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Exploration Map

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Locations

1

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

2

Sights: Sealed burial mound or pyramid.

3

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

4

Sights: A small woodland shrine dedicated to a mysterious cult

5

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.

6

Sights: Sealed burial mound or pyramid.

7

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.

8

Sights: A bridgekeeper who demands the party's best jokes to cross.

9

Sights: A man selling golden iguanas approaches the party for the bargain of a lifetime. He only has one left, it's painted gold, and a little bit high off paint fumes.

10

Sights: River ferry guided by a skeletal captain.

11

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

12

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

13

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

14

Sights: A clear pool of water with 6 sleeping animals lying around its edge

15

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.

16

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.

17

Sights: Ruined or toppled statue of a person or deity.

18

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

19

Sights: Ruined or toppled obelisk.

20

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.

21

Sights: Faces carved into a mountainside or cliff.

22

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.

23

Sights: A clear pool of water with 6 sleeping animals lying around its edge

24

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.

25

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

26

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

27

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.

28

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.

29

Sights: The legs of a giant metal statue standing beside the top of a waterfall overlooking the valley below. At the bottom of the lake below the falls, the head and torso can be found. It appears to be the likeness of a famous ancient hero that a PC might recognize.

30

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.

31

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.

32

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

33

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.

34

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

35

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.

36

Sights: A cave with monsters.

37

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.

38

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.

39

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

40

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.

41

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

42

Sights: A funerary procession carrying a large coffin.

43

Sights: A roadside corpse.

44

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

45

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

46

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.

47

Sights: Crystal cave that mystically answers questions.

48

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.

49

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

50

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

51

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.

52

Sights: A fleet of airships fights a dragon.

53

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.

54

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.

55

Sights: A charismatic priest and retinue of apostles, who are mumbling to each other and won’t make eye contact with the party are parading down the road. The strangers belong to a religious group that routinely ingest psychedelic drugs. The priest remains clear headed but the apostles are currently under the drugs effects. The priest secretly offers some to the party in the form of exquisite wine. If the party drinks the wine they wake up twelve hours later hung over suffering from one point of exhaustion.

56

Sights: A small woodland shrine dedicated to a mysterious cult

57

Sights: An inn that has been carefully constructed to appear as if it was turned upside-down.

58

Sights: A bridgekeeper who demands the party's best jokes to cross.

59

Sights: Intact statue of a person or deity.

60

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

61

Sights: Permanent portal to another plane of existence.

62

Sights: A half-collapsed stone tower with curious triangular architecture. The bones of a lonely watchman sitting in a chair lie atop it. The watchman wears a helmet shaped like a triangular pyramid. Several towers of this type can be found around the same area.

63

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

64

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.

65

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

66

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.

67

Sights: A funerary procession carrying a large coffin.

68

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.

69

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

70

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

71

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.

72

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

73

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.

74

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

75

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

76

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.

77

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

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