|
1
|
1-4
|
5
|
6
|
|
|
|
|
2
|
1-2
|
3-4
|
5
|
6
|
|
|
|
3-4
|
1
|
2
|
3-4
|
5
|
6
|
|
|
5-7
|
|
1
|
2
|
3-4
|
5
|
6
|
|
8-10
|
|
|
1
|
2
|
3-4
|
5-6
|
|
11+
|
|
|
|
1
|
2
|
3-6
|
|
Threat Rank
|
I
|
II
|
III
|
IV
|
V
|
VI
|
|
Next, determine the type of creature encountered. This is done with a d6 as shown below:
1: Animal Type 2-3:
Humanoid Type 4-6: Monster Type
Finally, once you know the general category of monster and
the (Equivalent) Hit Die range, select or otherwise determine the creature you
wish to use (see appendix A of Vol II), and add it to your encounter table,
taking care to note the” number appearing” and “percent in lair” values.
You will repeat the process until you have a filled out
encounter chart (typically 6 entries to start).
You may wish to pick creatures along a theme, allowing that first
determination to set the tone for the region.
You may also want to keep one entry for pitfalls, mantraps, or other
tricks/phenomena.
Number Appearing
and % in Lair
When stocking a wilderness, use the number appearing and
guidelines in volume 2 or Appendix A above.
The numbers of creatures appearing in the wilds are not constrained by
the limits of dungeon corridors.
The “% in lair” statistic is rolled when the encounter
comes up. This will indicate that the
party has encountered the lair of such creatures (camp, hut, cave, etc.) Note on the map for future development.
Adjustment and Final Touches
As with designing a dungeon, you should feel free to ignore,
reroll, or just change anything along the way that does not fit, or to make
room for a better idea. Want a forest
near your dungeon? Just add it.
Want your Stronghold ruled by an Elf Lord, Orc Bandit King,
Vampire Queen, etc?. The sky is the limit.
Hex Paper: If you don’t have hex paper you can use
squares/graph paper. Assume a 5mi square
with a 7 mile diagonal, “averaging out” to 6 miles; allowing you to use the
procedures above (give or take).
Wilderness Exploration
Trips to explore or travel through the wilderness can be
abstracted using the below procedures.
Movement
Movement across the wilderness is measured in move points
per day. A creature has a number of move
points equal to their current movement rate divided by 20 (3 hexes per day for
a movement rate of 60’). Groups of 100+
suffer a -1 penalty; groups of 1000+ a -2 penalty to their base move points.
This abstraction assumes a full daylight period of travel
along with occasional breaks, foraging, investigation, and trailblazing.
Travel
Each terrain type and features cost a number of move
point to traverse as shown below
Terrain Move Point Cost
Dry 2
Forest 2
Hill 3
Plains 1
Wetland 4
·
Any major river, ravine, or other obstacle will add +1 to the cost.
·
If traveling along a major highway, subtract 1 from the cost.
·
Night travel costs double, unless a full moon with clear skies and open
terrain
·
When encountering a Mountain hex, there is a 1 in 6 chance to make
progress in a given day.
Procedure
As the party passes through a hex take the below steps
Describe/Map:
As the party explores beyond the bounds of the immediate area, the Judge should
inform them of the new terrain type and features they encounter so they can
learn and record the lay of the land on their map.
Encounter Check:
Once per hex, or 15 minutes of game time there is a chance for a random
encounter based on the terrain type as show below. If an encounter comes up, refer to encounter
tables you made above. Parties outdoors
have a chance to spot one another at a distance of 4d6x10 yards, using the same
procedures as in a dungeon.
Terrain Encounter
Chance
Dry 1
in 6
Forest 2
in 6
Hill/Mountain 2
in 6
Plains 1
in 6
Wetland 3 in 6
·
There is a +1 chance for an encounter if traveling at night
Evasion: The Judge may choose to roll morale for
pursuing creatures if the party has fled their territory.
Lost Check:
A party navigating without roads or visible
horizon markers has a chance to become lost based on terrain type as shown
below.
When the party becomes lost, the
Judge rolls a 1d6 to determine which hex they actually end up in, with a 1
being their intended direction.
Terrain Encounter Chance
Dry 1
in 6
Forest 2
in 6
Hill/Mountain 2
in 6
Plains 1
in 6
Wetland 3 in 6
·
There is a +2 chance to become lost, unless a full moon on a clear
night in open terrain
Weather
A tried and true way to determine the weather at any given
time in game is to look out the window and use the prevailing conditions you
see. Or you can use the below 2d6 table.
2d6 Weather Result and
Effects
2 Storms and -1 to next roll. (No Missile Attacks,
Movement Costs Doubled)
3-5 Precipitation (Missile
Attacks at -4 to hit)
6-7 Same as Previous
Day
8-10 Mixed Skies (Orcs,
Goblins, etc. suffer daylight penalties)
11-12 Pleasant and +1 to
next roll (Orcs, Goblins, etc. suffer daylight penalties)
For added variety, the Judge can opt to have a 1 in 6 chance
of a storm / break in storm to come through in a given morning, afternoon,
evening, or night.
Night/Darkness
At night, chance of encounters increase by 1 pip if
traveling.
Creatures suffers the same penalties they do in darkness
(movment, attack, morale); unless it is one of the nights of the full moon,
with clear skies, and open terrain.
Castle Construction
When the time comes for a PC or party to establish their own
stronghold, they can construct a basic keep that is able to control 1 hex worth
of territory for a cost of 80,000 silver.
Such a Keep requires 282
weeks (5.4 years) to build.
The PC can up quadruple the price to reduce the time by the same
factor.
For basic gameplay, the Judge can presume that such a Keep
can sustain itself so far as staff, and basic soldiers under most
circumstances. If the PCs with to
explore the hiring of specialists or other economic actives, there is a list of
specialists, siege weaponry, etc. in Volume III. (and perhaps a future
expansion to this document)
If other sorts of construction are desired, one can take the
square root of the price found in Vol III (or the historical price in shillings
x3) as the number of weeks to build. Each
multiplied cost factor divides time by a like amount, up to quadruple
cost/speed.