Each hex has 19 sub-hexes that are at least partially within it - 13 fully and 6 split with a neighbour - say 16 hexes on average to fill. Using the 'bleed-over from neighbours' we get a half dozen sub-hexes influences from without the hex. From the 'faction sites' we get four within the hex, one without - the one without can be one of the 'bleed over locations in a neighbour hex. All told this gives us 10/16 hexes explained.
Working up one of them (blowpipers, Hex A2) - a goblin faction inspired by Age of Wonders III and various Etsy STL packs - sneaky hunters with carnivorous snails, poison darts and traps.
Subhexes tied to this faction
- their homebase - camoflaged swamp-huts, cauldrons, four-armed goblin poison-brewers,
- their field activities - fermentation vats made of hollow trees, barrel fungus, brewing poisons, potions and booze (badly labelled), with crotchety brewmasters and lots of voluntary apprentices
- their power source - herders of donkey-sized predatory snails whose venomous fangs provide the deadliest dart-coatings
- a minor outpost - carnivorous plant garden where the plants are fed to increase their yield
Subhexes from neighbour hex bleed-over
- from the harpy coven in A1 - manifests as canopy level traps to stop the harpies swooping in
- from the villagers in A3 - a stray pig stuck in a pit trap
- from the snakefolk in A9 - a snakefolk effigy with minor offerings
- from the chaos cult in A7 - staked out cultists as 'go away' signs
- from the spider-riders in A8 - border-totems in traditional goblin manner
- from the toad-riders in AB - toad-rider frog hunters looking to snatch interesting poisonous species for their own army of frogs
Hex level elements previously rolled up - may be own subhex or incorporated into the above.
- a dell
- a ruined tower
- additional traps
Pull this all together and we get:
| Index | Landmark | Hidden | Secret |
|---|---|---|---|
| 1 | Dell, tall grass – grazing, boar herd | Boar-rider scrimshander, fled due to love of blowpiper maid | Trove of ivory trinkets |
| 2 | fermentation vats made of hollow trees, barrel fungus, | with crotchety brewmasters and lots of voluntary apprentices | brewing poisons, potions and booze (badly labelled), |
| 3 | Abandoned goblin market site | Blowpiper village | camouflaged swamp-huts, cauldrons, four-armed goblin poison-brewers |
| 4 | carnivorous plant garden where the plants are fed to increase their yield | Treacherous terrain – swampy under leaves | Half digest plant victims attack as zombies |
| 5 | herders of donkey-sized predatory snails | Hidden in a giant boulder field, a pool with a giant crocodile | Poison dart workshop: snail fangs provide the deadliest dart-coatings |
| 6 | Gigantic tree – walk out onto canopy | Village of apefolk, refugees of land of dead | Shrine to old gods |
| 7 | Ruined Tower | Goblins acting as wizards | Tower top not destroyed, just unmoored in time |
| 8 | toad-rider frog hunters stalking fine riding frogs | Frogehemoth lurks in deeper pools | Hallucinogenic plants, soothe the froghemoth |
| NW | border-totems in traditional goblin manner | Moonshine hut, wizened goblin elders sharing finest spirits, bemoan falling standards | Moonshine rigs set in ancient insectfolk hive-comb |
| 9 | a snakefolk effigy with minor offerings | goblin snake-fan; living off offerings, picking up courage to go visit, big pet snake | old crypt of snakefolk, hazardous from molds and structural unsoundness |
| W | Pond – swamp dryad + nymph | Fey servants | - |
| 10 | a stray pig stuck in a pit trap | further pit traps, smoking hut | - |
| SW | Flexible tree – scattered belongings | Goblins on vines bungee down | - |
| 11 | Mushroom patch, goblin foragers, baskets, big hats | Myconids lurking in depths, annoyed at intruders | - |
| SE | manifests as canopy level traps to stop the harpies swooping in | goblin tree-top watchtower | warding runes from goblin coven-adherents |
| 12 | Dangerous animal tracks – big tiger | Rogue monk w/ tiger-claws kills witnesses | Stolen trove of monastery books |
| E | staked out cultists as 'go away' signs | Hide w/ blowpipers watching for more cultists | - |
| 13 | Wobbly rocks with cross large birds | Birds nests w/ treasures | One bird is awakened |
| NE | Gigantic tree – shade tree; out-of-place yeti | Charming eatery along trail – middle of nowhere, disinterested locals | Waystation for adventurers, cult hunters |
All this gets bodged into a table-ready card built in powerpoint using the hex/sub-hex asset from Maatlock's Tavern GitHub to take it to table.

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