So as you may or may not know, I made this Die Drop Instadungeon. (Which I remember now about how someone made an easier-to-read version of the map-part here).
The nice thing about it is, it not only stocks monsters and room types (which all random generators do) but it does it fast and gives you the spatial relationships between them immediately--which is otherwise hard to do without automating the whole process which is not always optimal.
Anyway, the idea is you make a grid of interesting dungeon features, drop lots of dice on them--everywhere a die lands: that feature is both present and located there. (Maybe read it if you're confused.)
Also, you read the dropped dice according to a chart which is separated out by die type, so like a 4 on a D8 means a wizard is there wherever the d4 landed.
AAAAAnyway it occurred to me that this approach is equally (actually better) suited to making hexmaps.
So this is my die-drop Instaregion....
Above is a hex-version I drew on top of the board for an old TSR game Mandy bought me called Chase", below is a more portable gridmap version I drew for my D&D notebook.
So you take the map, drop some dice:
Then you have those places with those things in them. If you make copies of the Instaregion map you can circle them (superfast, you can build the region as its explored if you are a megaslacker) or just make a new map where you white out the other stuff, like so:
My Instaregion does not include basic terrain type (like: are we on permafrost, water, grassland, desert, etc or what) since in my game that level of granularity is already known. (Though you could totally make one of those). This is more for just "hex dressing" and setting what random encounters or other features are in the hexes.
Also, I know a really sexy convincing proof-of-concept would involve using way more dice but those 2 were the only Gifs of dice I could find on short notice and I got things to do.
I'm sure you can figure it out from there, right?