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1
Sights: A minor noble returning from an unsuccessful hunt, with retinue. The noble is not a skilled hunter yet thinks himself to be the greatest in the land, partially due to the plethora of compliments he receives on a daily basis from his followers. He challenges the party to a contest of who can bring down the largest brown bear and wagers his pouch of gold.
2
Sights: A Haunted locale (Tasha's pg. 154).
3
Sights: A Shadowfell crossing (DMG pg. 51).
4
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.
5
Sights: Giant crystal shard protruding from the ground.
6
Sights: A Magical Phenomena (Tasha's pg. 163).
7
Sights: A blind alchemist (or witch) living in some crumbling ruins.
8
Sights: A half erected statue of an old folk hero. Either under construction or half crumbled.
9
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.
10
Sights: A person looks to be threatened by a skeleton, but on closer inspection the skeleton is assisting them.
11
Sights: An enormous high relief of six dwarven warriors cut from a cliff pointing the way along, commemorating their epic journey.
12
Sights: Crystal cave that mystically answers questions.
13
Sights: Once a portal to the abyss, sealed by heroes long ago, now just a crumbling arch with an unsettling aura.
14
Sights: Plundered burial mound or pyramid.
15
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.
16
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
17
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.
18
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.
19
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.
20
Sights: A small waterfall that appears to reverse direction on every night with a bright full moon, running up instead of down.
21
Sights: Sealed burial mound or pyramid.
22
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.
23
Sights: An enormous high relief of six dwarven warriors cut from a cliff pointing the way along, commemorating their epic journey.
24
Sights: Local constable and his posse, with a suspicious outlook of strangers. He explains that there has been a series of murders in the area over the last month and demands to know the party’s business in these parts. He encourages that the party keep their business above board.
25
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.
26
Sights: An inn that has been carefully constructed to appear as if it was turned upside-down.
27
Sights: Razorvine. AC 11, HP 25, immunity to bludgeon, pierce, psychic. On contact, DC 10 Dex save or take 1d10 slashing damage.
28
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.
29
Sights: In a valley, there are 8-10 adult dragon skeletons, half-buried.
30
Sights: The legs of a giant metal statue standing beside the top of a waterfall overlooking the valley below. At the bottom of the lake below the falls, the head and torso can be found. It appears to be the likeness of a famous ancient hero that a PC might recognize.
31
Sights: Intact statue of a person or deity.
32
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.
33
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.
34
Sights: An entrance to the Underdark.
35
Sights: Your players pass a soothsayer and see an Omen. He offers reward for everyone who gives a second opinion.
36
Sights: A monastery with audible chanting coming from within (The monks and nuns are cultists).
37
Sights: A minor noble travelling via horse, with servants. He is off to ask for a woman’s hand in marriage. But he is still in need of a notable gift to offer to her family. He will attempt to buy anything that the party has visible that might fit such a need.
38
Sights: A blind alchemist (or witch) living in some crumbling ruins.
39
Sights: There’s a strange dune of sand in the middle of this grassy field, covered in scorpions.
40
Sights: A seemingly average looking berry bush that happens to grow small jewels instead of berries. If one where to try and consume one of the jewels picked off of the bush within 24hrs, that person gains a temporary magical effect or bonus, otherwise it’s a normal jewel.
41
Sights: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before.
42
Sights: A Mirror Zone (Tasha's pg. 158).
43
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.
44
Sights: Dead magic zone (similar to antimagic field).
45
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.
46
Sights: A series of jutting tooth like spires of black igneous rock which rise out from the sea. These “teeth” have proven to be an extreme hazard to sailors and shipping which pass too near to them. Tearing hulls and ripping sails.
47
Sights: A traveling merchant selling standard equipment at 10% over book price.
48
Sights: A 15ft tall stone hand stretches from the ground, reaching for the sky.
49
Sights: Local constable and his posse, with a suspicious outlook of strangers. He explains that there has been a series of murders in the area over the last month and demands to know the party’s business in these parts. He encourages that the party keep their business above board.
50
Sights: A druid searching for herbs, mushrooms, or seeds found only in this region.
51
Sights: A cliff that has been entirely covered in paint from hundreds of people.
52
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.
53
Sights: Great stone wall in ruins.
54
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.
55
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.
56
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.
57
Sights: Young lovers have sought refuge to meet, their families do not approve.
58
Sights: A talking dog has decided to follow the party and wants to make them happy.
59
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.
60
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.
61
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.
62
Sights: Faces carved into a mountainside or cliff.
63
Sights: A religious procession.
64
Sights: An evil race (drow, monster, etc) is being executed.
65
Sights: An Awakened Shrub with a whimsical accent demands to know why this group of ruffians is making so much racket.
66
Sights: Ruined or toppled statue of a person or deity.
67
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.
68
Sights: A small waterfall that appears to reverse direction on every night with a bright full moon, running up instead of down.
69
Sights: There’s a strange dune of sand in the middle of this grassy field, covered in scorpions.
70
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.
71
Sights: A monastery with audible chanting coming from within (The monks and nuns are cultists).
72
Sights: A hunter (scout) who was lured here by their prey.
73
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
74
Sights: An inn that has been carefully constructed to appear as if it was turned upside-down.
75
Sights: A druid searching for herbs, mushrooms, or seeds found only in this region.
76
Sights: A blood moon rises, all PCs lose Inspiration.
77
Sights: a druid harvesting mistletoe
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