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:
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.

Source: Filling in the Blanks
For each feature generated determine the details for it using the Features section on pages 6-8 of Filling in the Blanks.
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:
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:
Exceptional resource? Roll a d20
Look at other features in the hex or surrounding hexes to determine what the sign is for.
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:
Use Filling in the Blanks under 2. Geologic on p. 48-56. Rock Formations p14