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Exploration Map

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Locations

1

Sights: An area of Blessed Radiance. One character in the region permanently gains resistance to necrotic damage.

2

Sights: Farmers on their way to the market.

3

Sights: Three stone pillars at the top of a hill, each engraved with a different rune of no known language. The pillars appear to change positions, but how this is done is unknown.

4

Sights: On top of a large rock formation is a big iron statue of an eagle pointing its body to the east.

5

Sights: An enormous statue of a rooster, made from a strange metal, finely detailed and colored. It is hollow, and when the first ray of sunrise strikes it, a great, sad-sounding crow arises from it. Legend says that it commemorates a great battle in the distant past.

6

Sights: A cliff that has been entirely covered in paint from hundreds of people.

7

Sights: One of the carts in a traveling circus has broken down with one of its wheels having snapped, the jester trying to help is not very helpful.

8

Sights: At a crossroads sits an unusual statue, made of stone it stands over 10 feet tall and has arms sticking out in every direction with their palm turned upwards. In nearly every hand there is a candle, some still lit but most are fully melted. Placing a candle in one of the hands and lighting it will give the player the blessing of ‘A helping hand.’ When a player next fails a roll, they may roll an additional d6 and add it to their total.

9

Sights: Weak gravity. Jump distance and carrying capacity are doubled, walking speed increases by 10ft, and fall damage is halved.

10

Sights: Rats crawl from a trash-heap in an alleyway and drag forth something shiny. It turns out to be... some shiny trash! (After rolling for initiative and an investigation check, it uncovers a bit more.. and a bit more.. and...) (10% chance of necklace or costume jewelry worth 10-100gp, 10% chance of 1 gold piece, 10% chance of 1 silver piece, 10% chance of 10 copper pieces; 10% chance of trash-borers or some sort of malevolent minor monster encounter, CR minus 2). In the process of rummaging thru the trash a hook towards the current plot or adventure, or a message or sign about the urgency of their current mission falls in their lap to get them back on track again.

11

Sights: A large gray solid stone table with ancient carvings on the sides. Upon its surface are newly lit candles and a banquet of food that seems to be warm, fresh, and untouched by its surroundings. If one where to eat or take anything from the table, the next day it would be completely restocked and replenished.

12

Sights: A stone well with arcane runes, the water gives the effect of Protection from Good.

13

Sights: Farmers on their way to the market.

14

Sights: Peals of silvery laughter that echo from a distance

15

Sights: All that remains of an ancient fortress, the remarkably well constructed staircase rises for 3 stories out of the ground at the end of an ancient road, and then just abruptly stops.

16

Sights: A ranger (scout) searching for a missing companion, lover, or long-lost ancestor.

17

Sights: A minor noble with servants seeks a wedding gift. Spots something valuable on PCs and wants to buy it.

18

Sights: A hunter (scout) who was lured here by their prey.

19

Sights: A Mirror Zone (Tasha's pg. 158).

20

Sights: An old stone archway of obvious elven design. Any character who passes under it makes Wisdom (Perception) checks with advantage for 1 hour.

21

Sights: Permanent portal to another plane of existence.

22

Sights: Razorvine. AC 11, HP 25, immunity to bludgeon, pierce, psychic. On contact, DC 10 Dex save or take 1d10 slashing damage.

23

Sights: Once a portal to the abyss, sealed by heroes long ago, now just a crumbling arch with an unsettling aura.

24

Sights: A large tree in the forest that bends and splits in such a way that the bottom looks like a foot, with toes.

25

Sights: A game warden with a broken bow and empty scabbard, fuming as he walks, emerges from the woods. He tells the party how he was disarmed by an extremely clever badger that threw his sword into the river and cracked his bow in two. The badger is actually a druid in animal form who hates anything to do with hunting including those who attempt to govern it.

26

Sights: An Awakened Shrub with a whimsical accent demands to know why this group of ruffians is making so much racket.

27

Sights: An evil race (drow, monster, etc) is being executed.

28

Sights: For a few hundred feet, wherever the characters step, flowers bloom and emit soft light.

29

Sights: Permanent portal to another plane of existence.

30

Sights: A 15ft tall stone hand stretches from the ground, reaching for the sky.

31

Sights: A game warden with a broken bow and empty scabbard, fuming as he walks, emerges from the woods. He tells the party how he was disarmed by an extremely clever badger that threw his sword into the river and cracked his bow in two. The badger is actually a druid in animal form who hates anything to do with hunting including those who attempt to govern it.

32

Sights: A clear pool of water with 4 sleeping animals lying around its edge

33

Sights: A ranger patrol, with a cheerful leader, is heard laughing from down the path. The man, tall and burly loves jokes and will reward any player that can make him laugh until he cries. However he hates puns as he thinks they are a cheap form of laughter.

34

Sights: Intact circle of standing stones.

35

Sights: Totem pole.

36

Sights: A traveling merchant selling standard equipment at 10% over book price.

37

Sights: While camping, a bandit tries to steal a random item from the packs of sleeping PCs.

38

Sights: A ranger (scout) searching for a missing companion, lover, or long-lost ancestor.

39

Sights: A seemingly normal well on the top of a hill. Anything that is placed into it is immediately tossed out of it.

40

Sights: Ramparts, high hills, and trenches filled with water that stretch for mile marking the location an ancient battlefield. It has grown over.

41

Sights: Royal customs agents have set up a checkpoint to search travellers for fruit from a neighbouring kingdom, following reports that some shipments have been infested with the eggs of dangerous species of exotic spider.

42

Sights: A stream of cool, clean water flowing between the trees

43

Sights: An incredibly detailed, broken bust of a young wood elf, bearing a red crown. Its nose and left ear are missing and where its left eye should be, the socket is destroyed, and a monstrously decomposed snake eye can be found. The base has a bronze plaque which reads (in broken Celestial): ‘The only one truly meant to rule’, followed by a name which seems scratched out.

44

Sights: A roadside corpse.

45

Sights: An evil race (drow, monster, etc) is being executed.

46

Sights: An ornate, but empty, chest of silver and pearl sitting by the road. It will not move by any means.

47

Sights: A grassy hill of noticeable height rises from the otherwise flat plains. On the hill are several lines of cobblestone that do not grow grass and have no discernible pattern from the surface. If flying, however, you see the cobblestone lines form the shape of a bird, along with some arcane symbols. If you happen to look up during the spring or fall, you’ll see migratory birds alter their course to fly over this hill.

48

Sights: A half-collapsed stone tower with curious triangular architecture. The bones of a lonely watchman sitting in a chair lie atop it. The watchman wears a helmet shaped like a triangular pyramid. Several towers of this type can be found around the same area.

49

Sights: Haunted hill.

50

Sights: a druid harvesting mistletoe

51

Sights: A series of vaguely conic stone spires lined up along a gentle arc. Each is over 15ft tall and 5ft across at the base, and tapers to a narrow tip. Nobody knows the origin of this formation. Some say the teeth are all that remains from some colossal dragon skeleton, others think the stones were placed there by a dragon cult, or as a sign from Bahamut.

52

Sights: A druid searching for herbs, mushrooms, or seeds found only in this region.

53

Sights: An evil race (drow, monster, etc) is being executed.

54

Sights: Rats crawl from a trash-heap in an alleyway and drag forth something shiny. It turns out to be... some shiny trash! (After rolling for initiative and an investigation check, it uncovers a bit more.. and a bit more.. and...) (10% chance of necklace or costume jewelry worth 10-100gp, 10% chance of 1 gold piece, 10% chance of 1 silver piece, 10% chance of 10 copper pieces; 10% chance of trash-borers or some sort of malevolent minor monster encounter, CR minus 2). In the process of rummaging thru the trash a hook towards the current plot or adventure, or a message or sign about the urgency of their current mission falls in their lap to get them back on track again.

55

Sights: Weak gravity. Jump distance and carrying capacity are doubled, walking speed increases by 10ft, and fall damage is halved.

56

Sights: A traveling merchant selling standard equipment at 10% over book price.

57

Sights: A large, symmetrical hill where the site of a great battle once was. Stone rubble and ruins barely peaks out from the top. Flowers are left there every so often.

58

Sights: A funerary procession carrying a large coffin.

59

Sights: A 120ft diameter crater. Now filled with water and inhabited by pond creatures.

60

Sights: A small waterfall that appears to reverse direction on every night with a bright full moon, running up instead of down.

61

Sights: A Mirror Zone (Tasha's pg. 158).

62

Sights: Giant crystal shard protruding from the ground.

63

Sights: A clear pool of water with 4 sleeping animals lying around its edge

64

Sights: A Feywild crossing (DMG pg. 50).

65

Sights: Rats crawl from a trash-heap in an alleyway and drag forth something shiny. It turns out to be... some shiny trash! (After rolling for initiative and an investigation check, it uncovers a bit more.. and a bit more.. and...) (10% chance of necklace or costume jewelry worth 10-100gp, 10% chance of 1 gold piece, 10% chance of 1 silver piece, 10% chance of 10 copper pieces; 10% chance of trash-borers or some sort of malevolent minor monster encounter, CR minus 2). In the process of rummaging thru the trash a hook towards the current plot or adventure, or a message or sign about the urgency of their current mission falls in their lap to get them back on track again.

66

Sights: Sealed burial mound or pyramid.

67

Sights: A small clearing in a forest, near a cave mouth, contains dozens of statues of humanoid creatures, many armed & armored, all with looks of surprise & horror on their stone faces.

68

Sights: In the middle of a copse in a strange swamp lies a smooth altar made of red stone, with strange carvings of trees and water all around its base. Upon touching the altar, you will hear a voice in your mind ‘sacrifice”, and you will feel a strange primal urge to sacrifice a creature on top of it.

69

Sights: An old weathered statue of a god with beautiful gems inlaid and surrounded with wicker basket offerings of gold, flowers, food, and trinkets. Stealing from the statue result in a curse (permanent level of exhaustion) from the deity until either greater restoration is cast on the thief or they repent and make an offering of twice the amount stolen. Award inspiration for respectful offerings or prayers given to the statue.

70

Sights: Great stone wall in ruins.

71

Sights: An abandoned graveyard (there's minor treasure in a crypt, guarded by undead).

72

Sights: Ruined or toppled circle of standing stones.

73

Sights: Rats crawl from a trash-heap in an alleyway and drag forth something shiny. It turns out to be... some shiny trash! (After rolling for initiative and an investigation check, it uncovers a bit more.. and a bit more.. and...) (10% chance of necklace or costume jewelry worth 10-100gp, 10% chance of 1 gold piece, 10% chance of 1 silver piece, 10% chance of 10 copper pieces; 10% chance of trash-borers or some sort of malevolent minor monster encounter, CR minus 2). In the process of rummaging thru the trash a hook towards the current plot or adventure, or a message or sign about the urgency of their current mission falls in their lap to get them back on track again.

74

Sights: Great stone wall in ruins.

75

Sights: An enormous high relief of six dwarven warriors cut from a cliff pointing the way along, commemorating their epic journey.

76

Sights: A worn smooth but still recognizable ancient statue of a goddess of death. At her feet sets a black stone bowl filled with fresh rose petals. If you were to kneel down at the bowl and look up at her, you would see her eyes stare unwaveringly into yours.

77

Sights: a druid harvesting mistletoe

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