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Exploration Map

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Locations

1

Sights: Once a portal to the abyss, sealed by heroes long ago, now just a crumbling arch with an unsettling aura.

2

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.

3

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

4

Sights: A group of gypsies on a wagon.

5

Sights: Permanent portal to another plane of existence.

6

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

7

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.

8

Sights: An area of Blessed Radiance. One simple or martial weapon that is nonmagical and carried by one character in the region gains the properties of a mace of disruption for 24 hours.

9

Sights: A 50-foot-tall stone statue of an elf warrior with hand raised, palm out, as if to forbid travelers from coming this way

10

Sights: An area of strong Psychic Resonance (Tasha's pg. 160).

11

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.

12

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.

13

Sights: Great stone wall in ruins.

14

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

15

Sights: Canyon containing a dragons' graveyard.

16

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

17

Sights: Forest of petrified or awakened trees.

18

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.

19

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

20

Sights: A grove of Primal Fruit (Tasha's pg. 168).

21

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.

22

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

23

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

24

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

25

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.

26

Sights: On top of this hill is a pool surrounded with stone. The water is always cool, and at night the full moon can always be seen in its reflection, regardless of clouds or moon cycle.

27

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

28

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

29

Sights: Field of petrified soldiers or other creatures.

30

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

31

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.

32

Sights: Wishing well.

33

Sights: Barrow mound.

34

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

35

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.

36

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

37

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

38

Sights: A broken but thick 15ft wide half-circle embedded to the ground made of quartz and intricately laced with gold strips. An assortment of precious gems are embedded in its surface. Any attempt to collect and/or destroy this construct will cause severe psychic damage and a loud high-pitched tone to play loudly. The half-circle aligns perfectly with sunset/sunrise and every time it does, the most beautiful flute melody plays that is sourceless.

39

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

40

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

41

Sights: 4 web cocoons hanging from the branches, holding withered carcasses

42

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

43

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

44

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

45

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

46

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

47

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.

48

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

49

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.

50

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

51

Sights: A stone well with arcane runes, the water gives the effect of False Life.

52

Sights: A stone well with arcane runes, the water gives the effect of False Life.

53

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

54

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.

55

Sights: Sealed burial mound or pyramid.

56

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.

57

Sights: A minor noble travelling via horse, with servants. He is off to ask for a woman’s hand in marriage. But he is still in need of a notable gift to offer to her family. He will attempt to buy anything that the party has visible that might fit such a need.

58

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

59

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

60

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.

61

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.

62

Sights: A broken but thick 15ft wide half-circle embedded to the ground made of quartz and intricately laced with gold strips. An assortment of precious gems are embedded in its surface. Any attempt to collect and/or destroy this construct will cause severe psychic damage and a loud high-pitched tone to play loudly. The half-circle aligns perfectly with sunset/sunrise and every time it does, the most beautiful flute melody plays that is sourceless.

63

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.

64

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

65

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.

66

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.

67

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

68

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

69

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

70

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.

71

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.

72

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.

73

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

74

Sights: On top of this hill is a pool surrounded with stone. The water is always cool, and at night the full moon can always be seen in its reflection, regardless of clouds or moon cycle.

75

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.

76

Sights: A funerary procession carrying a large coffin.

77

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.

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