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1
Sights: Boulder carved with talking faces.
2
Sights: Razorvine. AC 11, HP 25, immunity to bludgeon, pierce, psychic. On contact, DC 10 Dex save or take 1d10 slashing damage.
3
Sights: Dead magic zone (similar to antimagic field).
4
Sights: A hunter (scout) who was lured here by their prey.
5
Sights: A large swath of woods where all the trees in a massive circle have been bent at a 90-degree angle towards the center but continue to grow that way. There is nothing (currently) anomalous at the center, but a powerful coven of druids hold it as one of their holiest places and guards it closely.
6
Sights: An inn that has been carefully constructed to appear as if it was turned upside-down.
7
Sights: A religious procession.
8
Sights: A fleet of airships fights a dragon.
9
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.
10
Sights: A grove of Primal Fruit (Tasha's pg. 168).
11
Sights: Three stone pillars at the top of a hill, each engraved with a different rune of no known language. The pillars appear to change positions, but how this is done is unknown.
12
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.
13
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.
14
Sights: A druid searching for herbs, mushrooms, or seeds found only in this region.
15
Sights: Ruins such as a crumbling tower, ancient temple, razed city, crumbling wall, sagging stone windmill, jumble of standing stones, etc.
16
Sights: A small shack almost hidden by the deep forest. The interior is empty aside from a large cast-iron oven.
17
Sights: An old tree with a wizened face carved into the trunk
18
Sights: Haunted hill.
19
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.
20
Sights: Intact circle of standing stones.
21
Sights: A cave with wild animals.
22
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.
23
Sights: Totem pole.
24
Sights: 3 web cocoons hanging from the branches, holding withered carcasses
25
Sights: An Awakened Shrub with a whimsical accent demands to know why this group of ruffians is making so much racket.
26
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
27
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.
28
Sights: While camping, a bandit tries to steal a random item from the packs of sleeping PCs.
29
Sights: Royal customs agents have set up a checkpoint to search travellers for fruit from a neighbouring kingdom, following reports that some shipments have been infested with the eggs of dangerous species of exotic spider.
30
Sights: Field of petrified soldiers or other creatures.
31
Sights: An old stone archway of obvious elven design. Any character who passes under it makes Wisdom (Perception) checks with advantage for 1 hour.
32
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.
33
Sights: An evil race (drow, monster, etc) is being executed.
34
Sights: Wrecked ship, which might be nowhere near water.
35
Sights: Ruined or toppled circle of standing stones.
36
Sights: Intact statue of a person or deity.
37
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.
38
Sights: An ornate, but empty, chest of silver and pearl sitting by the road. It will not move by any means.
39
Sights: An Enchanted Spring (Tasha's pg. 165).
40
Sights: In a valley, there are 8-10 adult dragon skeletons, half-buried.
41
Sights: Once a portal to the abyss, sealed by heroes long ago, now just a crumbling arch with an unsettling aura.
42
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.
43
Sights: Plundered burial mound or pyramid.
44
Sights: A place with Unraveling Magic (Tasha's pg. 161).
45
Sights: A blood moon rises, all PCs lose Inspiration.
46
Sights: An evil race (drow, monster, etc) is being executed.
47
Sights: A Magical Phenomena (Tasha's pg. 163).
48
Sights: A small woodland shrine dedicated to a mysterious cult
49
Sights: A religious procession.
50
Sights: A stream of cool, clean water flowing between the trees
51
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.
52
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.
53
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.
54
Sights: Ruins such as a crumbling tower, ancient temple, razed city, crumbling wall, sagging stone windmill, jumble of standing stones, etc.
55
Sights: A cliff that has been entirely covered in paint from hundreds of people.
56
Sights: A druid searching for herbs, mushrooms, or seeds found only in this region.
57
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.
58
Sights: A short pathway of stone carved into a mountain, roughly five feet wide with names of couples and graffiti on the stone walls. The pathway always has a thick eerie fog settled over it.
59
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.
60
Sights: An old tree with a wizened face carved into the trunk
61
Sights: Ruined or toppled statue of a person or deity.
62
Sights: A large swath of woods where all the trees in a massive circle have been bent at a 90-degree angle towards the center but continue to grow that way. There is nothing (currently) anomalous at the center, but a powerful coven of druids hold it as one of their holiest places and guards it closely.
63
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.
64
Sights: A traveling merchant that loves to watch games but also likes things balanced. Tells the party that if they can play a chess game where the outcome is a draw he will give them an award. Let the players play a game of chess, and if they get a draw give them a prize.
65
Sights: It’s an oak tree with the word hope carved into it in large letters. No one knows who did it or why, but it’s turned into a useful landmark for the local village.
66
Sights: A stream of cool, clean water flowing between the trees
67
Sights: A cliff that has been entirely covered in paint from hundreds of people.
68
Sights: A collection of several dozen poles each with a dozen or more signs mounted to them pointing towards various distant lands, nearby businesses, and bizarre joke locations. It started with travelers who erected a signpost pointing to their distant homelands which other travelers added to. Eventually it got out of hand.
69
Sights: An armoured horse with no rider emerges at a gallop.
70
Sights: Intact obelisk etched with a warning, historical lore, dedication, or religious iconography.
71
Sights: A traveling merchant that loves to watch games but also likes things balanced. Tells the party that if they can play a chess game where the outcome is a draw he will give them an award. Let the players play a game of chess, and if they get a draw give them a prize.
72
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.
73
Sights: A person looks to be threatened by a skeleton, but on closer inspection the skeleton is assisting them.
74
Sights: Once a portal to the abyss, sealed by heroes long ago, now just a crumbling arch with an unsettling aura.
75
Sights: Strong gravity. Jump distance and carrying capacity are halved, and fall damage is doubled.
76
Sights: While camping, a bandit tries to steal a random item from the packs of sleeping PCs.
77
Sights: A large, symmetrical hill where the site of a great battle once was. Stone rubble and ruins barely peaks out from the top. Flowers are left there every so often.
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