Versión: v1.0

Gabriel's Hexcrawl Map & Content Generator

Hexcrawl Generation Tables

Use these tables to generate your hexcrawl map and content on the fly. Remember to adapt the entries to your specific campaign's setting and themes.

I. Map Generation Tables (Per Hex)

When players move into a new, unrevealed hex, you'd roll on these first.

1. Terrain Type Table (d20)

This table determines the primary terrain feature of the hex. It's often influenced by adjacent hexes to create more natural-looking maps.

Roll (d20) Terrain Type Notes
1-4 Forest Can specify Light, Dense, Ancient, etc.
5-8 Hills Can specify Rolling, Rocky, Steep, etc.
9-12 Plains Can specify Grassland, Savannah, Steppe, etc.
13-14 Mountains Can specify Foothills, Peaks, Volcanic, etc.
15-16 Swamp/Marsh Can specify Bog, Fen, Mangrove, etc.
17 River/Lake Consider if a significant body of water dominates.
18 Desert Can specify Sandy, Rocky, Arid, etc.
19 Badlands Strange, desolate, or difficult terrain.
20 Unique/Special

2. Major Feature/Landmark Table (d20)

Once the terrain is established, this table determines if there's a significant, static feature in the hex.

Roll (d20) Major Feature Notes
1-5 None The hex is mostly natural terrain.
6-8 Ruin
9-11 Settlement
12-14 Lair
15-16 Natural Wonder Unique geological or botanical feature (e.g., Giant Waterfall, Petrified Forest, Crystal Caves).
17 Magical Nexus A place with strong magical energy (e.g., Ancient Standing Stones, Fey Crossing, Wild Magic Zone).
18 Dungeon Entrance An entrance to an underground complex.
19 Resource Node A significant natural resource (e.g., Mine, Quarry, Rich Hunting Grounds, Rare Herb Patch).
20 Unique/Quest Hook Something highly unusual or directly tied to a potential quest (e.g., Crashed Airship, Giant Skeleton, Mysterious Glowing Crater).

II. Content Generation Tables (Per Hex / Per Travel Watch)

These tables are used when players are actively exploring a hex or when checking for encounters during travel.

1. Encounter Check (d6, d8, d12, or d20, depending on desired encounter rate)

This roll determines if anything happens during a given travel segment (e.g., a "watch" or a half-day of travel).

Roll (e.g., 1d6) Result Notes
1 Encounter
2 Sign/Discovery
3-6 Nothing Uneventful travel.

2. Encounter Type Table (d20)

If an encounter occurs, this table determines its nature. You'll likely want different versions of this table per terrain type (e.g., "Forest Encounters," "Mountain Encounters").

Roll (d20) Encounter Type Notes
1-8 Creature Encounter
9-12 NPC Encounter
13-15 Environmental Hazard
16-17 Object/Treasure Found
18-19 Event/Complication
20 Lair/Fixed Location

3. Creature Type Tables (d20, per Terrain)

Roll on the appropriate table below based on the hex's terrain type.

3a. Forest Creature Table (d20)

Roll (d20) Creature Notes
1-2SatyrPlayful but mischievous, may lead astray.
3-4DryadProtector of a specific tree, can be benevolent or vengeful.
5-6CentaurNomadic, territorial, often wary of outsiders.
7-8GoblinSmall, malicious humanoids, often in raiding parties.
9-10WerewolfHumanoid capable of transforming into a wolf or wolf-human hybrid.
11-12TrollRegenerating, dim-witted monster, often under bridges or in caves.
13-14Malicious FaerieTrickster, uses illusions, may demand tribute.
15Giant SpiderAmbushes prey in webs.
16Wild BoarAggressive, territorial.
17Bandit AmbushLurking in woods, preying on travelers.
18OgreLarge, brutish humanoid, often solitary.
19BasiliskCan turn creatures to stone with its gaze, often found in rocky/forested lairs.
20Ancient TreantPowerful, ancient tree guardian, rarely encountered.

3b. Hills Creature Table (d20)

Roll (d20) Creature Notes
1-2Hill GiantLarge, brutish, often solitary or in small groups.
3-4Goblin PatrolScouting from a nearby lair.
5-6Bandit CampHidden outpost for raiding.
7-8WyvernLesser dragon, winged, two-legged, venomous sting.
9-10SphinxPosed with a riddle, guardian of ancient sites.
11-12HarpyWinged humanoids with bird-like features, lure travelers with song.
13-14Pack of WolvesLarge, coordinated pack.
15Wild BoarAggressive, territorial.
16GryphonNoble beast, head and wings of an eagle, body of a lion.
17Stone ElementalAnimated rock, guardian or natural phenomenon.
18OgreLarge, brutish humanoid, often solitary.
19TrollRegenerating monster, often in caves.
20MinotaurStrong, labyrinth-dwelling humanoid with a bull's head, sometimes wanders.

3c. Plains Creature Table (d20)

Roll (d20) Creature Notes
1-2Wild Horse HerdUntamed horses.
3-4Centaur HerdNomadic, territorial.
5-6Bandit RaidersMounted bandits, preying on travelers.
7-8ManticoreLion-bodied, bat-winged, human-faced with barbed tail, adapted from Persian but common in European fantasy.
9-10Giant WolvesLarger, more dangerous wolves.
11-12Nomadic TribeHumanoid group, potentially friendly or wary.
13-14Wandering GiantSolitary, unpredictable.
15GryphonHunting over plains from a distant nest.
16UnicornRare, benevolent, magical horse-like creature.
17HarpyFlying over, looking for prey.
18GorgonBull-like creature, can turn creatures to stone, distinct from Medusa.
19Herd of AurochsGiant, wild cattle.
20Ancient SpiritBound to the land, could be benevolent or malevolent.

3d. Mountains Creature Table (d20)

Roll (d20) Creature Notes
1-2DragonGreat scaled beast, often guarding hoards, various colors/types.
3-4Giant (Stone/Cloud)Massive humanoids, often solitary or in small clans.
5-6GryphonNesting in high peaks.
7-8WyvernLesser dragon, nesting in cliffs.
9-10HarpyNesting in mountain crags.
11-12RocEnormous mythical bird of prey.
13-14Mountain TrollLarger, tougher trolls adapted to cold/rocky terrain.
15Goblin PatrolFrom mountain strongholds.
16Dwarf MinersCould be friendly, neutral, or guarding their mines.
17MinotaurRoaming from ancient mountain labyrinths.
18CyclopsOne-eyed giant, often isolated.
19Giant EagleIntelligent, sometimes benevolent, sometimes aggressive.
20Golem (Stone)Guardian of ancient mountain fortresses or treasures.

3e. Swamp/Marsh Creature Table (d20)

Roll (d20) Creature Notes
1-2HydraMulti-headed serpentine monster, regenerating.
3-4Giant FrogsLarge, potentially poisonous or carnivorous.
5-6Giant CrocodilesLarge, aggressive reptiles.
7-8Hag (Witch)Solitary, malevolent magic-user, often in a hovel.
9-10Will-o'-WispLuminescent, malevolent light, lures travelers to their doom.
11-12Swamp TrollTroll variant adapted to marshy environment.
13-14Giant Mosquito SwarmAnnoying and potentially disease-carrying.
15-16Lizardfolk PatrolAmphibious humanoids, territorial.
17GhoulUndead, often found near ancient graves or battlefields.
18Ooze/SlimeAmorphous, acidic creature.
19Giant SerpentLarge, constricting or venomous snake.
20Bog SpiritRestless spirit, guardian of a cursed bog.

3f. River/Lake Creature Table (d20)

Roll (d20) Creature Notes
1-2Giant Fish/EelLarge aquatic predator.
3-4NixieWater fae, can be benevolent or tricksters.
5-6KelpieShapeshifting water horse, lures victims to drown.
7-8River TrollTroll variant, often near bridges or fords.
9-10Giant Water SnakeLarge aquatic serpent.
11-12MerrowMalevolent merfolk, often cannibalistic.
13-14River PiratesOperating from hidden coves, preying on river traffic.
15Lost Cargo/WreckageCould contain treasure or a clue.
16SirenLures sailors/travelers with enchanting song, isolated lake.
17Giant Leech SwarmDrain blood, can be deadly.
18Water ElementalAnimated water, guardian or natural occurrence.
19UndineWater spirit, often associated with specific springs or lakes.
20Ancient River SpiritPowerful guardian or source of magic/danger.

3g. Desert Creature Table (d20)

Roll (d20) Creature Notes
1-2Giant ScorpionLarge, venomous arachnid.
3-4Sand WormLarge burrowing creature, often snake-like.
5-6Nomad TribeHumanoid group, possibly hostile or friendly.
7-8SphinxGuardian of ancient desert ruins, poses riddles.
9-10ManticoreRoams desert skies, adapted.
11-12Giant VultureScavenger, can carry off small prey.
13-14UndeadSkeletons, zombies, mummies from buried ruins.
15BasiliskCan turn creatures to stone, adapted to arid regions.
16Djinn (Bound/Free)Elemental spirit of air/fire, can grant wishes or be malevolent.
17LamiaHalf-human, half-serpent, often in desert ruins.
18Desert CultistsPerforming dark rituals in isolated areas.
19Lost CaravansProvide loot or a rescue mission.
20RocNesting in remote desert mountains, hunts over plains.

3h. Badlands Creature Table (d20)

Roll (d20) Creature Notes
1-2GhoulFeeds on corpses, often found near desolate battlefields.
3-4SpecterIncorporeal undead, drains life force.
5-6BansheeFemale spirit, wails can cause death, often found near ruined homes.
7-8Twisted TreantCorrupted tree guardian, malevolent.
9-10Earth ElementalAnimated earth, often guarding a resource.
11-12Broken GolemPartially functional or reanimated construct.
13-14ChimeraHybrid monster with lion, goat, and dragon parts.
15CockatriceReptilian bird that can turn creatures to stone with its touch.
16HarpyNest in strange rock formations.
17Bandit OutlawsOperating from a remote hideout.
18Wild Magic ZoneUnpredictable magical effects occur.
19Petrified CreaturesVictims of a Gorgon or Basilisk, clues to a threat.
20Corrupting InfluenceA source of blight or madness affecting the land and its creatures.

3i. Unique/Special Creature Table (d20)

Roll (d20) Creature Notes
1-2PhoenixMythical bird of fire and rebirth.
3-4DragonA unique or very powerful one.
5-6LichPowerful undead wizard, guarding a phylactery.
7-8Ancient VampirePowerful, ancient undead, often bound to a specific location.
9-10Greater BasiliskMore powerful version, stronger petrifying gaze.
11-12Genie (Noble/Evil)Powerful elemental being, grants wishes or causes chaos.
13-14Celestial Envoy (Fallen/Corrupted)Angel or similar being, either seeking redemption or spreading corruption.
15-16Elemental Lord (Bound/Free)Powerful elemental entity.
17Titan FragmentA remnant of an ancient god-like being, imbued with power.
18Living StatueAn animated statue, guardian or rogue construct.
19Abyssal SpawnCreature from an evil plane, escaped or summoned.
20Time AnomalyArea where time behaves strangely, leading to unusual encounters.

4. NPC Encounter Table (d20, per Region/Theme)

Roll (d20) NPC Encounter Details/Motivation
1-2 Traveling Merchant Buying/selling, seeking protection, carrying rumors.
3-4 Rival Adventuring Party Friendly, neutral, or hostile; pursuing a similar goal.
5-6 Hermit/Reclusive NPC Offers wisdom, sells rare items, warns of dangers.
7-8 Scout/Patrol From a nearby settlement or faction.
9-10 Fugitive/Outlaw Seeking refuge, desperate, may be dangerous.
11-12 Lost Traveler Needs help, can offer information or a small reward.
13-14 Monster Hunter Tracking something in the area, may offer a bounty.
15-16 Cultists/Secret Society Performing a ritual, gathering something, secretive.
17 Natural Resource Gatherer Herbalist, miner, lumberjack; might know local secrets.
18 Scholar/Researcher Investigating ruins, flora/fauna; seeks information or protection.
19 Messenger/Emissary Carrying urgent news, diplomatic mission; may need escort.
20 Unique NPC A named character with a specific mini-quest or major secret.

5. Hazard Type Table (d12, per Terrain)

This is an example table. You would populate this with hazards appropriate for your specific biomes.

Roll (d12) Forest Hazards (Example) Mountain Hazards (Example) Swamp Hazards (Example)
1 Thick Undergrowth Steep Cliff Quicksand
2 Poisonous Plants Rockslide Disease-carrying Insects
3 Sudden Sinkhole Strong Winds Dense Fog/Mist
4 Entangling Vines Narrow Pass Hidden Pit
5 Rogue Fey Ambush Avalanche Zone Carnivorous Plants
6 Wild Magic Surge Magical Storm Ghastly Mire
7 Flash Flood Ice Crevasse Acid Pool
8 Dangerous Fauna Falling Rocks Toxic Gas Vent
9 Treacherous Terrain Blizzard Diseased Water
10 Spider Web Colony Precarious Ledge Sinkhole
11 Haunted Ground Geomantic Instability Corrupting Influence
12 Planar Rift Ancient Curse Fey Trap

6. Object/Treasure Found Table (d20)

Roll (d20) Object/Treasure Found Notes
1-2 Mundane Supplies Lost rations, rope, broken tool.
3-4 Small amount of coin 1d6gp, 2d10sp.
5-6 Useful mundane item Healing potion, flint & steel, scroll case (empty).
7-8 Clue/Map Fragment A torn map pointing to a ruin, a cryptic note, a symbol.
9-10 Object of Artistic Low Value Small statuette, simple jewelry, antique book.
11-12 Crafting/Alchemy Components Rare herbs, minerals, exotic animal hides.
13-14 Minor Gem/Precious Stone 1d4x10gp value.
15-16 Minor Magic Item Potion, scroll, single-use wondrous item.
17 Quality Weapon/Armor Non-magical, but well-crafted and valuable.
18 Ancient Coin Hoard Small cache of old, potentially valuable coins (e.g., 2d6x10gp, mixed types).
19 Remains with a Story Skeleton with a journal, a forgotten camp.
20 Strange Device/Artifact Non-magical but unusual, its purpose unknown.

7. Sign/Discovery Table (d20)

When a "Sign/Discovery" result occurs on the Encounter Check table, roll here.

Roll (d20) Sign/Discovery Notes
1-3 Animal Tracks/Scat Indicates presence of a specific creature or type.
4-6 Strange Sounds Unusual noises (e.g., distant howls, faint music, clanking).
7-9 Distant Smoke/Fire Glow Could be a camp, settlement, or uncontrolled fire.
10-12 Unusual/Rare Vegetation A patch of glowing mushrooms, a unique fruit tree, strange flowers.
13-14 Unusual Weather Phenomenon Localized fog bank, strange cloud formation, unusually strong winds.
15-16 Faint/Overgrown Trail Suggests a path to a hidden location or a forgotten route.
17-18 Warning Sign/Trap Markings Crude carvings, a skull on a stick, subtle ground disturbance.
19 Natural Curiosity A striking rock formation, a perfectly clear spring, an echo chamber.
20 Omen/Foreshadowing A flock of carrion birds circling, a sudden silence, a fleeting vision.

III. Sub-Tables for Features/Locations

When a Major Feature or Lair is generated, you'd roll on one of these.

1. Ruin Type Table (d12)

Roll (d12) Ruin Type Potential Inhabitants/Secrets
1-2 Ancient Watchtower Old defenses, small garrison.
3-4 Crumbling Temple/Shrine Forgotten deity, cult activity.
5-6 Abandoned Village Ghosts, reclusive animals, hidden cellar.
7-8 Ruined Fort/Castle Bandits, monsters, hidden treasure.
9-10 Collapsed Mine Entrance Monstrous inhabitants, mineral veins.
11 Overgrown Tomb/Crypt Undead, ancient artifacts.
12 Strange, Alien Structure Mysterious technology, otherworldly influence.

2. Lair Type Table (d10)

Roll (d10) Lair Type Common Occupants (example)
1-2 Cave System Goblins, Orcs, Bears.
3-4 Den/Burrow Wolves, Giant Spiders, Owlbears.
5-6 Nest/Perch Giant Birds, Wyverns, Harpies.
7-8 Hidden Glen/Grove Fey creatures, Druids, monstrous plants.
9 Subterranean Lair Drow, Undead, Oozes.
10 Unique Lair Dragon's hoard, Lich's tower, Demon's gate.

3. Event/Complication Table (d20)

When an "Event/Complication" result occurs on the Encounter Type table, roll here.

Roll (d20) Event/Complication Notes
1-4 Sudden Weather Change Dense fog, torrential rainstorm, heat/cold wave.
5-8 Unexpected Difficult Terrain Landslide, hidden bog, swollen river.
9-11 Trail/Sign of Something Larger Tracks of a huge beast, unusual magical phenomenon, arcane symbol.
12-14 Lost Supplies/Equipment Something falls, breaks, or is stolen by small animals/creatures.
15-16 Deception/Illusion Disorienting fey magic, a mirage, an illusory trap.
17 Disorientation The group gets lost or is significantly delayed.
18 Celestial/Anomalous Phenomenon Strange lights in the sky, minor meteor shower, temporal distortion.
19 Sign of a Hidden Faction Markings of a secret society, abandoned camp of unknown scouts.
20 Call to Adventure A message in a bottle, a wounded animal needing help that reveals something important, a map carried by the wind.

4. Fixed Location/Point of Interest Table (d12)

When a "Lair/Fixed Location" result occurs on the Encounter Type table, roll here for a minor point of interest within the hex.

Roll (d12) Fixed Location/Point of Interest Notes
1-2 Hidden Cave/Burrow Small, obscured, might contain minor creatures or a short-term hideout.
3-4 Abandoned Shrine/Altar Overgrown, forgotten, perhaps still holds a faint magical residue or a small offering.
5-6 Hunter/Trapper Camp Abandoned or temporarily unoccupied; signs of recent activity, basic supplies, or traps.
7-8 Natural Overlook/Vantage Point A high point (hill, large tree) offering a view of surrounding hexes; might be a monster's perch.
9 Vital Watering Hole/Game Trail A reliable water source or a heavily used animal path; attracts wildlife and potentially hunters/predators.
10 Small Cache/Stash A concealed hiding spot (under a rock, in a hollow log) with minor valuables or survival gear.
11 Unusual Geological Formation A striking rock pillar, a strange crystal cluster, a natural arch; no immediate purpose but visually distinctive.
12 Entrance to a Planar Microcosm A subtle gateway to a small pocket dimension, a fey crossing, or a minor elemental rift.

Registro de Tiradas

Registros Guardados

Aquí puedes ver y gestionar tus registros de tiradas guardados. Haz clic en una entrada para cargarla en la sección de tablas.