BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Hexmap Exploration

This system goes on the assumption that each hex on the grid is a single day's travel at a normal speed, standardized to Dungeons & Dragons 5e, meaning that the hex is 24 miles (39km) across. For each hex we will use a variation of the 6d12 method from Solo Adventurer's Toolbox 2, along with a number of tables adapted from the original TSAT1. If the environment, or parts of it are already known then the tables may not need to be used.

Each hex can be explored to one of the 4 varying degrees, with each of these levels requiring a full day (8 hours) to complete, meaning that complete mapping of a hex would take 4 days.

  • Passing Through. This is the time that it takes to simply move through a hex and on to the next one. When players move through the hex begin by rolling on the Environment table, then the Weather table, and finally the Encounter table.
  • Cursory Look. Taking a second day, have the players roll for their environment's Minor Features table and subtract 10 from the roll, then apply any modifiers from the Environment table
  • Exploration. During the third day, the players roll again on the Minor Features table, this time without a modifier
  • Mapping. During the fourth day exploring the players will roll on the Adventure Hooks table and follow those directions.

  • Once the hex has been completely mapped it is unlikely that things will change in the near future, however as time goes on, the environment might also change with it.

     
     

    Adventure Hooks





    Cover image: by SubtleDragon057 via Wombo

    Comments

    Please Login in order to comment!