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Exploration Map

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Locations

1

Sights: Canyon containing a dragons' graveyard.

2

Sights: A religious procession.

3

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.

4

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

5

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.

6

Sights: a druid harvesting mistletoe

7

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

8

Sights: A grove of Primal Fruit (Tasha's pg. 168).

9

Sights: Ruined or toppled obelisk.

10

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.

11

Sights: Plundered burial mound or pyramid.

12

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

13

Sights: Great stone wall in ruins.

14

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.

15

Sights: A group of 3 standing stones with anxiety. When encountered in their clearing, they will disappear once all eyes are off them. Careful inspection will reveal them to hiding nearby – peeking from behind a nearby tree, bottom of a lake, hidden by bushes, behind where the party is now looking, etc. If discovered, they disappear again if not observed. The stones are not malicious, and do not harm the party. They would just rather you all left them alone.

16

Sights: A cairn set atop a low hill

17

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

18

Sights: A well by the side of the road that is a base in a local hafling tradition that if one where to lose a tooth, that it is to be tossed in the well with a tip of the hat. When doing so, good fortune is sure to come. Characters that throw in teeth later find small amounts of wet coins in various locations on their person. Characters that throw rubbish, or are otherwise disrespectful of the well, find their respective objects on their person once more soaking wet and covered in bite marks.

19

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.

20

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.

21

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.

22

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.

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

25

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

26

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.

27

Sights: Ancient tree containing a trapped spirit.

28

Sights: A funerary procession carrying a large coffin.

29

Sights: A large, symmetrical hill where the site of a great battle once was. Stone rubble and ruins barely peaks out from the top. Flowers are left there every so often.

30

Sights: A clear pool of water with 5 sleeping animals lying around its edge

31

Sights: A religious procession.

32

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

33

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

34

Sights: Intact statue of a person or deity.

35

Sights: A massive artwork carved into a boulder placed some ways away from the banks of a nearby river. The artwork seems to depict a struggle between giants and dragons, with the giants as the victors. The faintly red runes which line it are giantish, and anyone who can decipher them will read that it marks a momentous battle between giants and dragons, over which should decide the course of the river.

36

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

37

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.

38

Sights: A religious procession.

39

Sights: A gigantic stone carving of a toad’s head, crumbling, half-buried, and covered in moss.

40

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

41

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

42

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

43

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

44

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.

45

Sights: A large whale skeleton surrounded by petunias. The whale is miles away from the sea and the petunias aren’t native to this location.

46

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

47

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

48

Sights: Crystal cave that mystically answers questions.

49

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

50

Sights: A stone well with the symbol of a deity, the water gives the effect of Protection from Evil.

51

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

52

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.

53

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

54

Sights: A small but clearly once-bustling town lays abandoned inside of a titan’s skull. The skull is half buried in the sand; its eye sockets and mouth aim up at an angle. Walking through its mouth is the only way to enter the town. The skull looks to be that of an enormous version of whatever scariest creature lives in that area. It provides ample shade during most of the day.

55

Sights: a druid harvesting mistletoe

56

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.

57

Sights: Sealed burial mound or pyramid.

58

Sights: Barrow mound.

59

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.

60

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

61

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.

62

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.

63

Sights: A gigantic stone carving of a toad’s head, crumbling, half-buried, and covered in moss.

64

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.

65

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

66

Sights: Permanent portal to another plane of existence.

67

Sights: Wishing well.

68

Sights: A well by the side of the road that is a base in a local hafling tradition that if one where to lose a tooth, that it is to be tossed in the well with a tip of the hat. When doing so, good fortune is sure to come. Characters that throw in teeth later find small amounts of wet coins in various locations on their person. Characters that throw rubbish, or are otherwise disrespectful of the well, find their respective objects on their person once more soaking wet and covered in bite marks.

69

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.

70

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

71

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

72

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

73

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.

74

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

75

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

76

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.

77

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

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