If a wilderness expedition moves into an area where no detailed map has been prepared in advance, the random terra in determination system below can be utilized w ith relative ease for a 1 space = 1 mile, or larger, scale. In using it, however, common sense must prevail.
For example, if the expedition is in the north country the forest will be pine or possibly scrub, while in tropical regions it will be jungle. Similarly, if a pond is indicated in two successive spaces, the two should be treated as one larger body of water. The Dungeon Master must also feel free to add to the random terrain as he sees fit in order to develop a reasonable configuration. In any event, the DM must draw in rivers, large lakes, seas, oceans, and islands as these features cannot easily be generated by a random method.
As the party enters each space, generate a random number from 1 to 20. Find the type of terrain the party is currently on by reading across the page, then read down the column until you find the line where the random number generated falls, and simply move left to determine the terrain that predominates in the new space.
If a pond is indicated, the terrain it is in is the same as that of the previous space.
If a depression is indicated, the referee must decide as to its nature and extent. Generally, the terrain it is in must be the same as the previous space. A depression in a marsh is some form of lake.
Note. Glens in forests, paths/ tracks, and streams can be included as desired. Paths/ tracks and streams must lead to/from unmapped spaces, of course.
*
**
***
1-in-10 also includes hills.
1-in-10 also includes forest.
1-in-20 have a pass which leads through the range.
— Plain. tundra, steppe, savanna, prairie, heath, moor, downs, meadow
— Scrub. brush, veldt, bush, thickets, brackens
— Forest. woods, jungle, groves and copses (light forest)
— Rough. badlands
— Desert. barrens, waste, flat, snowfield
— Hills. ridges, bluffs, dunes
— Mountains. mesas, glacier, tors
— Marsh. fen, slough, swamp, bog, mire, quagmire, morass
— Pond. pools, tarn, lake
— Depression. gorge, rift, valley, canyon
Check each space for the possibility of inhabitation. Use random numbers 01 to 00.
Die
01-03
04-05
06-07
08-09
10
11
12-14
15-16
17-00
Result
Single Dwelling
Thorp
Hamlet
Village
Town
City
Castle
Ruins**
Uninhabited
Population
1-12
20-80
100-400
600-900
1,500-6,500
10,000-60,000
*
**
none
*
**
See Castle Tables, APPENDIX C, pp. 182-183
[Use table below. Population is technically "none" although random monsters may be found.]
01-30
31-60
61-85
86-00
Village [ruins]
City [ruins]
Shrine [ruins]
Tomb