Gates of Babylon Blockfill Procedure

Heavily based off of Luke Gearing’s Wolves Upon the Coast Hexfill Procedure

Per block, roll a d6.

d6 Block Contents

1-2. Vacant Lot

3. Dwelling

4. Business

5. Hideout

6. Weird

Dwelling

Roll a d6 to determine Size and Population, and an additional d6 for Notes. Mansions are manually placed, and have populations in single digits.

d6 Size Population

1-3. Camp d6*100

4. Tenement d66*100

5. Boarding House d6*10

6. Headquarters 2d6*10

d6 Notes

1-3. Relationship to nearby block.

4. A service or friend.

5. Unfriendly.

6. Roll again & once on Weird.

Business

Roll a d6 to determine Type and Cash, and an additional d6 for Notes. Banks are manually placed, and have Cash in the thousands.

2d6 Type Cash

2. Department Store $3d6*100

3. Magazine $d6

4. Tailor $2d6*10

5. Pharmacy $d6*10

6. Pawn Shop $3d6*10

7. Bar $2d6*10

8. Restaurant $3d6

9. Grocer $2d6

10. Barber $d6

11. Radio Station $3d6

12. Newspaper $2d6

d6 Notes

1-3. Relationship to nearby block.

4. A service or friend.

5. Unfriendly.

6. Roll again & once on Weird.

Hideout

A rival gang haunts this place. Select/roll from the bosses present in the area, and place loot accordingly.

Weird

Roll 2d6 to determine the nature of the Weird on the block.

2d6 Weirdness

2. Loot.

3. Crime scene.

4. Strange tutor.

5. Strange ally.

6. Historical location.

7. Clue to nearby block.

8. Geography.

9. Animal behavior.

10. Strange merchant.

11. Art piece.

12. Occult doings.



Date
March 24, 2024