Dmg Dnd 5e Map Hex

Dmg dnd 5e map hex chart

For a full-world map, such as those generated by the site you linked, a larger hex size is obviously called for, so that you don't need hundreds of thousands of hexes. I haven't counted the dimensions of the maps generated by that site, but the 250-mile hexes you came up with for an Earth-sized world sound about right to me. There are some guidelines in the DMG for mapping your world, starting at page 14. They suggest that for the widest scale (which they call 'Mapping a Continent') that you should use about 60 miles per hex. This will make a world a bit smaller than Earth, but still something plenty big for a campaign. 5E - Source of maps in back of 5e DMG? Morrus' Unofficial. Free Maps - Fantastic Maps Free Maps - Fantastic Maps. Faerun Map DND 5E Obsidian Portal. Hex Crawls Part 2: Hex Map Design in 5e Dungeons & Dragons & TTRPG As promised, we've got. Sep 28, 2017  The primary advantage of a hex map over a. Gmt Seven 7 Pack Of Blank Hex Maps With 16mm 1 2 Hexes With Long Grain 35 5th edition advice build build advice dd dd 35 dd 5e dm help dnd dnd 5e druid fighter help homebrew homebrew 5e monk multiclass optimization paladin pathfinder pathfinder 1e player help ranger rogue rules sorcerer spells warlock. Hex Map For My First Campaign Critique Dndmaps Blank province kingdom and continent hex maps for 5e. Explore dj hartels board dd hex maps on pinterest. A hex map hex board or hex grid is a game board design commonly used in wargames of all scales.

OK, first of all: as was the case with the Monster Manual, Rory and my names are in the Dungeon Masters Guide! We’re credited as “Additional feedback provied by”. It’s notable that I didn’t review the acknowledgements section, or that particular spelling error would have never gotten through. In fact, since I saw early drafts of DMG sections, a third or more of the book is completely new to me.

Of the core books, the DMG benefits the most from close readings: things that were explained fully in previous DMGs are often presented in complete but compressed form. I’ll probably find things to unpack in this DMG for a few weeks.

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Today I’ll be talking about page 14 of the DMG. In the 3e DMG we got, like, a chapter on worldbuilding, demographics, and settlement generation. In 5e we get page 14. This contains the outdoor campaign mapping rules, into which is encoded a lot of world demographics information. From this page, what can we learn about the D&D world? Is it more like a medieval dark age, or the early Renaissance, or is it totally ahistorical?

Page 14 recommends getting hex paper with five hexes to the inch (so about 2000 hexes per sheet, more or less.) Following in the footsteps of BECMI, the DMG recommends maps at three different scales. This time it’s Province (1 mile hex), Kingdom (6 mile hex) and Continent scale (60 mile hex).

First of all, there’s a major error in the section about combining scales: it says that at continent scale, “1 hex represents the same area as 10 kingdom scale hexes.” Wrong. 1 continent hex is 100x times the area. Similarly, a kingdom hex is the area of 30 province hexes, not 6 as claimed. It looks like this was simply an error of saying “area” when they meant “length”, and, with that substitution, the rest of the math on the page works out fine. Still, that will confuse some poor saps when they get around to making new campaign maps.

OK, on to those sweet demographics!

On a province-scale 8 1/2 x 11 map, which takes about two days of travel to traverse, the DMG says that you’d expect to find one town (population generally around 4000, based on settlement size ranges) and 10 villages (population around 500 each), which works out to about 5 people per square mile in settled lands, about the same population density as the Western Sahara. Wow! Fantasy medieval Europe is empty!

The kingdom scale of 6 miles per hex is just about standard for D&D outdoor hex scales (5 to 8 miles per hex, depending on edition). A kingdom map of a settled area will have 10 notable cities or towns; villages are not shown at this scale. Considering that a kingdom map contains 30 province maps, each of which is likely to contain a town, it’s probable that small towns aren’t shown on the map either.

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Continent scale is huge. At 60 miles to the hex, you could fit Europe on one sheet of hex paper, plus about a third of Russia. If your continent fills the map, it has the same area as 3000 province maps, and it takes three months to traverse at 25 miles per day. That’d give you a population of 30 million people if the entire continent were settled, but probably it’s half wild. Apparently this matches the demographics of Europe in 650, right after the Plague of Justinian wiped out 50% of the world population.

OK, so D&D demographics match a) 650 AD, one of the worst post-apocalyptic times in world history and b) Western Sahara, a current nearly-uninhabited strip of desert.

We don’t have to do anything with this information. We can run a jolly D&D campaign with dragons, kings, and quest givers without wondering about the number of peasants in a square mile. But we can also find inspiration in the game’s parallels with Earth demographics. Here’s what the numbers suggest to me.

a) There was a recent event, probably within the last 100 years (because population recovers over a few hundred years), that killed a lot of people. Everybody still remembers it and it terrified of its return. What was it?

b) There are a lot of deserted villages. Furthermore, in every village, town, and city, there are a lot of empty houses. Land is cheap.

d) The king is happy to give you a parcel of land and a border fort when you hit name level. Why not? That border fort is sitting empty right now.

e) A lot of abandoned dungeon locations were probably thriving civilized structures within the last 100 or 200 years. For instance, that border fort the king just gave you.

These speculations are borne out by other parts of the DMG.

-Standard city size caps at about 25,000: larger metropolises, like Waterdeep and Greyhawk (or Toulouse!) are rare. These city populations are fairly low for medieval city population, but make sense in the wake of a plague that wiped out half the population.

-In the Wilderness section, a wilderness province contains “ruined villages and towns that are either abandoned or serve as lairs for marauding bandits and monsters.” Wilderness doesn’t have to mean old-growth forest or untamed mountains: it might also mean farms and villages given over to chaos.

In a typical campaign, characters aren’t driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific Nature of the threats the adventurers face.

Going Mad

Various magical Effects can inflict madness on an otherwise stable mind. Certain Spells, such as Contact Other Plane and , can cause insanity, and you can use the madness rules here instead of the spell Effects of those Spells. Diseases, Poisons, and planar Effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.
Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw.

Madness Effects

Madness can be short-term, long-term, or indefinite. Most relatively mundane Effects impose short-term madness, which lasts for just a few minutes. More horrific Effects or cumulative Effects can result in long-term or indefinite madness.Hex
A character afflicted with short-term madness is subjected to an effect from the Short-Term Madness table for 1d10 minutes.
A character afflicted with long-term madness

Dnd 5e Character Sheet

is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours.
A character afflicted with

Dmg Dnd 5e Map Hex Chart

indefinite madness gains a new character flaw from the Indefinite Madness table that lasts until cured.

Dmg Dnd 5e Map Hex Chart

Short-Term Madness
d100Effect (lasts 1d10 minutes)
01–20The character retreats into his or her mind and becomes Paralyzed. The effect ends if the character takes any damage.
21–30The character becomes Incapacitated and spends the Duration screaming, laughing, or weeping.
31–40The character becomes Frightened and must use his or her action and Movement each round to flee from the source of the fear.
41–50The character begins babbling and is incapable of normal Speech or Spellcasting.
51–60The character must use his or her action each round to Attack the nearest creature.
61–70The character experiences vivid hallucinations and has disadvantage on Ability Checks.
71–75The character does whatever anyone tells him or her to do that isn’t obviously self-­ destructive.
76–80The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.
81–90The character is Stunned.
91–100The character falls Unconscious.

Long-Term Madness
d100Effect (lasts 1d10 × 10 hours)
01–10The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.
11–20The character experiences vivid hallucinations and has disadvantage on Ability Checks.
21–30The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma Checks.
31–40The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the Antipathy/Sympathy spell.
41–45The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its Effects.
46–55The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on Attack rolls, Ability Checks, and Saving Throws while more than 30 feet from it.
56–65The character is Blinded (25%) or Deafened (75%).
66–75The character experiences uncontrollable tremors or tics, which impose disadvantage on Attack rolls, Ability Checks, and Saving Throws that involve Strength or Dexterity.
76–85The character suffers from partial amnesia. The character knows who he or she is and retains Racial Traits and Class Features, but doesn’t recognize other people or remember anything that happened before the madness took effect.
86–90Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the Confusion spell. The Confusion effect lasts for 1 minute.
91–95The character loses the ability to speak.
96–100
The character falls Unconscious. No amount of jostling or damage can wake the character.

Dnd 5e Races

Indefinite Madness
d100Flaw (lasts until cured)
01–15“Being drunk keeps me sane.”
16 - 25'I keep whatever I find.'
26–30“I try to become more like someone else I know—adopting his or her style of dress, mannerisms, and name.”
31–35“I must bend the truth, exaggerate, or outright lie to be interesting to other people.”
36–45“Achieving my goal is the only thing of interest to me, and I’ll ignore everything else to pursue it.”
46–50“I find it hard to care about anything that goes on around me.”
51–55“I don’t like the way people judge me all the time.”
56–70“I am the smartest, wisest, strongest, fastest, and most beautiful person I know.”
71–80“I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they’re watching me all the time.”
81–85“There’s only one person I can trust. And only I can see this Special friend.”
86–95“I can’t take anything seriously. The more serious the situation, the funnier I find it.”
96–100“I’ve discovered that I really like killing people.”

Curing Madness

Dmg Dnd 5e Map Hex Code

A Calm Emotions spell can suppress the Effects of madness, while a Lesser Restoration spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, Remove Curse or dispel evil might also prove effective. A Greater Restoration spell or more powerful magic is required to rid a character of indefinite madness.