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1
Sights: A small woodland shrine dedicated to a mysterious cult
2
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.
3
Sights: An Infested location (Tasha's pg. 156).
4
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.
5
Sights: On top of a large rock formation is a big iron statue of an eagle pointing its body to the east.
6
Sights: 5 merchants with their donkey (they're bandits that may attack weak-looking PCs).
7
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.
8
Sights: Ruined or toppled obelisk.
9
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.
10
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.
11
Sights: Dead magic zone (similar to antimagic field).
12
Sights: A bard.
13
Sights: Barrow mound.
14
Sights: An evil race (drow, monster, etc) is being executed.
15
Sights: For a few hundred feet, wherever the characters step, flowers bloom and emit soft light.
16
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.
17
Sights: Great stone wall in ruins.
18
Sights: An inn that has been carefully constructed to appear as if it was turned upside-down.
19
Sights: A monastery with audible chanting coming from within (The monks and nuns are cultists).
20
Sights: A small woodland shrine dedicated to a mysterious cult
21
Sights: A half erected statue of an old folk hero. Either under construction or half crumbled.
22
Sights: A grove of Magic Mushrooms (Tasha's pg. 166).
23
Sights: A 120ft diameter crater. Now filled with water and inhabited by pond creatures.
24
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.
25
Sights: A minor noble with servants seeks a wedding gift. Spots something valuable on PCs and wants to buy it.
26
Sights: Ancient tree containing a trapped spirit.
27
Sights: Canyon containing a dragons' graveyard.
28
Sights: On the side of a rocky cliff are a well carved trio of protruding faces all looking the same direction.
29
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.
30
Sights: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before.
31
Sights: Mutated animals are spotted feasting on a corpse.
32
Sights: A druid searching for herbs, mushrooms, or seeds found only in this region.
33
Sights: Giant statues carved out of a mountainside or cliff.
34
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.
35
Sights: A small waterfall that appears to reverse direction on every night with a bright full moon, running up instead of down.
36
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.
37
Sights: Permanent portal to another plane of existence.
38
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.
39
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.
40
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.
41
Sights: A funerary procession carrying a large coffin.
42
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.
43
Sights: A religious procession.
44
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.
45
Sights: A small woodland shrine dedicated to a mysterious cult
46
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.
47
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.
48
Sights: There is a patch of trees here with a non-stop turbulent wind rustling the leaves and branches violently. The leaves’ edges appear to be razor sharp.
49
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.
50
Sights: A friendly arcanaloth using alter self spells to assume Humanoid form as it searches for one of the Books of Keeping.
51
Sights: An abandoned graveyard (there's minor treasure in a crypt, guarded by undead).
52
Sights: A Mimic Colony (Tasha's pg. 167).
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 blood moon rises, all PCs lose Inspiration.
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: Totem pole.
57
Sights: Dead magic zone (similar to antimagic field).
58
Sights: Intact circle of standing stones.
59
Sights: Boulder carved with talking faces.
60
Sights: Wishing well.
61
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.
62
Sights: A Haunted locale (Tasha's pg. 154).
63
Sights: A small waterfall that appears to reverse direction on every night with a bright full moon, running up instead of down.
64
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.
65
Sights: A blind alchemist (or witch) living in some crumbling ruins.
66
Sights: River ferry guided by a skeletal captain.
67
Sights: A place with Unraveling Magic (Tasha's pg. 161).
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: Intact obelisk etched with a warning, historical lore, dedication, or religious iconography.
70
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.
71
Sights: A traveling merchant selling standard equipment at 10% over book price.
72
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.
73
Sights: A blood moon rises, all PCs lose Inspiration.
74
Sights: Floating earth mote with a mage tower on it.
75
Sights: An area touched by the Far Realm (Tasha's pg. 152).
76
Sights: Strong gravity. Jump distance and carrying capacity are halved, and fall damage is doubled.
77
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.
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