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1
Sights: A Shadowfell crossing (DMG pg. 51).
2
Sights: Field of petrified soldiers or other creatures.
3
Sights: A small shack almost hidden by the deep forest. The interior is empty aside from a large cast-iron oven.
4
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.
5
Sights: Haunted hill.
6
Sights: Great stone arch.
7
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.
8
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.
9
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.
10
Sights: A 120ft diameter crater. Now filled with water and inhabited by pond creatures.
11
Sights: A stream of cool, clean water flowing between the trees
12
Sights: A religious procession.
13
Sights: Ruined or toppled circle of standing stones.
14
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.
15
Sights: A seemingly normal well on the top of a hill. Anything that is placed into it is immediately tossed out of it.
16
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.
17
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.
18
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.
19
Sights: A 120ft diameter crater. Now filled with water and inhabited by pond creatures.
20
Sights: A small shack almost hidden by the deep forest. The interior is empty aside from a large cast-iron oven.
21
Sights: A minor noble with servants seeks a wedding gift. Spots something valuable on PCs and wants to buy it.
22
Sights: An inn that has been carefully constructed to appear as if it was turned upside-down.
23
Sights: Razorvine. AC 11, HP 25, immunity to bludgeon, pierce, psychic. On contact, DC 10 Dex save or take 1d10 slashing damage.
24
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.
25
Sights: Great stone wall in ruins.
26
Sights: A cliff that has been entirely covered in paint from hundreds of people.
27
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.
28
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.
29
Sights: An armoured horse with no rider emerges at a gallop.
30
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.
31
Sights: Ancient tree containing a trapped spirit.
32
Sights: Ruins such as a crumbling tower, ancient temple, razed city, crumbling wall, sagging stone windmill, jumble of standing stones, etc.
33
Sights: d6 rations spoil.
34
Sights: A Mimic Colony (Tasha's pg. 167).
35
Sights: An evil race (drow, monster, etc) is being executed.
36
Sights: A roadside corpse.
37
Sights: A local bard offers a gold to whoever can make his bodyguard laugh.
38
Sights: A 15ft tall stone hand stretches from the ground, reaching for the sky.
39
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.
40
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.
41
Sights: An Awakened Shrub with a whimsical accent demands to know why this group of ruffians is making so much racket.
42
Sights: Intact statue of a person or deity.
43
Sights: A cave with an old campsite.
44
Sights: A Mirror Zone (Tasha's pg. 158).
45
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.
46
Sights: Wishing well.
47
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.
48
Sights: A large tree in the forest that bends and splits in such a way that the bottom looks like a foot, with toes.
49
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.
50
Sights: Field of petrified soldiers or other creatures.
51
Sights: An ornate, but empty, chest of silver and pearl sitting by the road. It will not move by any means.
52
Sights: A trail of breadcrumbs appears on the side of the road. If the party follows it, they eventually find an advertisement for the local village jester inscribed on the side of a tree.
53
Sights: A blood moon rises, all PCs lose Inspiration.
54
Sights: Giant statues carved out of a mountainside or cliff.
55
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.
56
Sights: A trail of breadcrumbs appears on the side of the road. If the party follows it, they eventually find an advertisement for the local village jester inscribed on the side of a tree.
57
Sights: A large whale skeleton surrounded by petunias. The whale is miles away from the sea and the petunias aren’t native to this location.
58
Sights: Field of petrified soldiers or other creatures.
59
Sights: While camping, a bandit tries to steal a random item from the packs of sleeping PCs.
60
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.
61
Sights: Battlefield where lingering fog occasionally assumes humanoid forms.
62
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.
63
Sights: An area of strong Psychic Resonance (Tasha's pg. 160).
64
Sights: An enormous high relief of six dwarven warriors cut from a cliff pointing the way along, commemorating their epic journey.
65
Sights: A grove of Magic Mushrooms (Tasha's pg. 166).
66
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.
67
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.
68
Sights: There’s a strange dune of sand in the middle of this grassy field, covered in scorpions.
69
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.
70
Sights: Sealed burial mound or pyramid.
71
Sights: Floating earth mote with a library tower on it.
72
Sights: A gigantic stone carving of a toad’s head, crumbling, half-buried, and covered in moss.
73
Sights: An old tree with a wizened face carved into the trunk
74
Sights: A stream of cool, clean water flowing between the trees
75
Sights: Razorvine. AC 11, HP 25, immunity to bludgeon, pierce, psychic. On contact, DC 10 Dex save or take 1d10 slashing damage.
76
Sights: A druid searching for herbs, mushrooms, or seeds found only in this region.
77
Sights: A lost caravan guard.
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