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Exploration Map

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Locations

1

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.

2

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

3

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.

4

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.

5

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.

6

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.

7

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

8

Sights: An abandoned graveyard (there's minor treasure in a crypt, guarded by undead).

9

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

10

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

11

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.

12

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.

13

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.

14

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.

15

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.

16

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.

17

Sights: A monastery with audible chanting coming from within (The monks and nuns are cultists).

18

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.

19

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.

20

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.

21

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

22

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.

23

Sights: A stream of cool, clean water flowing between the trees

24

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

25

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

26

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

27

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

28

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

29

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.

30

Sights: Weak gravity. Jump distance and carrying capacity are doubled, walking speed increases by 10ft, and fall damage is halved.

31

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.

32

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

33

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

34

Sights: Permanent portal to another plane of existence.

35

Sights: Wild magic zone (cause Wild Magic Surge whenever a spell is cast).

36

Sights: A buzzard alights atop a stone or statue nearby and makes disgusting noises at the party, drops a half-eaten zombie part, then flies away. The body-part has a tattoo or a piece of jewelry (worth 100gp or less) or something relating to the plot.

37

Sights: A buzzard alights atop a stone or statue nearby and makes disgusting noises at the party, drops a half-eaten zombie part, then flies away. The body-part has a tattoo or a piece of jewelry (worth 100gp or less) or something relating to the plot.

38

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.

39

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

40

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.

41

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.

42

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.

43

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.

44

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.

45

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

46

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

47

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

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: A roadside corpse.

50

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.

51

Sights: Faces carved into a mountainside or cliff.

52

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

53

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

54

Sights: River ferry guided by a skeletal captain.

55

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

56

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.

57

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.

58

Sights: Faces carved into a mountainside or cliff.

59

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

60

Sights: d6 rations spoil.

61

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.

62

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.

63

Sights: Great stone wall in ruins.

64

Sights: Farmers on their way to the market.

65

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

66

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

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

69

Sights: An entrance to the Underdark.

70

Sights: A cliff that has been entirely covered in paint from hundreds of people.

71

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.

72

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.

73

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

74

Sights: Three stone pillars at the top of a hill, each engraved with a different rune of no known language. The pillars appear to change positions, but how this is done is unknown.

75

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

76

Sights: Faces carved into a mountainside or cliff.

77

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

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