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Exploration Map

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Locations

1

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.

2

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.

3

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

4

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

5

Sights: A cairn set atop a low hill

6

Sights: Ruined or toppled obelisk.

7

Sights: A garden from a former ancient culture, which vanished out of unknown reasons. One of the only things found was this tree garden. Are the trees made of stone or turned to, no one knows.

8

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

9

Sights: A small stone platform on the top of a hill, standing on the platform makes a person irrationally angry. Barbarians may involuntarily rage as a result.

10

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.

11

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.

12

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

13

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

14

Sights: A buzzard alights atop a stone or statue nearby and makes disgusting noises at the party, drops a half-eaten zombie part, then flies away. The body-part has a tattoo or a piece of jewelry (worth 100gp or less) or something relating to the plot.

15

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.

16

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

17

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

18

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

19

Sights: An area of Blessed Radiance. One character in the region permanently gains resistance to necrotic damage.

20

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

21

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.

22

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

23

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

24

Sights: A place with Unraveling Magic (Tasha's pg. 161).

25

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.

26

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

27

Sights: a druid harvesting mistletoe

28

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.

29

Sights: Boulder carved with talking faces.

30

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

31

Sights: A large gray solid stone table with ancient carvings on the sides. Upon its surface are newly lit candles and a banquet of food that seems to be warm, fresh, and untouched by its surroundings. If one where to eat or take anything from the table, the next day it would be completely restocked and replenished.

32

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

33

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

34

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.

35

Sights: A cave with wild animals.

36

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

37

Sights: Farmers on their way to the market.

38

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

39

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.

40

Sights: Mutated animals are spotted feasting on a corpse.

41

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.

42

Sights: A place with Unraveling Magic (Tasha's pg. 161).

43

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

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: Great stone wall in ruins.

46

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

47

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

48

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.

49

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

50

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

51

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.

52

Sights: In an open field there is a 10ft wide and 50ft deep pit with no life growing around it. The walls of this chasm are lined with dark cobblestone and going down there are three uneven sized holes that are covered by iron bars. At the bottom there are a large pile of bones.

53

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

54

Sights: A 50 ft rust covered sword driven into the earth. The whole area has a magical aura and no wildlife lingers within a quarter mile of the sword.

55

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

56

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

57

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

58

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

59

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.

60

Sights: A funerary procession carrying a large coffin.

61

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

62

Sights: Great stone arch.

63

Sights: Ancient tree containing a trapped spirit.

64

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.

65

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

66

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

67

Sights: In an open field there is a 10ft wide and 50ft deep pit with no life growing around it. The walls of this chasm are lined with dark cobblestone and going down there are three uneven sized holes that are covered by iron bars. At the bottom there are a large pile of bones.

68

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

69

Sights: A 50 ft rust covered sword driven into the earth. The whole area has a magical aura and no wildlife lingers within a quarter mile of the sword.

70

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.

71

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.

72

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

73

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.

74

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.

75

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.

76

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.

77

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.

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