Hex Stocking Procedure
Here follows my current hex stocking procedure for any given region. These steps assume you already have laid out general terrain.
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Check each hex for terrain variation using the D30 companion’s “Natural Features” table.
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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.
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Add a primary dungeon to your region if one does not exist.
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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.
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Create a regional rumour table using the points of interest for inspiration and assign it to the nearest town.
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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!!
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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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