Wilderness Generator
Wilderness Generator
Wilderness Generator
Before starting a new map on a sheet of hex paper, first define what the predominant climate
will be for the area, then draw in the rivers, lakes and coastlines (see below).
Predominant Climate
# Predominant Climate
1 to 3 Arctic
4 to 6 Subarctic
7 to 13 Temperate
14 to 16 Subtropical
17 to 19 Tropical
20 Sea
Rivers
Roll a d6 to determine how many rivers exist on the map and then follow the instructions on
the tables.
River Begins
To decide where the river begins, in terms of where on the map to start plotting its course, roll
on the following table:
# River Begins
1 North
2 East
3 South
4 West
5 Northeast
6 Southeast
7 Northwest
8 Southwest
After rolling a result, roll a d6 to determine how many hexes from the edge of the page to plot
the river.
1 North to south
2 Northeast to southwest
3 East to west
4 Northwest to southeast
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River Continues
Plot the course of the river from its initial point, in one direction and then the other:
# Course Details
Turn the paper so the part of the river last plotted is always facing north, and roll on the table
again. Continue this process until the river reaches the edge of the area, whether this be the
edge of the hex paper or a predefined barrier such as a coastline, where the river runs into
the sea. Plot the river to its natural end in both directions from the starting point, taking care
to make the river’s change of direction gentle and smooth and not so abrupt that the river
looks unnatural.
Lakes
When plotting the course of a river, the river is likely to run into itself to form an enclosed loop,
if this occurs then the circular area can be coloured in with a blue pencil to mark the
presence of a lake.
Coastlines
Roll a d4 to determine how many coastlines exist on the map and then follow the instructions
on the tables.
Coastline Begins
To decide where the coastline begins, roll on the following table:
# Coastline Begins
Plot the coastline using the same tables for plotting the initial run of a river and the direction
in which it continues. Plot the coastline until it reaches the edge of a page. If the coastline is
going to collide with itself, a river or a lake then draw in the opposite direction. Let common
sense prevail in these kinds of situations.
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Roads
At the start of a blank hex map it is assumed that the party or single player character begins
on a settlement (see Settlement Generator), which has a road leading from it in a random
direction, so roll for the terrain type first (see Terrain Type tables below) and then the direction
of the road on a d20. Plot this settlement and road within one hex of a river that is nearest to
the centre of the hex map.
# Direction of Road
1 North
2 East
3 South
4 West
5 Northeast
6 Southeast
7 Northwest
8 Southwest
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Terrain Type
Arctic Terrain
# Arctic Tundra Barrens Ridge Mountains
1 to 8 Tundra 1 to 4 1 to 8 1 to 7 1 to 5
9 to 10 Barrens 15 9 to 10 8 6
11 to 12 Ridge 16 11 to 15 9 to 14 7 to 10
13 to 14 Mountains 17 16 to 17 15 to 16 11 to 17
15 to 16 Glacier 18 18 17 18
17 to 18 Lake 19 19 18 to 19 19
19 to 20 Depression 20 10 20 20
Subarctic Terrain
# Subarctic Steppes Prairie Moor Forest Barrens Hills Mountains Marsh
1 to 2 Steppes 1 to 11 1 to 3 1 1 to 2 1 to 3 1 1 1 to 2
3 to 4 Prairie 12 4 to 11 2 to 4 3 to 4 4 to 5 2 to 3 2 3 to 4
5 to 16 Moor 13 12 to 13 5 to 14 5 - 4 to 5 3 5 to 6
7 to 8 Forest* 14 14 15 6 to 8 6 to 8 6 to 7 4 to 5 7
9 to 10 Barrens 15 15 - 9 to 10 9 to 14 8 6 -
11 to 12 Hills** 16 16 16 11 to 15 15 9 to 14 7 to 10 8
13 to 14 Mountains**** 17 17 17 16 to 17 16 to 17 15 to 16 11 to 18 -
15 to 16 Marsh 18 18 18 18 18 17 - 9 to 15
17 to 18 Lake 19 19 19 19 19 18 to 19 19 16 to 19
19 to 20 Depression 20 20 20 20 20 20 20 20
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Temperate
# Temperate Plain Scrub Forest Rough Desert Hills Mountains Marsh
1 to 2 Plain 1 to 11 1 to 3 1 1 to 2 1 to 3 1 1 1 to 2
3 to 4 Scrub 12 4 to 11 2 to 4 3 to 4 4 to 5 2 to 3 2 3 to 4
5 to 16 Forest* 13 12 to 13 5 to 14 5 - 4 to 5 3 5 to 6
7 to 8 Rough 14 14 15 6 to 8 6 to 8 6 to 7 4 to 5 7
9 to 10 Desert 15 15 - 9 to 10 9 to 14 8 6 -
11 to 12 Hills** 16 16 16 11 to 15 15 9 to 14 7 to 10 8
13 to 14 Mountains*** 17 17 17 16 to 17 16 to 17 15 to 16 11 to 18 -
15 to 16 Marsh 18 18 18 18 18 17 - 9 to 15
17 to 18 Pond 19 19 19 19 19 18 to 19 19 16 to 19
19 to 20 Depression 20 20 20 20 20 20 20 20
Subtropical
# Subtropical Grassland Brush Forest Badlands Desert Hills Tors Swamp
1 to 2 Grassland 1 to 11 1 to 3 1 1 to 2 1 to 3 1 1 1 to 2
3 to 4 Brush 12 4 to 11 2 to 4 3 to 4 4 to 5 2 to 3 2 3 to 4
5 to 16 Forest* 13 12 to 13 5 to 14 5 - 4 to 5 3 5 to 6
7 to 8 Badlands 14 14 15 6 to 8 6 to 8 6 to 7 4 to 5 7
9 to 10 Desert 15 15 - 9 to 10 9 to 14 8 6 -
11 to 12 Hills** 16 16 16 11 to 15 15 9 to 14 7 to 10 8
13 to 14 Tors 17 17 17 16 to 17 16 to 17 15 to 16 11 to 18 -
15 to 16 Swamp 18 18 18 18 18 17 - 9 to 15
17 to 18 Pond 19 19 19 19 19 18 to 19 19 16 to 19
19 to 20 Depression 20 20 20 20 20 20 20 20
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Tropical
# Temperate Savannah Bush Jungle Badlands Desert Dunes Mesa Bog
1 to 2 Savannah 1 to 11 1 to 3 1 1 to 2 1 to 3 1 1 1 to 2
3 to 4 Bush 12 4 to 11 2 to 4 3 to 4 4 to 5 2 to 3 2 3 to 4
5 to 16 Jungle 13 12 to 13 5 to 14 5 - 4 to 5 3 5 to 6
7 to 8 Badlands 14 14 15 6 to 8 6 to 8 6 to 7 4 to 5 7
9 to 10 Desert 15 15 - 9 to 10 9 to 14 8 6 -
11 to 12 Dunes 16 16 16 11 to 15 15 9 to 14 7 to 10 8
13 to 14 Mesa*** 17 17 17 16 to 17 16 to 17 15 to 16 11 to 18 -
15 to 16 Bog 18 18 18 18 18 17 - 9 to 15
17 to 18 Pool 19 19 19 19 19 18 to 19 19 16 to 19
19 to 20 Depression 20 20 20 20 20 20 20 20
Terrain Guide
Plain: tundra, steppe, savannah, prairie, heath, moor, downs, meadow, grasslands
Scrub: brush, veldt, bush, thickets, brackens
Forest: woods, jungle, groves and copses
Rough: badlands
Desert: barrens, waste, flat, snowfield
Hills: ridges, bluffs, dunes
Mountains: mesas, glaciers, tors
Marsh: fen, slough, swamp, bog, mire, quagmire, morass
Pond: pools, tarn, lake
Depression: gorge, rift, valley, canyon
(Gygax, 1979)
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Solo Dungeon Crawler Wilderness Generator
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Wilderness Structure
Roll 1d100 each hex to check for the possibility of a structure
# Structure
10 Shrine
11 Tomb
17 to 100 Uninhabited
Monuments
# Monument
14 Great stone wall, intact, with tower fortifications spaced at one mile intervals
17 Fountain
20 Totem pole
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Castles
# Size Description
11 to 25 Small Tower
Figure 3, Castle Table I: Size, Class & Type (Gygax 1979, pg. 182)
Castle Inhabitants
When passing over a castle hex, roll a d6. A result of 1 to 3 will indicate that the owners venture
out of the castle. Roll on the tables below to determine the inhabitants of the castle (if any)
# Small Castle
1 to 45 Totally deserted
61 to 70 Humans
71 to 100 Character-types
# Medium Castle
1 to 30 Totally deserted
51 to 65 Humans
66 to 100 Character-types
# Large Castle
1 to 15 Totally deserted
41 to 60 Humans
61 to 100 Character-types
*Use the Wilderness Encounters tables to determine which monster inhabits the
castle.
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Humans in the Castle
# Humans
1 to 25 Bandits
26 to 85 Brigands
86 to 97 Berserkers
98 to 100 Dervishes
Fighting Men within castles will demand a jousting match with all passers-by of like class.
Otherwise they will demand a toll of from 100 to 600 Gold Pieces from the party. If a joust takes
place the occupant of the castle will take the loser's armour if he wins, but if the character
wins the castle owner will host all in the party for up to one month, supply them with two weeks
of rations, and provide warhorses (Heavy) if the party so requires. (Tactical Studies Rules, 1974)
Magic-Users from castles will send passers-by after treasure if they are not hostile, with the
Magic-User taking at least half of all treasure so gained, the Magic-User having first choice of
magical items and automatically choosing Miscellaneous Magic, Wands/Staves, or Rings (in
that order) in preference to other items. Otherwise, the Magic-User will require a magical item
from the passers-by as a toll, and if they have no magical items suitable for use the
Magic-User will require a toll of from 1000 to 4000 Gold Pieces. (Tactical Studies Rules, 1974)
Clerics will require passers-by to give a tithe (10%) of all their money and jewels. If there is no
payment possible the Cleric will send the adventurers on some form of Lawful or Chaotic task,
under Quest. Generally Evil High Priests will simply attempt to slay Lawful or Neutral
passers-by who fail to pay their tithes. (Tactical Studies Rules, 1974)
References
Gygax, G, 1979, Random Wilderness Terrain, AD&D Dungeon Master’s Guide, TSR Hobbies Inc, pg. 173.
Gygax, G, 1979, Appendix B: Random Wilderness Terrain, AD&D Dungeon Master’s Guide, TSR Hobbies Inc, pg.173.
Wizards of the Coast, 2014, Monuments, D&D 5th Edition Dungeon Master’s Guide, Wizards of the Coast LLC, pg.108
Gygax, G, 1979, Castle Table I: Size, Class & Type, AD&D Dungeon Master’s Guide, TSR Hobbies Inc, pg.182.
Gygax, G, 1979, Castle Table II: Inhabitants, AD&D Dungeon Master’s Guide, TSR Hobbies Inc, pg.182.
Gygax, G, 1979, Castle Sub-Table II.A, AD&D Dungeon Master’s Guide, TSR Hobbies Inc, pg.183.
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