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1
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.
2
Sights: A cloud of fireflies (at night) or butterflies (by day) rises from the ground and performs a beautiful dance in front of the players before the wind picks up and disperses them.
3
Sights: Permanent portal to another plane of existence.
4
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.
5
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.
6
Sights: Peals of silvery laughter that echo from a distance
7
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.
8
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.
9
Sights: A traveling merchant selling standard equipment at 10% over book price.
10
Sights: A 120ft diameter crater. Now filled with water and inhabited by pond creatures.
11
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.
12
Sights: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before.
13
Sights: Ruins such as a crumbling tower, ancient temple, razed city, crumbling wall, sagging stone windmill, jumble of standing stones, etc.
14
Sights: An ornate, but empty, chest of silver and pearl sitting by the road. It will not move by any means.
15
Sights: A funerary procession carrying a large coffin.
16
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.
17
Sights: A lost, weeping child. If the characters take the child home, the parents reward them with 3 potions of healing.
18
Sights: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before.
19
Sights: An enormous stone of a singular soft yellow color. It is hot to the touch but by day it is warm and comfortable simply standing near it. By night however the stone begins to glow brightly, illuminating its surroundings in radiant golden light. Large chips of the same stone can be found in the foliage growing around it. With similar glowing properties.
20
Sights: A druid searching for herbs, mushrooms, or seeds found only in this region.
21
Sights: For a few hundred feet, wherever the characters step, flowers bloom and emit soft light.
22
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.
23
Sights: An enormous stone of a singular soft yellow color. It is hot to the touch but by day it is warm and comfortable simply standing near it. By night however the stone begins to glow brightly, illuminating its surroundings in radiant golden light. Large chips of the same stone can be found in the foliage growing around it. With similar glowing properties.
24
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.
25
Sights: A cloud of fireflies (at night) or butterflies (by day) rises from the ground and performs a beautiful dance in front of the players before the wind picks up and disperses them.
26
Sights: There’s a strange dune of sand in the middle of this grassy field, covered in scorpions.
27
Sights: While camping, a bandit tries to steal a random item from the packs of sleeping PCs.
28
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.
29
Sights: A grove of Magic Mushrooms (Tasha's pg. 166).
30
Sights: Wild magic zone (cause Wild Magic Surge whenever a spell is cast).
31
Sights: A small woodland shrine dedicated to a mysterious cult
32
Sights: A blood moon rises, all PCs lose Inspiration.
33
Sights: Once a portal to the abyss, sealed by heroes long ago, now just a crumbling arch with an unsettling aura.
34
Sights: A band of blind cultists go by, quietly chanting eerie hymns.
35
Sights: In a valley, there are 8-10 adult dragon skeletons, half-buried.
36
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.
37
Sights: A 50-foot-tall stone statue of an elf warrior with hand raised, palm out, as if to forbid travelers from coming this way
38
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.
39
Sights: A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool.
40
Sights: An evil race (drow, monster, etc) is being executed.
41
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.
42
Sights: A large stone head protruding from the surface of a glacier. It is the head of an earth elemental and if you get his attention, he is friendly. If asked what he is doing their he replies ”swimming in the river”, given he exists at a geological place the slow flow of the glacier is like a river to him.
43
Sights: An inn that has been carefully constructed to appear as if it was turned upside-down.
44
Sights: Ruined or toppled statue of a person or deity.
45
Sights: A cloud of fireflies (at night) or butterflies (by day) rises from the ground and performs a beautiful dance in front of the players before the wind picks up and disperses them.
46
Sights: A grove of Magic Mushrooms (Tasha's pg. 166).
47
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.
48
Sights: Great stone wall in ruins.
49
Sights: A mounted patrol.
50
Sights: Ramparts, high hills, and trenches filled with water that stretch for mile marking the location an ancient battlefield. It has grown over.
51
Sights: On the side of a rocky cliff are a well carved trio of protruding faces all looking the same direction.
52
Sights: 5 travellers (infected by a brain parasite).
53
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.
54
Sights: Permanent portal to another plane of existence.
55
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.
56
Sights: Ruined or toppled obelisk.
57
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.
58
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.
59
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.
60
Sights: A hunter (scout) who was lured here by their prey.
61
Sights: An armoured horse with no rider emerges at a gallop.
62
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.
63
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.
64
Sights: Young lovers have sought refuge to meet, their families do not approve.
65
Sights: Boulder carved with talking faces.
66
Sights: A grove of Magic Mushrooms (Tasha's pg. 166).
67
Sights: Local constable and his posse, with a suspicious outlook of strangers. He explains that there has been a series of murders in the area over the last month and demands to know the party’s business in these parts. He encourages that the party keep their business above board.
68
Sights: A person looks to be threatened by a skeleton, but on closer inspection the skeleton is assisting them.
69
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.
70
Sights: There’s a strange dune of sand in the middle of this grassy field, covered in scorpions.
71
Sights: Giant crystal shard protruding from the ground.
72
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.
73
Sights: A cliff that has been entirely covered in paint from hundreds of people.
74
Sights: Young lovers have sought refuge to meet, their families do not approve.
75
Sights: All creatures are two size categorizes larger (medium to huge). Creature speed, reach, and range are tripled.
76
Sights: A stream of cool, clean water flowing between the trees
77
Sights: Ruins such as a crumbling tower, ancient temple, razed city, crumbling wall, sagging stone windmill, jumble of standing stones, etc.
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