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Exploration Map

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Locations

1

Sights: An entrance to the Underdark.

2

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.

3

Sights: A small but clearly once-bustling town lays abandoned inside of a titan’s skull. The skull is half buried in the sand; its eye sockets and mouth aim up at an angle. Walking through its mouth is the only way to enter the town. The skull looks to be that of an enormous version of whatever scariest creature lives in that area. It provides ample shade during most of the day.

4

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.

5

Sights: Two sequoia trees whose bases are over a hundred feet apart have grown together and connect about 160 to 180 feet off the ground. The branches and leaves of these giant trees create a pleasantly shaded area below which is often used by the local populace as sites of wedding ceremonies.

6

Sights: A stone well with arcane runes, the water gives the effect of Detect Magic.

7

Sights: A large swath of woods where all the trees in a massive circle have been bent at a 90-degree angle towards the center but continue to grow that way. There is nothing (currently) anomalous at the center, but a powerful coven of druids hold it as one of their holiest places and guards it closely.

8

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

9

Sights: An inn that has been carefully constructed to appear as if it was turned upside-down.

10

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.

11

Sights: Ruined or toppled statue of a person or deity.

12

Sights: A farmer returning from town with his three daughters is seen on the side of the road huddled beneath their damaged cart. The family has been attacked by a swarm of stirges as the evidenced by the presence of a stirge, bludgeoned with a shovel. The family asks the party to escort them the remainder of the way home. Their home is an hours walk out of the way for the party and an hour is needed to fix the cart.

13

Sights: An area of Blessed Radiance. One character in the region feels a profound sense of purpose and gains the benefit of the bless spell for 1 minute. They can choose two other creatures they can see to gain the spell's benefits as well.

14

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

15

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.

16

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

17

Sights: An area of Blessed Radiance. One character in the region feels a profound sense of purpose and gains the benefit of the bless spell for 1 minute. They can choose two other creatures they can see to gain the spell's benefits as well.

18

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

19

Sights: Dashed upon the rocks are the remains of a large merchant ship. Weathered and ancient, the skeletons of the crew still scattered around though most everything of value has long since been looted.

20

Sights: Ancient tree containing a trapped spirit.

21

Sights: Giant crystal shard protruding from the ground.

22

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

23

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.

24

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

25

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

26

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

27

Sights: A confused naked person (werewolf).

28

Sights: Totem pole.

29

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

30

Sights: A place with Unraveling Magic (Tasha's pg. 161).

31

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.

32

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.

33

Sights: Faces carved into a mountainside or cliff.

34

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

35

Sights: 4 merchants with their donkey (they're bandits that may attack weak-looking PCs).

36

Sights: River ferry guided by a skeletal captain.

37

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.

38

Sights: Ruined or toppled circle of standing stones.

39

Sights: Permanent portal to another plane of existence.

40

Sights: A bizarre building with a strange mushroom-shaped metal lattice on top. It was the lab of a researcher studying non-magical electricity who died from electrocution.

41

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

42

Sights: Farmers on their way to the market.

43

Sights: A minor noble returning from an unsuccessful hunt, with retinue. The noble is not a skilled hunter yet thinks himself to be the greatest in the land, partially due to the plethora of compliments he receives on a daily basis from his followers. He challenges the party to a contest of who can bring down the largest brown bear and wagers his pouch of gold.

44

Sights: Forest of petrified or awakened trees.

45

Sights: Ruined or toppled obelisk.

46

Sights: The ancient ruins of a strangely ‘modern-looking’ tavern located in the deepest patches of forest. No path leads to it, no other buildings or ruins are found besides it, but dozens of deformed footsteps can be found heading out of the site. At night, the faint, muffled sound of a single viol can be heard coming out of the muddy floor.

47

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.

48

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

49

Sights: Peals of silvery laughter that echo from a distance

50

Sights: Sealed burial mound or pyramid.

51

Sights: In a valley, there are 8-10 adult dragon skeletons, half-buried.

52

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

53

Sights: A minor noble travelling via horse, with servants. He is off to ask for a woman’s hand in marriage. But he is still in need of a notable gift to offer to her family. He will attempt to buy anything that the party has visible that might fit such a need.

54

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.

55

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

56

Sights: A minor noble returning from an unsuccessful hunt, with retinue. The noble is not a skilled hunter yet thinks himself to be the greatest in the land, partially due to the plethora of compliments he receives on a daily basis from his followers. He challenges the party to a contest of who can bring down the largest brown bear and wagers his pouch of gold.

57

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

58

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

59

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

60

Sights: A person looks to be threatened by a skeleton, but on closer inspection the skeleton is assisting them.

61

Sights: The local guards have set up a roadblock while they search for a fleeing criminal, and have a series of inane questions for the party to answer. They aren't looking for help, and take any attempts by the party to get involved as an unwelcome complication to what is clearly already tiresome work.

62

Sights: Faces carved into a mountainside or cliff.

63

Sights: Dashed upon the rocks are the remains of a large merchant ship. Weathered and ancient, the skeletons of the crew still scattered around though most everything of value has long since been looted.

64

Sights: Great stone wall, intact, with tower fortifications spaced at one-mile intervals.

65

Sights: A small woodland shrine dedicated to a mysterious cult

66

Sights: What once was a small shack. The windows are broken, some walls have crumbled away, and parts of the roof are open and fallen in.

67

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

68

Sights: A farmer returning from town with his three daughters is seen on the side of the road huddled beneath their damaged cart. The family has been attacked by a swarm of stirges as the evidenced by the presence of a stirge, bludgeoned with a shovel. The family asks the party to escort them the remainder of the way home. Their home is an hours walk out of the way for the party and an hour is needed to fix the cart.

69

Sights: Farmers on their way to the market.

70

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.

71

Sights: Peals of silvery laughter that echo from a distance

72

Sights: Great stone wall, intact, with tower fortifications spaced at one-mile intervals.

73

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

74

Sights: A short pathway of stone carved into a mountain, roughly five feet wide with names of couples and graffiti on the stone walls. The pathway always has a thick eerie fog settled over it.

75

Sights: A funerary procession carrying a large coffin.

76

Sights: A large, circular pool off of a main river which is geothermally heated.

77

Sights: An inn that has been carefully constructed to appear as if it was turned upside-down.

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