Adventure d6 Preparation Tables
World building can be very fun, but it is easy for Game Masters to fall into the trap of over preparing. I propose a new method of developing a world for your campaign through creating a series of d6 tables to help build out settlements, adventure sites, and wilderness. A d6 table is the perfect amount to get ideas flowing while not over preparing. These lists are not all encompassing nor need they be. I propose a series of prompts for each of these less that might help you in determining what you will need. Of course, you may write any prompts you wish for these lists or create new list as you desire. These are just a good starting point. This allows a game master to still have fun while preparing, while not over preparing. The beauty is that these entries can simply be crossed off when used or rolled on again if an adventuring party travels into this region once more. This sort of design would be perfect for Sandbox style play or West Marches campaigns. Below, I go through the prompts and on my Resources Page, you will find a formatted PDF and worksheet for your entry.
Settlements
Settlement Quirks (d6)
A strange local practice
A unique architecture
A central tourist site
Unique peoples or dialects
A holiday, ritual or calendar item
A unique resource for trade
Settlement Locals (d6)
Someone kind and gentle
A strange information giver
A tough store owner
One who wishes to fight
Energetic children
Those in charge
Settlement Places to See (d6)
The local gathering place
A place of authority
A stronghold
The homes of the locals
Artisanal stores
A place known only to a few
Settlement Rumours (d6)
Information on subterfuge and anarchy
A secret adventure site in settlement
Exaggerated tales for surrounding areas
A false story
Someone wishes to compete with the PCs
There is reward hidden in plain site
Settlement Pieces of History (d6)
1
A story of war time
2
Old religious practices
3
A recent costly mistake
4
Places now built over
5
The peoples and practices of old
6
An ancient hero
Reasons to Visit Settlement (d6)
Unique food or beverage
A historical landmark
Unique terrain
Tourism features
Specific trade or resource
The legendary gathering space
Adventure Sites
Site Denizens (d6)
The original owners or descendants
A new invading faction
A pest enemy or food source
Wandering travellers or monsters
A constructed guardian
A big scary boss
Site Rooms (d6)
Living quarters planned or otherwise
Core use room
Different pathways or levels
Armament or forge
Food source
Secret hiding space
Site Secrets (d6)
A hidden entrance
A masked path or door
Concealed treasure
Lost information
A link to the factions
Information from surrounding areas
Site Sense Descriptions (d6)
Temperature and humidity
The smell
The sounds
The light level
Feeling of the walls and floor
Water sources or dried out area
Site Pieces of History (d6)
Its original use
When it was taken over or opened
Relics long lost
Remains of adventurers or occupiers
Who owned it and their impact
When and why, it was sealed
Plot Hooks for Site (d6)
Hidden treasure
Stop a rising faction or foe
Rescue a prisoner
Explore and document
A hidden resource is inside
Seal the dungeon
Wilderness
Fauna in Wilderness (d6)
Native predators
Native prey
An introduced species
Hidden, magical or unique creatures
Unique terrain wildlife (fly, swim, burrow)
A territorial large foe
Flora in Wilderness (d6)
Something edible
Poisonous plants
Concealing vegetation
The ground cover
Useful herbs
An introduced or unique flora
Wilderness Adventure Sites (d6)
A hidden dungeon
A natural monument or landmark
An unnatural/built landmark/monument
Terrain based adventure site
A lair of a local monster
A small community
Wilderness Travellers (d6)
Road bandits or wardens
Rival adventuring party
A wandering merchant
A group of invaders
The natural folks who live here
Explorer looking for discovery or hunter
Wilderness Secrets (d6)
The unexplored adventure sites
Monuments that contain secrets
There is treasure or resources
Unique peoples or culture are here
Rumours of a monster to hunt
A unique being with information lurks here
Reasons to Travel through Wilderness (d6)
Natural dip or elevation
Default terrain
Unique terrain adjacent
Hidden area, lair or caves
Covered areas like forests
Oasis or resource rich areas