{ "breadcrumbs": [ "Chapter 3: Subsystems", "Hexploration", "Designing a Hexploration Map" ], "breadcrumbs_spa": [], "category": "rules", "exclude_from_search": false, "id": "rules-1271", "markdown": "[Generating Random Hex Maps](/Rules.aspx?ID=1271)\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 171\r\n\r\n\r\n\r\nIf 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. \n\n## Table 3–4: Random Terrain Type\n\n
**1d20** **Result**
1–3Plains
4–5Desert
6–7Aquatic (lake, sea, or ocean)
8–9Mountain
10–11Forest
12Swamp
13Arctic
14–20Match the previous hex
\n\n## Table 3–5: Random Terrain Feature\n\n
**1d20****Result**
1–3**Landmark** A feature of some significance that distinguishes the hex as noteworthy.
4–6**Secret** The hex contains a secret the party uncovers upon exploring the hex.
7–9**Resource** The hex contains some valuable resource appropriate to the terrain.
10–20**Standard** A standard representation of the terrain type.
\r\n
\r\n\r\n\r\n\r\n\r\n\r\n
", "name": "Generating Random Hex Maps", "next_link": { "label": "Running Hexploration", "url": "/Rules.aspx?ID=1272" }, "previous_link": { "label": "Populating Hexes", "url": "/Rules.aspx?ID=1267" }, "rarity": "common", "release_date": "2020-02-26", "resistance": {}, "search_markdown": "\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 171\r\n\r\nChapter 3: Subsystems / Hexploration / Designing a Hexploration Map\r\n", "source": [ "Gamemastery Guide" ], "source_raw": [ "Gamemastery Guide pg. 171" ], "source_category": "Rulebooks", "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 171", "speed": {}, "text": " 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 1–3 Plains 4–5 Desert 6–7 Aquatic (lake, sea, or ocean) 8–9 Mountain 10–11 Forest 12 Swamp 13 Arctic 14–20 Match the previous hex ## Table 3–5: Random Terrain Feature 1d20 Result 1–3 Landmark A feature of some significance that distinguishes the hex as noteworthy. 4–6 Secret The hex contains a secret the party uncovers upon exploring the hex. 7–9 Resource The hex contains some valuable resource appropriate to the terrain. 10–20 Standard A standard representation of the terrain type. ", "type": "Rules", "url": "/Rules.aspx?ID=1271", "weakness": {} }