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1
Sights: A grove of Primal Fruit (Tasha's pg. 168).
2
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.
3
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.
4
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.
5
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.
6
Sights: A traveling merchant with 2 guards.
7
Sights: On top of a large rock formation is a big iron statue of an eagle pointing its body to the east.
8
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.
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: 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.
11
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.
12
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.
13
Sights: A Haunted locale (Tasha's pg. 154).
14
Sights: Ruined or toppled obelisk.
15
Sights: River ferry guided by a skeletal captain.
16
Sights: Ancient tree containing a trapped spirit.
17
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.
18
Sights: Great stone arch.
19
Sights: A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool.
20
Sights: A local bard offers a gold to whoever can make his bodyguard laugh.
21
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.
22
Sights: Intact circle of standing stones.
23
Sights: A funerary procession carrying a large coffin.
24
Sights: A cloud of fireflies (at night) or butterflies (by day) rises from the ground and performs a beautiful dance in front of the players before the wind picks up and disperses them.
25
Sights: An area touched by the Far Realm (Tasha's pg. 152).
26
Sights: A blood moon rises, all PCs lose Inspiration.
27
Sights: A hunter (scout) who was lured here by their prey.
28
Sights: Fountain.
29
Sights: A large tree in the forest that bends and splits in such a way that the bottom looks like a foot, with toes.
30
Sights: Barrow mound.
31
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.
32
Sights: A large, circular pool off of a main river which is geothermally heated.
33
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.
34
Sights: Great stone arch.
35
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.
36
Sights: A sentient door in the side of a mountain that has short term memory loss. He has no idea of his name or how to open himself but enjoys talking with travelers none the less. Speaking the magic word “please” will cause the door to open revealing a shortcut through the mountain. No form of magic or otherwise can lead through or get around this door without speaking the magic word due to an ancient magical barrier.
37
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.
38
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.
39
Sights: Field of petrified soldiers or other creatures.
40
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.
41
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.
42
Sights: A roadside corpse.
43
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.
44
Sights: A friendly arcanaloth using alter self spells to assume Humanoid form as it searches for one of the Books of Keeping.
45
Sights: A large stone head protruding from the surface of a glacier. It is the head of an earth elemental and if you get his attention, he is friendly. If asked what he is doing their he replies ”swimming in the river”, given he exists at a geological place the slow flow of the glacier is like a river to him.
46
Sights: A small stone platform on the top of a hill, standing on the platform makes a person irrationally angry. Barbarians may involuntarily rage as a result.
47
Sights: A stone well with the symbol of a deity, the water gives the effect of False Life.
48
Sights: A large, circular pool off of a main river which is geothermally heated.
49
Sights: Battlefield where lingering fog occasionally assumes humanoid forms.
50
Sights: A traveling merchant with 2 guards.
51
Sights: A druid searching for herbs, mushrooms, or seeds found only in this region.
52
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.
53
Sights: An abandoned graveyard (there's minor treasure in a crypt, guarded by undead).
54
Sights: A large, circular pool off of a main river which is geothermally heated.
55
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.
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 Haunted locale (Tasha's pg. 154).
58
Sights: In the middle of a copse in a strange swamp lies a smooth altar made of red stone, with strange carvings of trees and water all around its base. Upon touching the altar, you will hear a voice in your mind ‘sacrifice”, and you will feel a strange primal urge to sacrifice a creature on top of it.
59
Sights: A grove of Primal Fruit (Tasha's pg. 168).
60
Sights: Faces carved into a mountainside or cliff.
61
Sights: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before.
62
Sights: 3 merchants with their donkey (they're bandits that may attack weak-looking PCs).
63
Sights: River ferry guided by a skeletal captain.
64
Sights: A large tree in the forest that bends and splits in such a way that the bottom looks like a foot, with toes.
65
Sights: While camping, a bandit tries to steal a random item from the packs of sleeping PCs.
66
Sights: A hunter (scout) who was lured here by their prey.
67
Sights: Haunted hill.
68
Sights: Giant statues carved out of a mountainside or cliff.
69
Sights: On top of a large rock formation is a big iron statue of an eagle pointing its body to the east.
70
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.
71
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.
72
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.
73
Sights: Forest of petrified or awakened trees.
74
Sights: Razorvine. AC 11, HP 25, immunity to bludgeon, pierce, psychic. On contact, DC 10 Dex save or take 1d10 slashing damage.
75
Sights: Battlefield where lingering fog occasionally assumes humanoid forms.
76
Sights: A small waterfall that appears to reverse direction on every night with a bright full moon, running up instead of down.
77
Sights: A Haunted locale (Tasha's pg. 154).
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