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Click any hex on the map. The popup that opens is everything you need to run that hex at the table. Information flows from far away to inside, top to bottom.
Reroll buttons (↻) next to each card refresh JUST that card — the rest of the hex stays. Useful when one part doesn't fit and you don't want to lose the rest.
Lock at the top of the popup pins this hex's content forever — even on a full reroll, the locked hex doesn't change.
The compass sometimes appears as a reward. It points at a specific hex on the map — that hex auto-gets a juicier dungeon when the party arrives.
Hover anywhere with a concealed or italic line for context — and read the dice-roll breakdown at the bottom of each card if you want to know what slot each piece came from. Toggle rolls with the 🎲 button.
The world is post-apocalyptic. Dark Souls × Breath of the Wild × Fallout. No active farms, no thriving villages — just decay, squatters, raiders, refugees, and the things in the dark. Inhabitants live here, but the place they used to live in does not.
Hex map colors. Each colored hex carries a dungeon. The color tells you the dungeon's flavor before you click. Defunct (overrun, abandoned) dungeons render 30% darker than living ones.
The dots on the map are wanderers. Creatures that exist somewhere in the world, moving under their own rules. The dot at a hex when the party rolls it IS the encounter. Click any dot to inspect — name, tier, time since spawn. Dots are colored AND sized by tier (threat): green = small critters, amber = mid, orange = large/dangerous, red = apex/deadly. Bigger + redder = nastier.
Wanderers spawn at the edge of the explored area and move every real hour (catch-up capped at 72 hours when the browser reopens). Winter cuts the spawn rate to 30%; spring +10%; summer/fall baseline. Diurnal creatures sleep at night (dim dot); nocturnal sleep by day. When two wanderers share a hex, they sometimes avoid, ignore, or fight — stronger tier wins.