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.
                                             3/8
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.
                                            4/8
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
                                          5/8
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
                                           6/8
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
                                      7/8
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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