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Exploration Map

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Locations

1

Sights: Fountain.

2

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

3

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

4

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

5

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.

6

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

7

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.

8

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

9

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

10

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

11

Sights: Ruined or toppled obelisk.

12

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

13

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.

14

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

15

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

16

Sights: A traveling merchant that loves to watch games but also likes things balanced. Tells the party that if they can play a chess game where the outcome is a draw he will give them an award. Let the players play a game of chess, and if they get a draw give them a prize.

17

Sights: A stone well with the symbol of a deity, the water gives the effect of Feather Fall.

18

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

19

Sights: Ruined or toppled obelisk.

20

Sights: A cave with an old campsite.

21

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

22

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

23

Sights: A minor noble travelling via horse, with servants. He is off to ask for a woman’s hand in marriage. But he is still in need of a notable gift to offer to her family. He will attempt to buy anything that the party has visible that might fit such a need.

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 merchant caravan with 5 guards.

26

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

27

Sights: Intact obelisk etched with a warning, historical lore, dedication, or religious iconography.

28

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

29

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

30

Sights: A minor noble travelling via horse, with servants. He is off to ask for a woman’s hand in marriage. But he is still in need of a notable gift to offer to her family. He will attempt to buy anything that the party has visible that might fit such a need.

31

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.

32

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

33

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.

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: 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.

36

Sights: Intact statue of a person or deity.

37

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

38

Sights: Intact statue of a person or deity.

39

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.

40

Sights: Great stone wall in ruins.

41

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

42

Sights: A farmer returning from town with his three daughters is seen on the side of the road huddled beneath their damaged cart. The family has been attacked by a swarm of stirges as the evidenced by the presence of a stirge, bludgeoned with a shovel. The family asks the party to escort them the remainder of the way home. Their home is an hours walk out of the way for the party and an hour is needed to fix the cart.

43

Sights: A sentient door in the side of a mountain that has short term memory loss. He has no idea of his name or how to open himself but enjoys talking with travelers none the less. Speaking the magic word “please” will cause the door to open revealing a shortcut through the mountain. No form of magic or otherwise can lead through or get around this door without speaking the magic word due to an ancient magical barrier.

44

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.

45

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

46

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.

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

49

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

50

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.

51

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.

52

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

53

Sights: Plundered burial mound or pyramid.

54

Sights: A minor noble travelling via horse, with servants. He is off to ask for a woman’s hand in marriage. But he is still in need of a notable gift to offer to her family. He will attempt to buy anything that the party has visible that might fit such a need.

55

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.

56

Sights: Royal customs agents have set up a checkpoint to search travellers for fruit from a neighbouring kingdom, following reports that some shipments have been infested with the eggs of dangerous species of exotic spider.

57

Sights: a druid harvesting mistletoe

58

Sights: Permanent portal to another plane of existence.

59

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.

60

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

61

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

62

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.

63

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

64

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

65

Sights: Canyon containing a dragons' graveyard.

66

Sights: Permanent portal to another plane of existence.

67

Sights: A ranger (scout) searching for a missing companion, lover, or long-lost ancestor.

68

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

69

Sights: Farmers on their way to the market.

70

Sights: Plundered burial mound or pyramid.

71

Sights: 1 web cocoons hanging from the branches, holding withered carcasses

72

Sights: A lost, weeping child. If the characters take the child home, the parents reward them with 2 potions of healing.

73

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.

74

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

75

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.

76

Sights: A merchant caravan with 5 guards.

77

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

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