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Hex Map Generator
Builds a wilderness hex map by simulating the terrain tables from Appendix B of the 1st edition Dungeon Masters Guide (p.173).
It starts from a single tile in the middle of the board and works outwards. Each new tile is rolled from the terrain of a tile next to it, using a d20 against that terrain's column. Forest tends to beget forest, mountains give way to hills, and so on, which is what makes the result read as a landscape rather than noise.
Water and Valley are ignored when rolling the next tile, exactly as the original tables specify, so a pond does not reset the terrain around it.
The generator renames three of the original terrains: Scrub is Brush, Pond is Water, and Depression is Valley.
Tile labels switches what is drawn on each tile:
- Description writes the terrain name.
- Image draws a symbol for the terrain instead. Useful at the smaller sizes where names get cramped.
Map size sets how many tiles fit. The names describe the map, so a larger map means smaller hexes:
| Size | Hex radius | Roughly |
|---|---|---|
| Small | 100 | a couple of dozen tiles |
| Medium | 60 | around 50 tiles |
| Large | 30 | a few hundred tiles |
| Extra Large | 19 | around 900 tiles at desktop width |
The exact count depends on your window, since the grid fills whatever space the canvas has.
Generate rolls a fresh map at the current size. Save downloads the map as a PNG, with the date and time in the filename. The ? button opens the terrain key, which also explains the source tables.
- The size is carried in the URL (
?s=m), so a particular size can be bookmarked or shared. - Generating measures the canvas first, so resizing the window or collapsing the sidebar and pressing Generate refits the map.
- Whole tiles only: the grid is centred with a margin, so nothing is clipped at the edges.