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1
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.
2
Sights: A minor noble with servants seeks a wedding gift. Spots something valuable on PCs and wants to buy it.
3
Sights: A gigantic stone carving of a toad’s head, crumbling, half-buried, and covered in moss.
4
Sights: Wild magic zone (cause Wild Magic Surge whenever a spell is cast).
5
Sights: In a valley, there are 8-10 adult dragon skeletons, half-buried.
6
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.
7
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.
8
Sights: A talking dog has decided to follow the party and wants to make them happy.
9
Sights: Farmers on their way to the market.
10
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.
11
Sights: A collection of several dozen poles each with a dozen or more signs mounted to them pointing towards various distant lands, nearby businesses, and bizarre joke locations. It started with travelers who erected a signpost pointing to their distant homelands which other travelers added to. Eventually it got out of hand.
12
Sights: A half-collapsed stone tower with curious triangular architecture. The bones of a lonely watchman sitting in a chair lie atop it. The watchman wears a helmet shaped like a triangular pyramid. Several towers of this type can be found around the same area.
13
Sights: A minor noble returning from an unsuccessful hunt, with retinue. The noble is not a skilled hunter yet thinks himself to be the greatest in the land, partially due to the plethora of compliments he receives on a daily basis from his followers. He challenges the party to a contest of who can bring down the largest brown bear and wagers his pouch of gold.
14
Sights: Ramparts, high hills, and trenches filled with water that stretch for mile marking the location an ancient battlefield. It has grown over.
15
Sights: A collection of several dozen poles each with a dozen or more signs mounted to them pointing towards various distant lands, nearby businesses, and bizarre joke locations. It started with travelers who erected a signpost pointing to their distant homelands which other travelers added to. Eventually it got out of hand.
16
Sights: Permanent portal to another plane of existence.
17
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.
18
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.
19
Sights: 4 web cocoons hanging from the branches, holding withered carcasses
20
Sights: A large whale skeleton surrounded by petunias. The whale is miles away from the sea and the petunias aren’t native to this location.
21
Sights: Faces carved into a mountainside or cliff.
22
Sights: A small waterfall that appears to reverse direction on every night with a bright full moon, running up instead of down.
23
Sights: Great stone wall, intact, with tower fortifications spaced at one-mile intervals.
24
Sights: Giant statues carved out of a mountainside or cliff.
25
Sights: A place with Unraveling Magic (Tasha's pg. 161).
26
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.
27
Sights: A Haunted locale (Tasha's pg. 154).
28
Sights: Sealed burial mound or pyramid.
29
Sights: Crystal cave that mystically answers questions.
30
Sights: Ruined or toppled circle of standing stones.
31
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.
32
Sights: Farmers on their way to the market.
33
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.
34
Sights: A smooth stone with a bunch of growing moss on it. Touching the stone with a bare hand results in the moss slowly moving to wherever was touched. On the stone are several handprints and doodles perfectly covered over with the moss.
35
Sights: Ruined or toppled statue of a person or deity.
36
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.
37
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.
38
Sights: A funerary procession carrying a large coffin.
39
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.
40
Sights: Haunted hill.
41
Sights: An enormous high relief of six dwarven warriors cut from a cliff pointing the way along, commemorating their epic journey.
42
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.
43
Sights: A druid.
44
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.
45
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.
46
Sights: Forest of petrified or awakened trees.
47
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.
48
Sights: A friendly arcanaloth using alter self spells to assume Humanoid form as it searches for one of the Books of Keeping.
49
Sights: A friendly arcanaloth using alter self spells to assume Humanoid form as it searches for one of the Books of Keeping.
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 person looks to be threatened by a skeleton, but on closer inspection the skeleton is assisting them.
52
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.
53
Sights: Intact circle of standing stones.
54
Sights: Intact statue of a person or deity.
55
Sights: An Infested location (Tasha's pg. 156).
56
Sights: Faces carved into a mountainside or cliff.
57
Sights: An area touched by the Far Realm (Tasha's pg. 152).
58
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.
59
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.
60
Sights: A lost, weeping child. If the characters take the child home, the parents reward them with 1 potions of healing.
61
Sights: A funerary procession carrying a large coffin.
62
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.
63
Sights: Ruins such as a crumbling tower, ancient temple, razed city, crumbling wall, sagging stone windmill, jumble of standing stones, etc.
64
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.
65
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.
66
Sights: Fountain.
67
Sights: A 120ft diameter crater. Now filled with water and inhabited by pond creatures.
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: Ruined or toppled statue of a person or deity.
70
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.
71
Sights: Great stone wall in ruins.
72
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.
73
Sights: A talking dog has decided to follow the party and wants to make them happy.
74
Sights: On top of a large rock formation is a big iron statue of an eagle pointing its body to the east.
75
Sights: Dead magic zone (similar to antimagic field).
76
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.
77
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.
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