Hex Stocking and Encounters, Final

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    PERMANENT HEX STOCKING for 6 Mile Hex scale >>>> MAKE SUBTABLES

    On non-empty hexes, there is a 1 in 6 chance of rolling again (repeatedly). Each result rolled will be progressively more hidden or off the beaten path.

    Impossible to miss: if you enter the hex, you are aware of it. If you are following roads, then anything on the road.

    Standard: 4 in 6 of discovery. If you're just moving through, you get apassive chance of discovery.

    Less: 3 in 6 of discovery, and you must proactively spend time exploringthe hex.

    Least: 2 in 6 of discovery, and you must proactively spend time exploring the hex.

    south ulverland

    civilised / settled (mostly filled with villages, farmsteads and cultivated land; d3 villages, 1/6 chance each of not functioning)

    1 in 6 chance of stocking.1-2 special hazardous encounter (1-2 monster, 3-5 signs/clues, 6

    lair)3-4 hazard / obstacle, potential danger by interaction5-8 special (interesting, utility, unlikely danger, good fortune

    , dressing)

    threatened / abandoned / borderland (previously settled, newly settled, abandoned by war, disease, famine, etc. d3 villages, 3/6 chance of functioning. d3-1 isolated outposts, 3/6 chance of functioning) - 2 in 6 chance of stocking.

    1-3 special hazardous encounter (1-2 monster, 3-5 signs/clues, 6lair)

    4-6 hazard / obstacle, potential danger by interaction7-8 special (interesting, utility, unlikely danger, good fortune

    , dressing)

    wilderness, live (forest, hills etc. d2-1 villages, 3/6 chance of functioning. d6-3 isolated outposts, 4/6 chance of functioning)

    3 in 6 chance of stocking.1-4 special hazardous encounter (1-2 monster, 3-5 signs/clues, 6

    lair) 5-6 hazard / obstacle, potential danger by interaction7-8 special (interesting, utility, unlikely danger, good fortune

    , dressing)

    wilderness, barren (mountains, tundra, heath etc. d6-4 isolated outposts, 3/6 chance of functioning)

    2 in 6 chance of stocking.1-4 special hazardous encounter (1-2 monster, 3-5 signs/clues, 6

    lair)5-6 hazard / obstacle, potential danger by interaction7-8 special (interesting, utility, unlikely danger, good fortune

    , dressing)

    ancient places (valusia, thule, most of hyperborea, d4-3 isolated outposts, 3/6chance of functioning, d3-2 ancient ruins)

    3 in 6 chance of stocking.1-3 special hazardous encounter (1-2 monster, 3-5 signs/clues, 6

    lair)4-6 hazard / obstacle, potential danger by interaction7-8 special (interesting, utility, unlikely danger, good fortune

    , dressing)

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    STOCK DANGEROUS (HIGH-LEVEL) AREAS

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    REFER TO SLUM ENCOUNTERS + RURAL ENCOUNTERS PDF---------------------

    RANDOM ENCOUNTERS (monster / culture / sun-cycle - specific), Roll d12 for chance every sunrise and sunset, timing as appopriate to party activities.

    Day NightForest 4 2Fen/Marsh/Bog 6 3Moor/Heath 4 2Cultivated, In Use 2 1Cultivated, Abandoned 3 3Grassland 2 1Hills 4 2Mountains 6 3Village 3 1Town 4 2City 6 4River 4 2Ocean 4 2

    Roll d30, +10 for night, -10 for day.

    Hyperborea and ThuleForestFen/Marsh/BogMoor/HeathGrasslandHillsMountainsRiverCultivated, In Use

    VillageTownUlverland, North

    ForestMoor/HeathGrasslandHillsMountains

    Ulverland, SouthForestMoor/HeathGrasslandHills

    MountainsUlverland, All

    VillageTownRiverCultivated, In UseCultivated, AbandonedFen/Marsh/Bog

    ValusiaForest

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    Fen/Marsh/BogMoor/HeathCultivated, In UseGrasslandHillsMountainsVillageRiver

    TrollstigenForestFen/Marsh/BogMoor/HeathCultivated, In UseGrasslandHillsMountainsVillageTownRiver

    HarrowfaustForestFen/Marsh/BogMoor/HeathCultivated, In Use

    GrasslandHillsMountainsVillageTownRiver

    Great Ocean / Ulver ChannelValusian SeaHyperborean / Northern SeaCity

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    3/6 chance of rumours:

    1 - 3: current hex4 - 5: adjacent hex (roll again for direction, start north d6)6: next farther hex (roll again for direction, start north d12 roll twice

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    Settlements:

    Ruler is1-2 Lawful, 3-4 Neutral, 5-6 Evil1-2 Good, 3-4 Neutral, 5-6 Evil

    and is1-2 Opposed by Populace3-4 Neutral with Populace5-6 Supported by Populaceinteraction with nearby settlement / faction is1-2 none / not meaningful3-4 unbalanced / change can happen or is happening. will reach natural conclusion unless meddled with.5-6 balanced / beneficial or tolerated.

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    2d10

    2 - Very rare3 - Very rare4 - Rare to very rare5 - Rare6 - Uncommon7 - Uncommon8 - Uncommon9 - Common10 - Common11 - Common12 - Common13 - Common14 - Uncommon15 - Uncommon16 - Uncommon17 - Rare18 - Rare to very rare19 - Very rare20 - Very rare or unique

    animalswolfbearboarreindeerdeermonstrous animalsmonstershuman opponentsrumourstravellers

    sort out extra oddness for valusia etcand war/plague things