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1
Sights: Royal customs agents have set up a checkpoint to search travellers for fruit from a neighbouring kingdom, following reports that some shipments have been infested with the eggs of dangerous species of exotic spider.
2
Sights: A well by the side of the road that is a base in a local hafling tradition that if one where to lose a tooth, that it is to be tossed in the well with a tip of the hat. When doing so, good fortune is sure to come. Characters that throw in teeth later find small amounts of wet coins in various locations on their person. Characters that throw rubbish, or are otherwise disrespectful of the well, find their respective objects on their person once more soaking wet and covered in bite marks.
3
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.
4
Sights: Intact circle of standing stones.
5
Sights: An area of strong Psychic Resonance (Tasha's pg. 160).
6
Sights: A band of blind cultists go by, quietly chanting eerie hymns.
7
Sights: An Awakened Shrub with a whimsical accent demands to know why this group of ruffians is making so much racket.
8
Sights: An incredibly detailed, broken bust of a young wood elf, bearing a red crown. Its nose and left ear are missing and where its left eye should be, the socket is destroyed, and a monstrously decomposed snake eye can be found. The base has a bronze plaque which reads (in broken Celestial): ‘The only one truly meant to rule’, followed by a name which seems scratched out.
9
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.
10
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.
11
Sights: An Awakened Shrub with a whimsical accent demands to know why this group of ruffians is making so much racket.
12
Sights: An ornate, but empty, chest of silver and pearl sitting by the road. It will not move by any means.
13
Sights: Field of petrified soldiers or other creatures.
14
Sights: An armoured horse with no rider emerges at a gallop.
15
Sights: A fleet of airships fights a dragon.
16
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.
17
Sights: Once a portal to the abyss, sealed by heroes long ago, now just a crumbling arch with an unsettling aura.
18
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.
19
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.
20
Sights: Intact statue of a person or deity.
21
Sights: A Shadowfell crossing (DMG pg. 51).
22
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.
23
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.
24
Sights: A monastery with audible chanting coming from within (The monks and nuns are cultists).
25
Sights: Battlefield where lingering fog occasionally assumes humanoid forms.
26
Sights: A funerary procession carrying a large coffin.
27
Sights: A person looks to be threatened by a skeleton, but on closer inspection the skeleton is assisting them.
28
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.
29
Sights: For a few hundred feet, wherever the characters step, flowers bloom and emit soft light.
30
Sights: Royal customs agents have set up a checkpoint to search travellers for fruit from a neighbouring kingdom, following reports that some shipments have been infested with the eggs of dangerous species of exotic spider.
31
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.
32
Sights: A small woodland shrine dedicated to a mysterious cult
33
Sights: An enormous high relief of six dwarven warriors cut from a cliff pointing the way along, commemorating their epic journey.
34
Sights: A clear pool of water with 1 sleeping animals lying around its edge
35
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.
36
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.
37
Sights: A person looks to be threatened by a skeleton, but on closer inspection the skeleton is assisting them.
38
Sights: Great stone arch.
39
Sights: Intact statue of a person or deity.
40
Sights: 5 travellers (infected by a brain parasite).
41
Sights: A place with Unraveling Magic (Tasha's pg. 161).
42
Sights: A local bard offers a gold to whoever can make his bodyguard laugh.
43
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.
44
Sights: A ranger (scout) searching for a missing companion, lover, or long-lost ancestor.
45
Sights: 5 travellers (infected by a brain parasite).
46
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.
47
Sights: A minor noble with servants seeks a wedding gift. Spots something valuable on PCs and wants to buy it.
48
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.
49
Sights: A grove of Primal Fruit (Tasha's pg. 168).
50
Sights: An area of Blessed Radiance. One character in the region gains the ability to use the Divine Intervention cleric feature, which succeeds automatically. The character can use the feature granted in this way only once and must use it within 7 days.
51
Sights: An old stone archway of obvious elven design. Any character who passes under it makes Wisdom (Perception) checks with advantage for 1 hour.
52
Sights: A blind alchemist (or witch) living in some crumbling ruins.
53
Sights: Permanent portal to another plane of existence.
54
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.
55
Sights: An abandoned graveyard (there's minor treasure in a crypt, guarded by undead).
56
Sights: Barrow mound.
57
Sights: A Shadowfell crossing (DMG pg. 51).
58
Sights: A Feywild crossing (DMG pg. 50).
59
Sights: An enormous statue of a rooster, made from a strange metal, finely detailed and colored. It is hollow, and when the first ray of sunrise strikes it, a great, sad-sounding crow arises from it. Legend says that it commemorates a great battle in the distant past.
60
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.
61
Sights: Haunted hill.
62
Sights: Barrow mound.
63
Sights: A Mimic Colony (Tasha's pg. 167).
64
Sights: A secluded hot spring, with the initials of many young lovers carved into nearby rocks. Discarded and forgotten undergarments can be found on tree branches in the area.
65
Sights: A 120ft diameter crater. Now filled with water and inhabited by pond creatures.
66
Sights: A 120ft diameter crater. Now filled with water and inhabited by pond creatures.
67
Sights: An armoured horse with no rider emerges at a gallop.
68
Sights: A 120ft diameter crater. Now filled with water and inhabited by pond creatures.
69
Sights: Your players pass a soothsayer and see an Omen. He offers reward for everyone who gives a second opinion.
70
Sights: A seemingly normal well on the top of a hill. Anything that is placed into it is immediately tossed out of it.
71
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.
72
Sights: It’s an oak tree with the word hope carved into it in large letters. No one knows who did it or why, but it’s turned into a useful landmark for the local village.
73
Sights: A cairn set atop a low hill
74
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.
75
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.
76
Sights: Field of petrified soldiers or other creatures.
77
Sights: A ranger (scout) searching for a missing companion, lover, or long-lost ancestor.
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