Extended Hex, Dungeon and Settlement Generation Tools

Using the tools created for World and Hex Map generation, I thought I would determine some procedures for making two other key places of play; Dungeons and Settlements. I also wanted to expand on the lists made before, to help flesh it out. I am pulling from the hex feature tools, to build the features out to inspire more detail. Of course, you can just go through the top level instead of the second list, but that will be up to you. Some of them felt they weren’t that inspiring on their own. As this is set for many genres, the prompts will try to keep things adaptable. It will generate different sorts of encounters with different stakes, as we are “zooming into” regions. We are adding to what is taken into a hex, and further exploring from there.

Having already used a set of cards, and a standard set of ttrpg dice, I wanted to keep each region a different set of generation tools. To facilitate this, I wanted to incorporate my favourite DCC weird dice collection (the dice outside the normal 7 set) and a set of tarot cards. This way all the cards/dice can sit around you in play and you know what to draw for when. Note that use of cards means that there is no repeats unless shuffled. The deck can also be edited to include more or less types of encounter and room types if applicable for dungeons. I hope you enjoy!

Extended Hex Tables

D3 - A wellspring of modernity, resources, and fruition

  1. Endless resources are here, with roads connecting to the next area

  2. In an unlikely area there is a hidden cache

  3. Forward thinking people and modernity lies here

D5 - A technological or magical curse, death and decay lies in this region

  1. Technology or magic of the area does not work here

  2. Food and resources have strange properties, and don’t last long

  3. People are born with mutations and strange behaviours

  4. An area is forbidden as it causes death

  5. No matter what, all wealth in this area doesn’t last long

D7 - A natural landmark in the terrain; cliff, heigh ceiling, valley, spring, machinery

  1. High Points providing difficult terrain - ceiling, volcanos, clouds, mountains

  2. Low Points providing dips - crater, canyon, valley, cliff, ravine

  3. Breakers - running water, coastal areas, springs, swamps, islands, shifting sands and  impassable areas

  4. Land Formations - rocks, protruding old civilisation

  5. Life rich - Grasslands, pastures, water, rich local farmland, nature and plant life is in abundance and breaks the terrain

  6. Dry large areas - desert, arctic region, baron technology and areas of no life

  7. Shelter/cover - natural formations of clove rinsing which shrubbery, trees and mountains

D14 - This area has a dark past or history that affects it in some way

  1. Previous invasion and war has ravaged this area

  2. Plague has ruined the lives of many here

  3. Horrible inventions, machines and change the history here

  4. Miracles of the wrong gods brought the end of things

  5. A once thought hero lead people into conflict and pain

  6. Clash of religious beliefs have decayed all here

  7. The apocalypse was prophesied and lead to mass conflict

  8. Betrayal of neighbouring factions brought an end to peace

  9. The union of great lone beasts destroyed the area

  10. An empire has brought suffering to all

  11. Natural disaster destroyed the terrain

  12. A revolution of the people freed them at the cost of great hardship

  13. A beast brought suffering and death

  14. Local inhabitants make offerings to old awful beings - sacrificing locals

D16 - A den, lair or dangerous area

  1. An area a dangerous faction controls

  2. A underground den of a large creature

  3. A region of many small creatures reside, breed and grow in numbers

  4. A place travellers are told to stay away from as road attacks happen along here

  5. An unguarded area where attacks form above happen form those who fly

  6. A dangerous monarch keeps their small kingdom here

  7. A historical tomb, taken over by monsters

  8. A secret lair of something rare

  9. Creatures protect their young through this way

  10. A maze that hides something legendary

  11. A small region with territorial monsters in conflict

  12. The terrain is the danger of this area

  13. A den of traps hide something worthy of the risk

  14. Natural beauty hides the real terror beneath

  15. A secret entrance has been discovered to somewhere no good can live

  16. Weather and natural events are the issue

D24 - A mysterious monument; unnatural landmark, statue, religious marker

  1. A statue of great importance is here

  2. A ruinous unnatural entity has taken residence here

  3. A temple of religious significance is here

  4. An unnaturally thriving natural tree is a cause for mystery

  5. An Oracle of what is to come, is in the landscape itself

  6. An Obelisk lost to time is found once more

  7. An Altar to a forgotten deity/lord causes hysteria

  8. A skull and titanic bones of something long dead has lingering effects

  9. An omen of lair is found

  10. A protective area is made in the ground of a large area

  11. An Ancient Ziggurat draws power and energy from nearby

  12. Mysterious obelisks have sprung up over a short time here

  13. A monolith to a past civilisation is cursed

  14. Ours have been seen floating in this region, told that they cause strength to those who can capture them

  15. A grave site is desecrated

  16. A shimmering rift is found to an unknown land

  17. A pond that grants wishes has gone green

  18. A palace has been seen to move In and out of existence

  19. A bridge to nowhere is said ti take travellers to another realm

  20. Screams are heard form a small tower in the area

  21. Ghosts are seen in the site of a crater

  22. A religious monument brings gifts

  23. A miracle of technology can tell information about the region

  24. A large scale object and tracks create a prison to those within

D30 - Random encounter list (Hex)

  1. An interesting thematic puzzle acts as a gateway to the next area

  2. A puzzle form left of field unlocks to reveal a reward

  3. Local vagabonds threaten you for your treasure

  4. The threat of a fight looms from a distressed beast

  5. A major guardian stands poised for combat

  6. A special reward is known in this region, if it could only be found

  7. An obvious treasure is protected by some means that could be taken

  8. An ally approaches and brings good news

  9. Local folklore turns out to be true and is terrifying

  10. A former ally announces their deception

  11. A traveller brings news, wares and other secrets

  12. A potential ally could be sought form a group of unlikely travellers

  13. A terrain feature causes significant delay

  14. A choice must be made with the road ahead

  15. A known major beast looms threat here

  16. The environment offers a unique resource

  17. Its easy to get lost and waste resources here

  18. Traps are found in the path forward

  19. A special local event is happening on the journey

  20. The terrain causes a dilemma or choice of approach

  21. A local rumour’s source has been found and has been greatly exaggerated

  22. A surprise ambush trap is found with folks on the road

  23. Local listed phenomenon is beautiful to behold

  24. A typical event of the region takes place

  25. A shock beholds the group as a left field event happens

  26. A prophecy shows its next omen

  27. A stressful event happens that causes need for immediate action

  28. Conflict occurs but could be avoided if it can be negotiated with or avoided

  29. The terrain causes hardship and ruin for the adventurers

  30. An easy fight breaks out with people well below steed looking to cause trouble

Procedure - Dungeon Site Generation

Minor Arcana deck - draw one card for each room or region of the site to be explored. Every adventure site should have the following:

  • An evocative entrance

  • A place of clues

  • A place of secrets

  • A way of many approaches

  • A place for the final encounter

Ace - Core thematic representation of the site idea

Two - something off beat, or an intrusion to the original site idea

Three - a place that has been lived in in some manner

Four - a place of significance for the use of the site

Five - an open area for a large scale encounter or meeting place

Six - a narrow area for tactical manoeuvring

Seven - a place of significant ritual in the site

Eight - a place of secrets and hidden information or passage

Nine - a place of many entrances and exits with choice to be made

Ten - a place with a significant dilemma or choice attached to it

Page - a place that reinforces the inhabitants and information of the theme

Knight - a place of great guardianship, fortress, and defence

Queen - a place where it can be discussed and promotes intrigue

King - a historically significant area

Cups - Treasure to be found

Pentacles - Environmental hazard

Wands - Puzzle or obstacle

Swords - Combat encounter

Procedure - Settlement Generation

Major Arcana deck - draw one card for each city region or district that it has, minor ones have 1-3 and major ones have 5-8. Basic story needs locations might be added also. Every settlement should have the following:

  • A  place of inhabitants’ standard living

  • A  place of significance to differentiate it

  • A  place to stay and promote community

  • A place of authority and information

  • A place of resource acquirement and restocking

The Fool (0) – Hidden passage ways for crime, those who are hunted and the outsiders are seen here.

The Magician (I) – A unique being, treasure or community resides here.

The High Priestess (II) – A place of conflict, choice and narrative implication. A place with history and story.

The Empress (III) – Unique living quarters and places for love, stories and interaction happens here.

The Emperor (IV) – The place of noble order and authority - government, monarch, council

The Hierophant (V) – A place of religion, mass and ceremony

The Lovers (VI) – A unique harmony is found with the factions here in this place of need and moderation. All sorts come to this place.

The Chariot (VII) – A market region for extravagant and basic goods, a unique twist of local flavour is also here.

Strength (VIII) – A place for defence, combat, weapons, smithing, courage and strength

The Hermit (IX) – A place of learning, teaching and skill craft. Academy, science, research and sages.

Wheel of Fortune (X) – A place to gamble, downtime, carousal, trade news and test your luck

Justice (XI) – The place of justice, law and punishment

The Hanged Man (XII) – A town square of news, events and announcements

Death (XIII) – A place of rest, death and demise. Rituals outside of the normal also take place here.

Temperance (XIV) – Basic needs of living, food, community and spirituality can be found here.

The Devil (XV) – A red light district and crime ally of temptation, excess and the forbidden

The Tower (XVI) – A community place of food, information brokering, a tavern, a stock, and place for steeds.

The Star (XVII) – A place of importation, exportation, trade and story telling.

The Moon (XVIII) – A place to see, divine, trade and broker information of the neighbouring areas is sought here.

The Sun (XIX) – A place of vitality and community. Gardens, arts, resources and wealth.

Judgment (XX) – A place of economic and social divide happens here with factions and ways of living.

The World (XXI) – Bureaucracy, administration and innovation takes place here.

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Thoughts after reading many different TTRPGs (and playing some of them)