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.