GFN HEX TERRAIN ELEMENTS
Consolidated Reference
1️⃣ Icefield / Glacial Wastes
Hex Type: Icefield terrain
Travel: 33% slower
Visibility: 3 miles
Losing Direction: 1/day with 2:6 chance; when snow falls, add +2 due to whiteout
Foraging: 1:6 chance; 1 ration
Hunting: 1:6 chance; 2d6 rations
Wandering Monsters: 1/day with 2:6 chance
Encounter Distance: 4d6 × 10 yards
Evasion Modifier: None
Notes
Icefields are endgame terrain. Exposure checks should escalate. Retreat is often the correct decision.
2️⃣ Deep Taiga / Endless Forest
Hex Type: Taiga forest
Travel: Normal
Visibility: 1 mile (often less in dense growth)
Losing Direction: 1/day with 1:6 chance; +1 if snowing
Foraging: 4:6 chance; 1d3 rations
Hunting: 3:6 chance; 2d6 rations
Wandering Monsters: 1/day with 2:6 chance
Encounter Distance: 2d6 × 10 yards
Evasion Modifier: +1 (dense cover favors evasion)
Notes
This is the ecological heart of GFN. Monsters here tend to stalk rather than charge.
3️⃣ Steppe / Migration Routes
Hex Type: Steppe / tundra grassland
Travel: Normal
Visibility: 6 miles
Losing Direction: 1/day with 1:6 chance; +1 during storms
Foraging: 2:6 chance; 1 ration
Hunting: 4:6 chance; 2d6 × 10 rations (herds)
Wandering Monsters: 1/day with 1:6 chance
Encounter Distance: 6d6 × 10 yards
Evasion Modifier: –1 (open ground favors pursuers)
Notes
Encounters are often visible hours in advance. Large scale movement dominates.
4️⃣ Hills / Broken Uplands
Hex Type: Hills
Travel: 25% slower
Visibility: 2–3 miles
Losing Direction: 1/day with 1:6 chance
Foraging: 3:6 chance; 1d3 rations
Hunting: 3:6 chance; 2d6 rations
Wandering Monsters: 1/day with 1:6 chance
Encounter Distance: 4d6 × 10 yards
Evasion Modifier: None
Notes
GFN hills are fractured and eroded, concealing ruins and lairs easily.
5️⃣ Alpine / High Passes
Hex Type: Mountain / alpine
Travel: 50% slower
Visibility: 10+ miles on clear days; 10–50 yards in storms
Losing Direction: 1/day with 2:6 chance; +1 during snowfall
Foraging: 1:6 chance; 1 ration
Hunting: 1:6 chance; 2d6 rations
Wandering Monsters: 1/day with 1:6 chance
Encounter Distance: 6d6 × 10 yards
Evasion Modifier: –1
Notes
Altitude, weather, and falls are often deadlier than monsters.
6️⃣ Rivers, Ice, and Crossings
Hex Type: River / frozen river
Travel: Normal along banks; crossings vary
Visibility: 1–2 miles; fog common
Losing Direction: 1/day with 1:6 chance
Foraging: 3:6 chance; 1d3 rations (fish)
Hunting: 2:6 chance; 2d6 rations
Wandering Monsters: 1/day with 2:6 chance
Encounter Distance: 3d6 × 10 yards
Evasion Modifier: None
Notes
Crossings concentrate danger. Ice adds collapse risk and cold exposure.
7️⃣ Coastal / Ice Sea (Landward)
Hex Type: Frozen coast / shoreline
Travel: Normal; halved during storms or ice build up
Visibility: 3–6 miles; fog frequent
Losing Direction: 1/day with 1:6 chance; +1 during fog
Foraging: 2:6 chance; 1 ration
Hunting: 3:6 chance; 2d6 rations (seals, birds)
Wandering Monsters: 1/day with 1:6 chance
Encounter Distance: 4d6 × 10 yards
Evasion Modifier: None
Notes
Shorelines shift. Ice shelves and tides create sudden hazards.
8️⃣ Ruins / Dead Cities
Hex Type: Ruined urban
Travel: Normal, but slowed by rubble
Visibility: ½ mile
Losing Direction: 1/day with 1:6 chance
Foraging: 1:6 chance; 1 ration
Hunting: 1:6 chance; 2d6 rations (vermin, scavengers)
Wandering Monsters: 1/day with 1:6 chance
Encounter Distance: 2d6 × 10 yards
Evasion Modifier: +1 (cover and structures)
Notes
Encounters are rarer but more deliberate. Silence dominates.
9️⃣ Plains / Southern Vale
GFN Compatible Addition
Hex Type: Plains / agricultural fringe
Travel: Normal
Visibility: 6 miles
Losing Direction: 1/day with 1:6 chance
Foraging: 4:6 chance; 1d3 rations
Hunting: 3:6 chance; 2d6 rations
Wandering Monsters: 1/day with 1:6 chance
Encounter Distance: 6d6 × 10 yards
Evasion Modifier: None
Notes
This mirrors early GFN border regions before the land thins.
RULES ELEMENTS EXPLAINED
Hex Type
The terrain classification of the hex.
What it does
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Determines which encounter table is used
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Sets expectations for danger, visibility, and resources
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Informs player decisions before entry
Examples
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Icefield terrain means exposure, poor food, and lethal mistakes
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Taiga forest means cover, stalking predators, and better food
Travel
Modifies how far the party can move in a day.
How it works
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Start with campaign standard movement, for example 24 miles per day
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Apply the terrain modifier
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Slower travel means more days spent in the hex
Why it matters
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Slower travel increases risk without adding monsters
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Terrain becomes dangerous even when nothing happens
Visibility
Maximum distance at which creatures, landmarks, or threats can be seen.
How it works
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Visibility caps encounter distance
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If encounter distance exceeds visibility, use visibility instead
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Affects scouting, navigation, and avoidance
Why it matters
-
Open terrain allows planning and evasion
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Dense or foggy terrain forces surprise
Losing Direction
Navigation check rolled once per day of travel.
How it works
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Roll 1d6
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If the result is equal to or less than the listed chance, the party is lost
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Apply modifiers for snow, fog, storms, or whiteouts
What being lost means
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Party moves into a random adjacent hex or fails to make progress
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Referee adjudicates based on terrain and weather
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Players may not immediately realize they are lost
Why it matters
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Weather kills parties without combat
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Discourages blind travel into hostile regions
Foraging
Quick, passive food gathering.
How it works
-
Roll once per day if foraging
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Success yields listed rations
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Failure yields nothing
Limits
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Does not scale with party size
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Cannot replace hunting in sparse terrain
Why it matters
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Slows starvation
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Encourages lingering in dangerous places
Hunting
Deliberate pursuit of game.
How it works
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Roll once per day if time is spent hunting
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Success yields listed rations
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Usually consumes most of the day
Risks
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May trigger encounters even on success
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Exposes party to predators
Why it matters
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Sustains long journeys
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Trades time and risk for survival
Wandering Monsters
The core pressure mechanic of the hex.
How it works
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Roll once per day or as specified
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On success, roll on terrain encounter table
Why it matters
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The land pushes back
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Staying longer always increases danger
Encounter Distance
Determines how far away an encounter begins.
How it works
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Roll listed dice and multiply
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Cap by visibility
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Surprise rules still apply
Why it matters
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Determines evasion, preparation, or flight
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Long distances reward scouting
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Short distances punish complacency
Evasion Modifier
Modifies chance to avoid encounters once detected.
How it works
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Apply modifier to evasion or pursuit checks
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Positive favors the party
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Negative favors enemies
Why it matters
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Dense terrain enables escape
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Open terrain punishes exposure
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Rewards terrain aware play
HOW THESE ELEMENTS WORK TOGETHER
These elements stack.
Example
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Slower travel means more days
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More days mean more wandering monster checks
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Poor visibility shortens encounter distance
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Short distances reduce evasion
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Failed evasion leads to combat or flight
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Flight risks exposure or becoming lost
This is why terrain is the primary antagonist in GFN style play.