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1
Sights: Wrecked ship, which might be nowhere near water.
2
Sights: Totem pole.
3
Sights: An inn that has been carefully constructed to appear as if it was turned upside-down.
4
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.
5
Sights: An area of strong Psychic Resonance (Tasha's pg. 160).
6
Sights: 4 travellers (infected by a brain parasite).
7
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.
8
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.
9
Sights: Forest of petrified or awakened trees.
10
Sights: On top of a large rock formation is a big iron statue of an eagle pointing its body to the east.
11
Sights: A person looks to be threatened by a skeleton, but on closer inspection the skeleton is assisting them.
12
Sights: Canyon containing a dragons' graveyard.
13
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.
14
Sights: A grove of Primal Fruit (Tasha's pg. 168).
15
Sights: A garden from a former ancient culture, which vanished out of unknown reasons. One of the only things found was this tree garden. Are the trees made of stone or turned to, no one knows.
16
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.
17
Sights: On top of a large rock formation is a big iron statue of an eagle pointing its body to the east.
18
Sights: Boulder carved with talking faces.
19
Sights: d6 rations spoil.
20
Sights: A large tree in the forest that bends and splits in such a way that the bottom looks like a foot, with toes.
21
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.
22
Sights: In a valley, there are 8-10 adult dragon skeletons, half-buried.
23
Sights: A seemingly normal well on the top of a hill. Anything that is placed into it is immediately tossed out of it.
24
Sights: Faces carved into a mountainside or cliff.
25
Sights: An old tree with a wizened face carved into the trunk
26
Sights: A 15ft tall stone hand stretches from the ground, reaching for the sky.
27
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.
28
Sights: Young lovers have sought refuge to meet, their families do not approve.
29
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.
30
Sights: Strong gravity. Jump distance and carrying capacity are halved, and fall damage is doubled.
31
Sights: Ruins such as a crumbling tower, ancient temple, razed city, crumbling wall, sagging stone windmill, jumble of standing stones, etc.
32
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.
33
Sights: A big, old tree which seems to be made of iron, but as far as anyone can tell, is alive and growing, if slowly.
34
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.
35
Sights: A local bard offers a gold to whoever can make his bodyguard laugh.
36
Sights: A large tree in the forest that bends and splits in such a way that the bottom looks like a foot, with toes.
37
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.
38
Sights: While camping, a bandit tries to steal a random item from the packs of sleeping PCs.
39
Sights: A bridgekeeper who demands the party's best jokes to cross.
40
Sights: There’s a strange dune of sand in the middle of this grassy field, covered in scorpions.
41
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.
42
Sights: Floating earth mote with a religious tower on it.
43
Sights: Strong gravity. Jump distance and carrying capacity are halved, and fall damage is doubled.
44
Sights: Boulder carved with talking faces.
45
Sights: A hunter (scout) who was lured here by their prey.
46
Sights: A large, circular pool off of a main river which is geothermally heated.
47
Sights: A cliff that has been entirely covered in paint from hundreds of people.
48
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.
49
Sights: A local bard offers a gold to whoever can make his bodyguard laugh.
50
Sights: A traveling merchant selling standard equipment at 10% over book price.
51
Sights: A blood moon rises, all PCs lose Inspiration.
52
Sights: Field of petrified soldiers or other creatures.
53
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.
54
Sights: Ramparts, high hills, and trenches filled with water that stretch for mile marking the location an ancient battlefield. It has grown over.
55
Sights: A Mimic Colony (Tasha's pg. 167).
56
Sights: 6 web cocoons hanging from the branches, holding withered carcasses
57
Sights: Wishing well.
58
Sights: d6 rations spoil.
59
Sights: A 120ft diameter crater. Now filled with water and inhabited by pond creatures.
60
Sights: An old tree with a wizened face carved into the trunk
61
Sights: A traveling merchant selling standard equipment at 10% over book price.
62
Sights: A friendly arcanaloth using alter self spells to assume Humanoid form as it searches for one of the Books of Keeping.
63
Sights: Great stone arch.
64
Sights: A small waterfall that appears to reverse direction on every night with a bright full moon, running up instead of down.
65
Sights: Weak gravity. Jump distance and carrying capacity are doubled, walking speed increases by 10ft, and fall damage is halved.
66
Sights: Intact circle of standing stones.
67
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.
68
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.
69
Sights: Ruined or toppled statue of a person or deity.
70
Sights: A band of blind cultists go by, quietly chanting eerie hymns.
71
Sights: A place with Unraveling Magic (Tasha's pg. 161).
72
Sights: A small shack almost hidden by the deep forest. The interior is empty aside from a large cast-iron oven.
73
Sights: Intact circle of standing stones.
74
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.
75
Sights: In the middle of a copse in a strange swamp lies a smooth altar made of red stone, with strange carvings of trees and water all around its base. Upon touching the altar, you will hear a voice in your mind ‘sacrifice”, and you will feel a strange primal urge to sacrifice a creature on top of it.
76
Sights: Dashed upon the rocks are the remains of a large merchant ship. Weathered and ancient, the skeletons of the crew still scattered around though most everything of value has long since been looted.
77
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.
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