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Exploration Map

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Locations

1

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

2

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.

3

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

4

Sights: A religious procession.

5

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

6

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

7

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.

8

Sights: A seemingly average looking berry bush that happens to grow small jewels instead of berries. If one where to try and consume one of the jewels picked off of the bush within 24hrs, that person gains a temporary magical effect or bonus, otherwise it’s a normal jewel.

9

Sights: A farmer returning from town with his three daughters is seen on the side of the road huddled beneath their damaged cart. The family has been attacked by a swarm of stirges as the evidenced by the presence of a stirge, bludgeoned with a shovel. The family asks the party to escort them the remainder of the way home. Their home is an hours walk out of the way for the party and an hour is needed to fix the cart.

10

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

11

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.

12

Sights: In an open field there is a 10ft wide and 50ft deep pit with no life growing around it. The walls of this chasm are lined with dark cobblestone and going down there are three uneven sized holes that are covered by iron bars. At the bottom there are a large pile of bones.

13

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

14

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

15

Sights: Ruined or toppled obelisk.

16

Sights: Totem pole.

17

Sights: Mutated animals are spotted feasting on a corpse.

18

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

19

Sights: A game warden with a broken bow and empty scabbard, fuming as he walks, emerges from the woods. He tells the party how he was disarmed by an extremely clever badger that threw his sword into the river and cracked his bow in two. The badger is actually a druid in animal form who hates anything to do with hunting including those who attempt to govern it.

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

22

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.

23

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

24

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.

25

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

26

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

27

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

28

Sights: Great stone wall in ruins.

29

Sights: Ruined or toppled obelisk.

30

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.

31

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.

32

Sights: Sealed burial mound or pyramid.

33

Sights: A farmer returning from town with his three daughters is seen on the side of the road huddled beneath their damaged cart. The family has been attacked by a swarm of stirges as the evidenced by the presence of a stirge, bludgeoned with a shovel. The family asks the party to escort them the remainder of the way home. Their home is an hours walk out of the way for the party and an hour is needed to fix the cart.

34

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.

35

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

36

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

37

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

38

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

39

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

40

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

41

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.

42

Sights: An Infested location (Tasha's pg. 156).

43

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

44

Sights: A religious procession.

45

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.

46

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.

47

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

48

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.

49

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.

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: Wrecked ship, which might be nowhere near water.

52

Sights: Forest of petrified or awakened trees.

53

Sights: A collection of several dozen poles each with a dozen or more signs mounted to them pointing towards various distant lands, nearby businesses, and bizarre joke locations. It started with travelers who erected a signpost pointing to their distant homelands which other travelers added to. Eventually it got out of hand.

54

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

55

Sights: An ornate, but empty, chest of silver and pearl sitting by the road. It will not move by any means.

56

Sights: Farmers on their way to the market.

57

Sights: A game warden with a broken bow and empty scabbard, fuming as he walks, emerges from the woods. He tells the party how he was disarmed by an extremely clever badger that threw his sword into the river and cracked his bow in two. The badger is actually a druid in animal form who hates anything to do with hunting including those who attempt to govern it.

58

Sights: An ornate, but empty, chest of silver and pearl sitting by the road. It will not move by any means.

59

Sights: An area of Blessed Radiance. Celestial power explodes in a 30-foot-radius sphere of divine light centered on an aberration, a fiend, or an undead creature within the region. Each creature in the sphere must make a DC 15 Constitution saving throw. On a failure, the creature takes 4d6 radiant damage and is blinded. On a success, it takes half damage and isn't blinded.

60

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.

61

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

62

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

63

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.

64

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

65

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.

66

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

67

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.

68

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.

69

Sights: An Awakened Shrub with a whimsical accent demands to know why this group of ruffians is making so much racket.

70

Sights: An ornate, but empty, chest of silver and pearl sitting by the road. It will not move by any means.

71

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.

72

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

73

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.

74

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

75

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

76

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.

77

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

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