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1
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.
2
Sights: Field of petrified soldiers or other creatures.
3
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.
4
Sights: Faces carved into a mountainside or cliff.
5
Sights: A massive artwork carved into a boulder placed some ways away from the banks of a nearby river. The artwork seems to depict a struggle between giants and dragons, with the giants as the victors. The faintly red runes which line it are giantish, and anyone who can decipher them will read that it marks a momentous battle between giants and dragons, over which should decide the course of the river.
6
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.
7
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.
8
Sights: While camping, a bandit tries to steal a random item from the packs of sleeping PCs.
9
Sights: A cave with a chest that says, ‘if you take something, leave something.’ It’s unlocked and has several trinkets inside.
10
Sights: A small woodland shrine dedicated to a mysterious cult
11
Sights: An abandoned graveyard (there's minor treasure in a crypt, guarded by undead).
12
Sights: An old tree with a wizened face carved into the trunk
13
Sights: A trail of breadcrumbs appears on the side of the road. If the party follows it, they eventually find an advertisement for the local village jester inscribed on the side of a tree.
14
Sights: A blind alchemist (or witch) living in some crumbling ruins.
15
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.
16
Sights: A local bard offers a gold to whoever can make his bodyguard laugh.
17
Sights: Intact circle of standing stones.
18
Sights: Young lovers have sought refuge to meet, their families do not approve.
19
Sights: Ruins such as a crumbling tower, ancient temple, razed city, crumbling wall, sagging stone windmill, jumble of standing stones, etc.
20
Sights: d6 rations spoil.
21
Sights: Ruined or toppled statue of a person or deity.
22
Sights: A cave with monsters.
23
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.
24
Sights: A well by the side of the road that is a base in a local hafling tradition that if one where to lose a tooth, that it is to be tossed in the well with a tip of the hat. When doing so, good fortune is sure to come. Characters that throw in teeth later find small amounts of wet coins in various locations on their person. Characters that throw rubbish, or are otherwise disrespectful of the well, find their respective objects on their person once more soaking wet and covered in bite marks.
25
Sights: A cairn set atop a low hill
26
Sights: A fleet of airships fights a dragon.
27
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.
28
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.
29
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.
30
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.
31
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.
32
Sights: An evil race (drow, monster, etc) is being executed.
33
Sights: Canyon containing a dragons' graveyard.
34
Sights: Ruins such as a crumbling tower, ancient temple, razed city, crumbling wall, sagging stone windmill, jumble of standing stones, etc.
35
Sights: A large, circular pool off of a main river which is geothermally heated.
36
Sights: Totem pole.
37
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.
38
Sights: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before.
39
Sights: Ruined or toppled obelisk.
40
Sights: Farmers on their way to the market.
41
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.
42
Sights: An armoured horse with no rider emerges at a gallop.
43
Sights: Barrow mound.
44
Sights: Ruined or toppled obelisk.
45
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.
46
Sights: A blind alchemist (or witch) living in some crumbling ruins.
47
Sights: An enormous high relief of six dwarven warriors cut from a cliff pointing the way along, commemorating their epic journey.
48
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.
49
Sights: Dead magic zone (similar to antimagic field).
50
Sights: A 15ft tall stone hand stretches from the ground, reaching for the sky.
51
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.
52
Sights: Dead magic zone (similar to antimagic field).
53
Sights: Forest of petrified or awakened trees.
54
Sights: Wishing well.
55
Sights: One of the carts in a traveling circus has broken down with one of its wheels having snapped, the jester trying to help is not very helpful.
56
Sights: 4 merchants with their donkey (they're bandits that may attack weak-looking PCs).
57
Sights: Great stone wall, intact, with tower fortifications spaced at one-mile intervals.
58
Sights: An area of Blessed Radiance. Golden light fills a 20-foot-radius, 40-foot-high cylinder centered on one character in the region and then fades. That character and their friends in the cylinder gain the benefits of the
divine favor spell for 1 hour.
59
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.
60
Sights: Strong gravity. Jump distance and carrying capacity are halved, and fall damage is doubled.
61
Sights: A grove of Primal Fruit (Tasha's pg. 168).
62
Sights: Dead magic zone (similar to antimagic field).
63
Sights: A half erected statue of an old folk hero. Either under construction or half crumbled.
64
Sights: A cairn set atop a low hill
65
Sights: Floating earth mote with a library tower on it.
66
Sights: Once a portal to the abyss, sealed by heroes long ago, now just a crumbling arch with an unsettling aura.
67
Sights: Permanent portal to another plane of existence.
68
Sights: A blind alchemist (or witch) living in some crumbling ruins.
69
Sights: All creatures are two size categorizes larger (medium to huge). Creature speed, reach, and range are tripled.
70
Sights: Battlefield where lingering fog occasionally assumes humanoid forms.
71
Sights: Great stone wall, intact, with tower fortifications spaced at one-mile intervals.
72
Sights: Battlefield where lingering fog occasionally assumes humanoid forms.
73
Sights: An abandoned graveyard (there's minor treasure in a crypt, guarded by undead).
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: 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.
77
Sights: A series of vaguely conic stone spires lined up along a gentle arc. Each is over 15ft tall and 5ft across at the base, and tapers to a narrow tip. Nobody knows the origin of this formation. Some say the teeth are all that remains from some colossal dragon skeleton, others think the stones were placed there by a dragon cult, or as a sign from Bahamut.
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