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1
Sights: Ruins such as a crumbling tower, ancient temple, razed city, crumbling wall, sagging stone windmill, jumble of standing stones, etc.
2
Sights: A fleet of airships fights a dragon.
3
Sights: A small clearing in a forest, near a cave mouth, contains dozens of statues of humanoid creatures, many armed & armored, all with looks of surprise & horror on their stone faces.
4
Sights: An Awakened Shrub with a whimsical accent demands to know why this group of ruffians is making so much racket.
5
Sights: An enormous stone of a singular soft yellow color. It is hot to the touch but by day it is warm and comfortable simply standing near it. By night however the stone begins to glow brightly, illuminating its surroundings in radiant golden light. Large chips of the same stone can be found in the foliage growing around it. With similar glowing properties.
6
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.
7
Sights: Ruins such as a crumbling tower, ancient temple, razed city, crumbling wall, sagging stone windmill, jumble of standing stones, etc.
8
Sights: A roadside corpse.
9
Sights: Canyon containing a dragons' graveyard.
10
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.
11
Sights: Peals of silvery laughter that echo from a distance
12
Sights: An old stone archway of obvious elven design. Any character who passes under it makes Wisdom (Perception) checks with advantage for 1 hour.
13
Sights: Giant statues carved out of a mountainside or cliff.
14
Sights: A limping bailiff and his badly beaten prisoner are walking down the road. The man is being returned to jail for theft and assaulting a member of justice. The prisoner claims that he was only stealing bread to avoid starvation and was defending himself from an overzealous bailiff. The prisoner swears on his honor that if the party pays his fine of 25 gold pieces that he will stay with the group to work off the debt by being the party’s servant. He originally offers his services for one gold per day but is willing to haggle. If the fine is paid the prisoner stays with the party for only half of any agreed time before attempting to run away in the night.
15
Sights: An abandoned graveyard (there's minor treasure in a crypt, guarded by undead).
16
Sights: A person looks to be threatened by a skeleton, but on closer inspection the skeleton is assisting them.
17
Sights: Wild magic zone (cause Wild Magic Surge whenever a spell is cast).
18
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.
19
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.
20
Sights: A place with Unraveling Magic (Tasha's pg. 161).
21
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.
22
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.
23
Sights: A large tree in the forest that bends and splits in such a way that the bottom looks like a foot, with toes.
24
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.
25
Sights: In a valley, there are 8-10 adult dragon skeletons, half-buried.
26
Sights: 6 web cocoons hanging from the branches, holding withered carcasses
27
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.
28
Sights: A small waterfall that appears to reverse direction on every night with a bright full moon, running up instead of down.
29
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.
30
Sights: Intact obelisk etched with a warning, historical lore, dedication, or religious iconography.
31
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
32
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.
33
Sights: A Feywild crossing (DMG pg. 50).
34
Sights: There is a patch of trees here with a non-stop turbulent wind rustling the leaves and branches violently. The leaves’ edges appear to be razor sharp.
35
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.
36
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.
37
Sights: A small woodland shrine dedicated to a mysterious cult
38
Sights: A cairn set atop a low hill
39
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.
40
Sights: Dead magic zone (similar to antimagic field).
41
Sights: A bard.
42
Sights: A bard.
43
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.
44
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.
45
Sights: A band of blind cultists go by, quietly chanting eerie hymns.
46
Sights: A small shack almost hidden by the deep forest. The interior is empty aside from a large cast-iron oven.
47
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.
48
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.
49
Sights: An area of strong Psychic Resonance (Tasha's pg. 160).
50
Sights: Strong gravity. Jump distance and carrying capacity are halved, and fall damage is doubled.
51
Sights: Giant statues carved out of a mountainside or cliff.
52
Sights: Great stone wall in ruins.
53
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.
54
Sights: Sealed burial mound or pyramid.
55
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.
56
Sights: Razorvine. AC 11, HP 25, immunity to bludgeon, pierce, psychic. On contact, DC 10 Dex save or take 1d10 slashing damage.
57
Sights: A bridgekeeper who demands the party's best jokes to cross.
58
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.
59
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.
60
Sights: A religious procession.
61
Sights: Crystal cave that mystically answers questions.
62
Sights: 6 web cocoons hanging from the branches, holding withered carcasses
63
Sights: A large, circular pool off of a main river which is geothermally heated.
64
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.
65
Sights: Once a portal to the abyss, sealed by heroes long ago, now just a crumbling arch with an unsettling aura.
66
Sights: A large, circular pool off of a main river which is geothermally heated.
67
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.
68
Sights: Strong gravity. Jump distance and carrying capacity are halved, and fall damage is doubled.
69
Sights: Intact statue of a person or deity.
70
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.
71
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.
72
Sights: Great stone wall in ruins.
73
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.
74
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.
75
Sights: Young lovers have sought refuge to meet, their families do not approve.
76
Sights: A bard.
77
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.
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