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1
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.
2
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.
3
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.
4
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.
5
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.
6
Sights: Intact statue of a person or deity.
7
Sights: Giant crystal shard protruding from the ground.
8
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.
9
Sights: A talking dog has decided to follow the party and wants to make them happy.
10
Sights: Permanent portal to another plane of existence.
11
Sights: A ranger patrol, with a cheerful leader, is heard laughing from down the path. The man, tall and burly loves jokes and will reward any player that can make him laugh until he cries. However he hates puns as he thinks they are a cheap form of laughter.
12
Sights: An old tree with a wizened face carved into the trunk
13
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.
14
Sights: A 15ft tall stone hand stretches from the ground, reaching for the sky.
15
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.
16
Sights: On the side of a rocky cliff are a well carved trio of protruding faces all looking the same direction.
17
Sights: An ornate, but empty, chest of silver and pearl sitting by the road. It will not move by any means.
18
Sights: Ruined or toppled statue of a person or deity.
19
Sights: Battlefield where lingering fog occasionally assumes humanoid forms.
20
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.
21
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.
22
Sights: Totem pole.
23
Sights: A Mirror Zone (Tasha's pg. 158).
24
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.
25
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.
26
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.
27
Sights: A friendly arcanaloth using alter self spells to assume Humanoid form as it searches for one of the Books of Keeping.
28
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.
29
Sights: A hunter (scout) who was lured here by their prey.
30
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.
31
Sights: A ranger (scout) searching for a missing companion, lover, or long-lost ancestor.
32
Sights: While camping, a bandit tries to steal a random item from the packs of sleeping PCs.
33
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.
34
Sights: A funerary procession carrying a large coffin.
35
Sights: A ranger (scout) searching for a missing companion, lover, or long-lost ancestor.
36
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.
37
Sights: An enormous high relief of six dwarven warriors cut from a cliff pointing the way along, commemorating their epic journey.
38
Sights: A Mimic Colony (Tasha's pg. 167).
39
Sights: Battlefield where lingering fog occasionally assumes humanoid forms.
40
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.
41
Sights: A half erected statue of an old folk hero. Either under construction or half crumbled.
42
Sights: A Magical Phenomena (Tasha's pg. 163).
43
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.
44
Sights: An Awakened Shrub with a whimsical accent demands to know why this group of ruffians is making so much racket.
45
Sights: Battlefield where lingering fog occasionally assumes humanoid forms.
46
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.
47
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.
48
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.
49
Sights: An inn that has been carefully constructed to appear as if it was turned upside-down.
50
Sights: There’s a strange dune of sand in the middle of this grassy field, covered in scorpions.
51
Sights: Ruined or toppled circle of standing stones.
52
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.
53
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.
54
Sights: An area of Blessed Radiance. The effects of a
hallow spell (save DC 17), with one of its extra effects (DM's choice), settle over the region for 24 hours.
55
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.
56
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.
57
Sights: Barrow mound.
58
Sights: A hunter (scout) who was lured here by their prey.
59
Sights: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before.
60
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.
61
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.
62
Sights: A blind alchemist (or witch) living in some crumbling ruins.
63
Sights: A hunting party.
64
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.
65
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.
66
Sights: Canyon containing a dragons' graveyard.
67
Sights: A 15ft tall stone hand stretches from the ground, reaching for the sky.
68
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.
69
Sights: A roadside corpse.
70
Sights: A hunter (scout) who was lured here by their prey.
71
Sights: 3 web cocoons hanging from the branches, holding withered carcasses
72
Sights: d6 rations spoil.
73
Sights: An area of Blessed Radiance. The effects of a
hallow spell (save DC 17), with one of its extra effects (DM's choice), settle over the region for 24 hours.
74
Sights: Ruined or toppled obelisk.
75
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.
76
Sights: A gigantic stone carving of a toad’s head, crumbling, half-buried, and covered in moss.
77
Sights: A cliff that has been entirely covered in paint from hundreds of people.
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