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1
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.
2
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.
3
Sights: A blood moon rises, all PCs lose Inspiration.
4
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.
5
Sights: For a few hundred feet, wherever the characters step, flowers bloom and emit soft light.
6
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.
7
Sights: An ornate, but empty, chest of silver and pearl sitting by the road. It will not move by any means.
8
Sights: A fleet of airships fights a dragon.
9
Sights: Permanent portal to another plane of existence.
10
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.
11
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.
12
Sights: A Magical Phenomena (Tasha's pg. 163).
13
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.
14
Sights: Strong gravity. Jump distance and carrying capacity are halved, and fall damage is doubled.
15
Sights: A minor noble with servants seeks a wedding gift. Spots something valuable on PCs and wants to buy it.
16
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.
17
Sights: 5 merchants with their donkey (they're bandits that may attack weak-looking PCs).
18
Sights: A Haunted locale (Tasha's pg. 154).
19
Sights: A 15ft tall stone hand stretches from the ground, reaching for the sky.
20
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.
21
Sights: Haunted hill.
22
Sights: A blood moon rises, all PCs lose Inspiration.
23
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.
24
Sights: On the side of a rocky cliff are a well carved trio of protruding faces all looking the same direction.
25
Sights: An area of Blessed Radiance. One character in the region gains the ability to use the Divine Intervention cleric feature, which succeeds automatically. The character can use the feature granted in this way only once and must use it within 7 days.
26
Sights: Sealed burial mound or pyramid.
27
Sights: Intact statue of a person or deity.
28
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.
29
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.
30
Sights: Battlefield where lingering fog occasionally assumes humanoid forms.
31
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.
32
Sights: An armoured horse with no rider emerges at a gallop.
33
Sights: Strong gravity. Jump distance and carrying capacity are halved, and fall damage is doubled.
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: River ferry guided by a skeletal captain.
36
Sights: A Mimic Colony (Tasha's pg. 167).
37
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.
38
Sights: All creatures are two size categorizes larger (medium to huge). Creature speed, reach, and range are tripled.
39
Sights: A cave with nothing in it.
40
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.
41
Sights: Ancient tree containing a trapped spirit.
42
Sights: A monastery with audible chanting coming from within (The monks and nuns are cultists).
43
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.
44
Sights: A traveling merchant selling standard equipment at 10% over book price.
45
Sights: Giant statues carved out of a mountainside or cliff.
46
Sights: A stream of cool, clean water flowing between the trees
47
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.
48
Sights: In a valley, there are 8-10 adult dragon skeletons, half-buried.
49
Sights: Your players pass a soothsayer and see an Omen. He offers reward for everyone who gives a second opinion.
50
Sights: Ruined or toppled obelisk.
51
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.
52
Sights: A fleet of airships fights a dragon.
53
Sights: Wishing well.
54
Sights: A Magical Phenomena (Tasha's pg. 163).
55
Sights: Giant statues carved out of a mountainside or cliff.
56
Sights: Deep in the woods, a small group of trees whose leaves are bright red. They contrast starkly with the normal trees around them. The Candle trees appear otherwise normal, but the dried leaves can be brewed into a tea that warms the bones even on the coldest nights.
57
Sights: Crystal cave that mystically answers questions.
58
Sights: A seemingly average looking berry bush that happens to grow small jewels instead of berries. If one where to try and consume one of the jewels picked off of the bush within 24hrs, that person gains a temporary magical effect or bonus, otherwise it’s a normal jewel.
59
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.
60
Sights: A 120ft diameter crater. Now filled with water and inhabited by pond creatures.
61
Sights: There’s a strange dune of sand in the middle of this grassy field, covered in scorpions.
62
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.
63
Sights: Ruined or toppled circle of standing stones.
64
Sights: Wrecked ship, which might be nowhere near water.
65
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.
66
Sights: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before.
67
Sights: Faces carved into a mountainside or cliff.
68
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.
69
Sights: Canyon containing a dragons' graveyard.
70
Sights: Great stone arch.
71
Sights: Plundered burial mound or pyramid.
72
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.
73
Sights: An Enchanted Spring (Tasha's pg. 165).
74
Sights: An area of strong Psychic Resonance (Tasha's pg. 160).
75
Sights: Great stone wall in ruins.
76
Sights: A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool.
77
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.
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