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Exploration Map

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Locations

1

Sights: Crystal cave that mystically answers questions.

2

Sights: The legs of a giant metal statue standing beside the top of a waterfall overlooking the valley below. At the bottom of the lake below the falls, the head and torso can be found. It appears to be the likeness of a famous ancient hero that a PC might recognize.

3

Sights: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before.

4

Sights: d6 rations spoil.

5

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.

6

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.

7

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.

8

Sights: Permanent portal to another plane of existence.

9

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

10

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.

11

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.

12

Sights: A garden from a former ancient culture, which vanished out of unknown reasons. One of the only things found was this tree garden. Are the trees made of stone or turned to, no one knows.

13

Sights: Intact circle of standing stones.

14

Sights: A natural rock formation that just happens to look like the face of an old man with a long beard. Ruins of temples from several ancient civilizations can be found in the valley below, apparently attracted there to worship the face, or perhaps just to be under his watchful gaze. Most humanoid races in the region are sure the old man looks like their race and have their own legend about him.

15

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

16

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.

17

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

18

Sights: A blind alchemist (or witch) living in some crumbling ruins.

19

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

20

Sights: A massive artwork carved into a boulder placed some ways away from the banks of a nearby river. The artwork seems to depict a struggle between giants and dragons, with the giants as the victors. The faintly red runes which line it are giantish, and anyone who can decipher them will read that it marks a momentous battle between giants and dragons, over which should decide the course of the river.

21

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.

22

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.

23

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.

24

Sights: A limping bailiff and his badly beaten prisoner are walking down the road. The man is being returned to jail for theft and assaulting a member of justice. The prisoner claims that he was only stealing bread to avoid starvation and was defending himself from an overzealous bailiff. The prisoner swears on his honor that if the party pays his fine of 25 gold pieces that he will stay with the group to work off the debt by being the party’s servant. He originally offers his services for one gold per day but is willing to haggle. If the fine is paid the prisoner stays with the party for only half of any agreed time before attempting to run away in the night.

25

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.

26

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

27

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

28

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.

29

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

30

Sights: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before.

31

Sights: Your players pass a soothsayer and see an Omen. He offers reward for everyone who gives a second opinion.

32

Sights: A 50 ft rust covered sword driven into the earth. The whole area has a magical aura and no wildlife lingers within a quarter mile of the sword.

33

Sights: An area touched by the Far Realm (Tasha's pg. 152).

34

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

35

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

36

Sights: d6 rations spoil.

37

Sights: Totem pole.

38

Sights: An enormous stone of a singular soft yellow color. It is hot to the touch but by day it is warm and comfortable simply standing near it. By night however the stone begins to glow brightly, illuminating its surroundings in radiant golden light. Large chips of the same stone can be found in the foliage growing around it. With similar glowing properties.

39

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.

40

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

41

Sights: Fountain.

42

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.

43

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.

44

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.

45

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.

46

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

47

Sights: A lost caravan guard.

48

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

49

Sights: Ruined or toppled obelisk.

50

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.

51

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

52

Sights: Strong gravity. Jump distance and carrying capacity are halved, and fall damage is doubled.

53

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

54

Sights: The legs of a giant metal statue standing beside the top of a waterfall overlooking the valley below. At the bottom of the lake below the falls, the head and torso can be found. It appears to be the likeness of a famous ancient hero that a PC might recognize.

55

Sights: 6 travellers (infected by a brain parasite).

56

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

57

Sights: Ruined or toppled obelisk.

58

Sights: A local bard offers a gold to whoever can make his bodyguard laugh.

59

Sights: A fleet of airships fights a dragon.

60

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

61

Sights: A cave with monsters.

62

Sights: River ferry guided by a skeletal captain.

63

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.

64

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.

65

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

66

Sights: Giant crystal shard protruding from the ground.

67

Sights: The legs of a giant metal statue standing beside the top of a waterfall overlooking the valley below. At the bottom of the lake below the falls, the head and torso can be found. It appears to be the likeness of a famous ancient hero that a PC might recognize.

68

Sights: There’s a half-buried village in the sand, with sandstone walls being the only remnants… except for one house, which has a simple roof and door carved into the stone.

69

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.

70

Sights: A funerary procession carrying a large coffin.

71

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.

72

Sights: Permanent portal to another plane of existence.

73

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

74

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

75

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

76

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

77

Sights: A massive artwork carved into a boulder placed some ways away from the banks of a nearby river. The artwork seems to depict a struggle between giants and dragons, with the giants as the victors. The faintly red runes which line it are giantish, and anyone who can decipher them will read that it marks a momentous battle between giants and dragons, over which should decide the course of the river.

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