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Exploration Map

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Locations

1

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.

2

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

3

Sights: A religious procession.

4

Sights: A group of 3 standing stones with anxiety. When encountered in their clearing, they will disappear once all eyes are off them. Careful inspection will reveal them to hiding nearby – peeking from behind a nearby tree, bottom of a lake, hidden by bushes, behind where the party is now looking, etc. If discovered, they disappear again if not observed. The stones are not malicious, and do not harm the party. They would just rather you all left them alone.

5

Sights: Dead magic zone (similar to antimagic field).

6

Sights: A smooth stone with a bunch of growing moss on it. Touching the stone with a bare hand results in the moss slowly moving to wherever was touched. On the stone are several handprints and doodles perfectly covered over with the moss.

7

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

8

Sights: A big, old tree which seems to be made of iron, but as far as anyone can tell, is alive and growing, if slowly.

9

Sights: Intact circle of standing stones.

10

Sights: Pranked by a Faerie Dragon. The dragon lures a skunk into their camp while they are sleeping. The party is sprayed giving disadvantage on stealth rolls until they can shower and launder their cloths.

11

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

12

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

13

Sights: A smooth stone with a bunch of growing moss on it. Touching the stone with a bare hand results in the moss slowly moving to wherever was touched. On the stone are several handprints and doodles perfectly covered over with the moss.

14

Sights: Wild magic zone (cause Wild Magic Surge whenever a spell is cast).

15

Sights: In the middle of a grassy field stands an 8ft slim cone made of iron bars, in the middle of the structure lies a sun-bleached skeleton bound in iron shackles.

16

Sights: Giant statues carved out of a mountainside or cliff.

17

Sights: A funerary procession carrying a large coffin.

18

Sights: A friendly arcanaloth using alter self spells to assume Humanoid form as it searches for one of the Books of Keeping.

19

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.

20

Sights: A band of blind cultists go by, quietly chanting eerie hymns.

21

Sights: A bridgekeeper who demands the party's best jokes to cross.

22

Sights: Ruins such as a crumbling tower, ancient temple, razed city, crumbling wall, sagging stone windmill, jumble of standing stones, etc.

23

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

24

Sights: A cave with bandits.

25

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

26

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.

27

Sights: A pair of mages dueling.

28

Sights: Boulder carved with talking faces.

29

Sights: A bridgekeeper who demands the party's best jokes to cross.

30

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

31

Sights: Giant crystal shard protruding from the ground.

32

Sights: A lost, weeping child. If the characters take the child home, the parents reward them with 1 potions of healing.

33

Sights: A Shadowfell crossing (DMG pg. 51).

34

Sights: A cairn set atop a low hill

35

Sights: A cloud of fireflies (at night) or butterflies (by day) rises from the ground and performs a beautiful dance in front of the players before the wind picks up and disperses them.

36

Sights: A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool.

37

Sights: An armoured horse with no rider emerges at a gallop.

38

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

39

Sights: Sealed burial mound or pyramid.

40

Sights: A traveling merchant that loves to watch games but also likes things balanced. Tells the party that if they can play a chess game where the outcome is a draw he will give them an award. Let the players play a game of chess, and if they get a draw give them a prize.

41

Sights: A large disc shaped stone at the base of a long dormant volcano. Visitors toss a copper at it for good luck. There are a couple hundred copper around it. It is considered extraordinarily bad luck to take the coppers.

42

Sights: Fountain.

43

Sights: A talking dog has decided to follow the party and wants to make them happy.

44

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

45

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

46

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

47

Sights: An old tree with a wizened face carved into the trunk

48

Sights: A large stone head protruding from the surface of a glacier. It is the head of an earth elemental and if you get his attention, he is friendly. If asked what he is doing their he replies ”swimming in the river”, given he exists at a geological place the slow flow of the glacier is like a river to him.

49

Sights: Ruined or toppled circle of standing stones.

50

Sights: On top of this hill is a pool surrounded with stone. The water is always cool, and at night the full moon can always be seen in its reflection, regardless of clouds or moon cycle.

51

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

52

Sights: On the side of a rocky cliff are a well carved trio of protruding faces all looking the same direction.

53

Sights: In an open field there is a 10ft wide and 50ft deep pit with no life growing around it. The walls of this chasm are lined with dark cobblestone and going down there are three uneven sized holes that are covered by iron bars. At the bottom there are a large pile of bones.

54

Sights: A roadside corpse.

55

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

56

Sights: A small stone platform on the top of a hill, standing on the platform makes a person irrationally angry. Barbarians may involuntarily rage as a result.

57

Sights: Deep in a forest, trees are marred with years old axe and sword marks. Hundreds of skeletons dressed in rusted armor and weapons lie in this area. Taking a trinket, or even loitering may be unwise.

58

Sights: Great stone arch.

59

Sights: A fifteen-foot statue of a girl unmarred by time. Next to her are the shattered remains of another statue, close enough that the body may have once held her outstretched hand. The feet of this larger statue are all that remain affixed to the earth – the rest is scattered throughout the clearing. Water, clean and pure, travels down her face in steady rivulets but leaves no erosion there.

60

Sights: Local constable and his posse, with a suspicious outlook of strangers. He explains that there has been a series of murders in the area over the last month and demands to know the party’s business in these parts. He encourages that the party keep their business above board.

61

Sights: A sentient door in the side of a mountain that has short term memory loss. He has no idea of his name or how to open himself but enjoys talking with travelers none the less. Speaking the magic word “please” will cause the door to open revealing a shortcut through the mountain. No form of magic or otherwise can lead through or get around this door without speaking the magic word due to an ancient magical barrier.

62

Sights: A seemingly average looking berry bush that happens to grow small jewels instead of berries. If one where to try and consume one of the jewels picked off of the bush within 24hrs, that person gains a temporary magical effect or bonus, otherwise it’s a normal jewel.

63

Sights: An Infested location (Tasha's pg. 156).

64

Sights: A charismatic priest and retinue of apostles, who are mumbling to each other and won’t make eye contact with the party are parading down the road. The strangers belong to a religious group that routinely ingest psychedelic drugs. The priest remains clear headed but the apostles are currently under the drugs effects. The priest secretly offers some to the party in the form of exquisite wine. If the party drinks the wine they wake up twelve hours later hung over suffering from one point of exhaustion.

65

Sights: A clear pool of water with 3 sleeping animals lying around its edge

66

Sights: A big, old tree which seems to be made of iron, but as far as anyone can tell, is alive and growing, if slowly.

67

Sights: A fleet of airships fights a dragon.

68

Sights: Boulder carved with talking faces.

69

Sights: A fairly tall and elaborate tree made entirely out of glass raises from the earth, at its base there is a plaque written in dwarven, it’s to commemorate a dwarf leader who fell in battle.

70

Sights: Field of petrified soldiers or other creatures.

71

Sights: Pranked by a Faerie Dragon. The dragon lures a skunk into their camp while they are sleeping. The party is sprayed giving disadvantage on stealth rolls until they can shower and launder their cloths.

72

Sights: Great stone arch.

73

Sights: Young lovers have sought refuge to meet, their families do not approve.

74

Sights: A large whale skeleton surrounded by petunias. The whale is miles away from the sea and the petunias aren’t native to this location.

75

Sights: Intact statue of a person or deity.

76

Sights: A copse of trees growing in a single spot on an otherwise barren mountain. Unbeknownst to the world, it is the burial place of a great wizard of earthen magics. It is watched over by a trio of stone golems and a handful of slumbering treants to guard the immense knowledge held within the tomb.

77

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

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