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1
Sights: Great stone arch.
2
Sights: A grove of Magic Mushrooms (Tasha's pg. 166).
3
Sights: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before.
4
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.
5
Sights: A Shadowfell crossing (DMG pg. 51).
6
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.
7
Sights: Canyon containing a dragons' graveyard.
8
Sights: Battlefield where lingering fog occasionally assumes humanoid forms.
9
Sights: A place with Unraveling Magic (Tasha's pg. 161).
10
Sights: A grove of Magic Mushrooms (Tasha's pg. 166).
11
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.
12
Sights: A half-collapsed stone tower with curious triangular architecture. The bones of a lonely watchman sitting in a chair lie atop it. The watchman wears a helmet shaped like a triangular pyramid. Several towers of this type can be found around the same area.
13
Sights: a druid harvesting mistletoe
14
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.
15
Sights: On top of a large rock formation is a big iron statue of an eagle pointing its body to the east.
16
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.
17
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.
18
Sights: Weak gravity. Jump distance and carrying capacity are doubled, walking speed increases by 10ft, and fall damage is halved.
19
Sights: Haunted hill.
20
Sights: A friendly arcanaloth using alter self spells to assume Humanoid form as it searches for one of the Books of Keeping.
21
Sights: A redheaded elf lass is overly friendly and talks to whichever group member seems most willing to isolate. She gets them away from the group and picks their pocket for half their gold.
22
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.
23
Sights: Battlefield where lingering fog occasionally assumes humanoid forms.
24
Sights: Sealed burial mound or pyramid.
25
Sights: Dead magic zone (similar to antimagic field).
26
Sights: Giant statues carved out of a mountainside or cliff.
27
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.
28
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.
29
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.
30
Sights: d6 rations spoil.
31
Sights: Ruined or toppled circle of standing stones.
32
Sights: A small woodland shrine dedicated to a mysterious cult
33
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.
34
Sights: A cave with nothing in it.
35
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.
36
Sights: Floating earth mote with a mage tower on it.
37
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.
38
Sights: Great stone wall in ruins.
39
Sights: A 50 ft rust covered sword driven into the earth. The whole area has a magical aura and no wildlife lingers within a quarter mile of the sword.
40
Sights: An inn that has been carefully constructed to appear as if it was turned upside-down.
41
Sights: While camping, a bandit tries to steal a random item from the packs of sleeping PCs.
42
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.
43
Sights: Plundered burial mound or pyramid.
44
Sights: A ranger (scout) searching for a missing companion, lover, or long-lost ancestor.
45
Sights: A fairly tall and elaborate tree made entirely out of glass raises from the earth, at its base there is a plaque written in dwarven, it’s to commemorate a dwarf leader who fell in battle.
46
Sights: An Infested location (Tasha's pg. 156).
47
Sights: An old tree with a wizened face carved into the trunk
48
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.
49
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.
50
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.
51
Sights: A gigantic stone carving of a toad’s head, crumbling, half-buried, and covered in moss.
52
Sights: In the middle of a grassy field stands an 8ft slim cone made of iron bars, in the middle of the structure lies a sun-bleached skeleton bound in iron shackles.
53
Sights: Wrecked ship, which might be nowhere near water.
54
Sights: A minor noble with servants seeks a wedding gift. Spots something valuable on PCs and wants to buy it.
55
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.
56
Sights: Plundered burial mound or pyramid.
57
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.
58
Sights: A 120ft diameter crater. Now filled with water and inhabited by pond creatures.
59
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.
60
Sights: There’s a strange dune of sand in the middle of this grassy field, covered in scorpions.
61
Sights: A roadside corpse.
62
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.
63
Sights: Canyon containing a dragons' graveyard.
64
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.
65
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.
66
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.
67
Sights: An Enchanted Spring (Tasha's pg. 165).
68
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.
69
Sights: A Feywild crossing (DMG pg. 50).
70
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.
71
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.
72
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.
73
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.
74
Sights: Young lovers have sought refuge to meet, their families do not approve.
75
Sights: Rats crawl from a trash-heap in an alleyway and drag forth something shiny. It turns out to be... some shiny trash! (After rolling for initiative and an investigation check, it uncovers a bit more.. and a bit more.. and...) (10% chance of necklace or costume jewelry worth 10-100gp, 10% chance of 1 gold piece, 10% chance of 1 silver piece, 10% chance of 10 copper pieces; 10% chance of trash-borers or some sort of malevolent minor monster encounter, CR minus 2). In the process of rummaging thru the trash a hook towards the current plot or adventure, or a message or sign about the urgency of their current mission falls in their lap to get them back on track again.
76
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.
77
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.
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