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Exploration Map

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Locations

1

Sights: A small clearing in a forest, near a cave mouth, contains dozens of statues of humanoid creatures, many armed & armored, all with looks of surprise & horror on their stone faces.

2

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.

3

Sights: Canyon containing a dragons' graveyard.

4

Sights: A group of pilgrims.

5

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

6

Sights: A clear pool of water with 4 sleeping animals lying around its edge

7

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

8

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.

9

Sights: A cairn set atop a low hill

10

Sights: A Magical Phenomena (Tasha's pg. 163).

11

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

12

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.

13

Sights: Ruined or toppled obelisk.

14

Sights: A stone well with arcane runes, the water gives the effect of random ability score decrease -1 for 1d4 days.

15

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

16

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

17

Sights: Intact statue of a person or deity.

18

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.

19

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.

20

Sights: Permanent portal to another plane of existence.

21

Sights: The ancient ruins of a strangely ‘modern-looking’ tavern located in the deepest patches of forest. No path leads to it, no other buildings or ruins are found besides it, but dozens of deformed footsteps can be found heading out of the site. At night, the faint, muffled sound of a single viol can be heard coming out of the muddy floor.

22

Sights: A funerary procession carrying a large coffin.

23

Sights: A small clearing in a forest, near a cave mouth, contains dozens of statues of humanoid creatures, many armed & armored, all with looks of surprise & horror on their stone faces.

24

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

25

Sights: Giant crystal shard protruding from the ground.

26

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.

27

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.

28

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.

29

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.

30

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.

31

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.

32

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

33

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

34

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.

35

Sights: Ruined or toppled circle of standing stones.

36

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

37

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

38

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.

39

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

40

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

41

Sights: Farmers on their way to the market.

42

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.

43

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.

44

Sights: Intact circle of standing stones.

45

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.

46

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.

47

Sights: Fountain.

48

Sights: A Shadowfell crossing (DMG pg. 51).

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: 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.

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: Intact circle of standing stones.

53

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.

54

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.

55

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.

56

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.

57

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

58

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.

59

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

60

Sights: Sealed burial mound or pyramid.

61

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

62

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

63

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.

64

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.

65

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

66

Sights: Farmers on their way to the market.

67

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

68

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.

69

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

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: 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.

72

Sights: A large tree in the forest that bends and splits in such a way that the bottom looks like a foot, with toes.

73

Sights: Permanent portal to another plane of existence.

74

Sights: 3 travellers (infected by a brain parasite).

75

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

76

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

77

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

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