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1
Sights: Dead magic zone (similar to antimagic field).
2
Sights: While camping, a bandit tries to steal a random item from the packs of sleeping PCs.
3
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.
4
Sights: A half-collapsed stone tower with curious triangular architecture. The bones of a lonely watchman sitting in a chair lie atop it. The watchman wears a helmet shaped like a triangular pyramid. Several towers of this type can be found around the same area.
5
Sights: A lost, weeping child. If the characters take the child home, the parents reward them with 3 potions of healing.
6
Sights: Field of petrified soldiers or other creatures.
7
Sights: A 15ft tall stone hand stretches from the ground, reaching for the sky.
8
Sights: Great stone wall, intact, with tower fortifications spaced at one-mile intervals.
9
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.
10
Sights: A large, circular pool off of a main river which is geothermally heated.
11
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.
12
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.
13
Sights: A grove of Primal Fruit (Tasha's pg. 168).
14
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.
15
Sights: An abandoned graveyard (there's minor treasure in a crypt, guarded by undead).
16
Sights: A seemingly normal well on the top of a hill. Anything that is placed into it is immediately tossed out of it.
17
Sights: Wishing well.
18
Sights: An armoured horse with no rider emerges at a gallop.
19
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.
20
Sights: Boulder carved with talking faces.
21
Sights: A cliff that has been entirely covered in paint from hundreds of people.
22
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.
23
Sights: An area of strong Psychic Resonance (Tasha's pg. 160).
24
Sights: An abandoned graveyard (there's minor treasure in a crypt, guarded by undead).
25
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.
26
Sights: Mutated animals are spotted feasting on a corpse.
27
Sights: A stream of cool, clean water flowing between the trees
28
Sights: An old tree with a wizened face carved into the trunk
29
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.
30
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.
31
Sights: A small shack almost hidden by the deep forest. The interior is empty aside from a large cast-iron oven.
32
Sights: Ramparts, high hills, and trenches filled with water that stretch for mile marking the location an ancient battlefield. It has grown over.
33
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.
34
Sights: Razorvine. AC 11, HP 25, immunity to bludgeon, pierce, psychic. On contact, DC 10 Dex save or take 1d10 slashing damage.
35
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.
36
Sights: A gigantic stone carving of a toad’s head, crumbling, half-buried, and covered in moss.
37
Sights: An enormous high relief of six dwarven warriors cut from a cliff pointing the way along, commemorating their epic journey.
38
Sights: Ruined or toppled obelisk.
39
Sights: A large, circular pool off of a main river which is geothermally heated.
40
Sights: Intact circle of standing stones.
41
Sights: An area of strong Psychic Resonance (Tasha's pg. 160).
42
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.
43
Sights: A grove of Primal Fruit (Tasha's pg. 168).
44
Sights: Totem pole.
45
Sights: A grove of Magic Mushrooms (Tasha's pg. 166).
46
Sights: A fleet of airships fights a dragon.
47
Sights: An Enchanted Spring (Tasha's pg. 165).
48
Sights: Barrow mound.
49
Sights: A band of blind cultists go by, quietly chanting eerie hymns.
50
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.
51
Sights: In the middle of a grassy field stands an 8ft slim cone made of iron bars, in the middle of the structure lies a sun-bleached skeleton bound in iron shackles.
52
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.
53
Sights: In a valley, there are 8-10 adult dragon skeletons, half-buried.
54
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.
55
Sights: Field of petrified soldiers or other creatures.
56
Sights: Permanent portal to another plane of existence.
57
Sights: Wishing well.
58
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.
59
Sights: Young lovers have sought refuge to meet, their families do not approve.
60
Sights: A Shadowfell crossing (DMG pg. 51).
61
Sights: A large, circular pool off of a main river which is geothermally heated.
62
Sights: Totem pole.
63
Sights: Rats crawl from a trash-heap in an alleyway and drag forth something shiny. It turns out to be... some shiny trash! (After rolling for initiative and an investigation check, it uncovers a bit more.. and a bit more.. and...) (10% chance of necklace or costume jewelry worth 10-100gp, 10% chance of 1 gold piece, 10% chance of 1 silver piece, 10% chance of 10 copper pieces; 10% chance of trash-borers or some sort of malevolent minor monster encounter, CR minus 2). In the process of rummaging thru the trash a hook towards the current plot or adventure, or a message or sign about the urgency of their current mission falls in their lap to get them back on track again.
64
Sights: A large tree in the forest that bends and splits in such a way that the bottom looks like a foot, with toes.
65
Sights: A blood moon rises, all PCs lose Inspiration.
66
Sights: A Magical Phenomena (Tasha's pg. 163).
67
Sights: Young lovers have sought refuge to meet, their families do not approve.
68
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.
69
Sights: Your players pass a soothsayer and see an Omen. He offers reward for everyone who gives a second opinion.
70
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.
71
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.
72
Sights: A Feywild crossing (DMG pg. 50).
73
Sights: Dashed upon the rocks are the remains of a large merchant ship. Weathered and ancient, the skeletons of the crew still scattered around though most everything of value has long since been looted.
74
Sights: A stone well with the symbol of a deity, the water gives the effect of False Life.
75
Sights: A cairn set atop a low hill
76
Sights: Battlefield where lingering fog occasionally assumes humanoid forms.
77
Sights: A large tree in the forest that bends and splits in such a way that the bottom looks like a foot, with toes.
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