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Exploration Map

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Locations

1

Sights: Ancient tree containing a trapped spirit.

2

Sights: A religious procession.

3

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.

4

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.

5

Sights: In the middle of a copse in a strange swamp lies a smooth altar made of red stone, with strange carvings of trees and water all around its base. Upon touching the altar, you will hear a voice in your mind ‘sacrifice”, and you will feel a strange primal urge to sacrifice a creature on top of it.

6

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

7

Sights: Ruined or toppled statue of a person or deity.

8

Sights: Once a portal to the abyss, sealed by heroes long ago, now just a crumbling arch with an unsettling aura.

9

Sights: Ruined or toppled obelisk.

10

Sights: A roadside corpse.

11

Sights: Intact circle of standing stones.

12

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.

13

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

14

Sights: A Mimic Colony (Tasha's pg. 167).

15

Sights: Boulder carved with talking faces.

16

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.

17

Sights: A troupe of entertainers, led by an overdressed and curious Elf. The Elf is a ring leader in a traveling circus of sorts and is always looking for new and exciting acts for his traveling performances. The Elf will pay top gold for any such acts or items that he can use in his shows.

18

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.

19

Sights: A person looks to be threatened by a skeleton, but on closer inspection the skeleton is assisting them.

20

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

21

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

22

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

23

Sights: A small woodland shrine dedicated to a mysterious cult

24

Sights: A limping bailiff and his badly beaten prisoner are walking down the road. The man is being returned to jail for theft and assaulting a member of justice. The prisoner claims that he was only stealing bread to avoid starvation and was defending himself from an overzealous bailiff. The prisoner swears on his honor that if the party pays his fine of 25 gold pieces that he will stay with the group to work off the debt by being the party’s servant. He originally offers his services for one gold per day but is willing to haggle. If the fine is paid the prisoner stays with the party for only half of any agreed time before attempting to run away in the night.

25

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.

26

Sights: A lost, weeping child. If the characters take the child home, the parents reward them with 1 potions of healing.

27

Sights: Intact statue of a person or deity.

28

Sights: Peals of silvery laughter that echo from a distance

29

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

30

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.

31

Sights: A fleet of airships fights a dragon.

32

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

33

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.

34

Sights: Wishing well.

35

Sights: A lost, weeping child. If the characters take the child home, the parents reward them with 1 potions of healing.

36

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

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: A blood moon rises, all PCs lose Inspiration.

39

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.

40

Sights: Permanent portal to another plane of existence.

41

Sights: A half-collapsed stone tower with curious triangular architecture. The bones of a lonely watchman sitting in a chair lie atop it. The watchman wears a helmet shaped like a triangular pyramid. Several towers of this type can be found around the same area.

42

Sights: A large tree in the forest that bends and splits in such a way that the bottom looks like a foot, with toes.

43

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

44

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

45

Sights: Two sequoia trees whose bases are over a hundred feet apart have grown together and connect about 160 to 180 feet off the ground. The branches and leaves of these giant trees create a pleasantly shaded area below which is often used by the local populace as sites of wedding ceremonies.

46

Sights: Intact statue of a person or deity.

47

Sights: A fleet of airships fights a dragon.

48

Sights: Ruined or toppled statue of a person or deity.

49

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

50

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.

51

Sights: Great stone wall, intact, with tower fortifications spaced at one-mile intervals.

52

Sights: Forest of petrified or awakened trees.

53

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.

54

Sights: A minor noble with servants seeks a wedding gift. Spots something valuable on PCs and wants to buy it.

55

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

56

Sights: Ruined or toppled circle of standing stones.

57

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

58

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.

59

Sights: Haunted hill.

60

Sights: Ruined or toppled obelisk.

61

Sights: An area of Blessed Radiance. Each creature carrying the holy symbol of a deity from a non-evil plane while in the region gains advantage on saving throws for the next 24 hours.

62

Sights: A roadside corpse.

63

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.

64

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

65

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.

66

Sights: All that remains of an ancient fortress, the remarkably well constructed staircase rises for 3 stories out of the ground at the end of an ancient road, and then just abruptly stops.

67

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.

68

Sights: Once a portal to the abyss, sealed by heroes long ago, now just a crumbling arch with an unsettling aura.

69

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

70

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

71

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.

72

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.

73

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

74

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

75

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

76

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.

77

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

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