Midwest Fantasy Wargame Campaign Creator
Based on Midwest Fantasy Wargame Campaign Generation Rules
1. Determine Predominant Weather
Roll two six-sided dice. Cross-reference Die 1 with Die 2 on the weather table. Some results may require re-rolling Die 2.
2. Determine Terrain Types
Generate the primary and secondary terrain for your starting hex.
3. Determine Surrounding Hex Terrain
Going clockwise from North, determine the primary terrain type for each surrounding hex.
4. Determine Hex Alignments
Roll to determine which division of the Cosmic Struggle dominates each of the 7 hexes.
5. Categorize Starting Hex
Determine if the starting hex is Wilderness, Borderland, or Civilized.
5. Continued - Generate Settlements
Create towns and villages based on the hex categorization. Village size = 500 + (1d4×100). Town size = village size × 3.
6. Generate Predominant Faction & Leaders
Step 6a: Faction Type
The predominant faction within the starting hex is always human.
Step 6b: Determine Military "Muscle"
Roll 1d20 to determine what type of military force backs the predominant faction.
Step 6c: Troop Subcategories
Some troop types have additional subcategories. Click the appropriate button below.
Step 6d: Cultural Flavor
Feel free to borrow bits of mythology, history, dress, cuisine, etc. to bootstrap your campaign world based on the troop types selected.
Step 6e: Fortified Base of Operations
The predominant faction has a fortified camp or base. Roll 1d20 to determine its primary feature.
7. Determine Additional Factions
Generate the remaining factions that exist in the starting hex (if any). Uses 2d10-2 and 1d6 with Table 9-75.
8. Campaign Overview
View your complete campaign summary.
9. Determine Points of Interest
Generate adventure sites within the initial seven-hex area using Table 9-76 (pp. 202). Roll twice for the total area.
10. Make Final Adjustments to Monster Population
Review terrain distribution and apply Hit Dice limits. Reference this step while populating your campaign with creatures.
11. Distribute Base Wealth
Roll 4d6 and multiply by 1,000 gp. Distribute across factions, locations, and settlements.