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1
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.
2
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.
3
Sights: A funerary procession carrying a large coffin.
4
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.
5
Sights: An armoured horse with no rider emerges at a gallop.
6
Sights: A Mimic Colony (Tasha's pg. 167).
7
Sights: Fountain.
8
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.
9
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.
10
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.
11
Sights: On the side of a rocky cliff are a well carved trio of protruding faces all looking the same direction.
12
Sights: An enormous high relief of six dwarven warriors cut from a cliff pointing the way along, commemorating their epic journey.
13
Sights: A 15ft tall stone hand stretches from the ground, reaching for the sky.
14
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.
15
Sights: Plundered burial mound or pyramid.
16
Sights: A lost, weeping child. If the characters take the child home, the parents reward them with 2 potions of healing.
17
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.
18
Sights: A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool.
19
Sights: In a valley, there are 8-10 adult dragon skeletons, half-buried.
20
Sights: A druid searching for herbs, mushrooms, or seeds found only in this region.
21
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.
22
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.
23
Sights: Young lovers have sought refuge to meet, their families do not approve.
24
Sights: Young lovers have sought refuge to meet, their families do not approve.
25
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.
26
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.
27
Sights: A cairn set atop a low hill
28
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
29
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.
30
Sights: Ramparts, high hills, and trenches filled with water that stretch for mile marking the location an ancient battlefield. It has grown over.
31
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.
32
Sights: At a crossroads sits an unusual statue, made of stone it stands over 10 feet tall and has arms sticking out in every direction with their palm turned upwards. In nearly every hand there is a candle, some still lit but most are fully melted. Placing a candle in one of the hands and lighting it will give the player the blessing of ‘A helping hand.’ When a player next fails a roll, they may roll an additional d6 and add it to their total.
33
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.
34
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.
35
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.
36
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
37
Sights: Plundered burial mound or pyramid.
38
Sights: A gigantic stone carving of a toad’s head, crumbling, half-buried, and covered in moss.
39
Sights: Permanent portal to another plane of existence.
40
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.
41
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.
42
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.
43
Sights: An evil race (drow, monster, etc) is being executed.
44
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.
45
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.
46
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.
47
Sights: A stone well with glyphs, the water gives the effect of Bane.
48
Sights: Dead magic zone (similar to antimagic field).
49
Sights: A Shadowfell crossing (DMG pg. 51).
50
Sights: There’s a strange dune of sand in the middle of this grassy field, covered in scorpions.
51
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.
52
Sights: A 15ft tall stone hand stretches from the ground, reaching for the sky.
53
Sights: Barrow mound.
54
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.
55
Sights: A troupe of entertainers, led by an overdressed and curious Elf. The Elf is a ring leader in a traveling circus of sorts and is always looking for new and exciting acts for his traveling performances. The Elf will pay top gold for any such acts or items that he can use in his shows.
56
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.
57
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.
58
Sights: A traveling merchant selling standard equipment at 10% over book price.
59
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.
60
Sights: A friendly arcanaloth using alter self spells to assume Humanoid form as it searches for one of the Books of Keeping.
61
Sights: Crystal cave that mystically answers questions.
62
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.
63
Sights: A 120ft diameter crater. Now filled with water and inhabited by pond creatures.
64
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.
65
Sights: Permanent portal to another plane of existence.
66
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.
67
Sights: A 15ft tall stone hand stretches from the ground, reaching for the sky.
68
Sights: The local guards have set up a roadblock while they search for a fleeing criminal, and have a series of inane questions for the party to answer. They aren't looking for help, and take any attempts by the party to get involved as an unwelcome complication to what is clearly already tiresome work.
69
Sights: A group of pilgrims.
70
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.
71
Sights: A cave with monsters.
72
Sights: A roadside corpse.
73
Sights: Crystal cave that mystically answers questions.
74
Sights: Ruined or toppled obelisk.
75
Sights: A blind alchemist (or witch) living in some crumbling ruins.
76
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.
77
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.
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