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1
Sights: Field of petrified soldiers or other creatures.
2
Sights: A funerary procession carrying a large coffin.
3
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.
4
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.
5
Sights: 4 merchants with their donkey (they're bandits that may attack weak-looking PCs).
6
Sights: An enormous high relief of six dwarven warriors cut from a cliff pointing the way along, commemorating their epic journey.
7
Sights: All creatures are two size categorizes larger (medium to huge). Creature speed, reach, and range are tripled.
8
Sights: A minor noble with servants seeks a wedding gift. Spots something valuable on PCs and wants to buy it.
9
Sights: A cliff that has been entirely covered in paint from hundreds of people.
10
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.
11
Sights: An inn that has been carefully constructed to appear as if it was turned upside-down.
12
Sights: A small waterfall that appears to reverse direction on every night with a bright full moon, running up instead of down.
13
Sights: A large, circular pool off of a main river which is geothermally heated.
14
Sights: All creatures are two size categorizes larger (medium to huge). Creature speed, reach, and range are tripled.
15
Sights: Dead magic zone (similar to antimagic field).
16
Sights: For a few hundred feet, wherever the characters step, flowers bloom and emit soft light.
17
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.
18
Sights: A buzzard alights atop a stone or statue nearby and makes disgusting noises at the party, drops a half-eaten zombie part, then flies away. The body-part has a tattoo or a piece of jewelry (worth 100gp or less) or something relating to the plot.
19
Sights: Ramparts, high hills, and trenches filled with water that stretch for mile marking the location an ancient battlefield. It has grown over.
20
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.
21
Sights: A religious procession.
22
Sights: a druid harvesting mistletoe
23
Sights: A cave with a chest that says, ‘if you take something, leave something.’ It’s unlocked and has several trinkets inside.
24
Sights: Great stone wall, intact, with tower fortifications spaced at one-mile intervals.
25
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.
26
Sights: An old stone archway of obvious elven design. Any character who passes under it makes Wisdom (Perception) checks with advantage for 1 hour.
27
Sights: Three stone pillars at the top of a hill, each engraved with a different rune of no known language. The pillars appear to change positions, but how this is done is unknown.
28
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.
29
Sights: 4 merchants with their donkey (they're bandits that may attack weak-looking PCs).
30
Sights: A large swath of woods where all the trees in a massive circle have been bent at a 90-degree angle towards the center but continue to grow that way. There is nothing (currently) anomalous at the center, but a powerful coven of druids hold it as one of their holiest places and guards it closely.
31
Sights: River ferry guided by a skeletal captain.
32
Sights: An old tree with a wizened face carved into the trunk
33
Sights: Great stone arch.
34
Sights: Ruined or toppled circle of standing stones.
35
Sights: A large swath of woods where all the trees in a massive circle have been bent at a 90-degree angle towards the center but continue to grow that way. There is nothing (currently) anomalous at the center, but a powerful coven of druids hold it as one of their holiest places and guards it closely.
36
Sights: A druid searching for herbs, mushrooms, or seeds found only in this region.
37
Sights: Razorvine. AC 11, HP 25, immunity to bludgeon, pierce, psychic. On contact, DC 10 Dex save or take 1d10 slashing damage.
38
Sights: A Shadowfell crossing (DMG pg. 51).
39
Sights: A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool.
40
Sights: An Infested location (Tasha's pg. 156).
41
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.
42
Sights: Peals of silvery laughter that echo from a distance
43
Sights: Crystal cave that mystically answers questions.
44
Sights: A cave with hidden treasure.
45
Sights: A religious procession.
46
Sights: A fleet of airships fights a dragon.
47
Sights: Battlefield where lingering fog occasionally assumes humanoid forms.
48
Sights: In a valley, there are 8-10 adult dragon skeletons, half-buried.
49
Sights: Mutated animals are spotted feasting on a corpse.
50
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.
51
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.
52
Sights: A band of blind cultists go by, quietly chanting eerie hymns.
53
Sights: An entrance to the Underdark.
54
Sights: Weak gravity. Jump distance and carrying capacity are doubled, walking speed increases by 10ft, and fall damage is halved.
55
Sights: A roadside corpse.
56
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.
57
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.
58
Sights: A fleet of airships fights a dragon.
59
Sights: A clear pool of water with 3 sleeping animals lying around its edge
60
Sights: A cave with a chest that says, ‘if you take something, leave something.’ It’s unlocked and has several trinkets inside.
61
Sights: A blood moon rises, all PCs lose Inspiration.
62
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.
63
Sights: A blind alchemist (or witch) living in some crumbling ruins.
64
Sights: An enormous high relief of six dwarven warriors cut from a cliff pointing the way along, commemorating their epic journey.
65
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.
66
Sights: A cave with a chest that says, ‘if you take something, leave something.’ It’s unlocked and has several trinkets inside.
67
Sights: A gigantic stone carving of a toad’s head, crumbling, half-buried, and covered in moss.
68
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.
69
Sights: Battlefield where lingering fog occasionally assumes humanoid forms.
70
Sights: 4 merchants with their donkey (they're bandits that may attack weak-looking PCs).
71
Sights: Ruined or toppled circle of standing stones.
72
Sights: 4 merchants with their donkey (they're bandits that may attack weak-looking PCs).
73
Sights: Once a portal to the abyss, sealed by heroes long ago, now just a crumbling arch with an unsettling aura.
74
Sights: 4 merchants with their donkey (they're bandits that may attack weak-looking PCs).
75
Sights: Barrow mound.
76
Sights: A large tree in the forest that bends and splits in such a way that the bottom looks like a foot, with toes.
77
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.
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