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Exploration Map

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Locations

1

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

2

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.

3

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.

4

Sights: A lost, weeping child. If the characters take the child home, the parents reward them with 2 potions of healing.

5

Sights: A bridgekeeper who demands the party's best jokes to cross.

6

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

7

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.

8

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.

9

Sights: A traveling merchant selling standard equipment at 10% over book price.

10

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.

11

Sights: Totem pole.

12

Sights: Intact circle of standing stones.

13

Sights: Plundered burial mound or pyramid.

14

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.

15

Sights: Faces carved into a mountainside or cliff.

16

Sights: A smooth stone with a bunch of growing moss on it. Touching the stone with a bare hand results in the moss slowly moving to wherever was touched. On the stone are several handprints and doodles perfectly covered over with the moss.

17

Sights: It’s an oak tree with the word hope carved into it in large letters. No one knows who did it or why, but it’s turned into a useful landmark for the local village.

18

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

19

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

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

22

Sights: Plundered burial mound or pyramid.

23

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

24

Sights: Ancient tree containing a trapped spirit.

25

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.

26

Sights: A ranger patrol, with a cheerful leader, is heard laughing from down the path. The man, tall and burly loves jokes and will reward any player that can make him laugh until he cries. However he hates puns as he thinks they are a cheap form of laughter.

27

Sights: A smooth stone with a bunch of growing moss on it. Touching the stone with a bare hand results in the moss slowly moving to wherever was touched. On the stone are several handprints and doodles perfectly covered over with the moss.

28

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.

29

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.

30

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

31

Sights: River ferry guided by a skeletal captain.

32

Sights: A Mirror Zone (Tasha's pg. 158).

33

Sights: A cairn set atop a low hill

34

Sights: An entrance to the Underdark.

35

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.

36

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.

37

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.

38

Sights: Ramparts, high hills, and trenches filled with water that stretch for mile marking the location an ancient battlefield. It has grown over.

39

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

40

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

41

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

42

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.

43

Sights: An area of Blessed Radiance. One character in the region gains the ability to use the Divine Intervention cleric feature, which succeeds automatically. The character can use the feature granted in this way only once and must use it within 7 days.

44

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

45

Sights: A lost, weeping child. If the characters take the child home, the parents reward them with 2 potions of healing.

46

Sights: A smooth stone with a bunch of growing moss on it. Touching the stone with a bare hand results in the moss slowly moving to wherever was touched. On the stone are several handprints and doodles perfectly covered over with the moss.

47

Sights: A cairn set atop a low hill

48

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

49

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

50

Sights: Wishing well.

51

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

52

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.

53

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

54

Sights: Peals of silvery laughter that echo from a distance

55

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.

56

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

57

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.

58

Sights: Fountain.

59

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.

60

Sights: A large, circular pool off of a main river which is geothermally heated.

61

Sights: A lost, weeping child. If the characters take the child home, the parents reward them with 2 potions of healing.

62

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.

63

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

64

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.

65

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

66

Sights: A small woodland shrine dedicated to a mysterious cult

67

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

68

Sights: Crystal cave that mystically answers questions.

69

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.

70

Sights: A grassy hill of noticeable height rises from the otherwise flat plains. On the hill are several lines of cobblestone that do not grow grass and have no discernible pattern from the surface. If flying, however, you see the cobblestone lines form the shape of a bird, along with some arcane symbols. If you happen to look up during the spring or fall, you’ll see migratory birds alter their course to fly over this hill.

71

Sights: Boulder carved with talking faces.

72

Sights: Deep in the woods, a small group of trees whose leaves are bright red. They contrast starkly with the normal trees around them. The Candle trees appear otherwise normal, but the dried leaves can be brewed into a tea that warms the bones even on the coldest nights.

73

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.

74

Sights: 6 web cocoons hanging from the branches, holding withered carcasses

75

Sights: 6 web cocoons hanging from the branches, holding withered carcasses

76

Sights: Haunted hill.

77

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

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