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Exploration Map

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Locations

1

Sights: Great stone arch.

2

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.

3

Sights: A religious procession.

4

Sights: A garden from a former ancient culture, which vanished out of unknown reasons. One of the only things found was this tree garden. Are the trees made of stone or turned to, no one knows.

5

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

6

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.

7

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

8

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

9

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

10

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.

11

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

12

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.

13

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.

14

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

15

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.

16

Sights: Permanent portal to another plane of existence.

17

Sights: Ancient tree containing a trapped spirit.

18

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.

19

Sights: An entrance to the Underdark.

20

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

21

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.

22

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

23

Sights: A funerary procession carrying a large coffin.

24

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.

25

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.

26

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.

27

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.

28

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.

29

Sights: A place with Unraveling Magic (Tasha's pg. 161).

30

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.

31

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

32

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.

33

Sights: Permanent portal to another plane of existence.

34

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

35

Sights: A funerary procession carrying a large coffin.

36

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.

37

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

38

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.

39

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

40

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

41

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.

42

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

43

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

44

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

45

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

46

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

47

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.

48

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

49

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

50

Sights: A Haunted locale (Tasha's pg. 154).

51

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

52

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.

53

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.

54

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.

55

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.

56

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

57

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

58

Sights: Farmers on their way to the market.

59

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

60

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

61

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.

62

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

63

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.

64

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.

65

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.

66

Sights: A natural rock formation that just happens to look like the face of an old man with a long beard. Ruins of temples from several ancient civilizations can be found in the valley below, apparently attracted there to worship the face, or perhaps just to be under his watchful gaze. Most humanoid races in the region are sure the old man looks like their race and have their own legend about him.

67

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

68

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.

69

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

70

Sights: A lost, weeping child. If the characters take the child home, the parents reward them with 3 potions of healing.

71

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

72

Sights: Strong gravity. Jump distance and carrying capacity are halved, and fall damage is doubled.

73

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.

74

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.

75

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

76

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

77

Sights: Sealed burial mound or pyramid.

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