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1
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.
2
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.
3
Sights: Ruined or toppled obelisk.
4
Sights: Field of petrified soldiers or other creatures.
5
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.
6
Sights: A minor noble with servants seeks a wedding gift. Spots something valuable on PCs and wants to buy it.
7
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.
8
Sights: A grove of Magic Mushrooms (Tasha's pg. 166).
9
Sights: A gigantic stone carving of a toad’s head, crumbling, half-buried, and covered in moss.
10
Sights: Canyon containing a dragons' graveyard.
11
Sights: A band of blind cultists go by, quietly chanting eerie hymns.
12
Sights: On the side of a rocky cliff are a well carved trio of protruding faces all looking the same direction.
13
Sights: A large tree in the forest that bends and splits in such a way that the bottom looks like a foot, with toes.
14
Sights: A seemingly normal well on the top of a hill. Anything that is placed into it is immediately tossed out of it.
15
Sights: Ruined or toppled circle of standing stones.
16
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.
17
Sights: A small woodland shrine dedicated to a mysterious cult
18
Sights: A Mirror Zone (Tasha's pg. 158).
19
Sights: A gigantic stone carving of a toad’s head, crumbling, half-buried, and covered in moss.
20
Sights: An inn that has been carefully constructed to appear as if it was turned upside-down.
21
Sights: A large gray solid stone table with ancient carvings on the sides. Upon its surface are newly lit candles and a banquet of food that seems to be warm, fresh, and untouched by its surroundings. If one where to eat or take anything from the table, the next day it would be completely restocked and replenished.
22
Sights: 3 travellers (infected by a brain parasite).
23
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.
24
Sights: Mutated animals are spotted feasting on a corpse.
25
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.
26
Sights: A farmer returning from town with his three daughters is seen on the side of the road huddled beneath their damaged cart. The family has been attacked by a swarm of stirges as the evidenced by the presence of a stirge, bludgeoned with a shovel. The family asks the party to escort them the remainder of the way home. Their home is an hours walk out of the way for the party and an hour is needed to fix the cart.
27
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.
28
Sights: A band of blind cultists go by, quietly chanting eerie hymns.
29
Sights: Sealed burial mound or pyramid.
30
Sights: Battlefield where lingering fog occasionally assumes humanoid forms.
31
Sights: A worn smooth but still recognizable ancient statue of a goddess of death. At her feet sets a black stone bowl filled with fresh rose petals. If you were to kneel down at the bowl and look up at her, you would see her eyes stare unwaveringly into yours.
32
Sights: 1 web cocoons hanging from the branches, holding withered carcasses
33
Sights: Dead magic zone (similar to antimagic field).
34
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.
35
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.
36
Sights: An ornate, but empty, chest of silver and pearl sitting by the road. It will not move by any means.
37
Sights: A local bard offers a gold to whoever can make his bodyguard laugh.
38
Sights: Battlefield where lingering fog occasionally assumes humanoid forms.
39
Sights: On the side of a rocky cliff are a well carved trio of protruding faces all looking the same direction.
40
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.
41
Sights: River ferry guided by a skeletal captain.
42
Sights: Battlefield where lingering fog occasionally assumes humanoid forms.
43
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.
44
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.
45
Sights: A band of blind cultists go by, quietly chanting eerie hymns.
46
Sights: A large tree in the forest that bends and splits in such a way that the bottom looks like a foot, with toes.
47
Sights: A grove of Primal Fruit (Tasha's pg. 168).
48
Sights: A lost, weeping child. If the characters take the child home, the parents reward them with 3 potions of healing.
49
Sights: Forest of petrified or awakened trees.
50
Sights: A band of blind cultists go by, quietly chanting eerie hymns.
51
Sights: A Mirror Zone (Tasha's pg. 158).
52
Sights: Ruined or toppled statue of a person or deity.
53
Sights: Two sequoia trees whose bases are over a hundred feet apart have grown together and connect about 160 to 180 feet off the ground. The branches and leaves of these giant trees create a pleasantly shaded area below which is often used by the local populace as sites of wedding ceremonies.
54
Sights: Ruined or toppled obelisk.
55
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.
56
Sights: Giant statues carved out of a mountainside or cliff.
57
Sights: An Awakened Shrub with a whimsical accent demands to know why this group of ruffians is making so much racket.
58
Sights: a druid harvesting mistletoe
59
Sights: Young lovers have sought refuge to meet, their families do not approve.
60
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.
61
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.
62
Sights: A blood moon rises, all PCs lose Inspiration.
63
Sights: A stone well with arcane runes, the water gives the effect of changing gender.
64
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.
65
Sights: A wizard.
66
Sights: Intact circle of standing stones.
67
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.
68
Sights: A farmer returning from town with his three daughters is seen on the side of the road huddled beneath their damaged cart. The family has been attacked by a swarm of stirges as the evidenced by the presence of a stirge, bludgeoned with a shovel. The family asks the party to escort them the remainder of the way home. Their home is an hours walk out of the way for the party and an hour is needed to fix the cart.
69
Sights: Weak gravity. Jump distance and carrying capacity are doubled, walking speed increases by 10ft, and fall damage is halved.
70
Sights: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before.
71
Sights: In a valley, there are 8-10 adult dragon skeletons, half-buried.
72
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.
73
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.
74
Sights: A traveling merchant selling standard equipment at 10% over book price.
75
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.
76
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.
77
Sights: A band of blind cultists go by, quietly chanting eerie hymns.
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