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.

| 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. |
