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Exploration Map

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Locations

1

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.

2

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

3

Sights: Farmers on their way to the market.

4

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

5

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.

6

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

7

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.

8

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.

9

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

10

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.

11

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

12

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.

13

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.

14

Sights: An entrance to the Underdark.

15

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

16

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

17

Sights: a druid harvesting mistletoe

18

Sights: An Infested location (Tasha's pg. 156).

19

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

20

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

21

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

22

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

23

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

24

Sights: A small shack almost hidden by the deep forest. The interior is empty aside from a large cast-iron oven.

25

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.

26

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

27

Sights: A clear pool of water with 5 sleeping animals lying around its edge

28

Sights: A cave with a chest that says, ‘if you take something, leave something.’ It’s unlocked and has several trinkets inside.

29

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.

30

Sights: Sealed burial mound or pyramid.

31

Sights: A religious procession.

32

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

33

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.

34

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

35

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.

36

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

37

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.

38

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.

39

Sights: A druid searching for herbs, mushrooms, or seeds found only in this region.

40

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.

41

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.

42

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

43

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

44

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

45

Sights: Boulder carved with talking faces.

46

Sights: A hunting party.

47

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

48

Sights: A funerary procession carrying a large coffin.

49

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

50

Sights: Ruins such as a crumbling tower, ancient temple, razed city, crumbling wall, sagging stone windmill, jumble of standing stones, etc.

51

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

52

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.

53

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.

54

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

55

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

56

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

57

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

58

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.

59

Sights: Sealed burial mound or pyramid.

60

Sights: Forest of petrified or awakened trees.

61

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.

62

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

63

Sights: Totem pole.

64

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

65

Sights: A clear pool of water with 5 sleeping animals lying around its edge

66

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

67

Sights: Barrow mound.

68

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

69

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.

70

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

71

Sights: Sealed burial mound or pyramid.

72

Sights: Local constable and his posse, with a suspicious outlook of strangers. He explains that there has been a series of murders in the area over the last month and demands to know the party’s business in these parts. He encourages that the party keep their business above board.

73

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

74

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

75

Sights: Ruined or toppled circle of standing stones.

76

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

77

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

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