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1
Sights: A grove of Primal Fruit (Tasha's pg. 168).
2
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.
3
Sights: A large, circular pool off of a main river which is geothermally heated.
4
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.
5
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.
6
Sights: On the side of a rocky cliff are a well carved trio of protruding faces all looking the same direction.
7
Sights: Young lovers have sought refuge to meet, their families do not approve.
8
Sights: A band of blind cultists go by, quietly chanting eerie hymns.
9
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.
10
Sights: A religious procession.
11
Sights: A minor noble with servants seeks a wedding gift. Spots something valuable on PCs and wants to buy it.
12
Sights: Ruins such as a crumbling tower, ancient temple, razed city, crumbling wall, sagging stone windmill, jumble of standing stones, etc.
13
Sights: Canyon containing a dragons' graveyard.
14
Sights: On the side of a rocky cliff are a well carved trio of protruding faces all looking the same direction.
15
Sights: A place with Unraveling Magic (Tasha's pg. 161).
16
Sights: Great stone wall, intact, with tower fortifications spaced at one-mile intervals.
17
Sights: A large, circular pool off of a main river which is geothermally heated.
18
Sights: Mutated animals are spotted feasting on a corpse.
19
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.
20
Sights: A local bard offers a gold to whoever can make his bodyguard laugh.
21
Sights: An old tree with a wizened face carved into the trunk
22
Sights: Ruins such as a crumbling tower, ancient temple, razed city, crumbling wall, sagging stone windmill, jumble of standing stones, etc.
23
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.
24
Sights: Intact circle of standing stones.
25
Sights: Totem pole.
26
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.
27
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.
28
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.
29
Sights: A Haunted locale (Tasha's pg. 154).
30
Sights: A Feywild crossing (DMG pg. 50).
31
Sights: An Awakened Shrub with a whimsical accent demands to know why this group of ruffians is making so much racket.
32
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.
33
Sights: A cairn set atop a low hill
34
Sights: A grassy hill of noticeable height rises from the otherwise flat plains. On the hill are several lines of cobblestone that do not grow grass and have no discernible pattern from the surface. If flying, however, you see the cobblestone lines form the shape of a bird, along with some arcane symbols. If you happen to look up during the spring or fall, you’ll see migratory birds alter their course to fly over this hill.
35
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.
36
Sights: A 120ft diameter crater. Now filled with water and inhabited by pond creatures.
37
Sights: A 15ft tall stone hand stretches from the ground, reaching for the sky.
38
Sights: All creatures are two size categorizes larger (medium to huge). Creature speed, reach, and range are tripled.
39
Sights: A ranger (scout) searching for a missing companion, lover, or long-lost ancestor.
40
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.
41
Sights: Fountain.
42
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.
43
Sights: A minor noble with servants seeks a wedding gift. Spots something valuable on PCs and wants to buy it.
44
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.
45
Sights: A small woodland shrine dedicated to a mysterious cult
46
Sights: A blind alchemist (or witch) living in some crumbling ruins.
47
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.
48
Sights: A small waterfall that appears to reverse direction on every night with a bright full moon, running up instead of down.
49
Sights: Strong gravity. Jump distance and carrying capacity are halved, and fall damage is doubled.
50
Sights: An area of Blessed Radiance. Each creature carrying the holy symbol of a deity from a non-evil plane while in the region gains advantage on saving throws for the next 24 hours.
51
Sights: Fountain.
52
Sights: Ruined or toppled obelisk.
53
Sights: Sealed burial mound or pyramid.
54
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.
55
Sights: Giant statues carved out of a mountainside or cliff.
56
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.
57
Sights: A Magical Phenomena (Tasha's pg. 163).
58
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.
59
Sights: Intact circle of standing stones.
60
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
61
Sights: A stone well with the symbol of a deity, the water gives the effect of aging 4d4 years.
62
Sights: Faces carved into a mountainside or cliff.
63
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.
64
Sights: Intact obelisk etched with a warning, historical lore, dedication, or religious iconography.
65
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.
66
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.
67
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.
68
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.
69
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.
70
Sights: A worn smooth but still recognizable ancient statue of a goddess of death. At her feet sets a black stone bowl filled with fresh rose petals. If you were to kneel down at the bowl and look up at her, you would see her eyes stare unwaveringly into yours.
71
Sights: An old weathered statue of a god with beautiful gems inlaid and surrounded with wicker basket offerings of gold, flowers, food, and trinkets. Stealing from the statue result in a curse (permanent level of exhaustion) from the deity until either greater restoration is cast on the thief or they repent and make an offering of twice the amount stolen. Award inspiration for respectful offerings or prayers given to the statue.
72
Sights: A lost, weeping child. If the characters take the child home, the parents reward them with 1 potions of healing.
73
Sights: A fleet of airships fights a dragon.
74
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.
75
Sights: A natural rock formation that just happens to look like the face of an old man with a long beard. Ruins of temples from several ancient civilizations can be found in the valley below, apparently attracted there to worship the face, or perhaps just to be under his watchful gaze. Most humanoid races in the region are sure the old man looks like their race and have their own legend about him.
76
Sights: There’s a strange dune of sand in the middle of this grassy field, covered in scorpions.
77
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.
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