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).
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
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.