2d6 Hexmap Generation System
This generator can be used during play to generate hexes on the fly, or it can be used to generate them in advance. Generating on the fly is most suitable for solo play - for group play, it is recommended to generate them in advance.
The seven terrain types
The generator is based on seven different terrain types, listed in order of general elevation above sea level:
- Water
- Swamps
- Plains
- Forests
- Hills
- Mountains
- Volcanoes (or peaks, if you prefer)
The hex generation table
Putting these in a table, we get the following:
| 2d6+modifier | Terrain | Modifier |
|---|---|---|
| 4 or less | Water | -2 |
| 5 | Swamp | -1 |
| 6-8 | Plains | 0 |
| 9 | Forest | +1 |
| 10 | Hills | +2 |
| 11-13 | Mountains | +3 |
| 14 or more | Volcano | +2 |
Since this is a context-aware random table, it has a modifier column which is used to take the "context" of adjacent hexes into account when generating new ones as explained below.
Generating the first hex
- For the very first hex, roll 2d6 with no modifier (since there is no "context" of adjacent hexes to take into account) and get the terrain from the following table.
Generating subsequent hexes
Generating subsequent hexes is a little bit different from the first one, because we now have the adjacent hexes to take into account.
Step 1: Look at adjacent hexes to get a modifier sum
- Get the greatest negative (-2 is greater than -1) modifier (if any) from adjacent hexes.
- Then, add the greatest positive modifier (if any) from adjacent hexes. You now have the modifier sum.
Step 2: Roll 2d6 and add the modifier sum
-Roll 2d6, adding the modifier sum from the previous step and look up the result in the above table.
Step 3: Draw the terrain on the map
Now that we know what type of terrain should be in this hex, it's time to draw it on your map. If you're drawing using a pen (rather than using hexmapping software like Worldographer or HexTML), make sure you leave some room in the hex for a hex content symbol (ruins, dungeon, settlement, etc).
Let's have a look at an example.
Everything becomes easier to understand with an example. In this case, we're pre-generating a small hexmap for a new sandbox campaign we want to run.
The first hex

For the first hex, we simply roll 2d6 and look up the result in the table. We get a 9, which is a forest.
The second hex

Now we want to generate the nex above the first forest hex. This time we have an adjacent hex. Since there is only one, the modifier sum is simple - it's just the modifier of that one adjacent hex, the forest. Looking it up in the table, we see that the modifier for forest is +1. So we roll 2d6, get a result of 3, adding the modifier sum of +1 we get a total of 4 - that's water.
Summary
- Greatest negative modifier: (none)
- Greatest positive modifier: +1 (the forest)
- Modifier sum: +1
- 2d6 roll: 3 + 1 = 4: Water
The third hex

Onto the next one, to the northeast of the original forest hext. Now we have two adjacent hexes. There is one with a negative modifier of -2 (the water), and one positive one, the forest with +1. Adding them together, we get a modifier sum of -1. Rolling 2d6 we get 7, with the -1 that's a 6 which is plains.
Summary
- Greatest negative modifier: -2 (the water)
- Greatest positive modifier: +1 (the forest)
- Modifier sum: -1
- 2d6 roll: 7 - 1 = 6: Plains
The fourth hex

Next is generating the hex to the southeast of the original forest. On this one, we have to realize that not all adjacent hexes, such as plains, have a modifier at all. That means that the forest hex is the only adjacent one with a modifier - a +1.
Summary
- Greatest negative modifier: (none)
- Greatest positive modifier: +1 (the forest)
- Modifier sum: +1
- 2d6 roll: 7 + 1 = 8: Plains
The fifth hex

Now we're south of the forest hex. Like in the previous one, the forest hex is the only adjacent hex with a modifer, a +1, making the modifier sum +1 here too.
Summary
- Greatest negative modifier: (none)
- Greatest positive modifier: +1 (the forest)
- Modifier sum: +1
- 2d6 roll: 4 + 1 = 8: Swamp
The sixth hex

To the southwest of the forest hex, we now have an adjacent one with a negative modifier again - the swamp we just generated, with a modifier of -1. Together with the forest's +1, we get a modifier sum of 0.
Summary
- Greatest negative modifier: -1 (the swamp)
- Greatest positive modifier: +1 (the forest)
- Modifier sum: 0
- 2d6 roll: 11 + 0 = 11: Mountains
The seventh hex

For the last hex, in the northwest, it gets a bit more interesting because we now have two adjacent positive modifiers. The forest's +1, and the mountains' +3. We pick the greatest one which is the +3, and add it to the greatest (and only) negative modifier of -2, and get a modifier sum of +1.
Summary
- Greatest negative modifier: -2 (the water)
- Greatest positive modifier: +3 (the mountains)
- Modifier sum: +1
- 2d6 roll: 8 + 1 = 9: Forest
Conclusion
We can continue doing this for as long as we want, but there's no need to overdo it (but it hey, it might be fun). This process is quick and simple enough that it can also be done on the fly, which is probably mostly useful when playing solo.
"But these hexes are all empty - what do I put in them?" I hear you say. Not to worry - you can proceed to the Location Generator if you want to semi-randomly generate interesting locations to add to the hexes.
I spent 30 minutes continuing adding hexes, extending the map to the east, as you see below. If we think of the westernmost part where we started as the campaigns starting area, don't those two volcanoes to the east look.. intriguing? They must feature prominently in local history and lore. How do the locals view them? Are they the ancient homes of two competing demon lords, or perhaps even gods? A god and a goddess, perhaps? That would probably mean that each one has their own religion, competing for influence in the area. You can use an Action/Theme Oracle for inspiration to figure out what's going on here.
And… are the deities still there? Do they still reside inside their volcanic homes, since ancient times? Is perhaps one of them trapped in the depths below? Has anyone dared to apporach the volcanoes to check?
This, my friend, is how campaign ideas are born. Go build your world and fill it with locations, lore, factions, and conflict.
