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1
Sights: a druid harvesting mistletoe
2
Sights: A local bard offers a gold to whoever can make his bodyguard laugh.
3
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.
4
Sights: Ruined or toppled statue of a person or deity.
5
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.
6
Sights: Farmers on their way to the market.
7
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.
8
Sights: Totem pole.
9
Sights: While camping, a bandit tries to steal a random item from the packs of sleeping PCs.
10
Sights: A blood moon rises, all PCs lose Inspiration.
11
Sights: A cave with monsters.
12
Sights: A series of vaguely conic stone spires lined up along a gentle arc. Each is over 15ft tall and 5ft across at the base, and tapers to a narrow tip. Nobody knows the origin of this formation. Some say the teeth are all that remains from some colossal dragon skeleton, others think the stones were placed there by a dragon cult, or as a sign from Bahamut.
13
Sights: A gigantic stone carving of a toad’s head, crumbling, half-buried, and covered in moss.
14
Sights: An evil race (drow, monster, etc) is being executed.
15
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.
16
Sights: A minor noble with servants seeks a wedding gift. Spots something valuable on PCs and wants to buy it.
17
Sights: Great stone arch.
18
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.
19
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.
20
Sights: An ornate, but empty, chest of silver and pearl sitting by the road. It will not move by any means.
21
Sights: An enormous high relief of six dwarven warriors cut from a cliff pointing the way along, commemorating their epic journey.
22
Sights: A clear pool of water with 1 sleeping animals lying around its edge
23
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.
24
Sights: A merchant caravan with 4 guards.
25
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.
26
Sights: While camping, a bandit tries to steal a random item from the packs of sleeping PCs.
27
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.
28
Sights: A gigantic stone carving of a toad’s head, crumbling, half-buried, and covered in moss.
29
Sights: A druid searching for herbs, mushrooms, or seeds found only in this region.
30
Sights: Ruined or toppled statue of a person or deity.
31
Sights: Permanent portal to another plane of existence.
32
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.
33
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.
34
Sights: Wishing well.
35
Sights: Ruined or toppled obelisk.
36
Sights: A Mimic Colony (Tasha's pg. 167).
37
Sights: Totem pole.
38
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.
39
Sights: Wishing well.
40
Sights: A fleet of airships fights a dragon.
41
Sights: An evil race (drow, monster, etc) is being executed.
42
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.
43
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.
44
Sights: While camping, a bandit tries to steal a random item from the packs of sleeping PCs.
45
Sights: A fifteen-foot statue of a girl unmarred by time. Next to her are the shattered remains of another statue, close enough that the body may have once held her outstretched hand. The feet of this larger statue are all that remain affixed to the earth – the rest is scattered throughout the clearing. Water, clean and pure, travels down her face in steady rivulets but leaves no erosion there.
46
Sights: Intact statue of a person or deity.
47
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.
48
Sights: A band of blind cultists go by, quietly chanting eerie hymns.
49
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.
50
Sights: Sealed burial mound or pyramid.
51
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.
52
Sights: A 120ft diameter crater. Now filled with water and inhabited by pond creatures.
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: On top of a large rock formation is a big iron statue of an eagle pointing its body to the east.
55
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.
56
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.
57
Sights: An area of strong Psychic Resonance (Tasha's pg. 160).
58
Sights: An inn that has been carefully constructed to appear as if it was turned upside-down.
59
Sights: A 15ft tall stone hand stretches from the ground, reaching for the sky.
60
Sights: A hunter (scout) who was lured here by their prey.
61
Sights: Dead magic zone (similar to antimagic field).
62
Sights: Barrow mound.
63
Sights: Giant statues carved out of a mountainside or cliff.
64
Sights: Wild magic zone (cause Wild Magic Surge whenever a spell is cast).
65
Sights: A half erected statue of an old folk hero. Either under construction or half crumbled.
66
Sights: Forest of petrified or awakened trees.
67
Sights: A 15ft tall stone hand stretches from the ground, reaching for the sky.
68
Sights: A stream of cool, clean water flowing between the trees
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: Fountain.
71
Sights: A place with Unraveling Magic (Tasha's pg. 161).
72
Sights: An old tree with a wizened face carved into the trunk
73
Sights: A monastery with audible chanting coming from within (The monks and nuns are cultists).
74
Sights: A well by the side of the road that is a base in a local hafling tradition that if one where to lose a tooth, that it is to be tossed in the well with a tip of the hat. When doing so, good fortune is sure to come. Characters that throw in teeth later find small amounts of wet coins in various locations on their person. Characters that throw rubbish, or are otherwise disrespectful of the well, find their respective objects on their person once more soaking wet and covered in bite marks.
75
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.
76
Sights: Rats crawl from a trash-heap in an alleyway and drag forth something shiny. It turns out to be... some shiny trash! (After rolling for initiative and an investigation check, it uncovers a bit more.. and a bit more.. and...) (10% chance of necklace or costume jewelry worth 10-100gp, 10% chance of 1 gold piece, 10% chance of 1 silver piece, 10% chance of 10 copper pieces; 10% chance of trash-borers or some sort of malevolent minor monster encounter, CR minus 2). In the process of rummaging thru the trash a hook towards the current plot or adventure, or a message or sign about the urgency of their current mission falls in their lap to get them back on track again.
77
Sights: A blind alchemist (or witch) living in some crumbling ruins.
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