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Exploration Map

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Locations

1

Sights: River ferry guided by a skeletal captain.

2

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

3

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

4

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

5

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

6

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.

7

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.

8

Sights: Peals of silvery laughter that echo from a distance

9

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

10

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.

11

Sights: River ferry guided by a skeletal captain.

12

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

13

Sights: An Enchanted Spring (Tasha's pg. 165).

14

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.

15

Sights: Plundered burial mound or pyramid.

16

Sights: Ruined or toppled circle of standing stones.

17

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

18

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

19

Sights: Young lovers have sought refuge to meet, their families do not approve.

20

Sights: Forest of petrified or awakened trees.

21

Sights: d6 rations spoil.

22

Sights: Canyon containing a dragons' graveyard.

23

Sights: What once was a small shack. The windows are broken, some walls have crumbled away, and parts of the roof are open and fallen in.

24

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

25

Sights: Floating earth mote with a fighters guild tower on it.

26

Sights: An enormous statue of a rooster, made from a strange metal, finely detailed and colored. It is hollow, and when the first ray of sunrise strikes it, a great, sad-sounding crow arises from it. Legend says that it commemorates a great battle in the distant past.

27

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

28

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.

29

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

30

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

31

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

32

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

33

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.

34

Sights: A Feywild crossing (DMG pg. 50).

35

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.

36

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.

37

Sights: A clear pool of water with 2 sleeping animals lying around its edge

38

Sights: Ruined or toppled obelisk.

39

Sights: Permanent portal to another plane of existence.

40

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.

41

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

42

Sights: A stream of cool, clean water flowing between the trees

43

Sights: Barrow mound.

44

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

45

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.

46

Sights: A short pathway of stone carved into a mountain, roughly five feet wide with names of couples and graffiti on the stone walls. The pathway always has a thick eerie fog settled over it.

47

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

48

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

49

Sights: A grassy hill of noticeable height rises from the otherwise flat plains. On the hill are several lines of cobblestone that do not grow grass and have no discernible pattern from the surface. If flying, however, you see the cobblestone lines form the shape of a bird, along with some arcane symbols. If you happen to look up during the spring or fall, you’ll see migratory birds alter their course to fly over this hill.

50

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

51

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

52

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.

53

Sights: A bard.

54

Sights: A stone well with glyphs, the water gives the effect of gaining inspiration.

55

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

56

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.

57

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

58

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

59

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

60

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

61

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

62

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.

63

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

64

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

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: 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.

67

Sights: Giant crystal shard protruding from the ground.

68

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

69

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.

70

Sights: A big, old tree which seems to be made of iron, but as far as anyone can tell, is alive and growing, if slowly.

71

Sights: Permanent portal to another plane of existence.

72

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

73

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.

74

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.

75

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.

76

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.

77

Sights: Mutated animals are spotted feasting on a corpse.

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