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Exploration Map

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Locations

1

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

2

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.

3

Sights: A small shack almost hidden by the deep forest. The interior is empty aside from a large cast-iron oven.

4

Sights: Faces carved into a mountainside or cliff.

5

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.

6

Sights: A blood moon rises, all PCs lose Inspiration.

7

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

8

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.

9

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

10

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

11

Sights: A barbarian.

12

Sights: Wishing well.

13

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.

14

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.

15

Sights: A small shack almost hidden by the deep forest. The interior is empty aside from a large cast-iron oven.

16

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

17

Sights: A Haunted locale (Tasha's pg. 154).

18

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.

19

Sights: A trail of breadcrumbs appears on the side of the road. If the party follows it, they eventually find an advertisement for the local village jester inscribed on the side of a tree.

20

Sights: After a day's travel, the characters come to a small camp site. A voice calls out from somewhere, asking about the PCs and their business. If the characters respond honestly, a hunter with a bow reveals himself and greets the PCs. He often goes out into the wilderness in search of game, and has just recently completed a successful hunt. If the PCs are friendly he offers to share some of his kill with them, and if they join him for dinner they gain 2d4+2 temporary hit points. If the PCs are wary or rude, he returns to his campfire and leaves them be.

21

Sights: Great stone arch.

22

Sights: A Haunted locale (Tasha's pg. 154).

23

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.

24

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.

25

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.

26

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

27

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

28

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

29

Sights: A religious procession.

30

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.

31

Sights: A Magical Phenomena (Tasha's pg. 163).

32

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

33

Sights: A cairn set atop a low hill

34

Sights: A Magical Phenomena (Tasha's pg. 163).

35

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.

36

Sights: Totem pole.

37

Sights: Canyon containing a dragons' graveyard.

38

Sights: A monastery with audible chanting coming from within (The monks and nuns are cultists).

39

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

40

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

41

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.

42

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

43

Sights: Intact obelisk etched with a warning, historical lore, dedication, or religious iconography.

44

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

45

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.

46

Sights: Plundered burial mound or pyramid.

47

Sights: Permanent portal to another plane of existence.

48

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

49

Sights: A well by the side of the road that is a base in a local hafling tradition that if one where to lose a tooth, that it is to be tossed in the well with a tip of the hat. When doing so, good fortune is sure to come. Characters that throw in teeth later find small amounts of wet coins in various locations on their person. Characters that throw rubbish, or are otherwise disrespectful of the well, find their respective objects on their person once more soaking wet and covered in bite marks.

50

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.

51

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

52

Sights: A collection of several dozen poles each with a dozen or more signs mounted to them pointing towards various distant lands, nearby businesses, and bizarre joke locations. It started with travelers who erected a signpost pointing to their distant homelands which other travelers added to. Eventually it got out of hand.

53

Sights: Canyon containing a dragons' graveyard.

54

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.

55

Sights: After a day's travel, the characters come to a small camp site. A voice calls out from somewhere, asking about the PCs and their business. If the characters respond honestly, a hunter with a bow reveals himself and greets the PCs. He often goes out into the wilderness in search of game, and has just recently completed a successful hunt. If the PCs are friendly he offers to share some of his kill with them, and if they join him for dinner they gain 2d4+2 temporary hit points. If the PCs are wary or rude, he returns to his campfire and leaves them be.

56

Sights: Ruined or toppled obelisk.

57

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

58

Sights: Great stone wall in ruins.

59

Sights: Permanent portal to another plane of existence.

60

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.

61

Sights: A cave with a chest that says, ‘if you take something, leave something.’ It’s unlocked and has several trinkets inside.

62

Sights: Field of petrified soldiers or other creatures.

63

Sights: A cave with a small dungeon.

64

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.

65

Sights: A buzzard alights atop a stone or statue nearby and makes disgusting noises at the party, drops a half-eaten zombie part, then flies away. The body-part has a tattoo or a piece of jewelry (worth 100gp or less) or something relating to the plot.

66

Sights: An obelisk, comprised of rose quartz and decorated with sylvan runes, appears to be of fey origin. it is surrounded in a 120-foot field of wild magic.

67

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

68

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

69

Sights: a druid harvesting mistletoe

70

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

71

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

72

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.

73

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.

74

Sights: A gigantic stone carving of a toad’s head, crumbling, half-buried, and covered in moss.

75

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

76

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

77

Sights: Floating earth mote with a fighters guild tower on it.

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