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1
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.
2
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.
3
Sights: A game warden with a broken bow and empty scabbard, fuming as he walks, emerges from the woods. He tells the party how he was disarmed by an extremely clever badger that threw his sword into the river and cracked his bow in two. The badger is actually a druid in animal form who hates anything to do with hunting including those who attempt to govern it.
4
Sights: 1 web cocoons hanging from the branches, holding withered carcasses
5
Sights: 4 travellers (infected by a brain parasite).
6
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.
7
Sights: Dead magic zone (similar to antimagic field).
8
Sights: All creatures are two size categorizes larger (medium to huge). Creature speed, reach, and range are tripled.
9
Sights: Intact statue of a person or deity.
10
Sights: Wrecked ship, which might be nowhere near water.
11
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.
12
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.
13
Sights: There’s a strange dune of sand in the middle of this grassy field, covered in scorpions.
14
Sights: A Haunted locale (Tasha's pg. 154).
15
Sights: Giant statues carved out of a mountainside or cliff.
16
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.
17
Sights: An armoured horse with no rider emerges at a gallop.
18
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.
19
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.
20
Sights: A grove of Primal Fruit (Tasha's pg. 168).
21
Sights: A person looks to be threatened by a skeleton, but on closer inspection the skeleton is assisting them.
22
Sights: Ruined or toppled circle of standing stones.
23
Sights: An area touched by the Far Realm (Tasha's pg. 152).
24
Sights: Battlefield where lingering fog occasionally assumes humanoid forms.
25
Sights: A blood moon rises, all PCs lose Inspiration.
26
Sights: Ancient tree containing a trapped spirit.
27
Sights: Totem pole.
28
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.
29
Sights: A cliff that has been entirely covered in paint from hundreds of people.
30
Sights: A hunter (scout) who was lured here by their prey.
31
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.
32
Sights: A Mirror Zone (Tasha's pg. 158).
33
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.
34
Sights: A stone well with the symbol of a deity, the water gives the effect of False Life.
35
Sights: Great stone wall, intact, with tower fortifications spaced at one-mile intervals.
36
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.
37
Sights: Once a portal to the abyss, sealed by heroes long ago, now just a crumbling arch with an unsettling aura.
38
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.
39
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.
40
Sights: An area touched by the Far Realm (Tasha's pg. 152).
41
Sights: A cave with a chest that says, ‘if you take something, leave something.’ It’s unlocked and has several trinkets inside.
42
Sights: 4 travellers (infected by a brain parasite).
43
Sights: Ramparts, high hills, and trenches filled with water that stretch for mile marking the location an ancient battlefield. It has grown over.
44
Sights: A small woodland shrine dedicated to a mysterious cult
45
Sights: A bridgekeeper who demands the party's best jokes to cross.
46
Sights: A small waterfall that appears to reverse direction on every night with a bright full moon, running up instead of down.
47
Sights: Fountain.
48
Sights: Sealed burial mound or pyramid.
49
Sights: Crystal cave that mystically answers questions.
50
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.
51
Sights: Floating earth mote with a library tower on it.
52
Sights: Two sequoia trees whose bases are over a hundred feet apart have grown together and connect about 160 to 180 feet off the ground. The branches and leaves of these giant trees create a pleasantly shaded area below which is often used by the local populace as sites of wedding ceremonies.
53
Sights: A place with Unraveling Magic (Tasha's pg. 161).
54
Sights: Peals of silvery laughter that echo from a distance
55
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.
56
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.
57
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.
58
Sights: A group of 3 standing stones with anxiety. When encountered in their clearing, they will disappear once all eyes are off them. Careful inspection will reveal them to hiding nearby – peeking from behind a nearby tree, bottom of a lake, hidden by bushes, behind where the party is now looking, etc. If discovered, they disappear again if not observed. The stones are not malicious, and do not harm the party. They would just rather you all left them alone.
59
Sights: An entrance to the Underdark.
60
Sights: An inn that has been carefully constructed to appear as if it was turned upside-down.
61
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.
62
Sights: An area touched by the Far Realm (Tasha's pg. 152).
63
Sights: An area touched by the Far Realm (Tasha's pg. 152).
64
Sights: A half erected statue of an old folk hero. Either under construction or half crumbled.
65
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.
66
Sights: A clear pool of water with 3 sleeping animals lying around its edge
67
Sights: Razorvine. AC 11, HP 25, immunity to bludgeon, pierce, psychic. On contact, DC 10 Dex save or take 1d10 slashing damage.
68
Sights: Floating earth mote with a library tower on it.
69
Sights: a druid harvesting mistletoe
70
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.
71
Sights: A 15ft tall stone hand stretches from the ground, reaching for the sky.
72
Sights: Young lovers have sought refuge to meet, their families do not approve.
73
Sights: A fleet of airships fights a dragon.
74
Sights: In a valley, there are 8-10 adult dragon skeletons, half-buried.
75
Sights: A small shack almost hidden by the deep forest. The interior is empty aside from a large cast-iron oven.
76
Sights: River ferry guided by a skeletal captain.
77
Sights: 5 merchants with their donkey (they're bandits that may attack weak-looking PCs).
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