Designing For Unique Wilderness Encounters
by Daniel Clifton
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1. Clear 2. Rough 3. Mountainous 4. Wooded 5. Marshy
- - 6. Rivers, Streams, Slopes - -
Dungeons & Dragons - Dragon magazine - The Dragon #10

By use of the following tables, a dungeon master may quickly determine
the terrain in which any encounter occurs according to the type
of hex the party is travelling through. The tables may also be used to
create maps of the area surrounding special sights such as castles, cities,
and dungeons. Additionally, the tables are ideal for resolving the shape
of battlefields for D + D as well as any other wargame.

For encounters, consider a four foot square area and determine
terrain to each corner section of four square feet. If a river flows
through the hex in question, then allow a 10% chance that it will flow
across the field with an additional 10% chance that it will have a ford
(if an encounter with a swimmer is indicated, then the river will always
be on the field; and if the party is travelling upon a road, then an appropriate
bridge or ford will be located at the river.) To determine the
course of the river, first randomly locate it in one of the areas, find the
initial direction of flow in chart 6-A, and then plot its course according
to chart 6-B from one four-square-foot area to the next until both ends
are plotted off the field. Roll on the appropriate chart for each area,
plotting the flow of streams as with rivers immediately upon rolling the
proper number. Next, find the grade of slopes and hills by rolling on
the matching ‘A’ chart (grade also indicates height, ie. gentle = one level,
steep = three levels, etc.). Finally, the run of slopes is determined as
with rivers using table 6-C to find the facing of the slopes if it can be decided
that some sort of high ground such as a mountain peak exists off
the field. Chart 6-C is also used when one slope is indicated to cross another
that has already been plotted in which case the new slope will turn
to run parallel to the original one, either facing in the same direction
(slope faces away from high ground) or the opposite direction (slope
faces high ground). If a slope is indicated to cross a river or a stream,
there is a 75% chance that it will turn to face the watercourse and run
parallel to it off the field. Once the general features are determined, the
dungeon master may blend them together at his discretion, shrinking or
enlarging any features to fit the area.

Monsters and party will be placed in opposite corner sections. If either
is located in dense woods, double chances of surprise and find normal
sighting distance between 20 and 120 feet. If either is located in
light woods, find normal sighting distance between 20 and 100 yards. If
both monsters and party are located in featureless areas with clear lines
of sight, halve chances of surprise and normal sighting distance will always
be at a maximum.

If this method is used to map larger areas, decrease the possibility
of slopes and streams in proportion to the increase in area.

Table #1 -- Clear
Die Feature
01-70 Featureless
71-77 Hill*
78-82 Rough Ground
83-84 Marsh
85-88 Slope*
89-93 Light Woods
94-97 Stream*
98-00 Pond*
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Table #1A -- Grades
Die Grade
01-60 Gentle
61-90 Average
91-98 Steep
99-00 Sheer
* Roll Again: 
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Die Feature
01-90 No Additional Features
91-95 Additional Light Wounds
96-00 Additional Rough Ground
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Table #2 -- Rough
Die Feature
01-25 Featureless
26-45 Hill*
46-60 Rough Ground
61-70 Slope*
71-77 Dense Brush
78-85 Light Woods
86-89 Dense Woods
90-91 Marsh
92-95 Stream*
96-00 Pond*
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Table #2A -- Grades
Die Grade
01-35 Gentle
36-75 Average
76-95 Steep
96-00 Sheer
* Roll Again:
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Die Additional Feature
01-60 None
61-75 Rough Ground
76-81 Dense Brush
82-94 Light Woods
95-00 Dense Woods
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Table #3 -- Mountainous
Die Feature
1-15 Featureless
16-55 Slope*
56-60 Hill*
61-70 Rough Ground
71-75 Dense Brush
76-87 Light Woods
88-95 Dense Woods
96-00 Stream*
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Table #3A -- Grades
Die Grade
1-5 Gentle
6-30 Average
31-85 Steep
86-00 Scheer
* Roll Again: 
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Die Additional Feature
01-60 None
61-70 Rough Ground
71-77 Dense Brush
78-91 Light Woods
92-00 Dense Woods
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Table #4 -- Wooded
Die Feature
1-5 Featureless
6-40 Dense Woods
41-60 Light Woods
61-65 Dense Brush
66-68 Rough Ground
69-75 Slope*
76-89 Hill*
90-91 Marsh
92-95 Stream*
96-00 Pond*
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Table #4A -- Grades
Die Feature
01-50 Gentle
51-85 Average
86-96 Steep
97-00 Sheer
* Roll Again
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Die Additional Feature
1-60 None
16-60 Dense Woods
61-90 Light Woods
91-94 Rough Ground
95-00 Dense Brush
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Table #5 -- Marshy
Die Feature
1-5 Featureless
6-25 Marsh
26-55 Pond*
56-65 Stream*
66-80 Dense Brush
81-85 Rough Ground
86-93 Dense Woods
94-98 Light Woods
99-00 Gentle Hill*
* Roll Again.
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Additional Feature
Die Feature
1-5 None
6-50 Marsh (None if Hill)
51-70 Dense Brush
71-80 Rough Ground
81-93 Dense Woods
94-00 Light Woods
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Table #6A -- Initial Run of Rivers, Streams, and Slopes
Die Course
1 North - South
2 Northeast - Southwest
3 East - West
4 Northwest - Southeast
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Table #6B -- Course of Runs
Die Course
1-2 Course turns clockwise
3-4 Course goes straight
5-6 Course turns counterclockwise
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Table #6C -- Facing of Slopes
Die Facing
1 Slope faces high ground
2 Slope faces away from high ground