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Exploration Map

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Locations

1

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.

2

Sights: A fleet of airships fights a dragon.

3

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.

4

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

5

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.

6

Sights: A religious procession.

7

Sights: An entrance to the Underdark.

8

Sights: a druid harvesting mistletoe

9

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.

10

Sights: Royal customs agents have set up a checkpoint to search travellers for fruit from a neighbouring kingdom, following reports that some shipments have been infested with the eggs of dangerous species of exotic spider.

11

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

12

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

13

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.

14

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.

15

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.

16

Sights: Permanent portal to another plane of existence.

17

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.

18

Sights: Totem pole.

19

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

20

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

21

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.

22

Sights: Fountain.

23

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.

24

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.

25

Sights: Forest of petrified or awakened trees.

26

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

27

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

28

Sights: A small woodland shrine dedicated to a mysterious cult

29

Sights: A fleet of airships fights a dragon.

30

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.

31

Sights: A cleric comes down the path followed by a small retinue of acolytes, full of confidence. The acolytes are convinced that the cleric they follow has been bestowed with powers from the gods. In reality he has routinely gotten lucky with every miracle he has performed. The acolytes wish to see his strength in action and vehemently challenge the party on his behalf to a gentleman’s duel. The cleric, unable to say no to the wishes of his followers, confides in secret to the party that he has no powers and begs them to let him win.

32

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.

33

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

34

Sights: Canyon containing a dragons' graveyard.

35

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.

36

Sights: A roadside corpse.

37

Sights: Fountain.

38

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.

39

Sights: Boulder carved with talking faces.

40

Sights: Royal customs agents have set up a checkpoint to search travellers for fruit from a neighbouring kingdom, following reports that some shipments have been infested with the eggs of dangerous species of exotic spider.

41

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.

42

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

43

Sights: Canyon containing a dragons' graveyard.

44

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.

45

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.

46

Sights: A man selling golden iguanas approaches the party for the bargain of a lifetime. He only has one left, it's painted gold, and a little bit high off paint fumes.

47

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

48

Sights: A religious procession.

49

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

50

Sights: It’s a massive dome-like stone formation that shines pearlescent in the moonlight. It lays in a bare outcropping of rock and is warm to the touch.

51

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

52

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.

53

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.

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

56

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

57

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

58

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

59

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

60

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

61

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

62

Sights: Fountain.

63

Sights: Great stone arch.

64

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

65

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

66

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

67

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.

68

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.

69

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.

70

Sights: 3 web cocoons hanging from the branches, holding withered carcasses

71

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.

72

Sights: Great stone wall in ruins.

73

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

74

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.

75

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

76

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

77

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.

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