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Exploration Map

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Locations

1

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.

2

Sights: d6 rations spoil.

3

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.

4

Sights: Peals of silvery laughter that echo from a distance

5

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

6

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

7

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.

8

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

9

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.

10

Sights: Great stone wall in ruins.

11

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

12

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

13

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.

14

Sights: A fifteen-foot statue of a girl unmarred by time. Next to her are the shattered remains of another statue, close enough that the body may have once held her outstretched hand. The feet of this larger statue are all that remain affixed to the earth – the rest is scattered throughout the clearing. Water, clean and pure, travels down her face in steady rivulets but leaves no erosion there.

15

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

16

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

17

Sights: Forest of petrified or awakened trees.

18

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

19

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.

20

Sights: Ramparts, high hills, and trenches filled with water that stretch for mile marking the location an ancient battlefield. It has grown over.

21

Sights: A small woodland shrine dedicated to a mysterious cult

22

Sights: Haunted hill.

23

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

24

Sights: Great stone wall in ruins.

25

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.

26

Sights: A lost caravan guard.

27

Sights: A Mimic Colony (Tasha's pg. 167).

28

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

29

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.

30

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.

31

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

32

Sights: Wishing well.

33

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.

34

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.

35

Sights: Haunted hill.

36

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.

37

Sights: Ramparts, high hills, and trenches filled with water that stretch for mile marking the location an ancient battlefield. It has grown over.

38

Sights: A small woodland shrine dedicated to a mysterious cult

39

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

40

Sights: A lost, weeping child. If the characters take the child home, the parents reward them with 2 potions of healing.

41

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.

42

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

43

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.

44

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.

45

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.

46

Sights: A stone well with the symbol of a deity, the water gives the effect of Jump.

47

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

48

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

49

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.

50

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

51

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

52

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.

53

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

54

Sights: A funerary procession carrying a large coffin.

55

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.

56

Sights: An ornate, but empty, chest of silver and pearl sitting by the road. It will not move by any means.

57

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.

58

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

59

Sights: A religious procession.

60

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

61

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.

62

Sights: On the side of a rocky cliff are a well carved trio of protruding faces all looking the same direction.

63

Sights: Canyon containing a dragons' graveyard.

64

Sights: d6 rations spoil.

65

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

66

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

67

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.

68

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.

69

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

70

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.

71

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

72

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

73

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.

74

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.

75

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

76

Sights: An incredibly detailed, broken bust of a young wood elf, bearing a red crown. Its nose and left ear are missing and where its left eye should be, the socket is destroyed, and a monstrously decomposed snake eye can be found. The base has a bronze plaque which reads (in broken Celestial): ‘The only one truly meant to rule’, followed by a name which seems scratched out.

77

Sights: Totem pole.

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