Hi, I'm trying to setup a world map exploration without showing my players the entire map. I'm trying to emulate the feeling of being in a new world, lost in bright daylight. They can see for miles (3.1 to be exact), and can see large objects further than that, e.g. mountains. I have a hex map with each hex set at 5 miles, so they can see only slightly into the next surrounding hex. What I tried was this: Dynamic Lighting Vision and dim light set to 5ft To expose mountains, a row of invisible light sources. It ends up looking like this: Not very pretty, but does the job. However, I'm not happy with the effect, not very nice immersion. The light exposure on the mountains is weird, the fog is so black it gives the impression of being in darkness, rather than the "lack of knowing what is there". If I could skin the fog somehow, that would immediately be better. It's a desert world (Athas), so making it sand colored would be awesome, is that possible? The other idea I had was to have a dummy map on the map layer which is maybe all sand, then put the actual map on the token layer, use dynamic lighting but start the map fully explored. That would make the whole map covered in gray fog and would show the dummy map, while when they walk they would see the real map under their light. This would require that I drop an invisible light source at every hex they explore, otherwise it would always revert back to the dummy map. Has anyone solved this in an elegant way? EDIT: I tried my other idea, looks a bit like this: Much better than the blackness, but bringing the whole map to the token layer makes it a pain to work with other tokens. Can't drag to multiselect, and it seems that auras don't show through, for some reason. Still, doesn't look too bad...