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Exploration Map

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Locations

1

Sights: An area of strong Psychic Resonance (Tasha's pg. 160).

2

Sights: A cairn set atop a low hill

3

Sights: An entrance to the Underdark.

4

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.

5

Sights: Permanent portal to another plane of existence.

6

Sights: Mutated animals are spotted feasting on a corpse.

7

Sights: Crystal cave that mystically answers questions.

8

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

9

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.

10

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

11

Sights: Great stone arch.

12

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

13

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

14

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

15

Sights: Intact circle of standing stones.

16

Sights: 5 merchants with their donkey (they're bandits that may attack weak-looking PCs).

17

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

18

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

19

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

20

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

21

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

22

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

23

Sights: A clear pool of water with 4 sleeping animals lying around its edge

24

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

25

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.

26

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.

27

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

28

Sights: Intact circle of standing stones.

29

Sights: 5 merchants with their donkey (they're bandits that may attack weak-looking PCs).

30

Sights: An enormous high relief of six dwarven warriors cut from a cliff pointing the way along, commemorating their epic journey.

31

Sights: A broken but thick 15ft wide half-circle embedded to the ground made of quartz and intricately laced with gold strips. An assortment of precious gems are embedded in its surface. Any attempt to collect and/or destroy this construct will cause severe psychic damage and a loud high-pitched tone to play loudly. The half-circle aligns perfectly with sunset/sunrise and every time it does, the most beautiful flute melody plays that is sourceless.

32

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

33

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.

34

Sights: There’s a strange dune of sand in the middle of this grassy field, covered in scorpions.

35

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.

36

Sights: A cave with hidden treasure.

37

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.

38

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

39

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.

40

Sights: An old weathered statue of a god with beautiful gems inlaid and surrounded with wicker basket offerings of gold, flowers, food, and trinkets. Stealing from the statue result in a curse (permanent level of exhaustion) from the deity until either greater restoration is cast on the thief or they repent and make an offering of twice the amount stolen. Award inspiration for respectful offerings or prayers given to the statue.

41

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

42

Sights: d6 rations spoil.

43

Sights: A broken but thick 15ft wide half-circle embedded to the ground made of quartz and intricately laced with gold strips. An assortment of precious gems are embedded in its surface. Any attempt to collect and/or destroy this construct will cause severe psychic damage and a loud high-pitched tone to play loudly. The half-circle aligns perfectly with sunset/sunrise and every time it does, the most beautiful flute melody plays that is sourceless.

44

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

45

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.

46

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

47

Sights: Deep in a forest, trees are marred with years old axe and sword marks. Hundreds of skeletons dressed in rusted armor and weapons lie in this area. Taking a trinket, or even loitering may be unwise.

48

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.

49

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.

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: 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.

52

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

53

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.

54

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

55

Sights: A cave with hidden treasure.

56

Sights: Faces carved into a mountainside or cliff.

57

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

58

Sights: Sealed burial mound or pyramid.

59

Sights: Giant crystal shard protruding from the ground.

60

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.

61

Sights: A half erected statue of an old folk hero. Either under construction or half crumbled.

62

Sights: Mutated animals are spotted feasting on a corpse.

63

Sights: Deep in a forest, trees are marred with years old axe and sword marks. Hundreds of skeletons dressed in rusted armor and weapons lie in this area. Taking a trinket, or even loitering may be unwise.

64

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

65

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.

66

Sights: There’s a strange dune of sand in the middle of this grassy field, covered in scorpions.

67

Sights: A pair of mages dueling.

68

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

69

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

70

Sights: An Enchanted Spring (Tasha's pg. 165).

71

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.

72

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.

73

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

74

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.

75

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.

76

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.

77

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

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