Note DC is the DC to find a hidden location by searching the hex
11.04.2025 22:13 β π 1 π 0 π¬ 0 π 0
E.g. #3
11.04.2025 22:13 β π 0 π 0 π¬ 1 π 0
E.g. #2
11.04.2025 22:10 β π 0 π 0 π¬ 1 π 0
E.g.
11.04.2025 22:09 β π 0 π 0 π¬ 1 π 0
Then, key each hex with departures from the default. Make liberal use of landmark/hidden/secret modifiers. To the extent applicable, use keywords to introduce key issues like Settlements, Creatures, Treasure, Trade Opportunities, etc. I use specific glyphs on the hexmap to mark keyed hexes...
11.04.2025 22:08 β π 0 π 0 π¬ 1 π 0
I think you first need to define what is outside the hex key. For example, the default random encounter table, weather and basic description of the terrain (based on terrain type)....
11.04.2025 22:06 β π 0 π 0 π¬ 1 π 0
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