Hexplorations: Great Wall

Here is another in our series of Hexplorations! This time we have options for a great wall. These are charts for details of things you may encounter in a hex crawl or simply developing your world. To use this chart simply roll for each column or look at the options for inspiration or use a combination of the two approaches.

Elephant Gate by The Forge Studios/Maciej Zagorski
Elephant Gate by The Forge Studios/Maciej Zagorski
d6 Age/Condition Size Material Guards Purpose Secret
1 Under construction 10′ Tall, 5′ Battlements Earth, no Battlements Unmanned, perhaps because it is in a desolate area within a country, or the purpose no longer applies, etc. Protect a city Windows can open from inside the wall so defenders can drop rocks, boiling liquids, etc.
2 Newly built 10′ Tall, 10′ Battlements Stacked Stone, limited height unless magical A ragtag of overworked guards defend the wall, except under grave circumstances when a larger force is deployed Protect a military site The wall has a sentience of its own. It will cause those it disfavors to trip, ladders to fall, etc.
3 Old, but maintained d6x10′ Tall, 5′ Battlements Mortared Stone One well-trained guard on duty for every 20′ of wall length, double if on alert, x4 if threat is imminent Country’s border There is a secret tunnel under the wall.  It may have been built by the wall’s builders as a “back-door” or by smugglers.
4 Old & damaged d6x10′ Tall, 10′ Battlements Marble One well-trained guard for every 10′ of wall length, double if on alert, x4 if threat is imminent Limit traffic through a pass Someone is surreptitiously excavating under a critical section of the wall in an effort to bring it down.
5 Ancient, but maintained 6d6x10′ Tall, 10′ Battlements Metal One well-trained guard on duty for every 20′ of wall length plus 5 in a tower or clustered every 100′, double if on alert, x4 if threat is imminent Keeps the Wild Things out The wall is haunted by: 1. Murdered Commander; 2. Group of Executed Traitors; 3. Enemy Gladiator; 4. Defeated Necromancer
6 Ancient & in ruins 6d6x10′ Tall, 20′ Battlements Magical (repels arrows, frost effect, etc.), roll again for base material One well-trained guard on duty for every 10′ of wall length plus 5/100′ plus 5 in a tower or clustered every 100′, double if on alert, x4 if threat is imminent Surrounds a place of great evil or necromancy A magical alarm extends 500′ from the wall in the direction of potential aggressors.