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1
Sights: The ancient ruins of a strangely ‘modern-looking’ tavern located in the deepest patches of forest. No path leads to it, no other buildings or ruins are found besides it, but dozens of deformed footsteps can be found heading out of the site. At night, the faint, muffled sound of a single viol can be heard coming out of the muddy floor.
2
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.
3
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.
4
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.
5
Sights: A 15ft tall stone hand stretches from the ground, reaching for the sky.
6
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.
7
Sights: For a few hundred feet, wherever the characters step, flowers bloom and emit soft light.
8
Sights: A hunter (scout) who was lured here by their prey.
9
Sights: Your players pass a soothsayer and see an Omen. He offers reward for everyone who gives a second opinion.
10
Sights: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before.
11
Sights: On top of a large rock formation is a big iron statue of an eagle pointing its body to the east.
12
Sights: An evil race (drow, monster, etc) is being executed.
13
Sights: A blind alchemist (or witch) living in some crumbling ruins.
14
Sights: A hunter (scout) who was lured here by their prey.
15
Sights: A lost, weeping child. If the characters take the child home, the parents reward them with 3 potions of healing.
16
Sights: A funerary procession carrying a large coffin.
17
Sights: A ranger (scout) searching for a missing companion, lover, or long-lost ancestor.
18
Sights: An ornate, but empty, chest of silver and pearl sitting by the road. It will not move by any means.
19
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.
20
Sights: A cave with a small dungeon.
21
Sights: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before.
22
Sights: Ruined or toppled obelisk.
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: Once a portal to the abyss, sealed by heroes long ago, now just a crumbling arch with an unsettling aura.
25
Sights: A large disc shaped stone at the base of a long dormant volcano. Visitors toss a copper at it for good luck. There are a couple hundred copper around it. It is considered extraordinarily bad luck to take the coppers.
26
Sights: d6 rations spoil.
27
Sights: Canyon containing a dragons' graveyard.
28
Sights: 3 merchants with their donkey (they're bandits that may attack weak-looking PCs).
29
Sights: Ruined or toppled statue of a person or deity.
30
Sights: Battlefield where lingering fog occasionally assumes humanoid forms.
31
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.
32
Sights: A 120ft diameter crater. Now filled with water and inhabited by pond creatures.
33
Sights: 5 travellers (infected by a brain parasite).
34
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.
35
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.
36
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.
37
Sights: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before.
38
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.
39
Sights: A blood moon rises, all PCs lose Inspiration.
40
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.
41
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.
42
Sights: A funerary procession carrying a large coffin.
43
Sights: A 120ft diameter crater. Now filled with water and inhabited by pond creatures.
44
Sights: A short pathway of stone carved into a mountain, roughly five feet wide with names of couples and graffiti on the stone walls. The pathway always has a thick eerie fog settled over it.
45
Sights: A blood moon rises, all PCs lose Inspiration.
46
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.
47
Sights: Farmers on their way to the market.
48
Sights: d6 rations spoil.
49
Sights: A copse of trees growing in a single spot on an otherwise barren mountain. Unbeknownst to the world, it is the burial place of a great wizard of earthen magics. It is watched over by a trio of stone golems and a handful of slumbering treants to guard the immense knowledge held within the tomb.
50
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.
51
Sights: A Magical Phenomena (Tasha's pg. 163).
52
Sights: A half erected statue of an old folk hero. Either under construction or half crumbled.
53
Sights: Intact circle of standing stones.
54
Sights: Dead magic zone (similar to antimagic field).
55
Sights: The spirit of a dead chef appears and asks the party to prepare a meal he has never seen before.
56
Sights: Razorvine. AC 11, HP 25, immunity to bludgeon, pierce, psychic. On contact, DC 10 Dex save or take 1d10 slashing damage.
57
Sights: Dead magic zone (similar to antimagic field).
58
Sights: Ramparts, high hills, and trenches filled with water that stretch for mile marking the location an ancient battlefield. It has grown over.
59
Sights: A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool.
60
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.
61
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.
62
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.
63
Sights: An enormous high relief of six dwarven warriors cut from a cliff pointing the way along, commemorating their epic journey.
64
Sights: Wild magic zone (cause Wild Magic Surge whenever a spell is cast).
65
Sights: On the side of a rocky cliff are a well carved trio of protruding faces all looking the same direction.
66
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.
67
Sights: Weak gravity. Jump distance and carrying capacity are doubled, walking speed increases by 10ft, and fall damage is halved.
68
Sights: A large, circular pool off of a main river which is geothermally heated.
69
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.
70
Sights: On top of a large rock formation is a big iron statue of an eagle pointing its body to the east.
71
Sights: A series of jutting tooth like spires of black igneous rock which rise out from the sea. These “teeth” have proven to be an extreme hazard to sailors and shipping which pass too near to them. Tearing hulls and ripping sails.
72
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.
73
Sights: An old weathered statue of a god with beautiful gems inlaid and surrounded with wicker basket offerings of gold, flowers, food, and trinkets. Stealing from the statue result in a curse (permanent level of exhaustion) from the deity until either greater restoration is cast on the thief or they repent and make an offering of twice the amount stolen. Award inspiration for respectful offerings or prayers given to the statue.
74
Sights: A minor noble with servants seeks a wedding gift. Spots something valuable on PCs and wants to buy it.
75
Sights: A small waterfall that appears to reverse direction on every night with a bright full moon, running up instead of down.
76
Sights: Once a portal to the abyss, sealed by heroes long ago, now just a crumbling arch with an unsettling aura.
77
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.
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