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1
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.
2
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.
3
Sights: Your players pass a soothsayer and see an Omen. He offers reward for everyone who gives a second opinion.
4
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.
5
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.
6
Sights: A Feywild crossing (DMG pg. 50).
7
Sights: A clear pool of water with 1 sleeping animals lying around its edge
8
Sights: For a few hundred feet, wherever the characters step, flowers bloom and emit soft light.
9
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.
10
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.
11
Sights: An enormous high relief of six dwarven warriors cut from a cliff pointing the way along, commemorating their epic journey.
12
Sights: Local constable and his posse, with a suspicious outlook of strangers. He explains that there has been a series of murders in the area over the last month and demands to know the party’s business in these parts. He encourages that the party keep their business above board.
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: 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.
15
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.
16
Sights: Razorvine. AC 11, HP 25, immunity to bludgeon, pierce, psychic. On contact, DC 10 Dex save or take 1d10 slashing damage.
17
Sights: Floating earth mote with a religious tower on it.
18
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.
19
Sights: A 120ft diameter crater. Now filled with water and inhabited by pond creatures.
20
Sights: Dead magic zone (similar to antimagic field).
21
Sights: An Enchanted Spring (Tasha's pg. 165).
22
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.
23
Sights: A 15ft tall stone hand stretches from the ground, reaching for the sky.
24
Sights: An enormous high relief of six dwarven warriors cut from a cliff pointing the way along, commemorating their epic journey.
25
Sights: A small waterfall that appears to reverse direction on every night with a bright full moon, running up instead of down.
26
Sights: Great stone wall in ruins.
27
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.
28
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.
29
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.
30
Sights: Floating earth mote with a religious tower on it.
31
Sights: A clear pool of water with 1 sleeping animals lying around its edge
32
Sights: An incredibly detailed, broken bust of a young wood elf, bearing a red crown. Its nose and left ear are missing and where its left eye should be, the socket is destroyed, and a monstrously decomposed snake eye can be found. The base has a bronze plaque which reads (in broken Celestial): ‘The only one truly meant to rule’, followed by a name which seems scratched out.
33
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.
34
Sights: A stream of cool, clean water flowing between the trees
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: It’s a massive dome-like stone formation that shines pearlescent in the moonlight. It lays in a bare outcropping of rock and is warm to the touch.
37
Sights: A blind alchemist (or witch) living in some crumbling ruins.
38
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.
39
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.
40
Sights: An Enchanted Spring (Tasha's pg. 165).
41
Sights: A religious procession.
42
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.
43
Sights: Wrecked ship, which might be nowhere near water.
44
Sights: A group of explorers.
45
Sights: 4 merchants with their donkey (they're bandits that may attack weak-looking PCs).
46
Sights: An ornate, but empty, chest of silver and pearl sitting by the road. It will not move by any means.
47
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.
48
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.
49
Sights: An obelisk, comprised of rose quartz and decorated with sylvan runes, appears to be of fey origin. it is surrounded in a 120-foot field of wild magic.
50
Sights: Permanent portal to another plane of existence.
51
Sights: A small shack almost hidden by the deep forest. The interior is empty aside from a large cast-iron oven.
52
Sights: A blood moon rises, all PCs lose Inspiration.
53
Sights: A small waterfall that appears to reverse direction on every night with a bright full moon, running up instead of down.
54
Sights: A stream of cool, clean water flowing between the trees
55
Sights: Ruined or toppled statue of a person or deity.
56
Sights: A bridgekeeper who demands the party's best jokes to cross.
57
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.
58
Sights: An obelisk, comprised of rose quartz and decorated with sylvan runes, appears to be of fey origin. it is surrounded in a 120-foot field of wild magic.
59
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.
60
Sights: Ruined or toppled circle of standing stones.
61
Sights: A Mimic Colony (Tasha's pg. 167).
62
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.
63
Sights: A hunter (scout) who was lured here by their prey.
64
Sights: Two sequoia trees whose bases are over a hundred feet apart have grown together and connect about 160 to 180 feet off the ground. The branches and leaves of these giant trees create a pleasantly shaded area below which is often used by the local populace as sites of wedding ceremonies.
65
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.
66
Sights: Intact statue of a person or deity.
67
Sights: a druid harvesting mistletoe
68
Sights: Floating earth mote with a religious tower on it.
69
Sights: A cairn set atop a low hill
70
Sights: A half erected statue of an old folk hero. Either under construction or half crumbled.
71
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.
72
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.
73
Sights: Field of petrified soldiers or other creatures.
74
Sights: A small woodland shrine dedicated to a mysterious cult
75
Sights: An abandoned graveyard (there's minor treasure in a crypt, guarded by undead).
76
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.
77
Sights: A large, circular pool off of a main river which is geothermally heated.
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