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Exploration Map

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Locations

1

Sights: A grove of Primal Fruit (Tasha's pg. 168).

2

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.

3

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

4

Sights: A religious procession.

5

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.

6

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

7

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.

8

Sights: An area touched by the Far Realm (Tasha's pg. 152).

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 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.

11

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.

12

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.

13

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

14

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.

15

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

16

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

17

Sights: A druid searching for herbs, mushrooms, or seeds found only in this region.

18

Sights: Farmers on their way to the market.

19

Sights: Battlefield where lingering fog occasionally assumes humanoid forms.

20

Sights: Plundered burial mound or pyramid.

21

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.

22

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.

23

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.

24

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

25

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.

26

Sights: A funerary procession carrying a large coffin.

27

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

28

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.

29

Sights: A clear pool of water with 1 sleeping animals lying around its edge

30

Sights: Ruined or toppled circle of standing stones.

31

Sights: a druid harvesting mistletoe

32

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.

33

Sights: Canyon containing a dragons' graveyard.

34

Sights: River ferry guided by a skeletal captain.

35

Sights: Farmers on their way to the market.

36

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

37

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

38

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.

39

Sights: Faces carved into a mountainside or cliff.

40

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.

41

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.

42

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

43

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.

44

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.

45

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.

46

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.

47

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

48

Sights: On top of a large rock formation is a big iron statue of an eagle pointing its body to the east.

49

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.

50

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.

51

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

52

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.

53

Sights: Faces carved into a mountainside or cliff.

54

Sights: 5 travellers (infected by a brain parasite).

55

Sights: An armoured horse with no rider emerges at a gallop.

56

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

57

Sights: Totem pole.

58

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

59

Sights: Totem pole.

60

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.

61

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

62

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.

63

Sights: A fleet of airships fights a dragon.

64

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.

65

Sights: An obelisk, comprised of rose quartz and decorated with sylvan runes, appears to be of fey origin. it is surrounded in a 120-foot field of wild magic.

66

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.

67

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

68

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.

69

Sights: Canyon containing a dragons' graveyard.

70

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

71

Sights: An old weathered statue of a god with beautiful gems inlaid and surrounded with wicker basket offerings of gold, flowers, food, and trinkets. Stealing from the statue result in a curse (permanent level of exhaustion) from the deity until either greater restoration is cast on the thief or they repent and make an offering of twice the amount stolen. Award inspiration for respectful offerings or prayers given to the statue.

72

Sights: A man selling golden iguanas approaches the party for the bargain of a lifetime. He only has one left, it's painted gold, and a little bit high off paint fumes.

73

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

74

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

75

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

76

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

77

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

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