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Exploration Map

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Locations

1

Sights: A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool.

2

Sights: A small but clearly once-bustling town lays abandoned inside of a titan’s skull. The skull is half buried in the sand; its eye sockets and mouth aim up at an angle. Walking through its mouth is the only way to enter the town. The skull looks to be that of an enormous version of whatever scariest creature lives in that area. It provides ample shade during most of the day.

3

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.

4

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.

5

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.

6

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

7

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

8

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

9

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

10

Sights: A worn smooth but still recognizable ancient statue of a goddess of death. At her feet sets a black stone bowl filled with fresh rose petals. If you were to kneel down at the bowl and look up at her, you would see her eyes stare unwaveringly into yours.

11

Sights: The local guards have set up a roadblock while they search for a fleeing criminal, and have a series of inane questions for the party to answer. They aren't looking for help, and take any attempts by the party to get involved as an unwelcome complication to what is clearly already tiresome work.

12

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

13

Sights: A small woodland shrine dedicated to a mysterious cult

14

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

15

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

16

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

17

Sights: d6 rations spoil.

18

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.

19

Sights: A roadside corpse.

20

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

21

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

22

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

23

Sights: 6 travellers (infected by a brain parasite).

24

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

25

Sights: Plundered burial mound or pyramid.

26

Sights: A Mirror Zone (Tasha's pg. 158).

27

Sights: A Mirror Zone (Tasha's pg. 158).

28

Sights: Great stone wall in ruins.

29

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

30

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.

31

Sights: Ruined or toppled circle of standing stones.

32

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.

33

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

34

Sights: The local guards have set up a roadblock while they search for a fleeing criminal, and have a series of inane questions for the party to answer. They aren't looking for help, and take any attempts by the party to get involved as an unwelcome complication to what is clearly already tiresome work.

35

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.

36

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.

37

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

38

Sights: Permanent portal to another plane of existence.

39

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

40

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.

41

Sights: Deep in a forest, trees are marred with years old axe and sword marks. Hundreds of skeletons dressed in rusted armor and weapons lie in this area. Taking a trinket, or even loitering may be unwise.

42

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

43

Sights: d6 rations spoil.

44

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

45

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.

46

Sights: Faces carved into a mountainside or cliff.

47

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.

48

Sights: A 15ft tall stone hand stretches from the ground, reaching for the sky.

49

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.

50

Sights: 5 web cocoons hanging from the branches, holding withered carcasses

51

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

52

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

53

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

54

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

55

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

56

Sights: A small but clearly once-bustling town lays abandoned inside of a titan’s skull. The skull is half buried in the sand; its eye sockets and mouth aim up at an angle. Walking through its mouth is the only way to enter the town. The skull looks to be that of an enormous version of whatever scariest creature lives in that area. It provides ample shade during most of the day.

57

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.

58

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.

59

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

60

Sights: 4 merchants with their donkey (they're bandits that may attack weak-looking PCs).

61

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

62

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.

63

Sights: d6 rations spoil.

64

Sights: River ferry guided by a skeletal captain.

65

Sights: a druid harvesting mistletoe

66

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

67

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

68

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.

69

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.

70

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

71

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

72

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

73

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

74

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.

75

Sights: A roadside corpse.

76

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

77

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

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