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Exploration Map

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Locations

1

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

2

Sights: Canyon containing a dragons' graveyard.

3

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.

4

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

5

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.

6

Sights: Boulder carved with talking faces.

7

Sights: A minor noble travelling via horse, with servants. He is off to ask for a woman’s hand in marriage. But he is still in need of a notable gift to offer to her family. He will attempt to buy anything that the party has visible that might fit such a need.

8

Sights: Sealed burial mound or pyramid.

9

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

10

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.

11

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

12

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.

13

Sights: a druid harvesting mistletoe

14

Sights: In a valley, there are 8-10 adult dragon skeletons, half-buried.

15

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

16

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

17

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

18

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.

19

Sights: A clear pool of water with 2 sleeping animals lying around its edge

20

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.

21

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

22

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.

23

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

24

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.

25

Sights: Boulder carved with talking faces.

26

Sights: A fleet of airships fights a dragon.

27

Sights: 1 web cocoons hanging from the branches, holding withered carcasses

28

Sights: River ferry guided by a skeletal captain.

29

Sights: A large stone head protruding from the surface of a glacier. It is the head of an earth elemental and if you get his attention, he is friendly. If asked what he is doing their he replies ”swimming in the river”, given he exists at a geological place the slow flow of the glacier is like a river to him.

30

Sights: Great stone wall in ruins.

31

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.

32

Sights: A funerary procession carrying a large coffin.

33

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

34

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

35

Sights: Crystal cave that mystically answers questions.

36

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

37

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.

38

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

39

Sights: A series of vaguely conic stone spires lined up along a gentle arc. Each is over 15ft tall and 5ft across at the base, and tapers to a narrow tip. Nobody knows the origin of this formation. Some say the teeth are all that remains from some colossal dragon skeleton, others think the stones were placed there by a dragon cult, or as a sign from Bahamut.

40

Sights: Forest of petrified or awakened trees.

41

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.

42

Sights: Floating earth mote with a watch tower on it.

43

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

44

Sights: Ancient tree containing a trapped spirit.

45

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.

46

Sights: Great stone wall in ruins.

47

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

48

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

49

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.

50

Sights: Your players pass a soothsayer and see an Omen. He offers reward for everyone who gives a second opinion.

51

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.

52

Sights: A stone well with glyphs, the water gives the effect of Bless.

53

Sights: A 50-foot-tall stone statue of an elf warrior with hand raised, palm out, as if to forbid travelers from coming this way

54

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

55

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

56

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

57

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

58

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.

59

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.

60

Sights: Haunted hill.

61

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.

62

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

63

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.

64

Sights: Mutated animals are spotted feasting on a corpse.

65

Sights: Ancient tree containing a trapped spirit.

66

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.

67

Sights: A series of vaguely conic stone spires lined up along a gentle arc. Each is over 15ft tall and 5ft across at the base, and tapers to a narrow tip. Nobody knows the origin of this formation. Some say the teeth are all that remains from some colossal dragon skeleton, others think the stones were placed there by a dragon cult, or as a sign from Bahamut.

68

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

69

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.

70

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.

71

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

72

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.

73

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

74

Sights: While camping, a bandit tries to steal a random item from the packs of sleeping PCs.

75

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

76

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

77

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.

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