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Exploration Map

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Locations

1

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

2

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.

3

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

4

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

5

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.

6

Sights: Fountain.

7

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

8

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.

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 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.

11

Sights: Field of petrified soldiers or other creatures.

12

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.

13

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.

14

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.

15

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.

16

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

17

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.

18

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.

19

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

20

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.

21

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

22

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.

23

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

24

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

25

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.

26

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

27

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

28

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.

29

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

30

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.

31

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

32

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

33

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

34

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

35

Sights: 3 merchants with their donkey (they're bandits that may attack weak-looking PCs).

36

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

37

Sights: A grove of Magic Mushrooms (Tasha's pg. 166).

38

Sights: A local bard offers a gold to whoever can make his bodyguard laugh.

39

Sights: Forest of petrified or awakened trees.

40

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.

41

Sights: Great stone wall in ruins.

42

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

43

Sights: Sealed burial mound or pyramid.

44

Sights: A grove of Magic Mushrooms (Tasha's pg. 166).

45

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.

46

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

47

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

48

Sights: A redheaded elf lass is overly friendly and talks to whichever group member seems most willing to isolate. She gets them away from the group and picks their pocket for half their gold.

49

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

50

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

51

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.

52

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

53

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.

54

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.

55

Sights: A small woodland shrine dedicated to a mysterious cult

56

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.

57

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

58

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

59

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.

60

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

61

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

62

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.

63

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

64

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

65

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.

66

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

67

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.

68

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.

69

Sights: Plundered burial mound or pyramid.

70

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.

71

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

72

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

73

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

74

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

75

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.

76

Sights: Permanent portal to another plane of existence.

77

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.

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