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Exploration Map

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Locations

1

Sights: A well by the side of the road that is a base in a local hafling tradition that if one where to lose a tooth, that it is to be tossed in the well with a tip of the hat. When doing so, good fortune is sure to come. Characters that throw in teeth later find small amounts of wet coins in various locations on their person. Characters that throw rubbish, or are otherwise disrespectful of the well, find their respective objects on their person once more soaking wet and covered in bite marks.

2

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.

3

Sights: River ferry guided by a skeletal captain.

4

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

5

Sights: a druid harvesting mistletoe

6

Sights: Forest of petrified or awakened trees.

7

Sights: Intact circle of standing stones.

8

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.

9

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

10

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

11

Sights: A minor noble returning from an unsuccessful hunt, with retinue. The noble is not a skilled hunter yet thinks himself to be the greatest in the land, partially due to the plethora of compliments he receives on a daily basis from his followers. He challenges the party to a contest of who can bring down the largest brown bear and wagers his pouch of gold.

12

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

13

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.

14

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

15

Sights: A minor noble with servants seeks a wedding gift. Spots something valuable on PCs and wants to buy it.

16

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

17

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.

18

Sights: A blind alchemist (or witch) living in some crumbling ruins.

19

Sights: A cairn set atop a low hill

20

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

21

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.

22

Sights: Plundered burial mound or pyramid.

23

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.

24

Sights: Ancient tree containing a trapped spirit.

25

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

26

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

27

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.

28

Sights: Floating earth mote with a watch tower on it.

29

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.

30

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.

31

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.

32

Sights: A large swath of woods where all the trees in a massive circle have been bent at a 90-degree angle towards the center but continue to grow that way. There is nothing (currently) anomalous at the center, but a powerful coven of druids hold it as one of their holiest places and guards it closely.

33

Sights: A minor noble with servants seeks a wedding gift. Spots something valuable on PCs and wants to buy it.

34

Sights: A copse of trees growing in a single spot on an otherwise barren mountain. Unbeknownst to the world, it is the burial place of a great wizard of earthen magics. It is watched over by a trio of stone golems and a handful of slumbering treants to guard the immense knowledge held within the tomb.

35

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.

36

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.

37

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

38

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

39

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.

40

Sights: A minor noble with servants seeks a wedding gift. Spots something valuable on PCs and wants to buy it.

41

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

42

Sights: An enormous high relief of six dwarven warriors cut from a cliff pointing the way along, commemorating their epic journey.

43

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.

44

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

45

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

46

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

47

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

48

Sights: A religious procession.

49

Sights: Faces carved into a mountainside or cliff.

50

Sights: d6 rations spoil.

51

Sights: Mutated animals are spotted feasting on a corpse.

52

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

53

Sights: A copse of trees growing in a single spot on an otherwise barren mountain. Unbeknownst to the world, it is the burial place of a great wizard of earthen magics. It is watched over by a trio of stone golems and a handful of slumbering treants to guard the immense knowledge held within the tomb.

54

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

55

Sights: a druid harvesting mistletoe

56

Sights: Totem pole.

57

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

58

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

59

Sights: Permanent portal to another plane of existence.

60

Sights: a druid harvesting mistletoe

61

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.

62

Sights: 5 merchants with their donkey (they're bandits that may attack weak-looking PCs).

63

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.

64

Sights: Wishing well.

65

Sights: An area of Blessed Radiance. A flying, gleaming sword (use the flying sword stat block in the Monster Manual) appears within 60 feet of an aberration, a fiend, or an undead, which becomes the sword's target. The sword deals radiant damage instead of slashing damage and knows the exact location of its target while the target is within the region. The sword vanishes when it or its target is reduced to 0 hit points.

66

Sights: A cave with wild animals.

67

Sights: Ancient tree containing a trapped spirit.

68

Sights: Barrow mound.

69

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

70

Sights: Forest of petrified or awakened trees.

71

Sights: A well by the side of the road that is a base in a local hafling tradition that if one where to lose a tooth, that it is to be tossed in the well with a tip of the hat. When doing so, good fortune is sure to come. Characters that throw in teeth later find small amounts of wet coins in various locations on their person. Characters that throw rubbish, or are otherwise disrespectful of the well, find their respective objects on their person once more soaking wet and covered in bite marks.

72

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.

73

Sights: Great stone arch.

74

Sights: Boulder carved with talking faces.

75

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

76

Sights: Intact circle of standing stones.

77

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

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