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Exploration Map

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Locations

1

Sights: Ruined or toppled circle of standing stones.

2

Sights: Field of petrified soldiers or other creatures.

3

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

4

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.

5

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

6

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

7

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

8

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.

9

Sights: Wishing well.

10

Sights: Ruined or toppled obelisk.

11

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

12

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.

13

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.

14

Sights: Dashed upon the rocks are the remains of a large merchant ship. Weathered and ancient, the skeletons of the crew still scattered around though most everything of value has long since been looted.

15

Sights: The ancient ruins of a strangely ‘modern-looking’ tavern located in the deepest patches of forest. No path leads to it, no other buildings or ruins are found besides it, but dozens of deformed footsteps can be found heading out of the site. At night, the faint, muffled sound of a single viol can be heard coming out of the muddy floor.

16

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.

17

Sights: Ruined or toppled circle of standing stones.

18

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

19

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

20

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.

21

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.

22

Sights: Peals of silvery laughter that echo from a distance

23

Sights: A fleet of airships fights a dragon.

24

Sights: Permanent portal to another plane of existence.

25

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

26

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.

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: 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.

29

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.

30

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.

31

Sights: Wild magic zone (cause Wild Magic Surge whenever a spell is cast).

32

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.

33

Sights: Young lovers have sought refuge to meet, their families do not approve.

34

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

35

Sights: Farmers on their way to the market.

36

Sights: Intact circle of standing stones.

37

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.

38

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

39

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.

40

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

41

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

42

Sights: 3 travellers (infected by a brain parasite).

43

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

44

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

45

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.

46

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.

47

Sights: A big, old tree which seems to be made of iron, but as far as anyone can tell, is alive and growing, if slowly.

48

Sights: A religious procession.

49

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

50

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.

51

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.

52

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.

53

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.

54

Sights: Intact circle of standing stones.

55

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

56

Sights: Peals of silvery laughter that echo from a distance

57

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

58

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

59

Sights: An area of Blessed Radiance. A booming voice thunders in Celestial and can be heard throughout the region. Each creature in the region must make a DC 15 Constitution saving throw. On a success, the creature gains 2d10 temporary hit points. On a failure, the creature is deafened for 1 minute.

60

Sights: Deep in the woods, a small group of trees whose leaves are bright red. They contrast starkly with the normal trees around them. The Candle trees appear otherwise normal, but the dried leaves can be brewed into a tea that warms the bones even on the coldest nights.

61

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

62

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.

63

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

64

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.

65

Sights: An incredibly detailed, broken bust of a young wood elf, bearing a red crown. Its nose and left ear are missing and where its left eye should be, the socket is destroyed, and a monstrously decomposed snake eye can be found. The base has a bronze plaque which reads (in broken Celestial): ‘The only one truly meant to rule’, followed by a name which seems scratched out.

66

Sights: Permanent portal to another plane of existence.

67

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

68

Sights: Intact circle of standing stones.

69

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

70

Sights: An incredibly detailed, broken bust of a young wood elf, bearing a red crown. Its nose and left ear are missing and where its left eye should be, the socket is destroyed, and a monstrously decomposed snake eye can be found. The base has a bronze plaque which reads (in broken Celestial): ‘The only one truly meant to rule’, followed by a name which seems scratched out.

71

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.

72

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

73

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

74

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

75

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

76

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

77

Sights: Crystal cave that mystically answers questions.

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