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1
Sights: Dead magic zone (similar to antimagic field).
2
Sights: Field of petrified soldiers or other creatures.
3
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.
4
Sights: Ancient tree containing a trapped spirit.
5
Sights: Great stone wall, intact, with tower fortifications spaced at one-mile intervals.
6
Sights: A grassy hill of noticeable height rises from the otherwise flat plains. On the hill are several lines of cobblestone that do not grow grass and have no discernible pattern from the surface. If flying, however, you see the cobblestone lines form the shape of a bird, along with some arcane symbols. If you happen to look up during the spring or fall, you’ll see migratory birds alter their course to fly over this hill.
7
Sights: Field of petrified soldiers or other creatures.
8
Sights: In a valley, there are 8-10 adult dragon skeletons, half-buried.
9
Sights: An Awakened Shrub with a whimsical accent demands to know why this group of ruffians is making so much racket.
10
Sights: An old weathered statue of a god with beautiful gems inlaid and surrounded with wicker basket offerings of gold, flowers, food, and trinkets. Stealing from the statue result in a curse (permanent level of exhaustion) from the deity until either greater restoration is cast on the thief or they repent and make an offering of twice the amount stolen. Award inspiration for respectful offerings or prayers given to the statue.
11
Sights: A large disc shaped stone at the base of a long dormant volcano. Visitors toss a copper at it for good luck. There are a couple hundred copper around it. It is considered extraordinarily bad luck to take the coppers.
12
Sights: On the side of a rocky cliff are a well carved trio of protruding faces all looking the same direction.
13
Sights: Strong gravity. Jump distance and carrying capacity are halved, and fall damage is doubled.
14
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.
15
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.
16
Sights: Dead magic zone (similar to antimagic field).
17
Sights: A hunter (scout) who was lured here by their prey.
18
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.
19
Sights: A lost, weeping child. If the characters take the child home, the parents reward them with 3 potions of healing.
20
Sights: A druid searching for herbs, mushrooms, or seeds found only in this region.
21
Sights: a druid harvesting mistletoe
22
Sights: Peals of silvery laughter that echo from a distance
23
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.
24
Sights: Great stone wall, intact, with tower fortifications spaced at one-mile intervals.
25
Sights: There’s a strange dune of sand in the middle of this grassy field, covered in scorpions.
26
Sights: Razorvine. AC 11, HP 25, immunity to bludgeon, pierce, psychic. On contact, DC 10 Dex save or take 1d10 slashing damage.
27
Sights: A Shadowfell crossing (DMG pg. 51).
28
Sights: Mutated animals are spotted feasting on a corpse.
29
Sights: A half erected statue of an old folk hero. Either under construction or half crumbled.
30
Sights: An entrance to the Underdark.
31
Sights: A cave with a chest that says, ‘if you take something, leave something.’ It’s unlocked and has several trinkets inside.
32
Sights: 7 travellers (infected by a brain parasite).
33
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.
34
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.
35
Sights: A bridgekeeper who demands the party's best jokes to cross.
36
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.
37
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.
38
Sights: Intact statue of a person or deity.
39
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.
40
Sights: Dead magic zone (similar to antimagic field).
41
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.
42
Sights: A cliff that has been entirely covered in paint from hundreds of people.
43
Sights: Intact circle of standing stones.
44
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.
45
Sights: A Magical Phenomena (Tasha's pg. 163).
46
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.
47
Sights: A lost, weeping child. If the characters take the child home, the parents reward them with 3 potions of healing.
48
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.
49
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.
50
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.
51
Sights: A Mirror Zone (Tasha's pg. 158).
52
Sights: A cairn set atop a low hill
53
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.
54
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.
55
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.
56
Sights: A cliff that has been entirely covered in paint from hundreds of people.
57
Sights: A large tree in the forest that bends and splits in such a way that the bottom looks like a foot, with toes.
58
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.
59
Sights: Great stone wall in ruins.
60
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.
61
Sights: Intact obelisk etched with a warning, historical lore, dedication, or religious iconography.
62
Sights: A bridgekeeper who demands the party's best jokes to cross.
63
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.
64
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.
65
Sights: An old stone archway of obvious elven design. Any character who passes under it makes Wisdom (Perception) checks with advantage for 1 hour.
66
Sights: A grassy hill of noticeable height rises from the otherwise flat plains. On the hill are several lines of cobblestone that do not grow grass and have no discernible pattern from the surface. If flying, however, you see the cobblestone lines form the shape of a bird, along with some arcane symbols. If you happen to look up during the spring or fall, you’ll see migratory birds alter their course to fly over this hill.
67
Sights: A band of blind cultists go by, quietly chanting eerie hymns.
68
Sights: Intact circle of standing stones.
69
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.
70
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.
71
Sights: An armoured horse with no rider emerges at a gallop.
72
Sights: A seemingly normal well on the top of a hill. Anything that is placed into it is immediately tossed out of it.
73
Sights: A place with Unraveling Magic (Tasha's pg. 161).
74
Sights: A gigantic stone carving of a toad’s head, crumbling, half-buried, and covered in moss.
75
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.
76
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.
77
Sights: Weak gravity. Jump distance and carrying capacity are doubled, walking speed increases by 10ft, and fall damage is halved.
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