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1
Sights: An entrance to the Underdark.
2
Sights: In an open field there is a 10ft wide and 50ft deep pit with no life growing around it. The walls of this chasm are lined with dark cobblestone and going down there are three uneven sized holes that are covered by iron bars. At the bottom there are a large pile of bones.
3
Sights: Haunted hill.
4
Sights: In a valley, there are 8-10 adult dragon skeletons, half-buried.
5
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.
6
Sights: A druid searching for herbs, mushrooms, or seeds found only in this region.
7
Sights: Permanent portal to another plane of existence.
8
Sights: A cliff that has been entirely covered in paint from hundreds of people.
9
Sights: Permanent portal to another plane of existence.
10
Sights: Totem pole.
11
Sights: Intact statue of a person or deity.
12
Sights: River ferry guided by a skeletal captain.
13
Sights: On top of a large rock formation is a big iron statue of an eagle pointing its body to the east.
14
Sights: A monastery with audible chanting coming from within (The monks and nuns are cultists).
15
Sights: A druid searching for herbs, mushrooms, or seeds found only in this region.
16
Sights: A funerary procession carrying a large coffin.
17
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.
18
Sights: A talking dog has decided to follow the party and wants to make them happy.
19
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.
20
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.
21
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.
22
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.
23
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.
24
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.
25
Sights: Ramparts, high hills, and trenches filled with water that stretch for mile marking the location an ancient battlefield. It has grown over.
26
Sights: Wrecked ship, which might be nowhere near water.
27
Sights: Great stone arch.
28
Sights: A Magical Phenomena (Tasha's pg. 163).
29
Sights: While camping, a bandit tries to steal a random item from the packs of sleeping PCs.
30
Sights: There’s a strange dune of sand in the middle of this grassy field, covered in scorpions.
31
Sights: A man selling golden iguanas approaches the party for the bargain of a lifetime. He only has one left, it's painted gold, and a little bit high off paint fumes.
32
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.
33
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.
34
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.
35
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.
36
Sights: A 15ft tall stone hand stretches from the ground, reaching for the sky.
37
Sights: A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool.
38
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.
39
Sights: 4 travellers (infected by a brain parasite).
40
Sights: A cliff that has been entirely covered in paint from hundreds of people.
41
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.
42
Sights: A large, circular pool off of a main river which is geothermally heated.
43
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.
44
Sights: An ornate, but empty, chest of silver and pearl sitting by the road. It will not move by any means.
45
Sights: A stream of cool, clean water flowing between the trees
46
Sights: A large tree in the forest that bends and splits in such a way that the bottom looks like a foot, with toes.
47
Sights: An Infested location (Tasha's pg. 156).
48
Sights: A ranger (scout) searching for a missing companion, lover, or long-lost ancestor.
49
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.
50
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.
51
Sights: Great stone arch.
52
Sights: A traveling merchant selling standard equipment at 10% over book price.
53
Sights: A grove of Magic Mushrooms (Tasha's pg. 166).
54
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.
55
Sights: A Mirror Zone (Tasha's pg. 158).
56
Sights: A 120ft diameter crater. Now filled with water and inhabited by pond creatures.
57
Sights: Permanent portal to another plane of existence.
58
Sights: Ruins such as a crumbling tower, ancient temple, razed city, crumbling wall, sagging stone windmill, jumble of standing stones, etc.
59
Sights: A bridgekeeper who demands the party's best jokes to cross.
60
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.
61
Sights: A traveling merchant selling standard equipment at 10% over book price.
62
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.
63
Sights: Floating earth mote with a fighters guild tower on it.
64
Sights: A talking dog has decided to follow the party and wants to make them happy.
65
Sights: A cave with nothing in it.
66
Sights: A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool.
67
Sights: Sealed burial mound or pyramid.
68
Sights: A large, circular pool off of a main river which is geothermally heated.
69
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.
70
Sights: An ornate, but empty, chest of silver and pearl sitting by the road. It will not move by any means.
71
Sights: Great stone wall, intact, with tower fortifications spaced at one-mile intervals.
72
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.
73
Sights: An abandoned graveyard (there's minor treasure in a crypt, guarded by undead).
74
Sights: A series of vaguely conic stone spires lined up along a gentle arc. Each is over 15ft tall and 5ft across at the base, and tapers to a narrow tip. Nobody knows the origin of this formation. Some say the teeth are all that remains from some colossal dragon skeleton, others think the stones were placed there by a dragon cult, or as a sign from Bahamut.
75
Sights: An area of strong Psychic Resonance (Tasha's pg. 160).
76
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.
77
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.
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