I was really excited to finally figure out a good way to be able to make and maintain my Hex Crawl maps in Roll20, enabling me to expand the map as I go and let my players freely explore. I wanted to share my process in the hopes it may help others seeking to do similar kinds of RPG games. First, I compiled a bunch of art assets to use in making my map. These represented a lot of common-ish terrain types for DnD, and gave me enough variety to create some interesting terrain. Next, I came up with some rules for handling travel. I am planning on running this campaign in a 5e game, so my house rules are specific to that system. They're my own adaptation of the rules suggested in the DMG, but altered for a little bit more ease of management, and to add in some functions that aren't mentioned specifically. Next comes the things to set up in your game. I recommend using a fresh Roll20 page in your game, and configuring it with the following settings: Size - Any, but expect to expand it as your players push the boundaries. Background Color - #e69138 makes a nice old paper-like look, but any color could in theory work, so long as it has good contrast. Scale - Each grid unit should be 8 miles to work with the speeds recommended in the 5e DMG, but if your chosen game system has a different unit base that would make the math for travel easier, I recommend using that instead. Grid - I HIGHLY recommend you use Hex (H) for the grid type, with Hex Labels ON to help you easily identify settlements on your map by their hex reference. If you used the color I recommended before, then I recommend #666666 for the color of your grid lines (and labels), with opacity turned to maximum for easy viewing (the map, after all, is meant to be functional, not pretty). Fog of War - I again HIGHLY recommend having Fog of War on, and revealing areas as your players start to move into them, giving them maybe their hex and adjacent hexes for vision, and perhaps unlocking larger areas if the players pursue the acquisition of a map. This both allows you to add an actual exploration component, but also allows you to not have to make the entire world map ahead of time -- the players never have to know how far they are from the edge of what you've prepared, and you can always drop down assets as you go to build the map up. Drawing Roads and Rivers - If you're sticking with my color scheme, #4a86e8 makes a good color for Rivers, while #5b0f00 is a good brown for roads. You can easily use the map drawing tools, either freehand or polygon/line, to draw these on. I recommend drawing roads through roughly the center of hexes for ease of legibility, while I recommend drawing rivers along the borders of hexes, as this makes calculating when or if players need to cross a river much, much, MUCH easier. That's it: an easy hack for making yourself a Hex Crawl map in the Roll20 editor that will make it easy to run a Hex Crawl game without needing fancy external software and importing maps, while also making it relatively easy for you to improv and start playing sooner without needing to build out a whole world. I have also compiled the details of my house rules for handling travel, as well as the art assets I collected, into a google drive folder that you are free to use. Bear in mind I have no idea on the copyright situation for the images, as I was using them for fair use, so if you are doing a pay-to-play game, or some other monetization scheme that might make the potential of copyright infringement serious, I suggest finding your own images. As an example of how it will all look, there's a screenshot of the area my players will have knowledge of at the start of the campaign inside the folder.