Old School Gamer Blog


Ramblings from old-school gamers

Hex Gen - Features and Lairs

27 Jul 2025 - Cpt. Redbeard

After generating the hexes for the surrounding area you need to determine features, locations & lairs.

Use Table 1.1 – Feature Types on page 7 and Figure One - Placing Lairs Features on page 5 of Filling in the Blanks to add additional, interesting features to the core hex. 1d6 features and 1d6 lairs in each 6-mile hex seems too dense, therefore, instead of every 6-mile hex up it a level so do every 30-mile hex has 6 features and 5 lairs, i.e. the entire large hex at the Sub-level. Feel free to adjust these numbers or roll to randomize the number per 30-mile hex.

Here’s the steps to generate feature and lairs:

  1. Roll a d20 and a d100 six times for the features and their location
  2. Using the figure for hex numbers 1-31 find the hex for each Location & add an icon with text representing the feature
  3. Roll a d100 5 times for the lairs
  4. Using the figure for hex numbers 1-31 find the hex for each Location & add an icon a lair

Features

Lairs


Table 1.1 – Feature Types

d20 Result
1-4 Geologic
5-8 Structure
9-12 Resource
13 Hazard
14 Sign
15 Dungeon
16-17 Terrain
18 Settlement
19 Water
20 Magic

Use the figure below to determine the hex numbers for placing the features and lairs.

Hex numbering for d100

Source: Filling in the Blanks

Flesh Out the Features

For each feature generated determine the details for it using the Features section on pages 6-8 of Filling in the Blanks.

Depressions

Use Filling in the Blanks under 2.2. Change in Elevation on p. 13-14.

Here’s the steps for fleshing out the details of a depression:

  1. Roll a d100
  2. Roll a d100
  3. Roll a d100
  4. Is the terrain within the change of elevation different than the surrounds? Roll a d6 and if less than 5 then roll a d6 to see by how many degrees it changes.
    • There is a 1-4 in 6 chance that the change in elevation represents a differing terrain type than the surrounding environs.
    • If a difference in terrain will most often be within one degree of the surrounding terrain, or within two degrees. There could also be an unusual feature or magically created terrain, see Degree of Change in Terrain Table for details.
    • If one degree of change then roll a d3 (or d6/2)
  5. Describe depression in hex notes and update label with depression type

Resources

PCs could mine the minerals, harvest the vegetables, hunt the game, etc. to create XP and income.

Use Filling in the Blanks under 4. Resources on p. 48-56.

Here’s the steps for fleshing out the details of a resource:

  1. Exceptional resource? Roll a d20

    • There’s a 1 in 20 chance that the resource is exceptional. If it is, roll a d8.
    • It’s worth 25% more on a 1-3, 50% more on a 4-5, 75% more on a 6-7, or 100% more on an 8 than the base value.
    • It’s up to you why this resource is of exceptional value, such as purity, appearance, or other properties.
  2. Category of resource? 1d20
  3. Additional roles for more details on resource
  4. Describe resource in hex notes and update label with resource name

Sign

Look at other features in the hex or surrounding hexes to determine what the sign is for.

Structure

Use Filling in the Blanks under 3. Structures on p. 19-45.

Here’s the steps to determine what kind of structures are on your map:

  1. Roll a d10 for possible structures
  2. Additional roles for more details on structure
  3. Describe structure in hex notes and update label with structure type

Geologic

Use Filling in the Blanks under 2. Geologic on p. 48-56. Rock Formations p14

Other Terrain Features



That's it, for now!

Check out the Blog for more posts!



- Back to Top -