Inkwell Ideas has a Kickstarter going on now to make new Sidequest Decks (every card is a mini-adventure outline). The Kickstarter has 4 sample PDFs of 6 sidequests each & 4 sample PDFs of 6 NPCs each. We're doing a Sidequest Deck & an NPC Deck for each of 4 themes.
But whether you're using them or have other sources of story seeds (including your mind)
I thought I'd share my current approach to making a hex crawl and even how it needs to evolve. I made a video about it and a blog post. But here are the key points to save you a click (but worth reading/watching too though):
But whether you're using them or have other sources of story seeds (including your mind)

- Deck & Card Selection: OK, this one applies to our decks or whatever other resources you're using, but find a source that fits your campaign's setting/genre. If using our cards, once you pick the deck based on its title (Science Fiction or Coastal Town Quests for example) skim the first couple sentences of a few cards to find one that you feel you can work with.
- Getting the PCs Involved: Our sidequest cards have a “Getting the PCs Involved” section of the selected card to generate ideas for incorporating the sidequest into your campaign. Think of how to use one of these to develop a rumor or other story hook. Some hooks are more active and call for immediate action. Have these ready in case your group is passive.
- Map Placement: Determine where each sidequest will take place on your map.
- Rumor Mill: During your game session, introduce players to the sidequest rumors through interactions with NPCs.
- Resolution and Consequences: Whatever rumors the PCs pursue, there will be others they don't. How do these change and grow and possibly provide for stronger foes & enemy factions?