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1
Sights: Boulder carved with talking faces.
2
Sights: A Mimic Colony (Tasha's pg. 167).
3
Sights: A local bard offers a gold to whoever can make his bodyguard laugh.
4
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.
5
Sights: Young lovers have sought refuge to meet, their families do not approve.
6
Sights: d6 rations spoil.
7
Sights: Giant crystal shard protruding from the ground.
8
Sights: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before.
9
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.
10
Sights: An enormous stone of a singular soft yellow color. It is hot to the touch but by day it is warm and comfortable simply standing near it. By night however the stone begins to glow brightly, illuminating its surroundings in radiant golden light. Large chips of the same stone can be found in the foliage growing around it. With similar glowing properties.
11
Sights: a druid harvesting mistletoe
12
Sights: 6 travellers (infected by a brain parasite).
13
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.
14
Sights: A local bard offers a gold to whoever can make his bodyguard laugh.
15
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.
16
Sights: 6 travellers (infected by a brain parasite).
17
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.
18
Sights: Great stone arch.
19
Sights: Ramparts, high hills, and trenches filled with water that stretch for mile marking the location an ancient battlefield. It has grown over.
20
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.
21
Sights: A stream of cool, clean water flowing between the trees
22
Sights: 3 web cocoons hanging from the branches, holding withered carcasses
23
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.
24
Sights: Weak gravity. Jump distance and carrying capacity are doubled, walking speed increases by 10ft, and fall damage is halved.
25
Sights: A Haunted locale (Tasha's pg. 154).
26
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.
27
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.
28
Sights: An enormous high relief of six dwarven warriors cut from a cliff pointing the way along, commemorating their epic journey.
29
Sights: Giant statues carved out of a mountainside or cliff.
30
Sights: An Infested location (Tasha's pg. 156).
31
Sights: An Enchanted Spring (Tasha's pg. 165).
32
Sights: Ruined or toppled obelisk.
33
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.
34
Sights: Permanent portal to another plane of existence.
35
Sights: Battlefield where lingering fog occasionally assumes humanoid forms.
36
Sights: Wrecked ship, which might be nowhere near water.
37
Sights: A small woodland shrine dedicated to a mysterious cult
38
Sights: Barrow mound.
39
Sights: Razorvine. AC 11, HP 25, immunity to bludgeon, pierce, psychic. On contact, DC 10 Dex save or take 1d10 slashing damage.
40
Sights: An old tree with a wizened face carved into the trunk
41
Sights: A talking dog has decided to follow the party and wants to make them happy.
42
Sights: A grove of Primal Fruit (Tasha's pg. 168).
43
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.
44
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.
45
Sights: A band of blind cultists go by, quietly chanting eerie hymns.
46
Sights: Boulder carved with talking faces.
47
Sights: A band of blind cultists go by, quietly chanting eerie hymns.
48
Sights: Haunted hill.
49
Sights: A grove of Magic Mushrooms (Tasha's pg. 166).
50
Sights: Wishing well.
51
Sights: A stone well with glyphs, the water gives the effect of aging 4d4 years.
52
Sights: Ruined or toppled statue of a person or deity.
53
Sights: While camping, a bandit tries to steal a random item from the packs of sleeping PCs.
54
Sights: An enormous stone of a singular soft yellow color. It is hot to the touch but by day it is warm and comfortable simply standing near it. By night however the stone begins to glow brightly, illuminating its surroundings in radiant golden light. Large chips of the same stone can be found in the foliage growing around it. With similar glowing properties.
55
Sights: An Enchanted Spring (Tasha's pg. 165).
56
Sights: A cairn set atop a low hill
57
Sights: Once a portal to the abyss, sealed by heroes long ago, now just a crumbling arch with an unsettling aura.
58
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.
59
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.
60
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.
61
Sights: A traveling merchant selling standard equipment at 10% over book price.
62
Sights: A fleet of airships fights a dragon.
63
Sights: Intact obelisk etched with a warning, historical lore, dedication, or religious iconography.
64
Sights: A 15ft tall stone hand stretches from the ground, reaching for the sky.
65
Sights: A big, old tree which seems to be made of iron, but as far as anyone can tell, is alive and growing, if slowly.
66
Sights: A stream of cool, clean water flowing between the trees
67
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.
68
Sights: An area of Blessed Radiance. One character in the region feels a profound sense of purpose and gains the benefit of the
bless spell for 1 minute. They can choose two other creatures they can see to gain the spell's benefits as well.
69
Sights: A blood moon rises, all PCs lose Inspiration.
70
Sights: A blind alchemist (or witch) living in some crumbling ruins.
71
Sights: A minor noble with servants seeks a wedding gift. Spots something valuable on PCs and wants to buy it.
72
Sights: A bridgekeeper who demands the party's best jokes to cross.
73
Sights: A Magical Phenomena (Tasha's pg. 163).
74
Sights: A small woodland shrine dedicated to a mysterious cult
75
Sights: Totem pole.
76
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.
77
Sights: Strong gravity. Jump distance and carrying capacity are halved, and fall damage is doubled.
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