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1
Sights: Giant statues carved out of a mountainside or cliff.
2
Sights: A massive artwork carved into a boulder placed some ways away from the banks of a nearby river. The artwork seems to depict a struggle between giants and dragons, with the giants as the victors. The faintly red runes which line it are giantish, and anyone who can decipher them will read that it marks a momentous battle between giants and dragons, over which should decide the course of the river.
3
Sights: Your players pass a soothsayer and see an Omen. He offers reward for everyone who gives a second opinion.
4
Sights: Sealed burial mound or pyramid.
5
Sights: A blood moon rises, all PCs lose Inspiration.
6
Sights: A place with Unraveling Magic (Tasha's pg. 161).
7
Sights: A massive artwork carved into a boulder placed some ways away from the banks of a nearby river. The artwork seems to depict a struggle between giants and dragons, with the giants as the victors. The faintly red runes which line it are giantish, and anyone who can decipher them will read that it marks a momentous battle between giants and dragons, over which should decide the course of the river.
8
Sights: A person looks to be threatened by a skeleton, but on closer inspection the skeleton is assisting them.
9
Sights: A small waterfall that appears to reverse direction on every night with a bright full moon, running up instead of down.
10
Sights: A talking dog has decided to follow the party and wants to make them happy.
11
Sights: A bard.
12
Sights: Forest of petrified or awakened trees.
13
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.
14
Sights: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before.
15
Sights: A small woodland shrine dedicated to a mysterious cult
16
Sights: Once a portal to the abyss, sealed by heroes long ago, now just a crumbling arch with an unsettling aura.
17
Sights: A stream of cool, clean water flowing between the trees
18
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.
19
Sights: A Mimic Colony (Tasha's pg. 167).
20
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.
21
Sights: Fountain.
22
Sights: A blind alchemist (or witch) living in some crumbling ruins.
23
Sights: A cave with a small dungeon.
24
Sights: A ranger (scout) searching for a missing companion, lover, or long-lost ancestor.
25
Sights: A band of blind cultists go by, quietly chanting eerie hymns.
26
Sights: A Mimic Colony (Tasha's pg. 167).
27
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.
28
Sights: A traveling merchant selling standard equipment at 10% over book price.
29
Sights: A secluded hot spring, with the initials of many young lovers carved into nearby rocks. Discarded and forgotten undergarments can be found on tree branches in the area.
30
Sights: Intact obelisk etched with a warning, historical lore, dedication, or religious iconography.
31
Sights: While camping, a bandit tries to steal a random item from the packs of sleeping PCs.
32
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.
33
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.
34
Sights: For a few hundred feet, wherever the characters step, flowers bloom and emit soft light.
35
Sights: A small but clearly once-bustling town lays abandoned inside of a titan’s skull. The skull is half buried in the sand; its eye sockets and mouth aim up at an angle. Walking through its mouth is the only way to enter the town. The skull looks to be that of an enormous version of whatever scariest creature lives in that area. It provides ample shade during most of the day.
36
Sights: A religious procession.
37
Sights: A ranger (scout) searching for a missing companion, lover, or long-lost ancestor.
38
Sights: A roadside corpse.
39
Sights: A cave with a chest that says, ‘if you take something, leave something.’ It’s unlocked and has several trinkets inside.
40
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.
41
Sights: Floating earth mote with a religious tower on it.
42
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.
43
Sights: Ruins such as a crumbling tower, ancient temple, razed city, crumbling wall, sagging stone windmill, jumble of standing stones, etc.
44
Sights: Fountain.
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: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before.
47
Sights: Intact statue of a person or deity.
48
Sights: Barrow mound.
49
Sights: A massive artwork carved into a boulder placed some ways away from the banks of a nearby river. The artwork seems to depict a struggle between giants and dragons, with the giants as the victors. The faintly red runes which line it are giantish, and anyone who can decipher them will read that it marks a momentous battle between giants and dragons, over which should decide the course of the river.
50
Sights: An enormous high relief of six dwarven warriors cut from a cliff pointing the way along, commemorating their epic journey.
51
Sights: Great stone wall, intact, with tower fortifications spaced at one-mile intervals.
52
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.
53
Sights: A monastery with audible chanting coming from within (The monks and nuns are cultists).
54
Sights: A druid searching for herbs, mushrooms, or seeds found only in this region.
55
Sights: A monastery with audible chanting coming from within (The monks and nuns are cultists).
56
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.
57
Sights: An evil race (drow, monster, etc) is being executed.
58
Sights: An Infested location (Tasha's pg. 156).
59
Sights: A funerary procession carrying a large coffin.
60
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.
61
Sights: A small but clearly once-bustling town lays abandoned inside of a titan’s skull. The skull is half buried in the sand; its eye sockets and mouth aim up at an angle. Walking through its mouth is the only way to enter the town. The skull looks to be that of an enormous version of whatever scariest creature lives in that area. It provides ample shade during most of the day.
62
Sights: A 120ft diameter crater. Now filled with water and inhabited by pond creatures.
63
Sights: A lost, weeping child. If the characters take the child home, the parents reward them with 2 potions of healing.
64
Sights: Canyon containing a dragons' graveyard.
65
Sights: On the side of a rocky cliff are a well carved trio of protruding faces all looking the same direction.
66
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.
67
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.
68
Sights: A Mirror Zone (Tasha's pg. 158).
69
Sights: A small shack almost hidden by the deep forest. The interior is empty aside from a large cast-iron oven.
70
Sights: For a few hundred feet, wherever the characters step, flowers bloom and emit soft light.
71
Sights: A half erected statue of an old folk hero. Either under construction or half crumbled.
72
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.
73
Sights: A large, circular pool off of a main river which is geothermally heated.
74
Sights: An abandoned graveyard (there's minor treasure in a crypt, guarded by undead).
75
Sights: Giant statues carved out of a mountainside or cliff.
76
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.
77
Sights: Ruined or toppled statue of a person or deity.
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