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Die Drop World

Overview

This procedure builds a playable overland mini-setting by dropping mixed polyhedrals on hex paper and reading die type/value as location class and content. The method produces a complete wilderness region with 2-3 settlements, interconnected sites, NPC elements, and linked dungeons in approximately one hour of prep.

Wilderness Die-Drop Procedure

The following eight-step process generates a complete sandbox region:

Step 1: Prepare the Hex Map

  • Use 8×10 piece of hex paper (hexes large enough to hold a die).
  • Gather 2d4, 4d6, 2d8, 3d10, 2d12, and 2d20 (22 dice total).
  • Drop all dice onto the hex paper, aiming for general spread but allowing clumping.
  • Mark each hex with die notation: e.g., "1/8" (rolled 1 on a d8), "9/12" (rolled 9 on a d12).

Step 2: Place Settlements and Roads

  • The 2d4s represent settlements.
  • Draw a road network connecting: one edge of map → first d4 → second d4 → another edge.
  • Roads can curve but should avoid passing through non-d4 hexes when possible.
  • This creates a natural trade route linking settlements and bordering the territory.

Step 3: Place Rivers and Water Features

  • The 4d6s represent terrain types (see Terrain table below).
  • If mountains (d6 result = 1) exist: draw a river line from at least one mountain through at least one settlement to the edge of the map.
  • If no mountains but rolling hills/lake/swamp exist: draw river from that terrain type.
  • If none of these exist: no rivers; all settlements use wells for water.
  • River runs naturally downhill; settlements should have river access for trade/supply.

Step 4: Map Terrain Types

  • For each d6, mark its hex with a symbol (M for mountain, F for forest, H for hills, C for canyon, L for lake, S for swamp).
  • Mark the six surrounding hexes with the same symbol.
  • If symbols overlap, try to give each terrain an equal share of hexes.
  • This creates natural terrain clusters and biome identity.

Step 5: Add Missions (3 Rolls)

  • Roll three times on a standard adventure-hook table or use examples: "Recover a magical object", "Investigate a mysterious stranger", "Stop a cult ritual", "Rescue a prisoner", etc.
  • Write down the three missions.
  • Assign each mission to a die location: d4 (settlement), d6 (terrain hex), d8 (NPC camp), d10 (individual NPC home), d12 (point of interest), or d20 (dungeon).
  • Missions anchor player motivation and provide variety.

Step 6: Detail Non-Terrain Dice

  • Note the results of d8, d10, d12, and d20 rolls.
  • Reference the corresponding tables below to determine: what camp/NPC/POI/dungeon type occupies each hex.
  • For rolls requiring sub-rolls (e.g., "Hobgoblins - roll for friendliness"), note the secondary roll result.
  • Optional: embellish to avoid direct IC revelation (e.g., if d10 = Vampire, hide the reveal behind "Investigate a mysterious stranger" mission).

Step 7: Begin Play

  • Start the party in one of the d4 settlements.
  • NPCs in that settlement are aware of the three missions and can provide rumors/hooks about other sites.
  • Provide the party with hand-drawn map showing settlements (d4), terrain hexes (d6), and general region layout.
  • Do NOT reveal exact die types; let the party discover NPCs, dungeons, and sites through exploration.

Step 8: NPC Movement During Play

  • After initial placement, you may move NPC camps (d8) one hex per round of party movement.
  • This allows camps to avoid party confrontation or intercept players traveling between sites.
  • Keeps the wilderness dynamic without requiring full simulation.

Wilderness Tables

d4: Settlements

Result Settlement Type Recruitment Services Notes
1 Keep/Fort Multiple fighters Buy weapons, food, mend weapons Martial stronghold; good for hiring mercenaries
2 Village One or two non-fighters Buy food, mend weapons Rural supply hub; limited magical goods
3 Monastery Clerics Buy food; roll cult activity on 1 Religious center; potential moral complications
4 Wizard Bastion Wizards Buy food, magical equipment Magic hub; expensive but reliable

d6: Terrain

Result Terrain Type Characteristics Travel Time (to adjacent hex)
1 Mountains Rocky, vertical terrain; rivers often originate here 2 hexes / standard travel
2 Rolling hills Open, pastoral; good for road travel 1 hex / standard travel
3 Forest Dense vegetation; slows movement, good for camps 1.5 hexes / standard travel
4 Canyon Narrow passages; dangerous but defensible 1.5 hexes / difficult travel
5 Lake Water barrier or resource; shoreline travel; fishing Impassable unless bridged; 0.5 hexes along shore
6 Swamp Boggy, slow terrain; disease risk; unique creatures 2 hexes / very difficult travel

d8: NPC Camps or Groups

Result Camp Type Composition Attitude Interaction Notes
1 Loggers/Miners 4-6 laborers, 1 foreman Neutral/trade Wants: supplies, markets; Offers: raw materials Site-bound; non-combatant
2 Hunters 2-4 skilled outdoors types Neutral/cautious Wants: trade for exotic materials; Offers: furs, meat Mobile; may track party
3 Hobgoblins 6-12 warriors, 1 leader Roll for friendliness (1-3 hostile, 4-6 neutral) Trade or combat likely Organized; territorial
4 Friendly Soldiers 8-12 disciplined fighters, officers Friendly Wants: news, support; Offers: protection, rumors Lawful; predictable
5 Enemy Soldiers 8-12 disciplined fighters Hostile Combat likely Lawful but opposed; may hunt party
6 Bandits 4-8 tough types, leader Roll for hostility Robbery likely; may negotiate Unpredictable; mobile
7 Goblins 8-20 small warriors, leader Roll for friendliness (1-3 hostile, 4-6 skittish) Chaotic; may flee or attack Numerous but weak individually
8 Giants 1-3 enormous beings, leader Roll for aggression Territorial; may demand tribute Slow-moving; locally dominant

d10: Individual NPCs and Their Homes

Result NPC Type Personality Home Type Interaction Notes
1 Hunter Solitary, skilled Remote cabin Wants: rare game info; Offers: supplies, tracking Low-key; potential guide
2 Wizard Varies (roll: odd=mad, even=reasonable) Tower or sanctum Wants: spell components; Offers: magical info, items Unpredictable ally or foe
3 Hobgoblin Militant, territorial Camp/lair Wants: respect, tribute; Offers: local knowledge May challenge party
4 Vampire Charismatic, predatory Manor/crypt Wants: secrecy; Offers: power, immortality (curse) Mystery quest hook; dangerous
5 Cleric Zealous, organized Temple/shrine Wants: converts, crusades; Offers: healing, blessings Moral complications likely
6 Trader Merchant, opportunistic Trading post/caravan Wants: goods; Offers: exotic items, information Neutral; transactional
7 Hermit Reclusive, learned Isolated dwelling Wants: solitude, food; Offers: rare knowledge, prophecy Reward for respect
8 Bandit Hardened, cynical Hidden camp Wants: gold, supplies; Offers: underworld info Combat or negotiation
9 Giant Solitary, territorial Enormous lair Wants: tribute, conquest; Offers: treasure, tales Dangerous; may hire for heists
10 Animal Instinctive, unpredictable Forest/mountain lair Wants: food, territory; Offers: none (but can be befriended) Wilderness encounter; may become ally

d12: Points of Interest

| Result | POI Type | Features | Adventure Hooks | Notes | |---|---|---|---|---|---| | 1 | Shrine/Altar | Holy site, possibly desecrated | Restoration quest, religious find | Neutral ground for parley | | 2 | Ruins | Crumbling buildings, ancient | Treasure hunter destination, historical clues | Possible inhabitants | | 3 | Inn | Waystation, travelers' hub | Information gathering, rest stop, local rumors | Safe haven; gossip source | | 4 | Cult Lair/Monastery | Hidden or obvious headquarters | Investigation, infiltration, combat | Factions; moral choice | | 5 | Spring or Pool | Fresh water, magical (roll magic on 1) | Healing, divination, corruption | Landmark; resource competition | | 6 | Abandoned Shack | Derelict building, salvageable | Shelter, mystery, salvage | Short-term camp site | | 7 | Standing Stones | Monumental arrangement, mysterious purpose | Ritual site, magical anchor, astronomy | Significant terrain marker | | 8 | Cemetery/Burial Mound | Grave site, possibly ancient | Undead threat, burial goods, ancestor worship | Moral implications | | 9 | Ancient Tree/Grove | Massive vegetation, possibly sentient | Druid alignment, treasure (carved symbols), sanctuary | Ecosystem hub | | 10 | Pit | Bottomless or deep chasm | Treasure (fallen gold), monster lair, trade hazard | Barrier or resource | | 11 | Old Battlefield | Historic conflict remnants, bones | Haunting, treasure (weapons), faction history | Environmental pressure | | 12 | Ancient Statue | Monumental, possibly magical | Guardian, divination target, treasure buried nearby | Landmark; possible intelligence |

d20: Dungeon/Site Types

Result Dungeon Type Theme BBEG Option Inhabitants Notes
1 Wizard's Tower Arcane, vertical Mad Wizard Constructs, familiars, apprentices Magical hazards; spellcasting NPC
2 Ruined Castle Historical, fortified Brigand Captain / Demonic Knight Raiders, undead, mercenaries Multiple entrances; complex layout
3 Mine Industrial, horizontal maze Lich / Giant / Dragon Miners (thralls), monsters, treasure Resource extraction; natural hazards
4 Cave Natural formations, organic Dragon / Troll Creatures, troglodytes, animal lairs Water hazards; slippery passages
5 Deserted Fort Military, structured Brigand Captain Raiders, undead soldiers, mercenaries Good defensive positions
6 Dungeon Purpose-built prison/treasure Lich / Vampire Prisoners (thralls), monsters, ancient guardians Designed complexity; multiple levels
7 Garden in Faerie Alien, magical Lamia / Fey Lord Fey creatures, enchanted beings Non-euclidean; time hazards
8 Barrows Complex Burial, undead Lich / Vampire Undead warriors, spirits, burial curses Level diversity; haunting atmosphere
9 Ruined Monastery Religious, vertical Cult Leader / Demonic Knight Acolytes, fanatical monks, demons Multiple wings; sacred objects
10 Hobgoblin Town Military camp, open layout Hobgoblin Chieftain Hobgoblins (warriors, shamans, leaders) Organized resistance; faction politics
11 Giant Rat Burrows Natural tunnels, rodent warren Giant Rat Queen Giant rats, vermin, carrion Interconnected; disease hazard
12 Spider Web Maze Natural architecture, sticky Giant Spider Queen Giant spiders, web-locked victims Three-dimensional; web traps
13 Swamp Maze Boggy, organic barriers Troll / Black Hag Swamp creatures, will-o'-wisps, shamans Pathfinding puzzle; toxic zones
14 Ruined Town Urban decay, skeleton buildings Brigand Captain / Vampire Brigands, undead citizens, refugees Large-scale exploration; markets
15 Old Manor House Haunted, personal Vampire / Ghost Ghosts, servants (thralls), vengeance spirits Psychological horror; social encounters
16 Cult Campsite/Structures Temporary, ritual focus Cult Leader / Demonic Knight Cultists, summoned creatures, prisoners Moral crusade; ideological foes
17 Witches' Village Hidden community, magical Black Hag / Coven Leader Witches, familiars, magical defenses Social intrigue; non-combat solution
18 Dense Hills Terrain dungeon, tight passages Dragon / Giant Hill creatures, monsters, treasure Short but challenging
19 Forest Terrain dungeon, organic paths Troll / Lamia Forest creatures, treants, druid rivals Outdoor combat; survival elements
20 Canyon Terrain dungeon, vertical Dragon / Giant Canyon creatures, flying monsters, echoing dangers Environmental hazards; sound-based combat

Dungeon Die-Drop Procedure

After establishing the wilderness, you can quickly generate multi-level dungeons linked to any d20 site.

Dungeon Generation Steps

  1. Roll for the BBEG on the BBEG table (see below).
  2. Drop the dice: 1d4, 2d6, 2d8, 4d10, 4d12, and 2d20 onto a regular sheet of paper.
  3. Circle each die and write the result in the circle (e.g., "3/6", "7/10").
  4. Determine entrances: Locate them on the opposite side of the paper from the d4 (which will be BBEG or next-level entrance).
  5. Connect with lines: Draw multiple routes from entrance(s) to BBEG room, creating loops and shortcuts (no pure hallway dungeons).
  6. Mark secret exits (roll on Secret Exit table if desired).
  7. Check BBEG result:
  8. If d4 = BBEG/treasure/minions: dungeon is complete.
  9. If d4 = entrance to lower level: go back to step 2 and add another level. Repeat until BBEG is found.

Dungeon Population Tables

d4: BBEG / Entrance to Next Level

Result Room Type Contents Meaning
1 BBEG Chamber Boss monster only Single powerful foe; climactic encounter
2 BBEG + Treasure Boss monster + significant loot Boss has treasure hoard
3 BBEG + Minions + Treasure Boss monster + 1d6 minions + loot Organized, defended lair
4 Entrance to Lower Level Stairs/portal down Next dungeon level exists; repeat procedure

d6: Minions

Result Minion Type Notes
1 Skeletons Undead warriors; mindless; vulnerable to bludgeoning
2 Goblins Small, numerous; can overwhelm with attrition
3 Trolls Regenerating; need fire/acid to finish
4 War Dogs Fast, dangerous; can pursue fleeing party
5 Ghouls Undead cannibals; swift, diseased
6 Lizardmen Organized warriors; lair knowledge; combat-trained

d8: Other NPC Factions

Result Faction Type Allegiance Interaction Notes
1 Elves Neutral/Allies May aid party; territorial Magic-users; woodcraft
2 Dwarves Neutral/Mercenary Trade or hire out Mining knowledge; cash-motivated
3 Frost Elves Hostile/Chaotic Combat likely Ice magic; unpredictable
4 Bandits Hostile/Self-interested Robbery or blackmail Organizational hierarchy
5 Giant Centipedes Hostile/Predatory Combat or flight Vermin swarms; tunnel navigation
6 Spiders Hostile/Predatory Webs, ambush Giant versions; web navigation
7 Brigands Hostile/Organized Combat or negotiation Military structure; morale
8 Acolytes Aligned with dungeon lord Fanatical; suicidal combat Ideological opposition

d10: Room Contents and Types (Trap Rooms)

Result Room Type Features Treasure Possibility Hazard
1 Empty room with trapped wall Pressure plate / collapsing wall None Crushing damage, entrapment
2 Empty room with trapped floor Pit / corroded floor None Fall damage, disease exposure
3 Room with treasure on floor, trapped treasure Chest / coins Yes (trapped) Contact poison, spring blade
4 Room with trapped pool Water hazard Possible (waterproofed) Drowning, contamination, creature
5 Room with trapped pool + treasure Water + submerged chest Yes (requires diving) Drowning + trap combination
6 Room with trapped exit door Locked or triggered None Explosion, release of creatures
7 Room with trapped item on ground Cursed/alarmed object Yes (if item is treasure) Curse, alerting monsters
8 Room with trapped item on wall Mounted treasure/artifact Yes Contact trigger, falling object
9 Room with trapped alcove/container/pit Hidden chamber Possible (if hidden) Gas release, creature ambush
10 Room with magical effect Supernatural hazard Depends on magic Spell damage, status effect, dimension tear

d12: Rooms without Traps (Safe Rooms)

Result Room Type Features Treasure Uses
1 Empty room Just space None Rest/camp, formation zone
2 Room with treasure on floor Coins/jewels scattered Yes (visible) Loot or trap (test for party)
3 Room with a pool Water feature No Water supply, reflection mirror
4 Room with pool + treasure Water + submerged chest Yes (accessible) Challenge/swimming test
5 Room with a pit Vertical shaft No Alternate route, trap hazard
6 Room with pit + treasure Pit + dangling treasure Yes (difficult access) Challenge room
7 Room with closed alcove Sealed side chamber Possible Mystery, hidden room search
8 Room with closed alcove + treasure Alcove + locked chest Yes (if opened) Lockpicking challenge
9 Empty room with difficult exit Slide, slippery floor No One-way passage, escape hazard
10 Room with secret exit Hidden door/passage No Escape route, shortcut
11 Room with secret exit + treasure Hidden exit + chest Yes (combined discovery) Dual challenge
12 Empty room Just space None Filler, rest stop, empty lair sign

d20: Individual Room NPCs or Creatures

Result Individual NPC/Creature Behavior Treasure Interaction
1 Lost Adventurer Desperate, seeking aid Possible (party share) Recruitment, rumor source
2 Wizard, Mad or Sane Varies (roll: 1-10 mad, 11-20 reasonable) Likely (spell components) Negotiation or combat
3 Goblin Salesman Wants to trade, fast-talking None (but sells goods) Commerce, potential betrayal
4 Wild Dog Predatory, territorial None Combat or animal handling
5 Wild Spider Predatory, webbing None Combat or stealth
6 Blind Hobgoblin Compensates with hearing, aware Weapon/armor Difficult to surprise; hearing-based
7 Annoying Elf Lord Pompous, condescending Likely (heirloom) Social challenges, combat pride
8 Lost Bandit Desperate, skittish Possible (stolen goods) Recruitment or betrayal
9 Black Pudding Acidic ooze, mindless None (corrodes treasure) Terrain hazard, avoidable
10 Gelatinous Cube Huge transparent cube, slow Possible (preserved in cube) Dungeon hazard, unstoppable
11 Ghost Incorporeal, vengeful or peaceful None (immaterial) Haunting, puzzle, exorcism
12 Snake Venomous, defensive None Combat or negotiation (rare)
13 False Dragon Appears draconic; actually lesser monster Likely (claiming dragon hoard) Deception, misdirection
14 Troll Regenerating, hungry Likely (eaten travelers' goods) Difficult combat; fire needed
15 Angry Dwarf Territorial, proud Weapon/armor Combat or negotiation (honor-based)
16 Bear Territorial, predatory None Wilderness encounter, avoidable
17 Draugr (Undead Lord) Undead aristocrat, evil Likely (burial wealth) Intelligent foe, curse
18 Mimic Disguised as treasure/furniture Treasure (inside mimic) Surprise combat, learning opportunity
19 Captive Prisoner, grateful, freed Possible (thanks reward) Rescue quest, NPC recruitment
20 Drunk Tour Guide Inebriated, talks too much None (but knows secrets) Rumor source, comic relief

d4/d6 BBEG Choices

Result BBEG Type Challenge Treasure Hoard Lair Complexity
1 Dragon Extreme (fly, magic resistance, breathe) Massive Vast, guarded
2 Black Hag High (magic, minions, escape) Significant Moderate, trapped
3 Lich Extreme (undead lord, spell casting, regeneration) Massive Very complex, phylactery hidden
4 Brigand Captain Moderate (skilled fighters, tactics) Moderate Organized, fortified
5 Goblin Chieftain Moderate (numbers, ambush) Moderate Labyrinthine, tribal structure
6 Vampire High (magic, regeneration, charm) Significant Moderate, coffin hidden
7 Demonic Knight High (magic, combat prowess, evil agenda) Significant Moderate to high, corruption zone
8 Lamia High (magic, deception, treasure) Significant Moderate, hidden treasury

Secret Exit Table

Result Secret Mechanism How to Trigger Clue
1 Break down odd-looking wall Physical destruction / high Strength Structural crack, different stone color
2 Solve riddle on wall Answer correctly / Intelligence check Carved text, prophetic phrase
3 Walk through illusory wall Disbelief / identify illusion Slight shimmer, inconsistent architecture
4 Puzzle structure in room center Manipulate movable parts Rotating mechanism, carved instructions
5 Mirror as portal Step through or touch while thinking of exit Oddly positioned, reflecting nothing

At-Table Use

Preparation: Roll entire wilderness + dungeon the night before or during character creation.

Play cycle: 1. Party enters a settlement (d4). 2. Learning about missions sends them toward a site (d8/d10/d12/d20). 3. Reaching dungeon (d20) → run dungeon using dungeon tables. 4. Return to settlement to sell loot, recruit, plan next move. 5. Repeat.

Flexibility: These are scaffolds. Embellish as needed. Boring encounters can be skipped; interesting ones expanded.

Adaptation Notes

  • Use this wilderness procedure for hexcrawl setup by treating dice as terrain or landmark types.
  • In spacefaring campaigns, wilderness can become an orbital debris field, asteroid cluster, or sector map.
  • Settlements can be reskinned as stations, arcologies, compounds, or enclaves.
  • Dungeons can be reskinned as derelict ships, alien megastructures, or stacked city levels.

See Also