Hex Stocking Procedure

Here follows my current hex stocking procedure for any given region. These steps assume you already have laid out general terrain.

  1. Check each hex for terrain variation using the D30 companion’s “Natural Features” table.

  2. Check each hex for inhabitation. The D30 companion produces quite high levels of inhabitation, the table in the AD&D 1e DMG produces quite sparse inhabitation. For more detail on each type of feature (ruins, castles etc ) you can use a number of supplements. I’ve enjoyed using the D30 sandbox companion.

  3. Add a primary dungeon to your region if one does not exist.

  4. Create a regional wilderness encounter table, using the generated points of interest as inspiration. I use the 2d6 table structure from Prismatic Wasteland, where ‘2 is always a dragon. Fill some of the table entries with randomly rolled encounters from your system of choice.

  5. Create a regional rumour table using the points of interest for inspiration and assign it to the nearest town.

  6. Follow Tenkar’s Checklist for each hex containing a point of interest. It is important that each hex has a connection to at least one other!!

  7. For each encounter on your random encounter table that is not already associated with a hex, detail a lair. Don’t place it yet. If % in lair roll comes up with a lair when you roll the encounter in game, drop your pre-made lair in the party’s current hex. These dynamic hexes should be tested against Tenkar’s checklist too

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