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Exploration Map

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Locations

1

Sights: 7 travellers (infected by a brain parasite).

2

Sights: Permanent portal to another plane of existence.

3

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

4

Sights: Peals of silvery laughter that echo from a distance

5

Sights: A fleet of airships fights a dragon.

6

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.

7

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.

8

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.

9

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

10

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

11

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.

12

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

13

Sights: There’s a half-buried village in the sand, with sandstone walls being the only remnants… except for one house, which has a simple roof and door carved into the stone.

14

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

15

Sights: A religious procession.

16

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.

17

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

18

Sights: A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool.

19

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.

20

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.

21

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

22

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.

23

Sights: A 15ft tall stone hand stretches from the ground, reaching for the sky.

24

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.

25

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

26

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

27

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

28

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

29

Sights: Great stone arch.

30

Sights: 7 travellers (infected by a brain parasite).

31

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

32

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

33

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.

34

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

35

Sights: Boulder carved with talking faces.

36

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

37

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.

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

40

Sights: Great stone wall in ruins.

41

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.

42

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

43

Sights: Great stone arch.

44

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

45

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.

46

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.

47

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.

48

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

49

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

50

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

51

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.

52

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

53

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.

54

Sights: A series of jutting tooth like spires of black igneous rock which rise out from the sea. These “teeth” have proven to be an extreme hazard to sailors and shipping which pass too near to them. Tearing hulls and ripping sails.

55

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.

56

Sights: Pranked by a Faerie Dragon. The dragon lures a skunk into their camp while they are sleeping. The party is sprayed giving disadvantage on stealth rolls until they can shower and launder their cloths.

57

Sights: A cleric comes down the path followed by a small retinue of acolytes, full of confidence. The acolytes are convinced that the cleric they follow has been bestowed with powers from the gods. In reality he has routinely gotten lucky with every miracle he has performed. The acolytes wish to see his strength in action and vehemently challenge the party on his behalf to a gentleman’s duel. The cleric, unable to say no to the wishes of his followers, confides in secret to the party that he has no powers and begs them to let him win.

58

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.

59

Sights: Totem pole.

60

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.

61

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

62

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.

63

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

64

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.

65

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.

66

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

67

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.

68

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

69

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

70

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.

71

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

72

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.

73

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

74

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.

75

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.

76

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.

77

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.

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