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Exploration Map

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Locations

1

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.

2

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

3

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.

4

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.

5

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.

6

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.

7

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.

8

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

9

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

10

Sights: Barrow mound.

11

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

12

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

13

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.

14

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

15

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

16

Sights: A fleet of airships fights a dragon.

17

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

18

Sights: A fleet of airships fights a dragon.

19

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.

20

Sights: An area of strong Psychic Resonance (Tasha's pg. 160).

21

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.

22

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

23

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

24

Sights: An entrance to the Underdark.

25

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

26

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.

27

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

28

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.

29

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

30

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

31

Sights: A smooth stone with a bunch of growing moss on it. Touching the stone with a bare hand results in the moss slowly moving to wherever was touched. On the stone are several handprints and doodles perfectly covered over with the moss.

32

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.

33

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.

34

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

35

Sights: Great stone wall in ruins.

36

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.

37

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

38

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

39

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

40

Sights: Ancient tree containing a trapped spirit.

41

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

42

Sights: A smooth stone with a bunch of growing moss on it. Touching the stone with a bare hand results in the moss slowly moving to wherever was touched. On the stone are several handprints and doodles perfectly covered over with the moss.

43

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.

44

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

45

Sights: Totem pole.

46

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

47

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.

48

Sights: Totem pole.

49

Sights: Weak gravity. Jump distance and carrying capacity are doubled, walking speed increases by 10ft, and fall damage is halved.

50

Sights: An area of Blessed Radiance. Each creature carrying the holy symbol of a deity from a non-evil plane while in the region gains advantage on saving throws for the next 24 hours.

51

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

52

Sights: A small woodland shrine dedicated to a mysterious cult

53

Sights: Mutated animals are spotted feasting on a corpse.

54

Sights: a druid harvesting mistletoe

55

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

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 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.

58

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.

59

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

60

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.

61

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.

62

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

63

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

64

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.

65

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

66

Sights: Forest of petrified or awakened trees.

67

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

68

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.

69

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.

70

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

71

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.

72

Sights: d6 rations spoil.

73

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.

74

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.

75

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

76

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.

77

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

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