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Exploration Map

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Locations

1

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.

2

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.

3

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

4

Sights: Ruined or toppled obelisk.

5

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

6

Sights: River ferry guided by a skeletal captain.

7

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

8

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

9

Sights: A secluded hot spring, with the initials of many young lovers carved into nearby rocks. Discarded and forgotten undergarments can be found on tree branches in the area.

10

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.

11

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.

12

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

13

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

14

Sights: A funerary procession carrying a large coffin.

15

Sights: A wizard.

16

Sights: 4 travellers (infected by a brain parasite).

17

Sights: Wrecked ship, which might be nowhere near water.

18

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

19

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

20

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.

21

Sights: Intact circle of standing stones.

22

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.

23

Sights: Farmers on their way to the market.

24

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.

25

Sights: A stone well with the symbol of a deity, the water gives the effect of Feather Fall.

26

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

27

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.

28

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

29

Sights: There is a patch of trees here with a non-stop turbulent wind rustling the leaves and branches violently. The leaves’ edges appear to be razor sharp.

30

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.

31

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.

32

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.

33

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.

34

Sights: Ruined or toppled obelisk.

35

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.

36

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.

37

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

38

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

39

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.

40

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

41

Sights: Permanent portal to another plane of existence.

42

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

43

Sights: A clear pool of water with 6 sleeping animals lying around its edge

44

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.

45

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.

46

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

47

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.

48

Sights: All creatures are two size categorizes larger (medium to huge). Creature speed, reach, and range are tripled.

49

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

50

Sights: Field of petrified soldiers or other creatures.

51

Sights: Peals of silvery laughter that echo from a distance

52

Sights: A roadside corpse.

53

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

54

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.

55

Sights: Great stone arch.

56

Sights: A fleet of airships fights a dragon.

57

Sights: A roadside corpse.

58

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

59

Sights: A grove of Magic Mushrooms (Tasha's pg. 166).

60

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

61

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

62

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

63

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

64

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.

65

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.

66

Sights: Ruined or toppled obelisk.

67

Sights: Barrow mound.

68

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

69

Sights: Totem pole.

70

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.

71

Sights: Giant crystal shard protruding from the ground.

72

Sights: A series of jutting tooth like spires of black igneous rock which rise out from the sea. These “teeth” have proven to be an extreme hazard to sailors and shipping which pass too near to them. Tearing hulls and ripping sails.

73

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

74

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

75

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.

76

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

77

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

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