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.
d4
d6
d8
d10
d12
d20
d100
Roll d20
Result :
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.
d4
d6
d8
d10
d12
d20
d100
Roll d20
Result :
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).
d4
d6
d8
d10
d12
d20
d100
Roll d6
Result :
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").
d4
d6
d8
d10
d12
d20
d100
Roll d20
Result :
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)
d4
d6
d8
d10
d12
d20
d100
Roll d20
Result :
Roll (d20)
Creature
Notes
1-2 Satyr Playful but mischievous, may lead astray.
3-4 Dryad Protector of a specific tree, can be benevolent or vengeful.
5-6 Centaur Nomadic, territorial, often wary of outsiders.
7-8 Goblin Small, malicious humanoids, often in raiding parties.
9-10 Werewolf Humanoid capable of transforming into a wolf or wolf-human hybrid.
11-12 Troll Regenerating, dim-witted monster, often under bridges or in caves.
13-14 Malicious Faerie Trickster, uses illusions, may demand tribute.
15 Giant Spider Ambushes prey in webs.
16 Wild Boar Aggressive, territorial.
17 Bandit Ambush Lurking in woods, preying on travelers.
18 Ogre Large, brutish humanoid, often solitary.
19 Basilisk Can turn creatures to stone with its gaze, often found in rocky/forested lairs.
20 Ancient Treant Powerful, ancient tree guardian, rarely encountered.
3b. Hills Creature Table (d20)
d4
d6
d8
d10
d12
d20
d100
Roll d20
Result :
Roll (d20)
Creature
Notes
1-2 Hill Giant Large, brutish, often solitary or in small groups.
3-4 Goblin Patrol Scouting from a nearby lair.
5-6 Bandit Camp Hidden outpost for raiding.
7-8 Wyvern Lesser dragon, winged, two-legged, venomous sting.
9-10 Sphinx Posed with a riddle, guardian of ancient sites.
11-12 Harpy Winged humanoids with bird-like features, lure travelers with song.
13-14 Pack of Wolves Large, coordinated pack.
15 Wild Boar Aggressive, territorial.
16 Gryphon Noble beast, head and wings of an eagle, body of a lion.
17 Stone Elemental Animated rock, guardian or natural phenomenon.
18 Ogre Large, brutish humanoid, often solitary.
19 Troll Regenerating monster, often in caves.
20 Minotaur Strong, labyrinth-dwelling humanoid with a bull's head, sometimes wanders.
3c. Plains Creature Table (d20)
d4
d6
d8
d10
d12
d20
d100
Roll d20
Result :
Roll (d20)
Creature
Notes
1-2 Wild Horse Herd Untamed horses.
3-4 Centaur Herd Nomadic, territorial.
5-6 Bandit Raiders Mounted bandits, preying on travelers.
7-8 Manticore Lion-bodied, bat-winged, human-faced with barbed tail, adapted from Persian but common in European fantasy.
9-10 Giant Wolves Larger, more dangerous wolves.
11-12 Nomadic Tribe Humanoid group, potentially friendly or wary.
13-14 Wandering Giant Solitary, unpredictable.
15 Gryphon Hunting over plains from a distant nest.
16 Unicorn Rare, benevolent, magical horse-like creature.
17 Harpy Flying over, looking for prey.
18 Gorgon Bull-like creature, can turn creatures to stone, distinct from Medusa.
19 Herd of Aurochs Giant, wild cattle.
20 Ancient Spirit Bound to the land, could be benevolent or malevolent.
3d. Mountains Creature Table (d20)
d4
d6
d8
d10
d12
d20
d100
Roll d20
Result :
Roll (d20)
Creature
Notes
1-2 Dragon Great scaled beast, often guarding hoards, various colors/types.
3-4 Giant (Stone/Cloud) Massive humanoids, often solitary or in small clans.
5-6 Gryphon Nesting in high peaks.
7-8 Wyvern Lesser dragon, nesting in cliffs.
9-10 Harpy Nesting in mountain crags.
11-12 Roc Enormous mythical bird of prey.
13-14 Mountain Troll Larger, tougher trolls adapted to cold/rocky terrain.
15 Goblin Patrol From mountain strongholds.
16 Dwarf Miners Could be friendly, neutral, or guarding their mines.
17 Minotaur Roaming from ancient mountain labyrinths.
18 Cyclops One-eyed giant, often isolated.
19 Giant Eagle Intelligent, sometimes benevolent, sometimes aggressive.
20 Golem (Stone) Guardian of ancient mountain fortresses or treasures.
3e. Swamp/Marsh Creature Table (d20)
d4
d6
d8
d10
d12
d20
d100
Roll d20
Result :
Roll (d20)
Creature
Notes
1-2 Hydra Multi-headed serpentine monster, regenerating.
3-4 Giant Frogs Large, potentially poisonous or carnivorous.
5-6 Giant Crocodiles Large, aggressive reptiles.
7-8 Hag (Witch) Solitary, malevolent magic-user, often in a hovel.
9-10 Will-o'-Wisp Luminescent, malevolent light, lures travelers to their doom.
11-12 Swamp Troll Troll variant adapted to marshy environment.
13-14 Giant Mosquito Swarm Annoying and potentially disease-carrying.
15-16 Lizardfolk Patrol Amphibious humanoids, territorial.
17 Ghoul Undead, often found near ancient graves or battlefields.
18 Ooze/Slime Amorphous, acidic creature.
19 Giant Serpent Large, constricting or venomous snake.
20 Bog Spirit Restless spirit, guardian of a cursed bog.
3f. River/Lake Creature Table (d20)
d4
d6
d8
d10
d12
d20
d100
Roll d20
Result :
Roll (d20)
Creature
Notes
1-2 Giant Fish/Eel Large aquatic predator.
3-4 Nixie Water fae, can be benevolent or tricksters.
5-6 Kelpie Shapeshifting water horse, lures victims to drown.
7-8 River Troll Troll variant, often near bridges or fords.
9-10 Giant Water Snake Large aquatic serpent.
11-12 Merrow Malevolent merfolk, often cannibalistic.
13-14 River Pirates Operating from hidden coves, preying on river traffic.
15 Lost Cargo/Wreckage Could contain treasure or a clue.
16 Siren Lures sailors/travelers with enchanting song, isolated lake.
17 Giant Leech Swarm Drain blood, can be deadly.
18 Water Elemental Animated water, guardian or natural occurrence.
19 Undine Water spirit, often associated with specific springs or lakes.
20 Ancient River Spirit Powerful guardian or source of magic/danger.
3g. Desert Creature Table (d20)
d4
d6
d8
d10
d12
d20
d100
Roll d20
Result :
Roll (d20)
Creature
Notes
1-2 Giant Scorpion Large, venomous arachnid.
3-4 Sand Worm Large burrowing creature, often snake-like.
5-6 Nomad Tribe Humanoid group, possibly hostile or friendly.
7-8 Sphinx Guardian of ancient desert ruins, poses riddles.
9-10 Manticore Roams desert skies, adapted.
11-12 Giant Vulture Scavenger, can carry off small prey.
13-14 Undead Skeletons, zombies, mummies from buried ruins.
15 Basilisk Can turn creatures to stone, adapted to arid regions.
16 Djinn (Bound/Free) Elemental spirit of air/fire, can grant wishes or be malevolent.
17 Lamia Half-human, half-serpent, often in desert ruins.
18 Desert Cultists Performing dark rituals in isolated areas.
19 Lost Caravans Provide loot or a rescue mission.
20 Roc Nesting in remote desert mountains, hunts over plains.
3h. Badlands Creature Table (d20)
d4
d6
d8
d10
d12
d20
d100
Roll d20
Result :
Roll (d20)
Creature
Notes
1-2 Ghoul Feeds on corpses, often found near desolate battlefields.
3-4 Specter Incorporeal undead, drains life force.
5-6 Banshee Female spirit, wails can cause death, often found near ruined homes.
7-8 Twisted Treant Corrupted tree guardian, malevolent.
9-10 Earth Elemental Animated earth, often guarding a resource.
11-12 Broken Golem Partially functional or reanimated construct.
13-14 Chimera Hybrid monster with lion, goat, and dragon parts.
15 Cockatrice Reptilian bird that can turn creatures to stone with its touch.
16 Harpy Nest in strange rock formations.
17 Bandit Outlaws Operating from a remote hideout.
18 Wild Magic Zone Unpredictable magical effects occur.
19 Petrified Creatures Victims of a Gorgon or Basilisk, clues to a threat.
20 Corrupting Influence A source of blight or madness affecting the land and its creatures.
3i. Unique/Special Creature Table (d20)
d4
d6
d8
d10
d12
d20
d100
Roll d20
Result :
Roll (d20)
Creature
Notes
1-2 Phoenix Mythical bird of fire and rebirth.
3-4 Dragon A unique or very powerful one.
5-6 Lich Powerful undead wizard, guarding a phylactery.
7-8 Ancient Vampire Powerful, ancient undead, often bound to a specific location.
9-10 Greater Basilisk More powerful version, stronger petrifying gaze.
11-12 Genie (Noble/Evil) Powerful elemental being, grants wishes or causes chaos.
13-14 Celestial Envoy (Fallen/Corrupted) Angel or similar being, either seeking redemption or spreading corruption.
15-16 Elemental Lord (Bound/Free) Powerful elemental entity.
17 Titan Fragment A remnant of an ancient god-like being, imbued with power.
18 Living Statue An animated statue, guardian or rogue construct.
19 Abyssal Spawn Creature from an evil plane, escaped or summoned.
20 Time Anomaly Area where time behaves strangely, leading to unusual encounters.
4. NPC Encounter Table (d20, per Region/Theme)
d4
d6
d8
d10
d12
d20
d100
Roll d20
Result :
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.
d4
d6
d8
d10
d12
d20
d100
Roll d12
Result :
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)
d4
d6
d8
d10
d12
d20
d100
Roll d20
Result :
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.
d4
d6
d8
d10
d12
d20
d100
Roll d20
Result :
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)
d4
d6
d8
d10
d12
d20
d100
Roll d12
Result :
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)
d4
d6
d8
d10
d12
d20
d100
Roll d10
Result :
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.
d4
d6
d8
d10
d12
d20
d100
Roll d20
Result :
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.
d4
d6
d8
d10
d12
d20
d100
Roll d12
Result :
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.
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