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1
Sights: A funerary procession carrying a large coffin.
2
Sights: A Mimic Colony (Tasha's pg. 167).
3
Sights: An evil race (drow, monster, etc) is being executed.
4
Sights: Ruined or toppled statue of a person or deity.
5
Sights: A roadside corpse.
6
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.
7
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.
8
Sights: Intact statue of a person or deity.
9
Sights: A 15ft tall stone hand stretches from the ground, reaching for the sky.
10
Sights: Forest of petrified or awakened trees.
11
Sights: 3 web cocoons hanging from the branches, holding withered carcasses
12
Sights: A ranger (scout) searching for a missing companion, lover, or long-lost ancestor.
13
Sights: Your players pass a soothsayer and see an Omen. He offers reward for everyone who gives a second opinion.
14
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.
15
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.
16
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.
17
Sights: A grove of Primal Fruit (Tasha's pg. 168).
18
Sights: A small clearing in a forest, near a cave mouth, contains dozens of statues of humanoid creatures, many armed & armored, all with looks of surprise & horror on their stone faces.
19
Sights: A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool.
20
Sights: A blood moon rises, all PCs lose Inspiration.
21
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.
22
Sights: Wild magic zone (cause Wild Magic Surge whenever a spell is cast).
23
Sights: An Awakened Shrub with a whimsical accent demands to know why this group of ruffians is making so much racket.
24
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.
25
Sights: A druid searching for herbs, mushrooms, or seeds found only in this region.
26
Sights: A Mirror Zone (Tasha's pg. 158).
27
Sights: Peals of silvery laughter that echo from a distance
28
Sights: A 120ft diameter crater. Now filled with water and inhabited by pond creatures.
29
Sights: A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool.
30
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.
31
Sights: Boulder carved with talking faces.
32
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.
33
Sights: d6 rations spoil.
34
Sights: Totem pole.
35
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.
36
Sights: An evil race (drow, monster, etc) is being executed.
37
Sights: A cave with bandits.
38
Sights: A place with Unraveling Magic (Tasha's pg. 161).
39
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.
40
Sights: Weak gravity. Jump distance and carrying capacity are doubled, walking speed increases by 10ft, and fall damage is halved.
41
Sights: Razorvine. AC 11, HP 25, immunity to bludgeon, pierce, psychic. On contact, DC 10 Dex save or take 1d10 slashing damage.
42
Sights: A small waterfall that appears to reverse direction on every night with a bright full moon, running up instead of down.
43
Sights: A monastery with audible chanting coming from within (The monks and nuns are cultists).
44
Sights: Forest of petrified or awakened trees.
45
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.
46
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.
47
Sights: The ancient ruins of a strangely ‘modern-looking’ tavern located in the deepest patches of forest. No path leads to it, no other buildings or ruins are found besides it, but dozens of deformed footsteps can be found heading out of the site. At night, the faint, muffled sound of a single viol can be heard coming out of the muddy floor.
48
Sights: Weak gravity. Jump distance and carrying capacity are doubled, walking speed increases by 10ft, and fall damage is halved.
49
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.
50
Sights: Giant statues carved out of a mountainside or cliff.
51
Sights: Mutated animals are spotted feasting on a corpse.
52
Sights: Ruins such as a crumbling tower, ancient temple, razed city, crumbling wall, sagging stone windmill, jumble of standing stones, etc.
53
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.
54
Sights: Intact circle of standing stones.
55
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.
56
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.
57
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.
58
Sights: Permanent portal to another plane of existence.
59
Sights: An Awakened Shrub with a whimsical accent demands to know why this group of ruffians is making so much racket.
60
Sights: An entrance to the Underdark.
61
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.
62
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.
63
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.
64
Sights: While camping, a bandit tries to steal a random item from the packs of sleeping PCs.
65
Sights: Strong gravity. Jump distance and carrying capacity are halved, and fall damage is doubled.
66
Sights: Strong gravity. Jump distance and carrying capacity are halved, and fall damage is doubled.
67
Sights: Strong gravity. Jump distance and carrying capacity are halved, and fall damage is doubled.
68
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.
69
Sights: Great stone wall, intact, with tower fortifications spaced at one-mile intervals.
70
Sights: A place with Unraveling Magic (Tasha's pg. 161).
71
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.
72
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.
73
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.
74
Sights: A religious procession.
75
Sights: River ferry guided by a skeletal captain.
76
Sights: Great stone wall in ruins.
77
Sights: A place with Unraveling Magic (Tasha's pg. 161).
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