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Exploration Map

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Locations

1

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

2

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.

3

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

4

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

5

Sights: Field of petrified soldiers or other creatures.

6

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.

7

Sights: 6 web cocoons hanging from the branches, holding withered carcasses

8

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

9

Sights: Giant crystal shard protruding from the ground.

10

Sights: Permanent portal to another plane of existence.

11

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.

12

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

13

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

14

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.

15

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.

16

Sights: Canyon containing a dragons' graveyard.

17

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

18

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.

19

Sights: Razorvine. AC 11, HP 25, immunity to bludgeon, pierce, psychic. On contact, DC 10 Dex save or take 1d10 slashing damage.

20

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

21

Sights: A 120ft diameter crater. Now filled with water and inhabited by pond creatures.

22

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

23

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

24

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

25

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.

26

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

27

Sights: A clear pool of water with 1 sleeping animals lying around its edge

28

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.

29

Sights: A grassy hill of noticeable height rises from the otherwise flat plains. On the hill are several lines of cobblestone that do not grow grass and have no discernible pattern from the surface. If flying, however, you see the cobblestone lines form the shape of a bird, along with some arcane symbols. If you happen to look up during the spring or fall, you’ll see migratory birds alter their course to fly over this hill.

30

Sights: A trail of breadcrumbs appears on the side of the road. If the party follows it, they eventually find an advertisement for the local village jester inscribed on the side of a tree.

31

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

32

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

33

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.

34

Sights: A ranger patrol, with a cheerful leader, is heard laughing from down the path. The man, tall and burly loves jokes and will reward any player that can make him laugh until he cries. However he hates puns as he thinks they are a cheap form of laughter.

35

Sights: Wishing well.

36

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

37

Sights: A cave with an old campsite.

38

Sights: A clear pool of water with 1 sleeping animals lying around its edge

39

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

40

Sights: A small woodland shrine dedicated to a mysterious cult

41

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.

42

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

43

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

44

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

45

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

46

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.

47

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

48

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.

49

Sights: 6 web cocoons hanging from the branches, holding withered carcasses

50

Sights: Sealed burial mound or pyramid.

51

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

52

Sights: Haunted hill.

53

Sights: A farmer returning from town with his three daughters is seen on the side of the road huddled beneath their damaged cart. The family has been attacked by a swarm of stirges as the evidenced by the presence of a stirge, bludgeoned with a shovel. The family asks the party to escort them the remainder of the way home. Their home is an hours walk out of the way for the party and an hour is needed to fix the cart.

54

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

55

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

56

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

57

Sights: Barrow mound.

58

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

59

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

60

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

61

Sights: Plundered burial mound or pyramid.

62

Sights: River ferry guided by a skeletal captain.

63

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.

64

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

65

Sights: Forest of petrified or awakened trees.

66

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.

67

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

68

Sights: Giant crystal shard protruding from the ground.

69

Sights: A farmer returning from town with his three daughters is seen on the side of the road huddled beneath their damaged cart. The family has been attacked by a swarm of stirges as the evidenced by the presence of a stirge, bludgeoned with a shovel. The family asks the party to escort them the remainder of the way home. Their home is an hours walk out of the way for the party and an hour is needed to fix the cart.

70

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

71

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

72

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.

73

Sights: A cairn set atop a low hill

74

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

75

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

76

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

77

Sights: Fountain.

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