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Hexgrids and Overworld Travel

W
hen your campaign has lots of overworld
travel, the base rules in the player's handbook
can be very lacking. It is best to consider using The Dungeon Master's Guide briefly describes the
a hexgrid when dealing with campaigns that scaling of hexes in relation to the size of the
have large overworld travel sequences that landmass (DMG, pg.14). This guide will not focus on
need to be spiced up with exciting and any particular scale, however, it may mention them
when relevant. I have found that the kingdom or
effective mechanics. Your players can learn to
continent scales (or some spot between the two)
interact with these mechanics, making overworld travel more tend to be the best fit for campaigns that wish to
engaging and interactive. implement hex map mechanics.

Are hexes right for my campaign?


Hexes are not for everyone - some styles of campaign may be
negatively affected by adding mechanics to travel sequences.
Maps
Depending on your Dming style, and the type of game your There are generally two ways to make a hexmap: 1. Either
players enjoy playing; hexes can either add a fun new layer of generate a hex map using tiles that each represent the
interactivity to your game. Or they could instead create a climate, animals, or dominate vegetation (called a "Biome") in
boring grind that players are forced to slog through in order that particular hex, or 2. Take an existing map of a landmass
to reach their destination. and simply add hexes over the top.

When to use Hexgrid maps for overworld


travel:
When your campaign focuses more on the journey than on
the destination.
When you want structured rules that help decide when
and where events take place during travel.
When you don't mind travel taking an entire session on its
own.

When NOT to use hexgrid maps for


overworld travel:
When your players just want to get where they need to go.
If you regularly use quests with time-sensitive objectives.
If you don't enjoy both combat and noncombat focused The map on the left is an example of what I call a "Terrain
random encounters sprinkled throughout the game. Based Map". The map on the right is what I call an "Art Based
Map".

Roll20 Terrain Based Map


A Terrain Based map uses each hex as a generic embodiment
Keep an eye out for Roll20 specific hints throughout of the biome it represents. Each hex is a single biome, and
the document that will help you bring these ideas to the features of the map are made by placing these biomes
life when playing with your friends online. next to each other to make up the smaller details a typical art
based map would have. A mountain ridge would be illustrated
by a long band of mountain biome hexes, and a river would be
a series of water hexes cutting through the land based hexes
on either side. This type of map works best when you care
less about the specific details of each hex, but instead want
each hex to represent a particular environment and works
great with games that rely heavily on random encounter
tables to make up a bulk of the campaign's content.
A Terrain based map can be generated relatively easily, and
involves much less skill and finesse than an Art based map.
When making this type of map, it's easy to accidentally make
something that seems unrealistic and confusing to look at.
Consider using a real world map of a region similar to the
one you are creating, or an art based fictional map as
reference while designing your terrain based map to ensure it
keeps some level of realism.

1
Art Based Map Vertical Hexes
An Art Based Map uses a piece of existing art with a grid This is the more common of the two hex grid styles. This is
layered on top. Each hex is a form of measurement that does largely due to the fact that grid paper has come primarily in
not account for the freeform nature of geography. Because of this orientation and used by GM's for many years. Most
this, you will often have several different biomes and people assume this is the "correct" orientation for hexes by
geographical features all within a single hex. default, and that horizontal hexes appear to look strange at a
Because Hexes will not have uniform biomes like the first glance.
Terrain Based Maps, you must account for the ever changing If your map is going to use a "bird's eye" or "Isometric"
landmass that does not interact with the hexes above it. viewpoint, then you will want to use vertical hexes. This is
Typically the best way to do this will to be to have biomes be due to the fact that details along the bottom edges of the
geographically dependent, meaning that you use the features hexes will be much easier to view if the side is facing the
of the map itself to choose the biomes of each hex. Instead of viewpoint directly. Also, in same vein, they can be stretched to
having a "Jungle Hex", you will instead have a portion of your be twice as wide as they are tall, which can give the
map labeled "Stranglethorn Jungle" and all hexes that fit the appearance of depth when placing tall objects on the tiles
geographic description will use the Jungle biome template. that extend upwards in the 3rd dimensional axis.
Essentially, instead of dictating what the map looks like based Another argument for vertical hexes is that western text
on the hexes, you dictate what the hex contains based on the flows horizontally, and players from these regions will notice
map. straight lines and uniformity along a horizontal axis more
When adding a hex layer to your existing art, think carefully obviously than a vertical one. Since one of the major benefits
about how big the hexes should be. If your hexes are too big, to using hex grids is de-emphasizing straight lines and
then too many different geological features can take place in making movement appear to be omnidirectional, by using a
a single hex, which can cause your players to have to spend vertical hex orientation you will minimize the overall sense of
too long in one hex to fully explore everything it has to offer. If straight lines in the grid for players.
your hexes are too small, then travel can become tedious as
your characters must interact with the travel mechanics too Horizontal Hexes
often between locations or geological features. Positioning Horizontal hexes are primarily seen in beehives, where "The
the hex can be important as well. When adding the hex layer axes of honeycomb cells are always quasi-horizontal, and the
to your map, consider adjusting the size and placement to try non-angled rows of honeycomb cells are always horizontally
to avoid hex overload if possible. Try to get cities and other (not vertically) aligned."If you are playing a primarily Bee-
points of interest alone in a hex by themselves. If something based campaign, you will want to use Horizontal Hexes. If
happens to lie exactly on a line between hexes, nudge your your game consists of more humanoids than bees, there are
grid over a bit to ensure the POI is solidly in a single space. still reasons to use horizontal hexes. One thing to mention
could be a benefit or a downside, depending on the structure
Types of Hexes of your campaign. Traveling "Against the grain" is significantly
more difficult than traveling with it. Most maps (especially art
The age old debate, Horizontal vs Vertical Hexes. Although based hex maps) are made in a 16:9 ratio, meaning they are
no clear victor has been decided over the ages, there are valid wider than they are tall. In this case, your players will be
arguments and design considerations to be make for either doing more horizontal movement than vertical, generally
option. There is no right or wrong answer, so ill be outlining speaking. By using a horizontal orientation on a 16:9 map,
the upside of each hex type and leaving the final decision up you are making overworld travel much more straight forward.
to you. On a vertical orientation, to move from left to right you must
move up and down as well, where as on a horizontal
Horizontal Hexes . . . . . . . Vertical Hexes orientation, you can just move straight in either direction
without interruption.

Roll20 Art Based Map Creation


When making a Art based hex map, make sure you
leave the default grid size alone, as most tokens and
art assets are designed to use the default grid size.
Instead, if you want your grid smaller or larger,
increase the Page Size, and stretch your map to a
larger size which will make your grid appear smaller
by comparison.

Roll20 Hex Labels


Consider using the option "Show Labels (Hex
Only)". While it can appear messy, especially if
you're using a art based hex map, having labels
makes things much easier during play. Players can
say "We move from C7 to D7!" instead of having to
draw arrows or use the ruler tool.

2
Terrain Based Map

T
his guide is VERY basic. A much more detailed
guide can be found at
http://www.hexographer.com/ The paid version
is worthy of purchase if you enjoy using the
software! Try to use the windows .exe version if
possible, it has the easiest time exporting
when you're finished.

Main window

1: The + and - tools at the top are how you zoom in and
out, and the minimap above them is invaluable for moving
to different parts of your map quickly if it is huge.
Everything below the navigation tools doesn't need to be
changed, the defaults work perfectly for the type of map
we are creating.
2: This is where you will customize the hexes themselves.
Configure Hexes and Line/Text Tabs let you customize the
appearance of objects from the different tabs in section 4.
Configure numbering lets you add hex labels, which can
actually be done much easier in roll20. If you're going to
use this map outside of roll20, id recommend setting up
your hex labels here.
3: This is where you will select the icon you would like to
fill in a hex with, and then click on the hex on the map to
your left. When you select a icon, the background of the
icon around the edges changes very slightly to a different
shade of light blue.
1: Hex Size: This controls both the amount of hexes on
your entire map, and the size of the hexes themselves. The 4: You can change between tabs here, which give you new
default settings make a pretty large map, suitable for a pages of hexes to work with, or other items such as rivers
several hundred mile diameter region. The default hex roads and text. You'll want to play around with these in
size is perfect for most uses. your map to see how they look, if you plan on going that
2: This is where you choose between Vertical Hexes (True detailed with your map.
Columns) or Horizontal Hexes (True Rows)
3: This is where you can change the random generator to 5: This is your map. There's not much interaction here
make certain types of maps automatically. I personally do besides left or right clicking to place the selected icon onto
not like using randomly generated maps, as they can be a a hex. Don't try to scroll here manually, instead use the
bit hectic and unrealistic. If you want to make your own minimap at the top left to get around quickly.
map, choose "Solid Terrain" and "Blank" in the drop down
4: All hexes will be filled in with the terrain chosen in this Saving and exporting your completed map
drop down when you generate a new map if using the Under the File option at the top left, there are 8 options, most
"Solid Terrain" option. of which involve exporting your map in some fashion. Save
5: Once you have set up all of the settings to your liking, and Save As allow you to save your map in a .hxm file format,
click Generate map, which will open a new window. which is the file format used exclusively by hexographer. Use
this option if you're not finished yet and want to continue
working on it later. This is NOT an image file. Next are the
Tracing a Map three export as PNG options. If you don't have much RAM in
You can choose to click "Import Map" at the bottom your PC, you will have to lower the settings to get the export
which will create a transparent backdrop of the to work. You could also save it as a .hxm file and transfer it to
image chosen for you to place your hexes on top of. a friends PC with more RAM to do the final PNG export. The
This can help make your map seem more realistic. "Upload" options have never worked for me, so I do not know
what they do.

3
Art Based Map

T
his is Srgdark's simple guide to putting down
hex grids on an existing fantasy map! It's not
long and you only need basic reading
comprehension to follow it. Plus, it has neat
screenshots too, in case you're lost. We're
starting off on assumption you already have
GIMP installed, can use Winrar or 7zip and
can open a map of your choosing in it. But just in case, to
open a file you follow the path of File > Open > Image of your
choosing > Open.
Step 1
First things first. Just click on the following link and
download zipped script provided there.
http://www.cartographersguild.com/attachment.php?
attachmentid=77366&d=1447353234
Now, once you have it downloaded, you need to extract the
script into your Gimp scripts folder. To do so, follow this path.
User > .gimp-2.8 > scripts. (Shown in the first image to the
right)
Step 2
Now you are ready to do great wonders. Open Gimp and
open up the map you want to set the grid to. Now, you can
slap on your grid to your image and be done with it by
following this path. Filters > Render > Pattern > Hex Grid
(Shown in the second image to the right) A new set of options
will open for you. Set them as you like and click OK. Wait
until your hex grid is rendered onto your map.

Options
Element to Specify - is either the length of one side, the
distance from point to point (equals the horizontal center
to center in a horizontal oriented hex grid) or side to side
(equals the vertical center to center in a horizontal
oriented hex grid).
Length of Element - the length in pixels of the above item.
Hex Orientation - Horizontal or Vertical
Line width - the width of the stroke
Horizontal and Vertical offsets - when zero the first grid is
tight in the upper left hand corner, with the stroke half off
the edge. So for example, if you set it to a 1 pixel line
width, you might want to change the corresponding offset
to 0.5 so the lines are drawn lined up with the pixels and
don't get aliased.
Color - colour of the hex grid
My advice is to experiment. For instance, lowering length
of element will give you smaller hexes. Fit it to your needs.
However you look at it, you will have to experiment to see
which size fits you.
Step 3
To save it, follow this path: File > Export as > Name.jpg (Make
sure to set the extension as you want it. For instance, .jpg or
.png) > Export

4
Art Based Map (Cont.)
Extra Step 3.1
While slapping it on the map itself is quick work, if you're
putting this hex down on a map you're making in gimp or you
just want to be a bit more fancy, I'd advise adding a new
transparent layer above all the other layers. You add new
layers by going to Layers > New Layer > Layer fill type to
transparency > OK. Type in the name of the new layer.
Extra Step 3.2
Render your Hex Grid onto that layer as you wish by
following the step 2. Once that is done, you can use Gimp's
many features to make other changes and make it more
stylistic, as I'll explain on an example in the next step.
Extra Step 3.3
Make sure your Hex Layer is selected. Then go to Filters >
Distorts > Emboss. A small window will pop up, set it as you
like.
Extra Step 3.4
Once you are done, click OK. Voila, your grid is looking nicer.
Go and pull down Opacity some to fade it out a bit. Now it fits
the map more and does not stand out that much. Save it as
instructed in Step 3.

Roll 20 Art Based Hexmap


Making a grid layer on top of existing art using
Roll20 is EXTREMELY simple. Just add your art to a
new page, go into the page settings and enable the
grid and change it to the hex orientation of your
choice.

Special Thanks
Special Thanks to my dear friend SrgDark for writing this
guide on how to create an Art based Hexmap! I'm far from a
GIMP expert myself so I'm quite thankful for his expertise.
The original guide I had written myself to go here was
significantly worse than this final version.

5
Travel Mechanics

Y
ou have decided to use a hex map, chose the
hex orientation, the style of hex map, and now
Encounter Mechanics
have your hex map complete and ready to go. You can go in two directions, with a spectrum of choices
Now you must create your hex travel mechanics between. The two opposite ends of the spectrum are
and how your players will interact with them. I "Random Table Based" and "Points of Interest Based". You
will explain the concepts behind these can of course do a combination of the two, but by putting
mechanics first, and then later give you example specific POI's into your hexes, you limit the type of events you
rules I have created and refined over many play sessions to can add to your random tables, turning them into combat
use for yourself or as a base for your own creations. encounter tables very quickly.
I have found that keeping track of the players movement
within a hex is relatively unimportant. Instead, I use the Random Table Based
movement mechanics to allow players to move between Random tables are great for games where you want some of
hexes, and then encounter mechanics to decide what the content of your game to be spontaneous and unplanned. If
happens within the hex as they are traveling. Its assumed that you're a GM who enjoys thinking on their feet, and doesn't
the players are traveling across the hex, so keeping track of mind the unexpected nature of a random number generator,
their exact position within it doesn't really accomplish then consider the random table end of the spectrum. Your
anything. Putting points of interest in specific parts of a hex players can be given a goal to move to the opposite end of the
and making the players move across the hex to get to the POI map, and everything that happens between here and there is
is more like traditional map making but using hexes as a form 100% up to the dice. The benefits are that all the prep work is
of measurement. That is not what this guide is about, and frontloaded, and even the GM doesn't know exactly what to
other guides exist describing this more traditional map expect from session to session.
making technique in much better detail than I could provide. It is very important to write your tables to be as general as
possible, and never use proper Nouns. If you add the cult of
Tiamat to your random table for forests, you will find that the
Movement & Encounter same exact cultists keep popping up in random places in the
Mechanics world over and over again. This can really limit your story
telling potential and make your game feel repetitive. Instead,
There are two distinctly different mechanics in place on a hex make the entry on your table read something like "hostile
grid overworld map. The first is "Movement Mechanics" or cultists encounter, medium difficulty" which leaves you room
how you move between each hex. The second is "Encounter to include your Cultists of Tiamat, but also any other cult that
Mechanics" or what you will do or find within any given hex. seems interesting at that moment. You can even have a sub-
Its important to keep these two mechanics separate so that table of numerous different cults to roll on to decide which
you can balance your game in different ways by tweaking one appears for this event.
them independently. Do the same with your combat encounters. Don't say "20
goblins" instead say "deadly combat encounter". That way,
Movement Mechanics you don't have to rewrite your tables every time the players
Your movement mechanics can be as in depth or shallow as level up. Writing tables with static monsters can be great at
you think you players will enjoy. The rules you put into place first, but that scary basilisk encounter that's supposed to
here will directly affect how long it takes your players to move make the world feel dangerous will soon become a trivial
across your map. Typically, you will have some kind of skill annoyance when the players level up, and the other weaker
check to be performed by your players, and a DC for them to encounters on the table will feel even worse. Ive tried to make
beat, with some type of failure penalty when they do not meet static encounter tables work many, many times, and the only
the DC, and the ability to move on to the hex of their choice way to make it keep the feelings you're trying to invoke are to
on a success. The concept of "skill check -> DC -> Failure or rewrite it constantly as the players gain power. Its just not
success" is not the only way to make movement mechanics, worth the amount of work. Using the term "Deadly combat
but the one that fits best with the design philosophy behind encounter with a creature 1 CR higher than the average party
5th Edition Dungeons and Dragons. level" will invoke the same level of danger in the world, while
The level of difficulty to successfully move to the next hex, also scaling to whatever level the players are at the time.
and the harshness of your failure penalty, will directly affect Another important part of a random table based campaign
how long it takes to get from one place to another during is Non-Combat Encounters. These should be just as frequent
overworld travel. If you are running a primarily randomly as your combat encounters. In the examples I will provide
generated campaign, where the journey is more important later, you will see I broke my encounters into two groups,
than the destination, then feel free to make these a bit more Major and Minor, where Major encounters are primarily non-
challenging. It will keep your players out in the world for combat focused, and minor encounters are primarily combat
longer, and make preparing for and surviving the harsh focused. I still add combat encounters to the Major encounter
wilderness more of a concern. table, and the opposite for Minor encounters, not only to keep
things interesting and fresh for the players, but to ensure
there's a good mix of everything different types of players
enjoy.

6
Point of Interest Based
POI based encounter mechanics are when you design Example Mechanics
specific ideas and distribute them throughout the world. An Next I am going to discuss specifics. These are rules I have
example would be adding the Cult of Tiamat headquarter's to designed myself, and refined over many play sessions. You
a specific hex, or adding a Hard difficulty combat encounter can use them as written, or change them up however you see
to a particular type of hex. fit. I use fairly lenient Movement Mechanics, and lean
Note that using POI based hexes can have some towards Randomly Generated Encounter Mechanics. I use
downsides, such as spending a lot of prep time preparing Vertical Hexes.
many unique and interesting POI's that your players never
come across or get to see. Preparing the POI's and NOT
distributing them in the world, but instead dropping them on Roll20 Macros
to whatever hex your players move into when the time is right
is typically the better way to go about it. If you go this route, I will include premade Roll20 macros for all of my
you can prepare a list of POI's that you can add to a hex on mechanics at the end of the document
the fly, or come up with a mechanic to add it to the world
randomly. This could be in the form of a roll made every time
a new hex is entered or you could tie it to the movement
mechanics, and add a POI based on how high or low the skill
Example Movement Mechanics
check was. When moving between hexes, the party must designate a
Depending on the type of POI's you decide to use, you can Guide to make a survival check for them. The DC of the
use proper nouns as long as the POI is in a static location. check will be generated by the DM. The DC is 8+d4+Travel
For example, if you know the headquarters for the Cult of Difficulty. Travel Difficulty is a number between 1 and 6,
Tiamat exists on hex 14G, then feel free to use their name determined by the DM, based on the type of hex you are
specifically, since that particular object will always exist in the moving into and any environmental hazards that may impede
world in the same location. In addition, if you are planning to progress. A player who is proficient in the survival skill can
disperse your POI's as you go, use proper nouns and keep help the Guide by making their own survival check as well. If
track of their exact location to use in the future if the party they pass, the Guide gets advantage on their roll.
comes back through that specific hex again. The downside to Travel time is determined by the survival roll. Failing the
this of course is that if your party decides to avoid hex 14G, roll makes travel take 3 days. Passing the roll, 2 days. Passing
then all the time you spent prepping that encounter is wasted. the roll by 5 or more, 1 day.
On a success you move to the desired hex. On a fail, roll a
Miscellaneous Mechanics d6. On a 5 or 6, you get lost. If you get lost, roll another d6.
You will move randomly to the hex corresponding to the
You may also want to spice up your map with other events to number rolled on the d6. 1 is up, 2 is up right, 3 is down right,
keep things interesting, or add flavor to your world. For 4 is down, 5 is down left, 6 is up left. However. if you fail the
example, in a game set in the Plane of Fire, you may have survival check by 5 or more, you automatically get lost. The
flaming tornadoes move randomly around the map, keeping party can choose to all take 1 level of exhaustion to avoid
the players from entering the hexes they occupy. These type getting lost. This level of exhaustion cannot be cured except
of events can be great for keeping the players from just taking by a full nights sleep in a bed located in a place of civilization.
the most optimal route directly towards their objective and to A series of events will take place while in a hex. A short
think ahead when planning where to go next. rest can be taken at any point without issue, assuming the
Hexes could also contain buffs and debuffs to coast is clear. A long rest CAN be attempted during the
encourage/discourage travel to those hexes. This will make contents of a hex, but will be extremely dangerous. Finishing
the players take more indirect paths to either collect the a hex grants a safe long rest as you travel to the next one.
positive benefits of buffed hexes or to avoid the negative You can search for resources while in a hex by using a
benefits of debuffed ones. Buffs can include natural boons survival roll. The Difficulty DC will be determined by the
that make survival easier. A hex can have much more food or Foraging DC's illustrated on pg. 111 of the Dungeon Master's
water than normal, or less combat encounters, or take less Guide. If you fail the check, a negative event will occur. If you
time to travel through. It will encourage the party to not just succeed, you will find either enough water to fill all
take the shortest path, and to instead weave a path between waterskins, or 1d12 rations (player's choice).
these hexes to make the journey easier. You can also search for resources as you travel between
One last mechanic you could add are landmarks that must hexes. Declare that you would like to do so when moving to
be explored for a reward. These can be a dungeon the party the next hex. This will make the survival DC to move to the
members are sent to by a NPC in exchange for a reward, or a next hex significantly more difficult. The d4 will be rolled
location told to the party members that contains the reward with advantage, and Travel Difficulty will be doubled. If you
directly. This represents a major detour and risk, in exchange pass the survival check, you move on to the next hex like
for a permanent bonus that would make the rest of the trip normal and will use NO water OR rations for this travel
easier, like a magic item, spell scrolls etc. period. If you fail, the regular navigation failure rules will
apply like normal, but you will still use no water or rations.

7
You can also attempt to remain hidden as you travel between
hexes. Declare that you would like to do so when moving to
Major Events
the next hex. This will make the survival DC to move to the d100 Details of Event
next hex significantly more difficult. The d4 will be rolled 1-5 Encounter non-hostile NPC who needs help
with advantage, and Travel Difficulty will be doubled. If you
pass the survival check, you move on to the next hex like 6-11 Encounter non-hostile NPC who can offer help
normal and avoid all random combat encounters from Minor 12- Natural Phenomenon - an unusual natural feature
Events. In addition, combat encounters from Major Events 17 (unseasonal or intense weather, geothermal activity,
will give all enemies the surprised condition during the first peculiar growth or blight, oasis or grove)
round of combat. If you fail, the regular navigation failure 18- Encounter the lair of a creature with a CR equal to the
rules will apply like normal, but you will still avoid all random 23 average party level +1. It is off-guard/asleep. Can be
combat encounters from Minor Events. avoided or surprised.
Running out of food or water prompts a CON save with a 24- Encounter the Ruins of an entire settlement or
DC equal to 10+ # of days you have been starving. On a failed 29 population complex that was abandoned/destroyed
save, gain one level of exhaustion. You can only remove this
exhaustion after eating food. Running out of water gives you 30- Encounter a small camp of non-hostile NPC
35
an automatic level of exhaustion. You can only remove this
exhaustion after drinking water. You must make these checks 36- Encounter a guarded crossing that requires a skill
after arriving in a new hex. 41 check or toll
42- Encounter a currently empty but often used safe
Example Encounter Mechanics 47 haven
When moving across hexes, events will take place, broken 48- Encounter a enemy stronghold
into Major and Minor events. Minor events will be where 53
most combat takes place, and Major events will typically be 54- Encounter a pre-made dungeon
non-combat. 59
When players move into a new hex, the DM will roll to 60- Encounter a settlement
determine the amount of events that take place while 65
traveling across it. You can roll these at the same time you
roll the Survival DC. d4-2 Major events, and d4-1 Minor 66- Encounter a Religious order
71
events will take place in every hex. If you wish, you can also
generate the weather and temperature at this point as well, 72- Very Positive non-combat encounter
using the rules illustrated on pg. 109 in the Dungeon Master's 77
Guide. 78- Very Negative non-combat encounter
The following tables are templates used to make rollable 83
tables for both Major and Minor events. If you want to come
84- Encounter a travelling merchant, laden with goods.
up with the specifics on the fly, use them as is and tailor the 90
results to the biome of the hex currently occupied, or you can
do this before hand by making individual rollable tables 91- Encounter a malfunctioning magical device that has a
customized for every biome. 95 negative outcome if interacted with
96- Encounter a magical device that has a positive
100 outcome if interacted with

Minor Events
d100 Details of Event
1-20 Medium Difficulty Combat encounter
21- Hard Difficulty Combat encounter
40
41- Positive non-combat encounter
55
56- Negative non-combat encounter
70
71- Deadly Difficulty combat encounter
80
81- Hard Difficulty Combat Encounter, players have
90 terrain disadvantage
91- Hard Difficulty Combat Encounter, players have
96 terrain advantage
96- Impossibly Difficult combat encounter (One creature
100 with a CR equal to average party level +1)

8
Roll20 Macros

H
ere I will list some Roll20 macros I have
designed to be used with my example rules. I Major Event Macro
will not go into how to create macros or the This macro requires you to first setup a Rollable Table in
meaning of the different functions within Roll20 with all of the Major Events added as individual
them, that data can be found in the help entries. Set all of them to use a weight of 2, except the last
sections of the roll20 website here. two, which will have a weight of 1. The name of the Rollable
Table MUST BE "MajorEvent" with the exact capitalization
Hex Travel Macro and spacing.

This Macro will prompt you to choose the Travel Difficulty in


a drop down, and the speed that the party is traveling. Note /me Loading, Please Wait!
that "Slow" refers to both looking for resources and /w gm &{template:default}{{name=Major Event}}
attempting to remain hidden described in the previous {{[[1t[MajorEvent]]]}}
section.

/me Hex Travel!!


&{template:default}{{name=Survival Check}}
{{DC=[[8+(?{Travel Difficulty?|1|2|3|4|5|6}?{Travel
Style?|Normal,)+[[d4]]|Slow,*2)+[[2d4d1]]}]]}}
&{template:default} {{name=Weather}}
{{Temperature=[[1t[Temperature]]]}}{{Difference=
[[d6*5]] (only if abnormal)}}{{Wind=[[1t[Wind]]]}}
{{Precipitation=[[1t[Precipitation]]]}}
/w gm &{template:default}{{name=Events}}
{{Major Events=[[d3-1]]}}{{Minor Events=[[d4-1]]}}

Minor Event Macro


This macro requires you to first setup a Rollable Table in
Roll20 with all of the Major Events added as individual
entries. The first two set with a weight of 4, the second two
with a weight of 3, the third two with a weight of 2 and the
fourth two with a weight of 1. The name of the Rollable Table
MUST BE "MinorEvent" with the exact capitalization and
spacing.

/me Loading, Please Wait!


/w gm &{template:default}{{name=Minor
Event}}{{[[1t[MinorEvent]]]}}

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