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1
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.
2
Sights: A roadside corpse.
3
Sights: A traveling merchant selling standard equipment at 10% over book price.
4
Sights: A 120ft diameter crater. Now filled with water and inhabited by pond creatures.
5
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.
6
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.
7
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.
8
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.
9
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.
10
Sights: Intact circle of standing stones.
11
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.
12
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.
13
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
14
Sights: A funerary procession carrying a large coffin.
15
Sights: 3 merchants with their donkey (they're bandits that may attack weak-looking PCs).
16
Sights: Ramparts, high hills, and trenches filled with water that stretch for mile marking the location an ancient battlefield. It has grown over.
17
Sights: An enormous high relief of six dwarven warriors cut from a cliff pointing the way along, commemorating their epic journey.
18
Sights: A blood moon rises, all PCs lose Inspiration.
19
Sights: An old stone archway of obvious elven design. Any character who passes under it makes Wisdom (Perception) checks with advantage for 1 hour.
20
Sights: Razorvine. AC 11, HP 25, immunity to bludgeon, pierce, psychic. On contact, DC 10 Dex save or take 1d10 slashing damage.
21
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.
22
Sights: Ruined or toppled obelisk.
23
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.
24
Sights: A gigantic stone carving of a toad’s head, crumbling, half-buried, and covered in moss.
25
Sights: A seemingly normal well on the top of a hill. Anything that is placed into it is immediately tossed out of it.
26
Sights: A place with Unraveling Magic (Tasha's pg. 161).
27
Sights: While camping, a bandit tries to steal a random item from the packs of sleeping PCs.
28
Sights: A large whale skeleton surrounded by petunias. The whale is miles away from the sea and the petunias aren’t native to this location.
29
Sights: A traveling merchant that loves to watch games but also likes things balanced. Tells the party that if they can play a chess game where the outcome is a draw he will give them an award. Let the players play a game of chess, and if they get a draw give them a prize.
30
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.
31
Sights: Field of petrified soldiers or other creatures.
32
Sights: A minor noble returning from an unsuccessful hunt, with retinue. The noble is not a skilled hunter yet thinks himself to be the greatest in the land, partially due to the plethora of compliments he receives on a daily basis from his followers. He challenges the party to a contest of who can bring down the largest brown bear and wagers his pouch of gold.
33
Sights: A talking dog has decided to follow the party and wants to make them happy.
34
Sights: Permanent portal to another plane of existence.
35
Sights: A funerary procession carrying a large coffin.
36
Sights: For a few hundred feet, wherever the characters step, flowers bloom and emit soft light.
37
Sights: Floating earth mote with a religious tower on it.
38
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.
39
Sights: Crystal cave that mystically answers questions.
40
Sights: Ruined or toppled statue of a person or deity.
41
Sights: A blind alchemist (or witch) living in some crumbling ruins.
42
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.
43
Sights: A limping bailiff and his badly beaten prisoner are walking down the road. The man is being returned to jail for theft and assaulting a member of justice. The prisoner claims that he was only stealing bread to avoid starvation and was defending himself from an overzealous bailiff. The prisoner swears on his honor that if the party pays his fine of 25 gold pieces that he will stay with the group to work off the debt by being the party’s servant. He originally offers his services for one gold per day but is willing to haggle. If the fine is paid the prisoner stays with the party for only half of any agreed time before attempting to run away in the night.
44
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.
45
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.
46
Sights: For a few hundred feet, wherever the characters step, flowers bloom and emit soft light.
47
Sights: Pranked by a Faerie Dragon. The dragon lures a skunk into their camp while they are sleeping. The party is sprayed giving disadvantage on stealth rolls until they can shower and launder their cloths.
48
Sights: While camping, a bandit tries to steal a random item from the packs of sleeping PCs.
49
Sights: Once a portal to the abyss, sealed by heroes long ago, now just a crumbling arch with an unsettling aura.
50
Sights: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before.
51
Sights: An old tree with a wizened face carved into the trunk
52
Sights: A small waterfall that appears to reverse direction on every night with a bright full moon, running up instead of down.
53
Sights: Dead magic zone (similar to antimagic field).
54
Sights: Great stone wall in ruins.
55
Sights: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before.
56
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.
57
Sights: Boulder carved with talking faces.
58
Sights: A small clearing in a forest, near a cave mouth, contains dozens of statues of humanoid creatures, many armed & armored, all with looks of surprise & horror on their stone faces.
59
Sights: A person looks to be threatened by a skeleton, but on closer inspection the skeleton is assisting them.
60
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.
61
Sights: An ornate, but empty, chest of silver and pearl sitting by the road. It will not move by any means.
62
Sights: A fleet of airships fights a dragon.
63
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.
64
Sights: A fleet of airships fights a dragon.
65
Sights: Battlefield where lingering fog occasionally assumes humanoid forms.
66
Sights: A grove of Magic Mushrooms (Tasha's pg. 166).
67
Sights: A talking dog has decided to follow the party and wants to make them happy.
68
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.
69
Sights: A hunter (scout) who was lured here by their prey.
70
Sights: Dead magic zone (similar to antimagic field).
71
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.
72
Sights: All that remains of an ancient fortress, the remarkably well constructed staircase rises for 3 stories out of the ground at the end of an ancient road, and then just abruptly stops.
73
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.
74
Sights: A cliff that has been entirely covered in paint from hundreds of people.
75
Sights: A traveling merchant selling standard equipment at 10% over book price.
76
Sights: A Mirror Zone (Tasha's pg. 158).
77
Sights: Fountain.
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