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Chapter 3: Subsystems / Hexploration / Designing a Hexploration Map

Generating Random Hex Maps

Source Gamemastery Guide pg. 171
If you’d like to create your map randomly, begin by selecting a hex on a blank map as the starting point. Then decide the type of terrain for that starting point or roll it on Table 3–4: Random Terrain Type. From that point onward, let the players decide which direction they travel. If they enter an unexplored hex, generate that hex by rolling 1d20 on Table 3–4 and Table 3–5: Random Terrain Feature to determine a type and element for that hex. Apply common sense when producing terrain in this way. Unless magic is involved, it is unlikely a patch of arctic ice would appear in the heart of a desert—though figuring out a way for that to occur could lead to an interesting encounter or subplot later on.

Table 3–4: Random Terrain Type

1d20 Result
1–3Plains
4–5Desert
6–7Aquatic (lake, sea, or ocean)
8–9Mountain
10–11Forest
12Swamp
13Arctic
14–20Match the previous hex

Table 3–5: Random Terrain Feature

1d20Result
1–3Landmark A feature of some significance that distinguishes the hex as noteworthy.
4–6Secret The hex contains a secret the party uncovers upon exploring the hex.
7–9Resource The hex contains some valuable resource appropriate to the terrain.
10–20Standard A standard representation of the terrain type.