| d20 | Result |
|---|---|
1 |
Resolve: {Village|Hamlet} |
2 |
Small Fort: Resolve: {Noble|Military Leader|Fighting Order|Adventurer} |
3 |
Ruin: Resolve: {Tomb|Castle|Dwelling|Other Structure} |
4 |
Lair: Resolve: {Common Monster|Uncommon Monster} |
5 |
Monster: Resolve: {Scouting|Establishing Lair|Lost} |
6 |
Industrial Camp: Resolve: {Logging|Mining|Orchard|Ranch} |
7 |
Camp: Resolve: {Trappers|Hunters|Drovers|Messengers|Bandits|Traders|Entertainers|Pilgrims} |
8 |
Beacon/Lighthouse |
9 |
Construction: Resolve: {Fortification|Homestead|Religious|Bridge} |
10 |
Battlefield: Resolve: {Salvageable Gear|Haunted} |
11 |
Dwelling: Resolve: {Hermit|Mad Hermit|Retired Adventurer|Outlaw|Oracle|Homestead}Resolve: {, Booby Traps||} |
12 |
Sacred Ground: Resolve: {Burial Mound|Consecrated|Hunting} |
13 |
Crossing: Resolve: {Bridge|Ford|Pass}Resolve: {, Hazardous|, Toll|} |
14 |
Ancient Structure: Resolve: {Shrine|Astrological|Grave} |
15 |
Hazard: Resolve: {Poison|Disease|Unstable|Radiation} |
16 |
Treasure: Resolve: {False Rumors|Guarded|Unguarded but Hidden} |
17 |
Contested Territory: Resolve: {Valuable Resource|Food Source|Strategic Location|Religious Significance} |
18 |
Natural Resource: Resolve: {Rare Plant|Rare Mineral} |
19 |
Supernatural: Roll on "Maze Rats Magic Spell Creator" (render_style="horizontal_no_col_names") |
20 |
Gathering Place: Resolve: {Tribal Moot|Free Trading Post|Hospitaliers} |
Hexcrawl Fixed Encounters (d20)
Based on chart from here: https://welshpiper.com/hex-based-campaign-design-part-2/